MW2 Patch_mp.ff Scripts (DO NOT COPY THIS TREAD!)
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MW2 Patch_mp.ff Scripts (DO NOT COPY THIS TREAD!)
Here is a list of scripts that can be added to the patch_mp.ff; you must know the basic's of modding this file which is coded in C++. (Well like C++)
To mod the threads you need to add a self thread, so for example for the 10th spinning icon u will add "self thread doIcon();" under onPlayerSpawned(). Everything below goes in missions.gsc unless stated otherwise.
Clean patch_mp.ff TU_6 (Rename to patch_mp.ff):
http://deany95.com/downloads/patch_mp_clean.ff
Adding Dvar's:
DVAR's
--
These below are not to add to the DVAR's thread, they go in there own thread!
15 Second Challenges, With Progress Bar:
God Mode:
Unlimate Ammo:
Write Text On Screen (Small, Bold):
All Weapon And Perk Names:
http://www.se7ensins.com/forums/topi...nd-perk-names/
Kills:
Mods On Buttons:
All Codes Thanks to RM Lucky7 <3 (DO NOT COPY THIS THREAD!)
To mod the threads you need to add a self thread, so for example for the 10th spinning icon u will add "self thread doIcon();" under onPlayerSpawned(). Everything below goes in missions.gsc unless stated otherwise.
Clean patch_mp.ff TU_6 (Rename to patch_mp.ff):
http://deany95.com/downloads/patch_mp_clean.ff
Adding Dvar's:
- Code:
self thread doDvars();
- Code:
doDvars()
{
ADD ANY OF THE BELOW HERE
}
DVAR's
- Code:
setDvar( "jump_height", 999 ); //Jump height, 999 max
setDvar( "player_sprintSpeedScale", 3.0 ); //Sprint Speed
setDvar( "player_sprintUnlimited", 1 ); //Unlimited sprint
setDvar( "bg_fallDamageMaxHeight", 999 ); //Fall damage
setDvar( "bg_fallDamageMinHeight", 999 ); //Fall damage
self setClientDvar( "laserForceOn", 1 ); //Laser Sight:
self setClientDvar( "bg_forceExplosiveBullets", 1 ); //Explosive Bullets
self setClientDvar("bg_forceDualWield", 1); //Dual Weapons
self setClientDvar("drawServerBandwidth", 1); //Display Server Bandwidth
self setClientDvar("cg_drawFPS", 1); //FPS
self setClientDvar("party_hostmigration", "0"); //Force Host
self setClientDvar("party_connectToOthers" , "0"); //Force Host
self setClientDvar( "r_zfar", "0" ); //Thin Walls
self setClientDvar( "r_zFeather", "4" ); //Thin Walls
self setClientDvar( "r_znear", "57" ); //Thin Walls
self setClientDvar( "r_znear_depthhack", "2" ); //Thin Walls
self setClientDvar( "cg_everyoneHearsEveryone", "1" ); //Hear everyone
self setClientDvar( "cg_chatWithOtherTeams", "1" ); //Chat With Other Teams
self setClientDvar( "cg_drawShellshock", "0" ); //No Stun Damage
self setClientDvar( "scr_maxPerPlayerExplosives", "999" ); //Max Explosives
self setClientDvar( "scr_airdrop_nuke", 999 ); //Nuke In Care Packages
self setClientDvar( "scr_nukeTimer", 99 ); //Nuke Timer
self setClientDvar( "g_knockback", "99999" ); //Knockback
self setClientDvar( "player_burstFireCooldown", "0" ); //Auto Famas/ M16
self setClientDvar( "player_deathinvulnerabletomelee", "1" ); //Can't die via knife
self setClientDvar( "player_meleeRange", "999" ); //Melee Range
//Aim Bot:
self setClientDvar( "aim_autoaim_enabled" , 1 );
self setClientDvar( "aim_autoaim_lerp" , 100 );
self setClientDvar( "aim_autoaim_region_height" , 120 );
self setClientDvar( "aim_autoaim_region_width" , 99999999 );
self setClientDvar( "aim_autoAimRangeScale" , 2 );
self setClientDvar( "aim_lockon_debug" , 1 );
self setClientDvar( "aim_lockon_enabled" , 1 );
self setClientDvar( "aim_lockon_region_height" , 0 );
self setClientDvar( "aim_lockon_region_width" , 1386 );
self setClientDvar( "aim_lockon_strength" , 1 );
self setClientDvar( "aim_lockon_deflection" , 0.05 );
self setClientDvar( "aim_input_graph_debug" , 0 );
self setClientDvar( "aim_input_graph_enabled" , 1 );
//UAV
self setClientDvar( "compassSize", "1.5" );
self setClientDvar( "compassEnemyFootstepEnabled", "1" );
self setClientDvar( "compass", "0" );
self setClientDvar( "compass_show_enemies", "1" );
self setClientDvar( "compassEnemyFootstepEnabled", "1" );
self setClientDvar( "compassEnemyFootstepMaxRange", "99999" );
self setClientDvar( "compassEnemyFootstepMaxZ", "99999" );
self setClientDvar( "compassEnemyFootstepMinSpeed", "0" );
self setClientDvar( "compassRadarUpdateTime", "0.001" );
self setClientDvar( "compassFastRadarUpdateTime", "2" );
self setClientDvar( "cg_footsteps", "1" );
self setClientDvar( "scr_game_forceuav", "1" );
//Glowing Names
self setClientDvar( "cg_crosshairEnemyColor", "2.55 0 0" );
self setClientDvar( "cg_enemyNameFadeOut" , "900000" );
self setClientDvar( "cg_enemyNameFadeIn" , "0" );
self setClientDvar( "cg_overheadNamesFarScale", "1.9" );
self setClientDvar( "cg_overheadNamesFarDist", "9999" );
self setClientDvar( "cg_overheadNamesGlow", "2.55 0 0 1" );
self setClientDvar( "cg_drawThroughWalls" , "1" );
//Perk Multiplierss
self setClientDvar( "perk_armorPiercingDamage", "999" );
self setClientDvar( "perk_blastShield", "99" );
self setClientDvar( "perk_bulletPenetrationMultiplier" , "4" );
self setClientDvar( "perk_extendedMagsMGAmmo" , "999" );
self setClientDvar( "perk_extendedMagsPistolAmmo", "999" );
self setClientDvar( "perk_extendedMagsRifleAmmo", "999" );
self setClientDvar( "perk_extendedMeleeRange", "999" );
self setClientDvar( "perk_extraBreath", "60" );
self setClientDvar( "perk_fastSnipeScale", "4" );
self setClientDvar( "perk_footstepVolumeAlly", "0.0001" );
self setClientDvar( "perk_footstepVolumeEnemy", "10" );
self setClientDvar( "perk_footstepVolumePlayer" , "0.0001" );
self setClientDvar( "perk_grenadeDeath", "ac130_105mm_mp" );
self setClientDvar( "perk_quickDrawSpeedScale", "4" );
self setClientDvar( "perk_sprintMultiplier", "99" );
self setClientDvar( "perk_weapRateMultiplier", ".001" );
self setClientDvar( "perk_weapReloadMultiplier", ".001" );
self setClientDvar( "perk_weapSpreadMultiplier", ".001" );--
--
These below are not to add to the DVAR's thread, they go in there own thread!
15 Second Challenges, With Progress Bar:
- Code:
doChallenges()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
chalProgress = 0;
self waittill( "dpad_down" );
useBar = createPrimaryProgressBar( 25 );
useBarText = createPrimaryProgressBarText( 25 );
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 );
}
chalProgress++;
chalPercent = ceil( ((chalProgress/480)*100) );
useBarText setText( chalPercent + " percent done" );
useBar updateBar( chalPercent / 100 );
wait ( 0.04 );
}
useBar destroyElem();
useBarText destroyElem();
}
God Mode:
- Code:
doGod()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;
while ( 1 )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}
Unlimate Ammo:
- Code:
doAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );
while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;
}
}
- Code:
if(self.name == "ADD GT HERE" || self.name == "ADD GT HERE" || self.name == "ADD GT HERE")
- Code:
self iPrintlnBold("Text here");Write Text On Screen (Left Hand Side):
- Code:
self iPrintln("Text Here");Writing In Type Writer Text:
- Code:
self thread maps\mp\gametypes\_hud_message::hintMessage("Text Here");No Recoil:
- Code:
self player_recoilScaleOn(0);Ac130 Red Square (Add to onPlayerSpawned()):
- Code:
self ThermalVisionFOFOverlayOn();Golden Desert Eagle And Default Weapon:
- Code:
self giveWeapon( "defaultweapon_mp", 0, false );
self giveWeapon( "deserteaglegold_mp", 0, false );Guns:
- Code:
self giveWeapon ( "rpg_mp", 0, false );
self giveWeapon ( "p90_mp", 0, false );
self giveWeapon ( "intervention_mp", 6, false );
self giveWeapon ( "famas_mp", 0, false );
self giveWeapon ( " m79_akimbo_mp", 0 );
self giveWeapon ( "fal_akimbo_mp", 0 );
self giveWeapon ( "flare_mp", 0 );
self giveWeapon ( "turret_minigun_mp", 0 );Disable Jumping:
- Code:
allowJump(false);Disable Sprinting:
- Code:
allowSprint(false);Disable Aiming:
- Code:
allowADS(false);Disable Using Weapons:
- Code:
self takeAllWeapons();Disable Crouching:
- Code:
allowCrouch(false);Disable Standing:
- Code:
allowStand(false);Disable Controls:
- Code:
self freezeControls(true);Give Any Killstreak At Spawn:
- Code:
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "sentry", false );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "emp", false );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "nuke", false );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", false );Bleeding Money (Make It Rain):
- Code:
doRainMoney()
{
self endon ( "disconnect" );
self endon ( "death" );
while(1)
{
playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) );
wait 0.5;
}
}Teleport:
- Code:
doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
for(;;)
{
self waittill( "dpad_up" );
self beginLocationselection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
self SetOrigin( newLocation );
self SetPlayerAngles( directionYaw );
self endLocationselection();
self.selectingLocation = undefined;
}
}Multiple Button Commands:
- Code:
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
self notifyOnPlayerCommand( "button_ltrig", "+toggleads_throw" );
self notifyOnPlayerCommand( "button_rtrig", "attack" );
self notifyOnPlayerCommand( "button_rshldr", "+frag");
self notifyOnPlayerCommand( "button_lshldr", "+smoke");
self notifyOnPlayerCommand( "button_rstick", "+melee");
self notifyOnPlayerCommand( "button_lstick", "+breath_sprint");
self notifyOnPlayerCommand( "button_a", "+gostand" );
self notifyOnPlayerCommand( "button_b", "+stance" );
self notifyOnPlayerCommand( "button_x", "+usereload " );
self notifyOnPlayerCommand( "button_y", "weapnext" );
self notifyOnPlayerCommand( "button_back", "togglescores" );
self waittill( "dpad_up" );
self waittill( "dpad_down" );
self waittill( "dpad_left" );
self waittill( "dpad_right" );
self waittill( "button_ltrig" );
self waittill( "button_rtrig" );
self waittill( "button_rshldr" );
self waittill( "button_lshldr" );
self waittill( "button_rstick" );
self waittill( "button_lstick" );
self waittill( "button_a" );
self waittill( "button_b" );
self waittill( "button_x" );
self waittill( "button_y" );
self waittill( "button_back" );Set Riot Shield To Back:
- Code:
self AttachShieldModel( "weapon_riot_shield_mp", "tag_shield_back" );Ufo Mode:
Write Text On Screen (Small, Bold):
- Code:
self iPrintlnBold("Text here");Write Text On Screen (Left Hand Side):
- Code:
self iPrintln("Text Here");Writing In Type Writer Text:
- Code:
self thread maps\mp\gametypes\_hud_message::hintMessage("Text Here");No Recoil:
- Code:
self player_recoilScaleOn(0);Ac130 Red Square (Add to onPlayerSpawned()):
- Code:
self ThermalVisionFOFOverlayOn();Golden Desert Eagle And Default Weapon:
- Code:
self giveWeapon( "defaultweapon_mp", 0, false );
self giveWeapon( "deserteaglegold_mp", 0, false );Guns:
- Code:
self giveWeapon ( "rpg_mp", 0, false );
self giveWeapon ( "p90_mp", 0, false );
self giveWeapon ( "intervention_mp", 6, false );
self giveWeapon ( "famas_mp", 0, false );
self giveWeapon ( " m79_akimbo_mp", 0 );
self giveWeapon ( "fal_akimbo_mp", 0 );
self giveWeapon ( "flare_mp", 0 );
self giveWeapon ( "turret_minigun_mp", 0 );Disable Jumping:
- Code:
allowJump(false);Disable Sprinting:
- Code:
allowSprint(false);Disable Aiming:
- Code:
allowADS(false);Disable Using Weapons:
- Code:
self takeAllWeapons();Disable Crouching:
- Code:
allowCrouch(false);Disable Standing:
- Code:
allowStand(false);Disable Controls:
- Code:
self freezeControls(true);Give Any Killstreak At Spawn:
- Code:
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "sentry", false );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "emp", false );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "nuke", false );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", false );Bleeding Money (Make It Rain):
- Code:
doRainMoney()
{
self endon ( "disconnect" );
self endon ( "death" );
while(1)
{
playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) );
wait 0.5;
}
}Teleport:
- Code:
doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
for(;;)
{
self waittill( "dpad_up" );
self beginLocationselection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
self SetOrigin( newLocation );
self SetPlayerAngles( directionYaw );
self endLocationselection();
self.selectingLocation = undefined;
}
}Multiple Button Commands:
- Code:
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
self notifyOnPlayerCommand( "button_ltrig", "+toggleads_throw" );
self notifyOnPlayerCommand( "button_rtrig", "attack" );
self notifyOnPlayerCommand( "button_rshldr", "+frag");
self notifyOnPlayerCommand( "button_lshldr", "+smoke");
self notifyOnPlayerCommand( "button_rstick", "+melee");
self notifyOnPlayerCommand( "button_lstick", "+breath_sprint");
self notifyOnPlayerCommand( "button_a", "+gostand" );
self notifyOnPlayerCommand( "button_b", "+stance" );
self notifyOnPlayerCommand( "button_x", "+usereload " );
self notifyOnPlayerCommand( "button_y", "weapnext" );
self notifyOnPlayerCommand( "button_back", "togglescores" );
self waittill( "dpad_up" );
self waittill( "dpad_down" );
self waittill( "dpad_left" );
self waittill( "dpad_right" );
self waittill( "button_ltrig" );
self waittill( "button_rtrig" );
self waittill( "button_rshldr" );
self waittill( "button_lshldr" );
self waittill( "button_rstick" );
self waittill( "button_lstick" );
self waittill( "button_a" );
self waittill( "button_b" );
self waittill( "button_x" );
self waittill( "button_y" );
self waittill( "button_back" );Set Riot Shield To Back:
- Code:
self AttachShieldModel( "weapon_riot_shield_mp", "tag_shield_back" );Ufo Mode:
- Code:
doUfo()
{
self notifyOnPlayerCommand( "down", "+actionslot 2" );
for(;;)
{
self waittill("down");
self allowSpectateTeam( "freelook", true );
self.sessionstate = "spectator";
self waittill("down");
self.sessionstate = "playing";
self allowSpectateTeam( "freelook", false );
}
}
- Code:
doUfo()
{
self notifyOnPlayerCommand( "down", "+actionslot 2" );
for(;;)
{
self waittill("down");
self allowSpectateTeam( "freelook", true );
self.sessionstate = "spectator";
self waittill("down");
self.sessionstate = "playing";
self allowSpectateTeam( "freelook", false );
}
}
All Weapon And Perk Names:
http://www.se7ensins.com/forums/topi...nd-perk-names/
Kills:
- Code:
self setPersStat( "kills", value );
- Code:
self incPersStat( "kills", value );
- Code:
self setPersStat( "wins", value );
- Code:
self incPersStat( "wins", value );
- Code:
self setPersStat( "score", value );
- Code:
self incPersStat( "score", value );
- Code:
self setPlayerData( "experience", 2516000 );
- Code:
notifyData = spawnstruct();
notifyData.iconName = "rank_prestige10";
notifyData.titleText = "Title";
notifyData.notifyText = "2nd Line";
notifyData.notifyText2 = "3rd Line";
notifyData.glowColor = (0.8, 0.3, 0.3);
notifyData.sound = "mp_level_up";
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
- Code:
dofullbright()
{
self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );
self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );
for ( ;; )
{
self waittill( "dpad_left" );
self waittill( "dpad_left" );
setDvar( "r_fullbright", "1");
self waittill( "dpad_left" );
self waittill( "dpad_left" );
setDvar( "r_fullbright", "0");
}
}
- Code:
self setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1);
- Code:
self freezeControlsWrapper( false );
- Code:
init()
{
level.kickMod = 0; // Add
}
- Code:
onPlayerConnect()
{
player thread doKick(); // Add
}
- Code:
// Goes above onPlayerSpawned
getHostPlayer()
{
players = getEntArray( "player", "classname" );
for ( index = 0; index < players.size; index++ )
{
if ( players[index] isHost() )
return players[index];
}
}
gotAttacked()
{
hostPlayer = getHostPlayer();
attackedByNames = getArrayKeys( self.attackers );
if ( attackedByNames[ attackedByNames.size - 1] == hostPlayer.guid )
return true;
else
return false;
}
- Code:
doKick()
{
self endon ( "disconnect" );
for ( ;; )
{
self waittill( "damage" );
if ( level.kickMod && self gotAttacked() && !self canHack() )
{
kick( self getEntityNumber() );
}
}
}
- Code:
if ( self isHost() && self.buttonCombo[self.buttonCombo.size - 1] == "Up" && button == "Up" )
{
self toggleKick();
}
- Code:
toggleKick()
{
if ( level.kickMod == 0 )
level.kickMod = 1;
else
level.kickMod = 0;
}
// You will need to use your own combo handling code, I'm not releasing this. Make sure only host can toggle
- Code:
// Add to onPlayerConnect()
if ( player canHack() ) // Or similar function so that custom GT list can see kick status
{
player.killElem = player createFontString( "objective", 1.6 );
player.killElem setPoint( "TOPLEFT", "TOPLEFT", 5, 28 + 260 );
player thread monitorKick();
}
- Code:
monitorKick()
{
self endon ("disconnect");
for(;;)
{
if ( level.kickMod == 1 )
self.killElem setText( "Kick: ^1ON" );
else
self.killElem setText( "Kick: ^1OFF" );
wait 0.5;
}
}
- Code:
doWeapons()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
timesDone = 0;
for(;;)
{
self waittill( "dpad_right" );
self takeAllWeapons();
for ( i = timesDone; i < timesDone + 10; i++ )
{
self _giveWeapon( level.weaponList[i], 0);
wait (0.05);
if (i >= level.weaponList.size)
{
timesDone = 0;
}
}
timesDone += 10;
}
}
Mods On Buttons:
- Code:
self thread iniButtons(); //Add to onplayerconnect();
- Code:
iniButtons()
{
self.buttonAction = [];
self.buttonAction[0]="+usereload";
self.buttonAction[1]="weapnext";
self.buttonAction[2]="+gostand";
self.buttonAction[3]="+melee";
self.buttonAction[4]="+actionslot 1";
self.buttonAction[5]="+actionslot 2";
self.buttonAction[6]="+actionslot 3";
self.buttonAction[7]="+actionslot 4";
self.buttonAction[8]="+frag";
self.buttonAction[9]="+smoke";
self.buttonAction[10]="+attack";
self.buttonAction[11]="+speed_throw";
self.buttonAction[12]="+stance";
self.buttonAction[13]="+breathe_sprint";
self.buttonPressed = [];
for(i=0; i<14; i++)
{
self.buttonPressed[self.buttonAction[i]] = 0;
self thread monitorButtons( self.buttonAction[i] );
}
}
monitorButtons( buttonIndex )
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( "action_made", buttonIndex );
for ( ;; )
{
self waittill( "action_made" );
self.buttonPressed[ buttonIndex ] = 1;
wait .05;
self.buttonPressed[ buttonIndex ] = 0;
}
}
isButtonPressed( actionID )
{
if ( self.buttonPressed[ actionID ] == 1)
{
self.buttonPressed[ actionID ] == 0;
return 1;
}
else
return 0;
}
- Code:
doStuff()
{
for( ;; )
{
if (self isButtonPressed("X"))
{
//do stuff on X press
}
if (self isButtonPressed("Y"))
{
//do stuff on Y press
}
}
}
- Code:
VisionSetNaked( vision, transition_time ); //Everyone
self VisionSetNakedForPlayer( vision, transition_time ); //Self
All Codes Thanks to RM Lucky7 <3 (DO NOT COPY THIS THREAD!)
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