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Models
Text FunctionsCode:< entity > setModel( < Model > ); - Sets the model of a specific entity com_plasticcase_friendly - Care Package Green com_plasticcase_enemy - Care Package Red com_plasticcase_trap_friendly - Care Package Black prop_suitcase_bomb - Suitcase vehicle_b2_bomber - Bomber Vehicle vehicle_uav_static_mp - Uav Plane level.flagModel["allies"] - Friendly Flag level.flagModel["axis"] - Enemy Flag
VisionsCode:iprintln( < Text Here > ); - iprintlnbold( < Text Here > ); - println( < Text Here > ); - thread maps\mp\gametypes\_hud_message::hintMessage( < Text Here > ); - Typewriter Text
DvarsCode:< entity > VisionSetNakedForPlayer( < Vision >, < Transition Time > ); - Call on entity, changes vision for that player only VisionSetNaked( < Vision >, < Transition Time > ); - Sets the vision for everyone
Stat EditingCode:setDvar( < Dvar >, < Value > ); - Sets the value for everyone < entity > setClientDvar( < Dvar >, < Value > ); - Sets the value for a specific entity getDvar( < Dvar > ); - Gets the value of the Dvar
Button MonitoringCode:< entity > setPlayerData( < Stat >, < Value > ); Stats: kills deaths experience wins losses ties headshots assists hits misses killstreak winstreak
KillstreaksCode:< player > NotifyOnPlayerCommand( < notify >, < condition > ); Conditions: "+usereload" "weapnext" "+gostand" "+melee" "+actionslot 1" "+actionslot 2" "+actionslot 3" "+actionslot 4" "+frag" "+smoke" "+attack" "+speed_throw" "+stance" "+breathe_sprint" Usage: MonitorButton() { self notifyOnPlayerCommand( "Knife", "+melee"; ); while( 1 ) { self waittill( "Knife" ); //self suicide(); } }
WeaponsCode:< Player > maps\mp\killstreaks\_killstreaks::giveKillstreak( < Killstreak >, < Pop-up > ); Killstreaks: uav ims sentry precision_airstrike helicopter emp nuke remote_tank sam_turret counter_uav
God ModeCode:< Player > giveWeapon( < Weapon Name > ); - Simply gives the Player said gun < Player > switchToWeapon( < Weapon Name > ); - Switches to the weapon if the Player has it < Player > takeWeapon( < Weapon Name > ); - Takes the weapon if the Player has it < Player > takeAllWeapons(); - Takes all of the Players weapons away
Complete All ChallengesCode:GodMode() { self endon( "death" ); self endon( "disconnect" ); self.maxHealth = 9999999; self.health = self.maxHealth; for(;;) { if( self.health < self.maxHealth ) self.health = self.maxHealth; wait 0.1; } }
AnimationCode:completeAllChallenges() { self endon( "death" ); self thread maps\mp\gametypes\_hud_message::hintMessage( "Completing All Challenges, Please Wait..." ); foreach ( challengeRef, challengeData in level.challengeInfo ) { finalTarget = 0; finalTier = 0; for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ ) { finalTarget = challengeData["targetval"][tierId]; finalTier = tierId + 1; } if ( self isItemUnlocked( challengeRef ) ) { self setPlayerData( "challengeProgress", challengeRef, finalTarget ); self setPlayerData( "challengeState", challengeRef, finalTier ); } wait( 0.01 ); } self thread maps\mp\gametypes\_hud_message::hintMessage( "All Challenges Completed" ); }
Custom ClassesCode:Im not entirely sure about this one :( At the top of your gsc, put "#using_animtree( < Animtree > );" - Not needed but much cleaner AnimTrees: destructibles animated_props generic_human multiplayer player vehicles PrecacheMpAnim( < Animation > ); - Use this to preCache your animation so you can use it anywhere < entity > ScriptModelPlayAnim( < Animation > ); - Should animate said entity with your custom animation < entity > willNeverChange(); - Animation you've given it will not change < entity > scriptModelClearAnim( < Animation > ); - Clears the animation you were using
Dont forfeit with online dvarsCode:self setPlayerData( "customClasses", < class num >, "name", < Text > ); - Sets custom class name self setPlayerData( "customClasses", < class num >, "weaponSetups", < 0 - 1 >, "weapon", < Weapon > ); - Sets custom class weapon self setPlayerData( "customClasses", < class num >, "weaponSetups", < 0 - 1 >, "camo", < Camo > ); - Sets custom class camo self setPlayerData( "customClasses", < class num >, "weaponSetups", < 0 - 1 >, "attachment", 0, < Attachment > ); - Sets custom class attachment self setPlayerData( "customClasses", < class num >, "perks", < 0 - 4 >, < Perk > ); - Sets custom class perk self setPlayerData( "customClasses", < class num >, "specialGrenade", < Grenade > ); - Sets custom class special grenade
Replace your maps\mp\gametypes\_gamelogic.gsc with this: http://pastebin.com/J5es0DnT
Misc.
Here are some free mods you can use:Code:< Player > setStance( < Stance > ); - Sets the players stance( prone, crouche or stand ) < Player > getStance(); - Gets the players current stance level.XpScale = < Xp Scale >;
My Unlock everything lobby - http://www.codeleakers.com/showthrea...230#post146230
Clean Modern Warfare 3 Files:
Common_level_temp_mp.ff - http://www.multiupload.com/LOLE9P9T8K
Code_post_gfx_mp.ff - http://www.multiupload.com/K2Y6NZ7E65
Common_level_temp_specialops.ff - http://www.multiupload.com/9CZVWTUVCJ
Code_post_gfx_specialops.ff - http://www.multiupload.com/XWI2L9RUB5
Updating.
Updating..
Updating...
Last edited by KazzababeGamer; 11-24-2011 at 12:03 PM.
What would the entity be for a player in the lobby?
copy and paste lol
Does THe GOde MOde Work Script
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