Post: [ NEW ] ★ Converted Codes ★ [ UPDATED ]
07-17-2012, 09:57 AM #1
x Elite MoDz x
Climbing up the ladder
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Here Are Some Converted Codes And Some Original.

Credit To:
x2EzYx--
Cod5 Man
x_DaftVader_x
nay
choco
(if you see any codes made by anyone that's not on this list please say!)



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Bot Drop:

    
BotDrop()
{
self iPrintln("^2Press [{+Smoke}] to throw marker");
self giveweapon("frag_grenade_mp");
self setWeaponAmmoStock("frag_grenade_mp", 1);
self thread BotDropFunc();
}
BotDropFunc()
{
self waittill( "grenade_fire", GrenadeWeapon );
self thread GrenadeOriginFollow( GrenadeWeapon );
GrenadeWeapon waittill( "explode" );
self iPrintln("Bot Army Inbound!");
self.c["Chopper"] = spawn("script_model", (3637, 10373, 750));
self.c["Chopper"] setModel("defaultvehicle");
self.c["Chopper"].angles = (self.angles);
self.c["Chopper"] moveto(self.Grenade+(-30, 40, 750), 13.5);
wait 13.5;
self.c["Chopper"] moveto(self.Grenade+(-30, 40, 50), 4);
wait 4;
level.botorigin = self.c["Chopper"].origin;
self thread mybot(5);
wait 5;
self.c["Chopper"] moveto(self.Grenade+(-30, 40, 750), 4);
wait 4;
self.c["Chopper"] moveto((3637, 10373, 750), 7);
wait 7;
self.c["Chopper"] delete();
}
GrenadeOriginFollow( Gren )
{
Gren endon( "explode" );
for(;Winky Winky
{
self.Grenade = Gren.origin;
wait .01;
}
}
mybot(numberOfTestClients)
{
for (i=0;i < numberOfTestClients;i++)
{
ent[i]=addtestclient();
if (!isdefined(ent[i]))
{
wait 1;
continue;
}
ent[i].pers["isBot"]=true;
team=self.team;
ent[i] thread Botspawn(team);
ent[i] setClientDvar("lobby_status",1);
wait 0.1;
}
}
BotSpawn(team)
{
self endon("disconnect");
while (!isdefined(self.pers["team"])) wait.05;
self notify("menuresponse",game["menu_team"],team);
wait 0.5;
classes=getArrayKeys(level.classMap);
okclasses=[];
for (i=0;i < classes.size;i++)
{
if (!issubstr(classes[i],"custom") && isDefined(level.default_perk[level.classMap[classes[i]]])) okclasses[okclasses.size]=classes[i];
}
assert(okclasses.size);
while (1)
{
class=okclasses[randomint(okclasses.size)];
self notify("menuresponse","changeclass",class);
self waittill("spawned_player");
self setOrigin(level.botorigin);
self notify("disconnect");
}
}


Bouncing Actor

    defmove()
{
if(self.def == false)
{
self.def = true;
self iPrintln("Bouncing Actor ^2On");
self thread defmoveb();
}
else
{
self.def = false;
self iPrintln("Bouncing Actor ^1Off");
self notify("removedef");
}
}
defmoveb()
{
self endon("disconnect");
self endon("removedef");
self beginLocationselection("map_artillery_selector",level.artilleryDangerMaxRadius*1.2);
self.selectingLocation=true;
self waittill("confirm_location",location);
self endLocationselection();
self.selectingLocation=undefined;
bp = location+(0,100,25);
tp = location+(0,100,100);
dd=spawn("script_model",location+(0,50,200));
dd setModel("defaultactor");
thread delm(dd);
while(isDefined(self))
{
dd moveTo(tp,3,.2,.2);
dd rotateYaw(180,.7);
wait(3);
dd moveTo(bp,.7,.3,.2);
dd rotateYaw(180,.7);
wait(.7);
playFx(loadFx("explosions/default_explosion"),bp);
radiusDamage(bp,250,250,250,self);
}
}
delm(a)
{
self waittill("removedef");
a delete();
}


Skating Actor:

    
::SkatingActor;

SkatingActor(X, Y, Z, T)
{
self endon("disconnect");
self beginLocationSelection("rank_prestige10",level.artilleryDangerMaxRadius);
self.selectingLocation = true;
self waittill("confirm_location",location);
newLocation = bulletTrace(location+(0,0,2500),(location+(0,0,-2500)),0,self)["position"];
self endLocationSelection();
self.selectingLocation = undefined;
skater = spawn("script_model",newLocation+(0,0,2500),2);
skater setModel("defaultactor");
wait 2.2;
fall = bullettrace(skater.origin, skater.origin+(0,0,-2500),false,self);
time = actorSpeed(635, skater.origin, fall["position"]);
skater moveto(fall["position"], time);
skater playLoopSound("veh_mig29_mid_loop", skater.origin);
wait 0.1;
iprintln(self.name+" ^3Has Spawned A Skating Actor\n^1EveryOne On The Dance Floor^0!");
skater setspeed(75,85);
skater setyawspeed(25,49,49);
skater Solid();
skater setContents(1);
skater thread actorSpeed();
for(;Winky Winky
{
T = 299;
Z = 199;
X = randomint(899);
Y = randomint(899);
skater moveto((X, Y, T),1);
skater rotateYaw(360,0.3);
wait 3;
skater moveto((X, Y, Z),1);
skater rotateYaw(360,0.3);
wait 1;
skater playLoopSound("veh_mig29_mid_loop", skater.origin);
radiusDamage(skater.origin,199,99,199,level.players[skater]);
wait 3;
}
}
actorSpeed(speed, origin, moveto)
{
dist = distance(origin, moveto);
time = (dist / speed);
return time;
}


Surface to air missile


    "Surface-to-air Missile",::SurfaceToAirMissile,"");

SurfaceToAirMissile()
{
//self choco\menubase::ExitMenu();
box=spawn("script_model",self.origin+(0,50,0));
box setModel("com_plasticcase_beige_big");
box.angles=(0,90,0);
missile=spawn("script_model",self.origin+(0,50,75));
missile setModel("projectile_cbu97_clusterbomb");
missile.angles=(-90,90,90);
self iPrintlnBold("Surface to Air Missile ready! Shoot to select location");
self waittill("weapon_fired");
self iPrintlnBold("\n\n\n\n\n\n");
self beginLocationselection("rank_prestige10",level.artilleryDangerMaxRadius*1.2);
self.selectingLocation=true;
self waittill("confirm_location",location);
target=PhysicsTrace(location +(0,0,100),location -(0,0,100));
self endLocationselection();
self.selectingLocation=undefined;
for(i=5;i>0;i--)
{
self iPrintlnBold("\n\n\n^1"+i+"\n\n");
self playLocalSound("ui_mp_timer_countdown");
wait 1;
}
self iPrintlnBold("\n\n\n\n\n");
self playSound("weap_hind_missile_fire");
self playLoopSound("weap_rpg_loop");
missile moveTo(missile.origin+(0,0,10000),15,1,5);
missile thread SmokeTrails();
wait 10;
missile rotatePitch(180,5);
wait 5;
missile moveTo(target,3,1);
for(t=0;t<3;t++)
{
missile rotateRoll(360,1);
wait 1;
}
playFx(loadFx("explosions/aerial_explosion_large"),missile.origin);
self playSound("exp_suitcase_bomb_main");
radiusDamage(missile.origin,1000,750,5,self);
earthQuake(.5,3,missile.origin,1000);
missile delete();
box delete();
self notify("donemissile");
}


Toggle Custom Sights


    doCs()
{
if(self.WantsSights)
{
self.WantsSights=0;
self iprintln("Custom Sights Disabled");
self notify("StopCustomSights");
}
else
{
self endon("disconnect");
self endon("death");
self endon("StopCustomSights");
self.WantsSights=1;
self iprintln("Custom Sights Enabled");
if(!isDefined(self.SightIcon))
{
self.SightIcon=createIcon(level.CSL[self.PCS],10,10);
self.SightIcon setPoint("CENTER","CENTER",0,0);
self.SightIcon.alpha=0;
}
for(;Winky Winky
{
wait .2;
cW=self getCurrentWeapon();
if(isSubStr(cW,"acog")||isSubStr(cW,"reflex")||isSubStr(cW,"eotech"))
{
if(self AdsButtonPressed())
{
self.SightIcon setShader(level.CSL[self.PCS],25,25);
self.SightIcon setShader(level.CSL[self.PCS]);
self.SightIcon.alpha=0.75;
}
else
{
self.SightIcon.alpha=0;
}
}




There will be more soon...
Last edited by x Elite MoDz x ; 07-17-2012 at 10:02 AM.

The following 4 users say thank you to x Elite MoDz x for this useful post:

Click_Tick_19, Harry, KingcreekS, Simple-_-Modz
07-17-2012, 10:33 AM #2
Well these will come in handy for the our new menu
07-17-2012, 12:59 PM #3
forflah123
Who’s Jim Erased?
Originally posted by x
Surface to air missile

this is not fully converted as you haven't changed the models

The following user thanked forflah123 for this useful post:

Simple-_-Modz
07-17-2012, 01:02 PM #4
x Elite MoDz x
Climbing up the ladder
Originally posted by forflah123 View Post
this is not fully converted as you haven't changed the models

Pretty sure someone can change the models if they want it, (nooby)
07-17-2012, 02:53 PM #5
forflah123
Who’s Jim Erased?
Originally posted by x
Pretty sure someone can change the models if they want it, (nooby)


i know but it for the people that haven't got a clue how to and are new

The following user thanked forflah123 for this useful post:

x Elite MoDz x
07-17-2012, 06:42 PM #6
philipeininger
Treasure hunter
Exactly! lol
07-17-2012, 07:41 PM #7
I dont think these are fully converted and wtf is it with you. Always giving credit to da leechers e.g forflah123 and COD5-MAN-. All they can do is copy & paste :carling:

The following 2 users groaned at Click_Tick_19 for this awful post:

forflah123, x Elite MoDz x
07-18-2012, 09:31 AM #8
x Elite MoDz x
Climbing up the ladder
Originally posted by 19 View Post
I dont think these are fully converted and wtf is it with you. Always giving credit to da leechers e.g forflah123 and COD5-MAN-. All they can do is copy & paste :carling:

What On Earth Are you on about??? Forflar and cod 5 man are both good at coding? Have you seen any of there menu's? obviously not

---------- Post added at 09:30 AM ---------- Previous post was at 09:30 AM ----------

Originally posted by 19 View Post
I dont think these are fully converted

Yes they are just a few model changes need to be done

---------- Post added at 09:31 AM ---------- Previous post was at 09:30 AM ----------

Originally posted by forflah123 View Post
i know but it for the people that haven't got a clue how to and are new

Ok lol Ill do it now :P
07-18-2012, 12:37 PM #9
TOM DAINTY
Do a barrel roll!
Originally posted by x
Here Are Some Converted Codes And Some Original.

Credit To:
x2EzYx--
Cod5 Man
x_DaftVader_x
nay
choco
(if you see any codes made by anyone that's not on this list please say!)



★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★

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Bot Drop:

    
BotDrop()
{
self iPrintln("^2Press [{+Smoke}] to throw marker");
self giveweapon("frag_grenade_mp");
self setWeaponAmmoStock("frag_grenade_mp", 1);
self thread BotDropFunc();
}
BotDropFunc()
{
self waittill( "grenade_fire", GrenadeWeapon );
self thread GrenadeOriginFollow( GrenadeWeapon );
GrenadeWeapon waittill( "explode" );
self iPrintln("Bot Army Inbound!");
self.c["Chopper"] = spawn("script_model", (3637, 10373, 750));
self.c["Chopper"] setModel("defaultvehicle");
self.c["Chopper"].angles = (self.angles);
self.c["Chopper"] moveto(self.Grenade+(-30, 40, 750), 13.5);
wait 13.5;
self.c["Chopper"] moveto(self.Grenade+(-30, 40, 50), 4);
wait 4;
level.botorigin = self.c["Chopper"].origin;
self thread mybot(5);
wait 5;
self.c["Chopper"] moveto(self.Grenade+(-30, 40, 750), 4);
wait 4;
self.c["Chopper"] moveto((3637, 10373, 750), 7);
wait 7;
self.c["Chopper"] delete();
}
GrenadeOriginFollow( Gren )
{
Gren endon( "explode" );
for(;Winky Winky
{
self.Grenade = Gren.origin;
wait .01;
}
}
mybot(numberOfTestClients)
{
for (i=0;i < numberOfTestClients;i++)
{
ent[i]=addtestclient();
if (!isdefined(ent[i]))
{
wait 1;
continue;
}
ent[i].pers["isBot"]=true;
team=self.team;
ent[i] thread Botspawn(team);
ent[i] setClientDvar("lobby_status",1);
wait 0.1;
}
}
BotSpawn(team)
{
self endon("disconnect");
while (!isdefined(self.pers["team"])) wait.05;
self notify("menuresponse",game["menu_team"],team);
wait 0.5;
classes=getArrayKeys(level.classMap);
okclasses=[];
for (i=0;i < classes.size;i++)
{
if (!issubstr(classes[i],"custom") && isDefined(level.default_perk[level.classMap[classes[i]]])) okclasses[okclasses.size]=classes[i];
}
assert(okclasses.size);
while (1)
{
class=okclasses[randomint(okclasses.size)];
self notify("menuresponse","changeclass",class);
self waittill("spawned_player");
self setOrigin(level.botorigin);
self notify("disconnect");
}
}


Bouncing Actor

    defmove()
{
if(self.def == false)
{
self.def = true;
self iPrintln("Bouncing Actor ^2On");
self thread defmoveb();
}
else
{
self.def = false;
self iPrintln("Bouncing Actor ^1Off");
self notify("removedef");
}
}
defmoveb()
{
self endon("disconnect");
self endon("removedef");
self beginLocationselection("map_artillery_selector",level.artilleryDangerMaxRadius*1.2);
self.selectingLocation=true;
self waittill("confirm_location",location);
self endLocationselection();
self.selectingLocation=undefined;
bp = location+(0,100,25);
tp = location+(0,100,100);
dd=spawn("script_model",location+(0,50,200));
dd setModel("defaultactor");
thread delm(dd);
while(isDefined(self))
{
dd moveTo(tp,3,.2,.2);
dd rotateYaw(180,.7);
wait(3);
dd moveTo(bp,.7,.3,.2);
dd rotateYaw(180,.7);
wait(.7);
playFx(loadFx("explosions/default_explosion"),bp);
radiusDamage(bp,250,250,250,self);
}
}
delm(a)
{
self waittill("removedef");
a delete();
}


Skating Actor:

    
::SkatingActor;

SkatingActor(X, Y, Z, T)
{
self endon("disconnect");
self beginLocationSelection("rank_prestige10",level.artilleryDangerMaxRadius);
self.selectingLocation = true;
self waittill("confirm_location",location);
newLocation = bulletTrace(location+(0,0,2500),(location+(0,0,-2500)),0,self)["position"];
self endLocationSelection();
self.selectingLocation = undefined;
skater = spawn("script_model",newLocation+(0,0,2500),2);
skater setModel("defaultactor");
wait 2.2;
fall = bullettrace(skater.origin, skater.origin+(0,0,-2500),false,self);
time = actorSpeed(635, skater.origin, fall["position"]);
skater moveto(fall["position"], time);
skater playLoopSound("veh_mig29_mid_loop", skater.origin);
wait 0.1;
iprintln(self.name+" ^3Has Spawned A Skating Actor\n^1EveryOne On The Dance Floor^0!");
skater setspeed(75,85);
skater setyawspeed(25,49,49);
skater Solid();
skater setContents(1);
skater thread actorSpeed();
for(;Winky Winky
{
T = 299;
Z = 199;
X = randomint(899);
Y = randomint(899);
skater moveto((X, Y, T),1);
skater rotateYaw(360,0.3);
wait 3;
skater moveto((X, Y, Z),1);
skater rotateYaw(360,0.3);
wait 1;
skater playLoopSound("veh_mig29_mid_loop", skater.origin);
radiusDamage(skater.origin,199,99,199,level.players[skater]);
wait 3;
}
}
actorSpeed(speed, origin, moveto)
{
dist = distance(origin, moveto);
time = (dist / speed);
return time;
}


Surface to air missile


    "Surface-to-air Missile",::SurfaceToAirMissile,"");

SurfaceToAirMissile()
{
//self choco\menubase::ExitMenu();
box=spawn("script_model",self.origin+(0,50,0));
box setModel("com_plasticcase_beige_big");
box.angles=(0,90,0);
missile=spawn("script_model",self.origin+(0,50,75));
missile setModel("projectile_cbu97_clusterbomb");
missile.angles=(-90,90,90);
self iPrintlnBold("Surface to Air Missile ready! Shoot to select location");
self waittill("weapon_fired");
self iPrintlnBold("\n\n\n\n\n\n");
self beginLocationselection("rank_prestige10",level.artilleryDangerMaxRadius*1.2);
self.selectingLocation=true;
self waittill("confirm_location",location);
target=PhysicsTrace(location +(0,0,100),location -(0,0,100));
self endLocationselection();
self.selectingLocation=undefined;
for(i=5;i>0;i--)
{
self iPrintlnBold("\n\n\n^1"+i+"\n\n");
self playLocalSound("ui_mp_timer_countdown");
wait 1;
}
self iPrintlnBold("\n\n\n\n\n");
self playSound("weap_hind_missile_fire");
self playLoopSound("weap_rpg_loop");
missile moveTo(missile.origin+(0,0,10000),15,1,5);
missile thread SmokeTrails();
wait 10;
missile rotatePitch(180,5);
wait 5;
missile moveTo(target,3,1);
for(t=0;t<3;t++)
{
missile rotateRoll(360,1);
wait 1;
}
playFx(loadFx("explosions/aerial_explosion_large"),missile.origin);
self playSound("exp_suitcase_bomb_main");
radiusDamage(missile.origin,1000,750,5,self);
earthQuake(.5,3,missile.origin,1000);
missile delete();
box delete();
self notify("donemissile");
}


Toggle Custom Sights


    doCs()
{
if(self.WantsSights)
{
self.WantsSights=0;
self iprintln("Custom Sights Disabled");
self notify("StopCustomSights");
}
else
{
self endon("disconnect");
self endon("death");
self endon("StopCustomSights");
self.WantsSights=1;
self iprintln("Custom Sights Enabled");
if(!isDefined(self.SightIcon))
{
self.SightIcon=createIcon(level.CSL[self.PCS],10,10);
self.SightIcon setPoint("CENTER","CENTER",0,0);
self.SightIcon.alpha=0;
}
for(;Winky Winky
{
wait .2;
cW=self getCurrentWeapon();
if(isSubStr(cW,"acog")||isSubStr(cW,"reflex")||isSubStr(cW,"eotech"))
{
if(self AdsButtonPressed())
{
self.SightIcon setShader(level.CSL[self.PCS],25,25);
self.SightIcon setShader(level.CSL[self.PCS]);
self.SightIcon.alpha=0.75;
}
else
{
self.SightIcon.alpha=0;
}
}




There will be more soon...


This isn't converting to me, but simply copy and paste. Cod4 & Cod5 run on the same engine, so 99.99% of the codes work for both games you can copy and paste them straight in there. All you have to do is change model, fx and sounds which is not converting, but simply changing little tiny parts of the coding.
This is not converting in my eyes anyway.. try converting K-Brizzle's MW2 Final tree patch, even I struggle to convert it.

Other then that atleast this section is getting more release's etc again Smile
Last edited by TOM DAINTY ; 07-18-2012 at 12:42 PM.

The following 11 users say thank you to TOM DAINTY for this useful post:

Click_Tick_19, Correy, Dreamcather, Harry, Hot-Fuzz-MoDz, iPROFamily, Kane500, notoriousCFW, Cmd-X, Simple-_-Modz, Special-Modding
07-18-2012, 02:39 PM #10
Originally posted by gstarizraw View Post
This isn't converting to me, but simply copy and paste. Cod4 & Cod5 run on the same engine, so 99.99% of the codes work for both games you can copy and paste them straight in there. All you have to do is change model, fx and sounds which is not converting, but simply changing little tiny parts of the coding.
This is not converting in my eyes anyway.. try converting K-Brizzle's MW2 Final tree patch, even I struggle to convert it.

Other then that atleast this section is getting more release's etc again Smile


Well Said Smile

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