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  1. #1
    Formally known as Tlpwnzer KazzababeGamer's Avatar
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    Default "Porting" is to easy

    From mw2...

    Code:
    // Approved by Syntax Checker 
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    build()
    {
    	self endon("death");
    	for(;;)
    	{
    		self iPrintlnBold( "^1Shoot to spawn (flat surface)" );
    		self waittill ( "weapon_fired" );
    		vec = anglestoforward(self getPlayerAngles());
    		end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
    		SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
    
    		{
    			level endon("Merry_Nuked");
    			level.Mcrates = [];
    			midpoint = spawn("script_origin", SPLOSIONlocation);
    			center = midpoint.origin;
    			level.center = midpoint.origin;
    			h = 0;
    			LOLCATS = 0;
    			for(j=0;j<2;j++)
    			{
    				for(i=55;i<220;i+=55)
    				{
    					level.Mcrates[h] = spawn("script_model", center+(i,0,LOLCATS));
    					level.Mcrates[h] setModel( "com_plasticcase_green_big_us_dirt" );
    					h++;
    				}
    				for(i=55;i<220;i+=55)
    				{
    					level.Mcrates[h] = spawn("script_model", center-(i,0,0-LOLCATS));
    					level.Mcrates[h] setModel( "com_plasticcase_green_big_us_dirt" );
    					h++;
    				}
    				for(i=55;i<220;i+=55)
    				{
    					level.Mcrates[h] = spawn("script_model", center-(0,i,0-LOLCATS));
    					level.Mcrates[h].angles = (0,90,0);
    					level.Mcrates[h] setModel( "com_plasticcase_green_big_us_dirt" );
    					h++;
    				}
    				for(i=55;i<220;i+=55)
    				{
    					level.Mcrates[h] = spawn("script_model", center+(0,i,LOLCATS));
    					level.Mcrates[h].angles = (0,90,0);
    					level.Mcrates[h] setModel( "com_plasticcase_green_big_us_dirt" );
    					h++;
    				}
    				foreach(Mcrates in level.Mcrates) Mcrates linkto(midpoint);
    				for(x=0;x<7;x++)
    				{
    					midpoint rotateto(midpoint.angles+(0,11.25,0),0.05);
    					wait 0.1;
    					for(i=55;i<220;i+=55)
    					{
    						level.Mcrates[h] = spawn("script_model", center-(0,i,0-LOLCATS));
    						level.Mcrates[h].angles = (0,90,0);
    						level.Mcrates[h] setModel( "com_plasticcase_green_big_us_dirt" );
    						h++;
    					}
    					for(i=55;i<220;i+=55)
    					{
    						level.Mcrates[h] = spawn("script_model", center+(0,i,LOLCATS));
    						level.Mcrates[h].angles = (0,90,0);
    						level.Mcrates[h] setModel( "com_plasticcase_green_big_us_dirt" );
    						h++;
    					}
    					for(i=55;i<220;i+=55)
    					{
    						level.Mcrates[h] = spawn("script_model", center-(i,0,0-LOLCATS));
    						level.Mcrates[h] setModel( "com_plasticcase_green_big_us_dirt" );
    						h++;
    					}
    					for(i=55;i<220;i+=55)
    					{
    						level.Mcrates[h] = spawn("script_model", center+(i,0,LOLCATS));
    						level.Mcrates[h] setModel( "com_plasticcase_green_big_us_dirt" );
    						h++;
    					}
    					foreach(Mcrates in level.Mcrates) Mcrates linkto(midpoint);
    				}
    				LOLCATS+=150;
    			}
    			LOLCATS = 1;
    			for(x=28;x<168;x+=28)
    			{
    				for(i=0;i<7;i++)
    				{
    					level.Mcrates[h] = spawn("script_model", center+(0,0,x));
    					level.Mcrates[h].angles = (0,i*22.5,0);
    					level.Mcrates[h] setModel( "com_plasticcase_green_big_us_dirt" );
    					h++;
    				}
    			}
    			level.ControlPanels = [];
    			level.ControlPanels[0] = spawn("script_model", center+(75,250,0));
    			level.ControlPanels[0] setModel( "com_plasticcase_beige_big" );
    			level.ControlPanels[0].angles = (0,30,0);
    			level.ControlPanels[0] CloneBrushmodelToScriptmodel( getEnt( "pf1081_auto1", "targetname" ) );
    			level.ControlPanels[1] = spawn("script_model", center+(-75,250,0));
    			level.ControlPanels[1] setModel( "com_plasticcase_beige_big" );
    			level.ControlPanels[1].angles = (0,330,0);
    			level.ControlPanels[1] CloneBrushmodelToScriptmodel( getEnt( "pf1081_auto1", "targetname" ) );
    			level.ControlPanels[2] = spawn("script_model", center+(-75,250,30));
    			level.ControlPanels[2] setModel( "com_laptop_2_open" );
    			level.ControlPanels[2].angles = (0,60,0);
    			level.ControlPanels[2].num = -1;
    			level.ControlPanels[2].othernum = 0;
    			level.ControlPanels[3] = spawn("script_model", center+(75,250,30));
    			level.ControlPanels[3] setModel( "com_laptop_2_open" );
    			level.ControlPanels[3].angles = (0,120,0);
    			level.ControlPanels[3].num = 1;
    			level.ControlPanels[3].othernum = 1;
    			level.ControlPanels[2] thread ChangeSpeed();
    			level.ControlPanels[3] thread ChangeSpeed();
    			level.ControlPanels[4] = spawn("script_model", center+(0,230,0));
    			level.ControlPanels[4] setModel( "com_plasticcase_beige_big" );
    			level.ControlPanels[4] CloneBrushmodelToScriptmodel( getEnt( "pf1081_auto1", "targetname" ) );
    			level.ControlPanels[5] = spawn("script_model", center+(0,230,30));
    			level.ControlPanels[5] setModel( "com_laptop_2_open" );
    			level.ControlPanels[5].angles = (0,90,0);
    			level.ControlPanels[5].num = -1;
    			level.ControlPanels[5] thread switchColors();
    			for(i=0;i<level.Mcrates.size;i++) level.Mcrates[i] setmodel("com_plasticcase_black_big_us_dirt");
    			level.MerrySeat = [];
    			level.MerrySeat[0] = spawn("script_model", center+(-22,100,30));
    			level.MerrySeat[0] setmodel("com_barrel_benzin");
    			level.MerrySeat[0].angles = (90,0,0);
    			level.MerrySeat[1] = spawn("script_model", center+(-22,-100,30));
    			level.MerrySeat[1] setmodel("com_barrel_benzin");
    			level.MerrySeat[1].angles = (90,0,0);
    			level.MerrySeat[2] = spawn("script_model", center+(-100,-22,30));
    			level.MerrySeat[2] setmodel("com_barrel_benzin");
    			level.MerrySeat[2].angles = (90,90,0);
    			level.MerrySeat[3] = spawn("script_model", center+(100,-22,30));
    			level.MerrySeat[3] setmodel("com_barrel_benzin");
    			level.MerrySeat[3].angles = (90,90,0);
    			level.MerrySeat[4] = spawn("script_model", center+(-122,100,30));
    			level.MerrySeat[4] setmodel("com_barrel_benzin");
    			level.MerrySeat[4].angles = (90,45,0);
    			level.MerrySeat[5] = spawn("script_model", center+(122,-100,30));
    			level.MerrySeat[5] setmodel("com_barrel_benzin");
    			level.MerrySeat[5].angles = (90,-135,0);
    			level.MerrySeat[6] = spawn("script_model", center+(-100,-122,30));
    			level.MerrySeat[6] setmodel("com_barrel_benzin");
    			level.MerrySeat[6].angles = (90,135,0);
    			level.MerrySeat[7] = spawn("script_model", center+(100,122,30));
    			level.MerrySeat[7] setmodel("com_barrel_benzin");
    			level.MerrySeat[7].angles = (90,-45,0);
    			level.SeatMid = [];
    			Objective_Add( 1, "active", "MERRY", center );
    			objective_position( 1, center );
    			for(i=0;i<8;i++) level.SeatMid[i] = spawn("script_origin", SPLOSIONlocation);
    			level.FakeSeat = [];
    			for(i=0;i<8;i++)
    			{
    				level.FakeSeat[i] = spawn("script_origin", level.MerrySeat[i].origin-(0,0,37));
    				level.FakeSeat[i].num = i;
    				level.FakeSeat[i].InUse = false;
    			}
    			i = 0;
    			foreach(FakeSeat in level.FakeSeat)
    			{
    				FakeSeat linkto(level.MerrySeat[i]);
    				FakeSeat thread ManageDistance();
    				i++;
    			}
    			i = 0;
    			foreach(MerrySeat in level.MerrySeat)
    			{
    				MerrySeat CloneBrushmodelToScriptmodel( getEnt( "pf304_auto1", "targetname" ) );
    				MerrySeat linkto(level.SeatMid[i]);
    				level.SeatMid[i] thread MoveAbout();
    				i++;
    			}
    			foreach(Mcrates in level.Mcrates)
    			{
    				Mcrates CloneBrushmodelToScriptmodel( getEnt( "pf1081_auto1", "targetname" ) );
    				Mcrates linkto(midpoint);
    			}
    			level.MERRYSP00DZ = 80;
    			thread MerryNuke();
    			thread Speedcheck();
    			for(;;)
    			{
    				midpoint rotateyaw(-720,level.MERRYSP00DZ/10);
    				foreach(SeatMid in level.SeatMid) SeatMid rotateyaw(-720,level.MERRYSP00DZ/10);
    				wait level.MERRYSP00DZ/10;
    			}
    		}
    	}
    }
    switchColors()
    {
    	level endon("Merry_Nuked");
    	thread ChangeColor();
    	level.color = 0;
    	for(;;)
    	{
    		foreach(player in level.players)
    		{
    			if(distance(self.origin, player.origin) <70)
    			{
    				if(level.xenon && self.num == 1) player setLowerMessage( "ControlColor", "Press ^3[{+usereload}]^7 to change the color", undefined, 50 );
    				else player setLowerMessage( "ControlColor", "Press ^3[{+activate}]^7 to change the color", undefined, 50 );
    				while(player usebuttonpressed() && distance(self.origin, player.origin) <70)
    				{
    					level.color++;
    					if(level.color == 3) level.color = 0;
    					level notify("updateColor");
    					player iprintln(level.color);
    					wait 0.2;
    				}
    			}
    			if(distance(self.origin, player.origin) >70) player clearLowerMessage( "ControlColor" );
    		}
    		wait 0.05;
    	}
    }
    MerryNuke()
    {
    	level endon("nuked");
    	level.GasTanks = spawn("script_model", level.center+(70,-300,50));
    	level.GasTanks setmodel("com_propane_tank02_small");
    	level.Detonator = spawn("script_model", level.center+(60,-355,0));
    	level.Detonator setmodel("prop_remotecontrol");
    	level.Detonator.angles = (0,90,0);
    	level.Bomb = spawn("script_model", level.center+(60,-340,6));
    	level.Bomb setmodel("projectile_hellfire_missile");
    	Detonator = level.Detonator;
    	GasTanks = level.GasTanks;
    	Collision = [];
    	Collision[0] = spawn("script_model", level.center+(0,-320,14));
    	Collision[1] = spawn("script_model", level.center+(0,-320,42));
    	Collision[2] = spawn("script_model", level.center+(0,-280,42));
    	Collision[3] = spawn("script_model", level.center+(0,-280,14));
    	Collision[4] = spawn("script_model", level.center+(55,-320,14));
    	Collision[5] = spawn("script_model", level.center+(55,-320,42));
    	Collision[6] = spawn("script_model", level.center+(55,-280,42));
    	Collision[7] = spawn("script_model", level.center+(55,-280,14));
    	Collision[8] = spawn("script_model", level.center+(110,-320,14));
    	Collision[9] = spawn("script_model", level.center+(110,-320,42));
    	Collision[10] = spawn("script_model", level.center+(110,-280,42));
    	Collision[11] = spawn("script_model", level.center+(110,-280,14));
    	Collision[12] = spawn("script_model", level.center+(145,-320,14));
    	Collision[13] = spawn("script_model", level.center+(145,-320,42));
    	Collision[14] = spawn("script_model", level.center+(145,-280,42));
    	Collision[15] = spawn("script_model", level.center+(145,-280,14));
    	Collision[16] = spawn("script_model", level.center+(60,-330,0));
    	Collision[17] = spawn("script_model", level.center+(60,-330,0));
    	Collision[17].angles = (0,90,0);
    	level.MerryNuke = false;
    	foreach(Col in Collision) Col CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
    	for(;;)
    	{
    		foreach(player in level.players)
    		{
    			if(distance(Detonator.origin, player gettagorigin("j_head")) <30 && level.MerryNuke == false)
    			{
    				if(level.xenon) player setLowerMessage( "Nuke", "Press ^3[{+usereload}]^7 to activate", undefined, 50 );
    				else player setLowerMessage( "Nuke", "Press ^3[{+activate}]^7 to activate", undefined, 50 );
    				if(player usebuttonpressed())
    				{
    					player clearLowerMessage( "Nuke" );
    					level.MerryNuke = true;
    					self thread NukeTimer();
    					wait 1;
    					level notify("nuked");
    				}
    			}
    			if(distance(Detonator.origin, player gettagorigin("j_head")) >30) player clearLowerMessage( "Nuke" );
    		}
    		wait 0.05;
    	}
    }
    NukeTimer()
    {
    	Timer = NewHudElem();
    	Timer.alignX = "right";
    	Timer.alignY = "top";
    	Timer.horzAlign = "right";
    	Timer.vertAlign = "top";
    	Timer.foreground = true;
    	Timer.fontScale = 1;
    	Timer.font = "hudbig";
    	Timer.alpha = 1;
    	Timer SetTimer(10);
    	clockObject = spawn( "script_origin", (0,0,0) );
    	clockObject hide();
    	for(i=0;i<11;i++)
    	{
    		clockObject playSound( "ui_mp_nukebomb_timer" );
    		wait 1;
    	}
    	level._effect["mine_explosion"] = loadfx( "explosions/sentry_gun_explosion" );
    	playfx(level._effect["mine_explosion"],level.Bomb.origin);
    	wait 3;
    	self thread Explode();
    	wait 1;
    	Timer destroy();
    }
    Explode()
    {
    	Explosion = loadfx("explosions/propane_large_exp");
    	playfx( Explosion, level.Bomb.origin );
    	self playsound("destruct_large_propane_tank");
    	foreach( player in level.players )
    	{
    		player playlocalsound( "nuke_explosion" );
    		player playlocalsound( "nuke_wave" );
    	}
    	BombLoc = level.Bomb.origin;
    	level.GasTanks setmodel("com_propane_tank02_small_des");
    	level.Detonator delete();
    	level.Bomb delete();
    	earthquake (0.5, 3, BombLoc, 4000);
    	RadiusDamage( BombLoc, 500, 1000, 500, self );
    	wait 0.25;
    	level notify("Merry_Nuked");
    	foreach(Mcrates in level.Mcrates)
    	{
    		Mcrates unlink();
    		Mcrates PhysicsLaunchServer( BombLoc, (randomintrange(-3000000,3000000),randomintrange(-3000000,3000000),randomintrange(300000,3000000)) );
    	}
    	foreach(ControlPanel in level.ControlPanels) ControlPanel delete();
    	foreach(MerrySeat in level.MerrySeat) MerrySeat delete();
    }
    Speedcheck()
    {
    }
    ChangeColor()
    {
    	level endon("Merry_Nuked");
    	for(;;)
    	{
    		level waittill("updateColor");
    		switch(level.color)
    		{
    			case 0: foreach(crate in level.Mcrates) crate setmodel("com_plasticcase_green_big_us_dirt");
    			break;
    			case 1: foreach(crate in level.Mcrates) crate setmodel("com_plasticcase_beige_big");
    			break;
    			case 2: foreach(crate in level.Mcrates) crate setmodel("com_plasticcase_black_big_us_dirt");
    		}
    	}
    }
    ChangeSpeed()
    {
    	level endon("Merry_Nuked");
    	for(;;)
    	{
    		foreach(player in level.players)
    		{
    			if(distance(self.origin, player.origin) <70)
    			{
    				if(level.xenon && self.num == 1) player setLowerMessage( "Control"+self.othernum, "Press ^3[{+usereload}]^7 to decrease speed. Current: "+level.MERRYSP00DZ, undefined, 50 );
    				else if(level.xenon && self.num == -1) player setLowerMessage( "Control"+self.othernum, "Press ^3[{+usereload}]^7 to increase speed. Current: "+level.MERRYSP00DZ, undefined, 50 );
    				if(!level.xenon && self.num == 1) player setLowerMessage( "Control"+self.othernum, "Press ^3[{+activate}]^7 to decrease speed. Current: "+level.MERRYSP00DZ, undefined, 50 );
    				else if(!level.xenon && self.num == -1) player setLowerMessage( "Control"+self.othernum, "Press ^3[{+activate}]^7 to increase speed. Current: "+level.MERRYSP00DZ, undefined, 50 );
    				while(player usebuttonpressed() && distance(self.origin, player.origin) <70)
    				{
    					if(self.num == -1) level.MERRYSP00DZ--;
    					if(self.num == 1) level.MERRYSP00DZ++;
    					if(level.MERRYSP00DZ == 1) level.MERRYSP00DZ = 2;
    					if(level.xenon && self.num == 1) player setLowerMessage( "Control"+self.othernum, "Press ^3[{+usereload}]^7 to decrease speed. Current: "+level.MERRYSP00DZ, undefined, 50 );
    					else if(level.xenon && self.num == -1) player setLowerMessage( "Control"+self.othernum, "Press ^3[{+usereload}]^7 to increase speed. Current: "+level.MERRYSP00DZ, undefined, 50 );
    					if(!level.xenon && self.num == 1) player setLowerMessage( "Control"+self.othernum, "Press ^3[{+activate}]^7 to decrease speed. Current: "+level.MERRYSP00DZ, undefined, 50 );
    					else if(!level.xenon && self.num == -1) player setLowerMessage( "Control"+self.othernum, "Press ^3[{+activate}]^7 to increase speed. Current: "+level.MERRYSP00DZ, undefined, 50 );
    					wait 0.2;
    				}
    			}
    			if(distance(self.origin, player.origin) >70) player clearLowerMessage( "Control"+self.othernum );
    		}
    		wait 0.05;
    	}
    }
    ManageDistance()
    {
    	level endon("Merry_Nuked");
    	for(;;)
    	{
    		foreach(player in level.players)
    		{
    			if(distance(self.origin, player.origin) <100 && self.InUse == false)
    			{
    				if(level.xenon) player setLowerMessage( "Merry"+self.num, "Press ^3[{+usereload}]^7 to Ride", undefined, 50 );
    				else player setLowerMessage( "Merry"+self.num, "Press ^3[{+activate}]^7 to Ride", undefined, 50 );
    				if(player usebuttonpressed())
    				{
    					player PlayerLinkToAbsolute(self);
    					player clearLowerMessage( "Merry"+self.num );
    					self.InUse = true;
    					wait 1;
    				}
    			}
    			else if(distance(self.origin, player.origin) <100 && self.InUse == true && player usebuttonpressed())
    			{
    				player unlink();
    				self.InUse = false;
    				player setorigin(level.center+(-250,0,0));
    				wait 1;
    			}
    			if(distance(self.origin, player.origin) >100 ) player clearLowerMessage( "Merry"+self.num );
    		}
    		wait 0.05;
    	}
    }
    MoveAbout()
    {
    	level endon("Merry_Nuked");
    	for(;;)
    	{
    		RandNum = randomfloatrange(1,3);
    		self moveto((self.origin[0],self.origin[1],self.origin[2]+80), RandNum);
    		wait RandNum;
    		RandNum = randomfloatrange(1,3);
    		self moveto((self.origin[0],self.origin[1],self.origin[2]-80), RandNum);
    		wait RandNum;
    	}
    }
    // 0.70554750.5334240.57951860.28956250.3019480.77474010.014017640.76072360.814490.70903790.045352760.41403270.86261930.790480.37353620.96195320.87144580.056236860.94955660.36401870.52486840.76711170.053504530.59245820.46870010.29816540.62269670.64782120.26379290.27934210.82980160.82460210.5891630.98609320.91096430.2268660.69511550.98000320.24393140.53387310.10636970.99941460.67617590.015703920.57518380.10005220.10302260.79888440.28448030.045649170.29577290.38201070.30097050.94857110.97982940.40137430.278280.16044150.16282160.64658710.41007320.41276680.71273050.32620620.63317890.20756110.18601350.5833590.080714640.45797150.9057298
    Shoot your gun and find out what happens

    0 Not allowed! Not allowed!
    Last edited by KazzababeGamer; 12-10-2011 at 09:36 AM.

  2. #2
    Beast Modder
    ģħţmare
    TheRealNightmare's Avatar
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    How does this have to do about porting.

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  3. #3
    Formally known as Tlpwnzer KazzababeGamer's Avatar
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    Default

    Quote Originally Posted by ( . Y . )Night View Post
    How does this have to do about porting.
    The noobs definition of porting: From one game/console to another

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  4. #4
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    JellyInjector's Avatar
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    Quote Originally Posted by ( . Y . )Night View Post
    How does this have to do about porting.
    because he took a mod from mw2, copy'n'pasted it to mw3, thus he "ported" it... porting is too easy, because you dont have to do jack shit... porting requires less work than editing a menu... porting is basically just taking a different mod from a different console and pasting it to wii and then calling it a "port"... a real port requires you to actually remake most of the mod because stuff doesnt work on the wii, but most stuff for cod is the same on all systems...

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    Someone Needs to make a full tut how to port a mod menu from mw2 xbox to wii mw3

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    Blink 182 Give Me Boners mynameisjosh's Avatar
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    but im guessing for the aimbot on mw2, with the debug layers and all those dvars, would work on mw3 wii. or not?

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    Quote Originally Posted by Insane.Dragon View Post
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    Quote Originally Posted by ( . Y . )Night View Post
    Someone Needs to make a full tut how to port a mod menu from mw2 xbox to wii mw3
    ... tupid:

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    Quote Originally Posted by ( . Y . )Night View Post
    Someone Needs to make a full tut how to port a mod menu from mw2 xbox to wii mw3

    read what jellyinjector just said

    Quote Originally Posted by JellyInjector View Post
    because he took a mod from mw2, copy'n'pasted it to mw3, thus he "ported" it... porting is too easy, because you dont have to do jack shit... porting requires less work than editing a menu... porting is basically just taking a different mod from a different console and pasting it to wii and then calling it a "port"... a real port requires you to actually remake most of the mod because stuff doesnt work on the wii, but most stuff for cod is the same on all systems...

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    ^^ awesome signature made by Demo ^^

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    Quote Originally Posted by JellyInjector View Post
    because he took a mod from mw2, copy'n'pasted it to mw3, thus he "ported" it... porting is too easy, because you dont have to do jack shit... porting requires less work than editing a menu... porting is basically just taking a different mod from a different console and pasting it to wii and then calling it a "port"... a real port requires you to actually remake most of the mod because stuff doesnt work on the wii, but most stuff for cod is the same on all systems...
    You get me

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    LOL That ALL Superman Did!?! XD!!

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    Quote Originally Posted by Insane.Dragon View Post
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    Quote Originally Posted by RED 58 View Post
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