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    xbeatsszzx's Avatar
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    [REALEASE]ALL U NEED FOR UR CRAZY MOD

    If you are new in .gsc modding i recommend U USE THESE CODES
    Now lets start with some infections that often get used in rage mods:
    Code:
    No host migration
     
    self setClientDvar("party_connectToOthers","0");self setClientDvar("party_hostmigration","0");
     
    999 explosions per player
     
    self setClientDvar("scr_maxPerPlayerExplosives","999");
     
    Carepackages drop very quickly
     
    self setClientDvar("phys_gravity","-9999");
     
    Super FMJ
     
    self setClientDvar("perk_bulletPenetrationMultiplier","30");
     
    Disable stun/flash nades
     
    self setClientDvar("cg_drawShellshock","0");
     
    Laser:
     
    self setClientDvar("laserForceOn","1");self setClientDvar("laserRadius","2");
     
    Superjump:
     
    setDvar("jump_height",999); setDvar("bg_fallDamageMaxHeight",9999); setDvar("bg_fallDamageMinHeight",9998);
     
    Knife Across map:
     
    self setClientDvar("player_meleeHeight","999");self setClientDvar("player_meleeRange","999");self setClientDvar("player_meleeWidth","999");
     
    Predator missile as martydom (instead of frag grenade)
     
    self setClientDvar("perk_grenadeDeath","remotemissile_projectile_mp");
     
    Epic chopper gunner
     
    self setClientDvar("bg_bulletExplDmgFactor","10");self setClientDvar("bg_bulletExplRadius","10000");
     
    Enemy names across map
     
    self setClientDvar("cg_enemyNameFadeOut","900000");self setClientDvar("cg_enemyNameFadeIn","250");self setClientDvar("cg_drawThroughWalls","1");self setClientDvar("cg_enemyNameFadeOut","900000");self setClientDvar("cg_enemyNameFadeIn",
     
    Wallhack
     
    selfThermalVisionFOFOverlayOn();
    To use any of these infections:
    1. Create a thread called doInfections() {
    2. Put in your infections
    3. Load them at onPlayerSpawned (remember, if you want these infections for you only put in if(self ishost())
    4. Example (Epic chopper gunner and superjump for you only)
    Code:
    doInfections(){self setClientDvar("bg_bulletExplDmgFactor","10");self setClientDvar("bg_bulletExplRadius","10000");         setDvar("jump_height",999);         setDvar("bg_fallDamageMaxHeight",9999);         setDvar("bg_fallDamageMinHeight",9998);}
    and onplayerspawned()
    onPlayerSpawned(){self endon("disconnect");for(;;){self waittill("spawned_player");if(self isHost()){self thread doInfections();}}}
    Now to the longer codes -.-
    Code:
    God Mode
    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;}}
     
    Kamikazie Bomber (only load DeathHarrier())
    DeathHarrier(){self notifyOnPlayerCommand("dpad_down","+actionslot 2");self endon ("death");for(;;){self waittill("dpad_down");Kamikaze= spawn("script_model",self.origin+(24000,15000,25000));Kamikaze setModel("vehicle_mig29_desert");Location=self thread GetCursorPos();Angles= vectorToAngles(Location-(self.origin+(8000,5000,10000)));Kamikaze.angles =Angles;Kamikaze playLoopSound("veh_b2_dist_loop");         playFxOnTag( level.harrier_smoke,self,"tag_engine_left");         playFxOnTag( level.harrier_smoke,self,"tag_engine_right");         wait(0.15);         playFxontag( level.harrier_smoke,self,"tag_engine_left2");         playFxontag( level.harrier_smoke,self,"tag_engine_right2");         playFxOnTag( level.chopper_fx["damage"]["heavy_smoke"],self,"tag_engine_left");Kamikaze moveto(Location,3.9);         wait 3.8;Kamikaze playsound("nuke_explosion");         wait .2;         level._effect["cloud"]= loadfx("explosions/emp_flash_mp");         playFx( level._effect["cloud"],Kamikaze.origin+(0,0,200));Kamikaze playSound("harrier_jet_crash");         level.chopper_fx["explode"]["medium"]= loadfx ("explosions/aerial_explosion");         playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin);         playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin+(200,0,0));         playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin+(0,200,0));         playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin+(200,200,0));         playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin+(0,0,200));         playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin-(200,0,0));         playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin-(0,200,0));         playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin-(200,200,0));         playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin+(0,0,400));         playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin+(100,0,0));         playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin+(0,100,0));         playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin+(100,100,0));         playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin+(0,0,100));         playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin-(100,0,0));         playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin-(0,100,0));         playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin-(100,100,0));         playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin+(0,0,100));Earthquake(0.4,4,Kamikaze.origin,800);RadiusDamage(Kamikaze.origin,800,500,1,self);Kamikazedelete();}}GetCursorPos(){         forward =self getTagOrigin("tag_eye");end=self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);         location =BulletTrace( forward,end,0,self)["position"];return location;}  vector_scal(vec, scale){         vec =(vec[0]* scale, vec[1]* scale, vec[2]* scale);return vec;}
     
    Kamikaze 2.0
    DeathHarrier(){self endon ("death");self endon("disconnect");/* Damage Settings */  range =800;  maxdamage =500;  mindamage =1;/* ---- */self notifyOnPlayerCommand("dpad_down","+actionslot 2");for(;;){self waittill("dpad_down");self beginLocationselection("map_artillery_selector",false,( level.mapSize /5.625));self.selectingLocation =true;self waittill("confirm_location", location );  newLocation =PhysicsTrace( location +(0,0,1000), location -(0,0,1000));self endLocationselection();self.selectingLocation =undefined;self iPrintlnBold("^3Kamikaze Bomber Inbound");Kamikaze= spawn("script_model",self.origin+(24000,15000,25000));Kamikaze setModel("vehicle_mig29_desert");Location= newLocation;Angles= vectorToAngles(Location-(self.origin+(8000,5000,10000)));Kamikaze.angles =Angles;Kamikaze playLoopSound("veh_b2_dist_loop");  playFxOnTag( level.harrier_smoke,self,"tag_engine_left");  playFxOnTag( level.harrier_smoke,self,"tag_engine_right");  wait(0.15);  playFxontag( level.harrier_smoke,self,"tag_engine_left2");  playFxontag( level.harrier_smoke,self,"tag_engine_right2");  playFxOnTag( level.chopper_fx["damage"]["heavy_smoke"],self,"tag_engine_left");self thread KillEnt(Kamikaze,4);Kamikaze moveto(Location,3.9);  wait 3.8;Kamikaze playsound("nuke_explosion");  wait .2;  level._effect["cloud"]= loadfx("explosions/emp_flash_mp");  playFx( level._effect["cloud"],Kamikaze.origin+(0,0,200));Kamikaze playSound("harrier_jet_crash");  level.chopper_fx["explode"]["medium"]= loadfx ("explosions/aerial_explosion");  playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin);  playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin+(200,0,0));  playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin+(0,200,0));  playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin+(200,200,0));  playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin+(0,0,200));  playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin-(200,0,0));  playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin-(0,200,0));  playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin-(200,200,0));  playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin+(0,0,400));  playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin+(100,0,0));  playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin+(0,100,0));  playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin+(100,100,0));  playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin+(0,0,100));  playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin-(100,0,0));  playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin-(0,100,0));  playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin-(100,100,0));  playFX(level.chopper_fx["explode"]["medium"],Kamikaze.origin+(0,0,100));Earthquake(0.4,4,Kamikaze.origin,800);RadiusDamage(Kamikaze.origin, range, maxdamage, mindamage,self);}}KillEnt( ent, time ){  wait time;  ent delete();}
     
    Unlimited ammo
    doAmmo(){self endon ("disconnect");self endon ("death");while(1){         currentWeapon =self getCurrentWeapon();if( currentWeapon !="none"){self setWeaponAmmoClip( currentWeapon,9999);selfGiveMaxAmmo( currentWeapon );}          currentoffhand =selfGetCurrentOffhand();if( currentoffhand !="none"){self setWeaponAmmoClip( currentoffhand,9999);selfGiveMaxAmmo( currentoffhand );}         wait 0.05;}}
     
    Teleport (at special greande key (most at all q))
    doTeleport(){self endon ("disconnect");self endon ("death");self notifyOnPlayerCommand("Q","+smoke");for(;;){self waittill("Q");self beginLocationselection("map_artillery_selector",true,( level.mapSize /5.625));self.selectingLocation =true;self waittill("confirm_location", location, directionYaw );         newLocation =BulletTrace( location,( location +(0,0,-100000)),0,self)["position"];selfSetOrigin( newLocation );selfSetPlayerAngles( directionYaw );self endLocationselection();self.selectingLocation =undefined;}}
     
    UFO (at 5)
    doUfo(){self endon ("disconnect");self endon ("death");self notifyOnPlayerCommand("5","+actionslot 2");         maps\mp\gametypes\_spectating::setSpectatePermissions();for(;;){self waittill("5");self allowSpectateTeam("freelook",true);self.sessionstate ="spectator";self setContents(0);self waittill("dpad_up");self.sessionstate ="playing";self allowSpectateTeam("freelook",false);self setContents(100);}}
     
    Explosive bullets (only load ExplosionWednesday)
    ExplosionWednesday(){for(;;){self waittill ("weapon_fired");         forward =self getTagOrigin("j_head");end=self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);SPLOSIONlocation=BulletTrace( forward,end,0,self)["position"];         level.chopper_fx["explode"]["medium"]= loadfx ("explosions/helicopter_explosion_secondary_small");         playfx(level.chopper_fx["explode"]["medium"],SPLOSIONlocation);RadiusDamage(SPLOSIONlocation,500,1000,500,self);}}  vector_scal(vec, scale){         vec =(vec[0]* scale, vec[1]* scale, vec[2]* scale);return vec;}
     
    Level 70 (N)
    doPrestige(){self endon ("disconnect");self endon("death");self notifyOnPlayerCommand("n","+actionslot 1");for(;;){self waittill("n");self setPlayerData("experience",2516000);          notifyData = spawnstruct();                  notifyData.iconName ="rank_prestige10";         notifyData.titleText ="You are now level 70!";          notifyData.notifyText ="Leave and go prestige.";         notifyData.notifyText2 ="Join back.";          notifyData.glowColor =(2.55,2.55,2.55);         notifyData.sound ="mp_level_up";self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );}}
     
    All challenges/titles/emblems/camos and attachments
    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();}Invisibility
     
    doHide(){self endon ("disconnect");self endon ("death");self notifyOnPlayerCommand("5","+actionslot 2");for(;;){self waittill("5");{self hide();self iPrintlnBold("Invisible");}self waittill("button_b");{self show();self iPrintlnBold("Visible");}}}
     
    Hidden game modes
     
    self setClientDvar("ui_gametype","gtnw");self setClientDvar("ui_gametype","oneflag");self setClientDvar("ui_gametype","vip");self setClientDvar("ui_gametype","arena");
     
    To use these codes/mods
    1. Make a folder with any name
    2. Create the following folders: /maps/mp/gametypes
    3. Use this empty _rank.gsc and add your codes in it
    4. If you added the god mode code (just as an example) you have to add this on onPlayerSpawned()
    [/size][/size]onPlayerSpawned() { self endon("disconnect"); if(self isHost()) { [size="4"]//useif you want it to be for you only.[/size][/size][size="4"][size="2"]self thread doGod }for(;;)[/size][size="4"][size="2"]//useif you want it to be for the whole server only.[/size][/size][size="4"][size="2"]{self waittill("spawned_player");self thread doDvars();}}
    THANK /me IF I HELPED
    I Am on this site for the mods for mw2 ONLY. Not hacks.

  2. The Following 3 Users Say Thank You to xbeatsszzx For This Useful Post:

    GhazCustom (08-16-2010),tank2800 (08-17-2010),TheLynx (08-16-2010)

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