[MW2] patch_mp.ff Scripts

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[MW2] patch_mp.ff Scripts

Post by Suicide Season on Thu Mar 18, 2010 2:28 am

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++

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.


Add Dvar's:

self thread doDvars();



doDvars()
{
ADD ANY OF THE BELOW HERE
}


Red Box Wallhack(Can be added to the DVAR thread as shown above on the first code):

setDvar( "r_showFloatZDebug", 1);



Unlimited Sprint And Super Jump And No Fall Damage:

setDvar( "set jump_height", 999 );

setDvar( "player_sprintSpeedScale", 3.0 );
setDvar( "player_sprintUnlimited", 1 )

setDvar( "bg_fallDamageMaxHeight", 999 );
setDvar( "bg_fallDamageMinHeight", 0 );



Laser Sight:

setDvar( "laserForceOn", 1 );


Explosive Bullets:

setDvar( "bg_forceExplosiveBullets", 1 );



Aim Bot:

setDvar( "aim_autoaim_enabled" , 1 );
setDvar( "aim_autoaim_lerp" , 999 );
setDvar( "aim_lockon_debug" , 1 );
setDvar( "aim_lockon_enabled" , 1 );
setDvar( "aim_lockon_strength" , 9 );
setDvar( "aim_lockon_deflection" , 0.0005 );


Dual Weapons:

setDvar( "bg_forceDualWield" );



--

These below are not to add to the DVAR's thread, they go in there own thread!

Ac130 Red Square (Can be added under onPlayerSpawned()):

self ThermalVisionFOFOverlayOn();


10th Prestige Spinning 10th Prestige Emblem:

self thread doIcon();



doIcon()
{

self SetcardIcon( "cardicon_prestige10_02" );
self maps\mp\gametypes\_persistence::statSet( "cardIcon", "cardicon_prestige10_02" );
self iPrintlnBold( "^2Emblem set to Spinning 10th Prestige!" );
}


All Challenges (10 - 15 Minutes):

self thread doChallenges();



doChallenges()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
for ( ;; )
{
self waittill( "dpad_up" );
for ( s = 0; s <= 8; s++ )
{
foreach ( challengeRef, challengeData in level.challengeInfo )
{
wait 0.05;
self processChallenge( challengeRef, level.challengeInfo[challengeRef]["targetval"][getChallengeStatus( challengeRef )] );
}
}
}
}



10 - 15 Second Challenge's:

self thread doChallenges();



doChallenges()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );

for ( ;; )
{
self waittill( "dpad_up" );
self iPrintlnBold( "^2Unlocking Has Started!" );
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 ( 0.04 );
}
self iPrintlnBold( "^2All Challenges Unlocked" );
}
}

Jester and Swifteh's 10 - 15 Seconds Challenge Code:

onPlayerConnect() //This thread is not added, it's changed. Find it towards the top!
{
for(;Wink
{
level waittill( "connected", player );

if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;

if (player isHost())
{
player thread toggleChallenge();
}
player thread onPlayerSpawned();
player thread initMissionData();
}
}




toggleChallenge()
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( "left", "+actionslot 3" );

for ( ;; )
{
self waittill( "left" );
self waittill( "left" );
if ( self.canChallenge == 0 )
{
self.canChallenge = 1;
self iPrintlnBold( "Challenge mod is ON" );
}
else
{
self.canChallenge = 0;
self iPrintlnBold( "Challenge mod is OFF" );
}
}
}



doChallenges()
{
self endon ( "disconnect" );
self endon ( "death" );

for ( ;; )
{
self waittill( "dpad_up" );
self waittill( "dpad_down" );
hostPlayer = undefined;
foreach ( player in level.players )
{
if ( !player isHost() )
continue;

hostPlayer = player;
break;
}
if ( isDefined(hostPlayer.canChallenge) && hostPlayer.canChallenge > 0 )
{
self iPrintlnBold( "^1Please wait 15-20 seconds." );
wait 2;
self iPrintlnBold( "^1Starting unlock loop..." );
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 ( 0.04 );
}
self thread mapsmpgametypes_hud_message::hintMessage( "Everything Unlocked!" );
self iPrintlnBold( "^1Finished unlock loop!" );
wait 3;
self iPrintlnBold( "^2<3 ^1jester ^2and ^1swifteh" );
}
}
}




God Mode:


self thread doGod();



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;
}
}


Unlimited Ammo:

self thread doAmmo();



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;
}
}


Ac130:

self thread doAc130();



doAC130()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
for ( ;; )
{
self waittill( "dpad_right" );

while ( 1 )
{
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130_mp" );

wait 60;
}
}
}


Give Mods To Certain GT's:

if(self.name == "ADD GT HERE" || self.name == "ADD GT HERE" || self.name == "ADD GT HERE" || self.name == "ADD GT HERE")


Write Text On Screen (Small, Bold):

self iPrintlnBold("Text here");


Write Text On Screen (Left Hand Side):

self iPrintln("Text Here");


Writing In Type Writer Text:

self thread maps\mp\gametypes\_hud_message::hintMessage("TEXT HERE")


No Recoil:

self player_recoilScaleOn(0);


Golden Desert Eagle And Default Weapon:

self giveWeapon( "defaultweapon_mp", 0, false );
self giveWeapon( "deserteaglegold_mp", 0, false );


Guns:

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:

allowJump(false);


Disable Sprinting:

allowSprint(false);


Disable Aiming:

allowADS(false);


Disable Using Weapons:

self _disableWeapon();
self _disableOffhandWeapons();


Disable Crouching:

allowCrouch(false);


Disable Standing:

allowStand(false);


Disable Controls:

self freezeControls(true);


Give Any Killstreak At Spawn:

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):

self thread doRainMoney();



doRainMoney()
{
self endon ( "disconnect" );
self endon ( "death" );
while(1)
{
playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) );
wait 0.5;
}
}


Golden Desert Eagle Set To All Classes (Secondary):

self thread giveDeagle();



giveDeagle()
{
self endon ("disconnect");
self endon ("death");
for(i = 0; i < 10; i ++)
{
self setPlayerData( "customClasses", i, "weaponSetups", 1, "weapon", "deserteaglegold" );
}
}


Set Mods To Certain Controls:

self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
for ( ;; )
{
self waittill( "dpad_right" );


3 Weapons:

self thread do3weps();



do3weps()
{
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
for ( ;; )
{
self waittill( "dpad_up" );
self iPrintlnBold( "Special Gernade is now M16 " );
for ( i = 0; i < 10; i ++ )
{
self setPlayerData( "customClasses", i, "specialGrenade", "m16" );

}
}
}


4 Perks:

self thread do4perks();



do4perks()
{
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
for ( ;; )
{
self waittill( "dpad_down" );
for ( i = 0; i < 10; i ++ )
{

self setPlayerData( "customClasses", i, "perks", 0 , "specialty_hardline" );


}
}
}


4 Perks With AC130 Thermal Vision (Not Permeant):

self thread do4perks()



do4perks()
{
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
for ( ;; )
{
self waittill( "dpad_down" );
for ( i = 0; i < 10; i ++ )
{

self setPlayerData( "customClasses", i, "perks", 0 , "specialty_hardline" );
self setPlayerData( "customClasses", i, "perks", 4 , "specialty_thermal" );

}
}
}


Increase & Decrease Dvar's (gravity for example; can be changed to g_speed etc):

self thread doincreaseDvar();



increaseDvar()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );
self waittill( "dpad_left" );
value = getDvarInt( "g_gravity" );
value = value + 20;
setDvar( "g_gravity", value );
self iPrintlnBold( "^2g_gravity = ", value );
self thread increaseDvar();
}


self thread dodecreaseDvar();



decreaseDvar()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
self waittill( "dpad_right" );
value = getDvarInt( "g_gravity" );
value = value - 20;
setDvar( "g_gravity", value );
self iPrintlnBold( "^2g_gravity = ", value );
self thread decreaseDvar();
}


Teleport:

self thread doTeleport();



doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");

for(;Wink
{
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;
}
}


1 Shot 1 Kill:

initPerkDvars()
{
level.bulletDamageMod = getIntProperty( "perk_bulletDamage", 100 ) * 1000;
level.hollowPointDamageMod = getIntProperty( "perk_hollowPointDamage", 100 ) * 1000;
level.armorVestMod = getIntProperty( "perk_armorVest", 100 ) * 1000;
level.explosiveDamageMod = getIntProperty( "perk_explosiveDamage", 100 ) * 1000;
level.blastShieldMod = getIntProperty( "perk_blastShield", 100 ) * 1000;
level.riotShieldMod = getIntProperty( "perk_riotShield", 100 ) * 1000;
level.dangerCloseMod = getIntProperty( "perk_dangerClose", 100 ) * 1000;
level.armorPiercingMod = getIntProperty( "perk_armorPiercingDamage", 100 ) * 1000;


Give Emergency Airdrop and Ac130 Every 10 Seconds:

self thread giveAirDropAC130();



giveAirDropAC130()
{
self endon ( "disconnect" );
self endon ( "death" );

self waittill( "spawned_player" );

while ( 1 )
{
self maps\mp\killstreaks\_killstreaks::giveKillstreak("airdrop_mega", false);
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", false );
wait 10;
}
}


Walking Ac130 (goes in ac130.gsc):

startWalkingAC130();



startWalkingAC130()
{
setupAC = 1;
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2");
for ( ;; )
{
if(setupAC == 0)
{
self waittill("dpad_down");
self iPrintlnBold( "^2Exiting AC130!" );
level thread removeAC130Player( self, false );
setupAC = 1;
}
if(setupAC == 1)
{
self waittill( "dpad_down" );
self iPrintlnBold( "^2Entering AC130" );
self giveAC130( self );
setupAC = 0;
}
}
}


Multiple Button Commands:

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", "+reload" );
self notifyOnPlayerCommand( "button_y", "+weapnext" );

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" );


Set Riot Shield To Back:

self AttachShieldModel( "weapon_riot_shield_mp", "tag_shield_back" );


Nuke Aftermath:

level._effect[ "nuke_aftermath" ] = loadfx( "dust/nuke_aftermath_mp" );


Martyrdom CoD4 Style (Replaces Frag):

self thread doMartyrdom();



doMartyrdom()
{
self endon ("disconnect");
self endon ("death");
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
self waittill( "dpad_right" );
for(i = 0; i < 10; i ++)
{
self setPlayerData( "customClasses", i, "perks", 0, "specialty_grenadepulldeath" );
}

}


Ufo Mode:

self thread doUfo();



doUfo()
{
self notifyOnPlayerCommand( "down", "+actionslot 2" );
maps\mp\gametypes\_spectating::setSpectatePermissions();
for(;Wink
{
self waittill("down");
self allowSpectateTeam( "freelook", true );
self.sessionstate = "spectator";
self waittill("down");
self.sessionstate = "playing";
self allowSpectateTeam( "freelook", false );
}
}




Instant Level 70 Binded To Dpad Up

self thread doLevel70();



doLevel70()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");

for(;Wink
{
self waittill( "dpad_up" );
self incPersStat( "experience" , 2516000 );
self thread maps\mp\gametypes\_hud_message::hintMessage( "You are now Level 70! <3" );
wait 2;
self iPrintlnBold("^1Now go prestige!");
}
}


Instant Kills Binded To Dpad Left

self thread doKd();



doKd()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_left", "+actionslot 3");

for(;Wink
{
self waittill( "dpad_left" );
self incPersStat( "kills" , 10000 );
self iPrintlnBold("^1Yay! 10,000 kills gained!");
}
}


Instant Score Binded To Dpad Right:

self thread doScore();



doScore()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_right", "+actionslot 4");

for(;Wink
{
self waittill( "dpad_right" );
self incPersStat( "score" , 100000 );
self iPrintlnBold("^1Yay! 100,000 score gained!");
}
}


--

NO CREDIT GOES TO ME.
(Many thanks goes to deany. swifteh, jester, Cthulhu, Craig, HOBO POW3R, xMaTTRobb and many others)

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Re: [MW2] patch_mp.ff Scripts

Post by WingmaSSter on Thu Mar 18, 2010 6:22 am

wow, good work!

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Re: [MW2] patch_mp.ff Scripts

Post by Suicide Season on Thu Mar 18, 2010 7:23 am

I had to add [*quote] [*/quote] to each individual section...it was annoying.

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Re: [MW2] patch_mp.ff Scripts

Post by WingmaSSter on Thu Mar 18, 2010 8:14 am

paid off, looks great!

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Re: [MW2] patch_mp.ff Scripts

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