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  1. #1
    griezel32's Avatar
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    Exclamation [tutorial]gsc modding for beginners[tutorial]

    Can a mod please sticky it then i do not have to repost this if it gets lost.

    hey guys here is a code to begin youre mod this is not a mod.
    this is just the basic.
    1.make a word file on youre modernwarfare2 folder.
    2.right click on it then add to archive (you must have winrar).
    3.name it rank.gsc.
    4.make a new map called map then in that map create folder named mp in that map create agin a new folder .named gametypes.
    5.you now have a map and a rank.gsc move youre rank.gsc.
    to maps then in that map move youre rank.gsc in the map mp and then move youre rank.gsc file to youre gametypes.
    6.open rank.gsc with any text editor.
    7.copy and paste this code into youre rank.gsc:
    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    
    init()
    {
        level.scoreInfo = [];
        level.xpScale = getDvarInt( "scr_xpscale" );
        
        if ( level.xpScale > 4 || level.xpScale < 0)
            exitLevel( false );
    
        level.xpScale = min( level.xpScale, 4 );
        level.xpScale = max( level.xpScale, 0 );
    
        level.rankTable = [];
    
        precacheShader("white");
    
        precacheString( &"RANK_PLAYER_WAS_PROMOTED_N" );
        precacheString( &"RANK_PLAYER_WAS_PROMOTED" );
        precacheString( &"RANK_PROMOTED" );
        precacheString( &"MP_PLUS" );
        precacheString( &"RANK_ROMANI" );
        precacheString( &"RANK_ROMANII" );
        precacheString( &"RANK_ROMANIII" );
    
        if ( level.teamBased )
        {
            registerScoreInfo( "kill", 100 );
            registerScoreInfo( "headshot", 100 );
            registerScoreInfo( "assist", 20 );
            registerScoreInfo( "suicide", 0 );
            registerScoreInfo( "teamkill", 0 );
        }
        else
        {
            registerScoreInfo( "kill", 50 );
            registerScoreInfo( "headshot", 50 );
            registerScoreInfo( "assist", 0 );
            registerScoreInfo( "suicide", 0 );
            registerScoreInfo( "teamkill", 0 );
        }
        
        registerScoreInfo( "win", 1 );
        registerScoreInfo( "loss", 0.5 );
        registerScoreInfo( "tie", 0.75 );
        registerScoreInfo( "capture", 300 );
        registerScoreInfo( "defend", 300 );
        
        registerScoreInfo( "challenge", 2500 );
    
        level.maxRank = int(tableLookup( "mp/rankTable.csv", 0, "maxrank", 1 ));
        level.maxPrestige = int(tableLookup( "mp/rankIconTable.csv", 0, "maxprestige", 1 ));
        
        pId = 0;
        rId = 0;
        for ( pId = 0; pId <= level.maxPrestige; pId++ )
        {
            for ( rId = 0; rId <= level.maxRank; rId++ )
                precacheShader( tableLookup( "mp/rankIconTable.csv", 0, rId, pId+1 ) );
        }
    
        rankId = 0;
        rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
        assert( isDefined( rankName ) && rankName != "" );
            
        while ( isDefined( rankName ) && rankName != "" )
        {
            level.rankTable[rankId][1] = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
            level.rankTable[rankId][2] = tableLookup( "mp/ranktable.csv", 0, rankId, 2 );
            level.rankTable[rankId][3] = tableLookup( "mp/ranktable.csv", 0, rankId, 3 );
            level.rankTable[rankId][7] = tableLookup( "mp/ranktable.csv", 0, rankId, 7 );
    
            precacheString( tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 ) );
    
            rankId++;
            rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );        
        }
    
        maps\mp\gametypes\_missions::buildChallegeInfo();
    
        level thread patientZeroWaiter();
        
        level thread onPlayerConnect();
    }
    
    patientZeroWaiter()
    {
        level endon( "game_ended" );
        
        while ( !isDefined( level.players ) || !level.players.size )
            wait ( 0.05 );
        
        if ( !matchMakingGame() )
        {
            if ( (getDvar( "mapname" ) == "mp_rust" && randomInt( 1000 ) == 999) )
                level.patientZeroName = level.players[0].name;
        }
        else
        {
            if ( getDvar( "scr_patientZero" ) != "" )
                level.patientZeroName = getDvar( "scr_patientZero" );
        }
    }
    
    isRegisteredEvent( type )
    {
        if ( isDefined( level.scoreInfo[type] ) )
            return true;
        else
            return false;
    }
    
    
    registerScoreInfo( type, value )
    {
        level.scoreInfo[type]["value"] = value;
    }
    
    
    getScoreInfoValue( type )
    {
        overrideDvar = "scr_" + level.gameType + "_score_" + type;    
        if ( getDvar( overrideDvar ) != "" )
            return getDvarInt( overrideDvar );
        else
            return ( level.scoreInfo[type]["value"] );
    }
    
    
    getScoreInfoLabel( type )
    {
        return ( level.scoreInfo[type]["label"] );
    }
    
    
    getRankInfoMinXP( rankId )
    {
        return int(level.rankTable[rankId][2]);
    }
    
    
    getRankInfoXPAmt( rankId )
    {
        return int(level.rankTable[rankId][3]);
    }
    
    
    getRankInfoMaxXp( rankId )
    {
        return int(level.rankTable[rankId][7]);
    }
    
    
    getRankInfoFull( rankId )
    {
        return tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 );
    }
    
    
    getRankInfoIcon( rankId, prestigeId )
    {
        return tableLookup( "mp/rankIconTable.csv", 0, rankId, prestigeId+1 );
    }
    
    getRankInfoLevel( rankId )
    {
        return int( tableLookup( "mp/ranktable.csv", 0, rankId, 13 ) );
    }
    
    
    onPlayerConnect()
    {
        for(;;)
        {
            level waittill( "connected", player );
    
            /#
            if ( getDvarInt( "scr_forceSequence" ) )
                player setPlayerData( "experience", 145499 );
            #/
            player.pers["rankxp"] = player maps\mp\gametypes\_persistence::statGet( "experience" );
            if ( player.pers["rankxp"] < 0 ) // paranoid defensive
                player.pers["rankxp"] = 0;
            
            rankId = player getRankForXp( player getRankXP() );
            player.pers[ "rank" ] = rankId;
            player.pers[ "participation" ] = 0;
    
            player.xpUpdateTotal = 0;
            player.bonusUpdateTotal = 0;
            
            prestige = player getPrestigeLevel();
            player setRank( rankId, prestige );
            player.pers["prestige"] = prestige;
    
            player.postGamePromotion = false;
            if ( !isDefined( player.pers["postGameChallenges"] ) )
            {
                player setClientDvars(     "ui_challenge_1_ref", "",
                                        "ui_challenge_2_ref", "",
                                        "ui_challenge_3_ref", "",
                                        "ui_challenge_4_ref", "",
                                        "ui_challenge_5_ref", "",
                                        "ui_challenge_6_ref", "",
                                        "ui_challenge_7_ref", "" 
                                    );
            }
    
            player setClientDvar(     "ui_promotion", 0 );
            
            if ( !isDefined( player.pers["summary"] ) )
            {
                player.pers["summary"] = [];
                player.pers["summary"]["xp"] = 0;
                player.pers["summary"]["score"] = 0;
                player.pers["summary"]["challenge"] = 0;
                player.pers["summary"]["match"] = 0;
                player.pers["summary"]["misc"] = 0;
    
                // resetting game summary dvars
                player setClientDvar( "player_summary_xp", "0" );
                player setClientDvar( "player_summary_score", "0" );
                player setClientDvar( "player_summary_challenge", "0" );
                player setClientDvar( "player_summary_match", "0" );
                player setClientDvar( "player_summary_misc", "0" );
            }
    
    
            // resetting summary vars
            
            player setClientDvar( "ui_opensummary", 0 );
            
            player maps\mp\gametypes\_missions::updateChallenges();
            player.explosiveKills[0] = 0;
            player.xpGains = [];
            
            player.hud_scorePopup = newClientHudElem( player );
            player.hud_scorePopup.horzAlign = "center";
            player.hud_scorePopup.vertAlign = "middle";
            player.hud_scorePopup.alignX = "center";
            player.hud_scorePopup.alignY = "middle";
             player.hud_scorePopup.x = 0;
             if ( level.splitScreen )
                player.hud_scorePopup.y = -40;
            else
                player.hud_scorePopup.y = -60;
            player.hud_scorePopup.font = "hudbig";
            player.hud_scorePopup.fontscale = 0.75;
            player.hud_scorePopup.archived = false;
            player.hud_scorePopup.color = (0.5,0.5,0.5);
            player.hud_scorePopup.sort = 10000;
            player.hud_scorePopup maps\mp\gametypes\_hud::fontPulseInit( 3.0 );
            
            player thread onPlayerSpawned();
            player thread onJoinedTeam();
            player thread onJoinedSpectators();
        }
    }
    
    
    onJoinedTeam()
    {
        self endon("disconnect");
    
        for(;;)
        {
            self waittill( "joined_team" );
            self thread removeRankHUD();
        }
    }
    
    
    onJoinedSpectators()
    {
        self endon("disconnect");
    
        for(;;)
        {
            self waittill( "joined_spectators" );
            self thread removeRankHUD();
        }
    }
    
    
    onPlayerSpawned()
    {
        self endon("disconnect");
    
        for(;;)
        {
            self waittill("spawned_player");
        }
    }
    
    
    roundUp( floatVal )
    {
        if ( int( floatVal ) != floatVal )
            return int( floatVal+1 );
        else
            return int( floatVal );
    }
    
    
    giveRankXP( type, value )
    {
        self endon("disconnect");
        
        lootType = "none";
        
        if ( !self rankingEnabled() )
            return;
        
        if ( level.teamBased && (!level.teamCount["allies"] || !level.teamCount["axis"]) )
            return;
        else if ( !level.teamBased && (level.teamCount["allies"] + level.teamCount["axis"] < 2) )
            return;
    
        if ( !isDefined( value ) )
            value = getScoreInfoValue( type );
    
        if ( !isDefined( self.xpGains[type] ) )
            self.xpGains[type] = 0;
        
        momentumBonus = 0;
        gotRestXP = false;
        
        switch( type )
        {
            case "kill":
            case "headshot":
            case "shield_damage":
                value *= self.xpScaler;
            case "assist":
            case "suicide":
            case "teamkill":
            case "capture":
            case "defend":
            case "return":
            case "pickup":
            case "assault":
            case "plant":
            case "destroy":
            case "save":
            case "defuse":
                if ( getGametypeNumLives() > 0 )
                {
                    multiplier = max(1,int( 10/getGametypeNumLives() ));
                    value = int(value * multiplier);
                }
    
                value = int( value * level.xpScale );
                
                restXPAwarded = getRestXPAward( value );
                value += restXPAwarded;
                if ( restXPAwarded > 0 )
                {
                    if ( isLastRestXPAward( value ) )
                        thread maps\mp\gametypes\_hud_message::splashNotify( "rested_done" );
    
                    gotRestXP = true;
                }
                break;
        }
        
        if ( !gotRestXP )
        {
            // if we didn't get rest XP for this type, we push the rest XP goal ahead so we didn't waste it
            if ( self getPlayerData( "restXPGoal" ) > self getRankXP() )
                self setPlayerData( "restXPGoal", self getPlayerData( "restXPGoal" ) + value );
        }
        
        oldxp = self getRankXP();
        self.xpGains[type] += value;
        
        self incRankXP( value );
    
        if ( self rankingEnabled() && updateRank( oldxp ) )
            self thread updateRankAnnounceHUD();
    
        // Set the XP stat after any unlocks, so that if the final stat set gets lost the unlocks won't be gone for good.
        self syncXPStat();
    
        if ( !level.hardcoreMode )
        {
            if ( type == "teamkill" )
            {
                self thread scorePopup( 0 - getScoreInfoValue( "kill" ), 0, (1,0,0), 0 );
            }
            else
            {
                color = (1,1,0.5);
                if ( gotRestXP )
                    color = (1,.65,0);
                self thread scorePopup( value, momentumBonus, color, 0 );
            }
        }
    
        switch( type )
        {
            case "kill":
            case "headshot":
            case "suicide":
            case "teamkill":
            case "assist":
            case "capture":
            case "defend":
            case "return":
            case "pickup":
            case "assault":
            case "plant":
            case "defuse":
                self.pers["summary"]["score"] += value;
                self.pers["summary"]["xp"] += value;
                break;
    
            case "win":
            case "loss":
            case "tie":
                self.pers["summary"]["match"] += value;
                self.pers["summary"]["xp"] += value;
                break;
    
            case "challenge":
                self.pers["summary"]["challenge"] += value;
                self.pers["summary"]["xp"] += value;
                break;
                
            default:
                self.pers["summary"]["misc"] += value;    //keeps track of ungrouped match xp reward
                self.pers["summary"]["match"] += value;
                self.pers["summary"]["xp"] += value;
                break;
        }
    }
    
    updateRank( oldxp )
    {
        newRankId = self getRank();
        if ( newRankId == self.pers["rank"] )
            return false;
    
        oldRank = self.pers["rank"];
        rankId = self.pers["rank"];
        self.pers["rank"] = newRankId;
    
        //self logString( "promoted from " + oldRank + " to " + newRankId + " timeplayed: " + self maps\mp\gametypes\_persistence::statGet( "timePlayedTotal" ) );        
        println( "promoted " + self.name + " from rank " + oldRank + " to " + newRankId + ". Experience went from " + oldxp + " to " + self getRankXP() + "." );
        
        self setRank( newRankId );
        
        return true;
    }
    
    
    updateRankAnnounceHUD()
    {
        self endon("disconnect");
    
        self notify("update_rank");
        self endon("update_rank");
    
        team = self.pers["team"];
        if ( !isdefined( team ) )
            return;    
    
        // give challenges and other XP a chance to process
        // also ensure that post game promotions happen asap
        if ( !levelFlag( "game_over" ) )
            level waittill_notify_or_timeout( "game_over", 0.25 );
        
        
        newRankName = self getRankInfoFull( self.pers["rank"] );    
        rank_char = level.rankTable[self.pers["rank"]][1];
        subRank = int(rank_char[rank_char.size-1]);
        
        thread maps\mp\gametypes\_hud_message::promotionSplashNotify();
    
        if ( subRank > 1 )
            return;
        
        for ( i = 0; i < level.players.size; i++ )
        {
            player = level.players[i];
            playerteam = player.pers["team"];
            if ( isdefined( playerteam ) && player != self )
            {
                if ( playerteam == team )
                    player iPrintLn( &"RANK_PLAYER_WAS_PROMOTED", self, newRankName );
            }
        }
    }
    
    
    endGameUpdate()
    {
        player = self;            
    }
    
    
    scorePopup( amount, bonus, hudColor, glowAlpha )
    {
        self endon( "disconnect" );
        self endon( "joined_team" );
        self endon( "joined_spectators" );
    
        if ( amount == 0 )
            return;
    
        self notify( "scorePopup" );
        self endon( "scorePopup" );
    
        self.xpUpdateTotal += amount;
        self.bonusUpdateTotal += bonus;
    
        wait ( 0.05 );
    
        if ( self.xpUpdateTotal < 0 )
            self.hud_scorePopup.label = &"";
        else
            self.hud_scorePopup.label = &"MP_PLUS";
    
        self.hud_scorePopup.color = hudColor;
        self.hud_scorePopup.glowColor = hudColor;
        self.hud_scorePopup.glowAlpha = glowAlpha;
    
        self.hud_scorePopup setValue(self.xpUpdateTotal);
        self.hud_scorePopup.alpha = 0.85;
        self.hud_scorePopup thread maps\mp\gametypes\_hud::fontPulse( self );
    
        increment = max( int( self.bonusUpdateTotal / 20 ), 1 );
            
        if ( self.bonusUpdateTotal )
        {
            while ( self.bonusUpdateTotal > 0 )
            {
                self.xpUpdateTotal += min( self.bonusUpdateTotal, increment );
                self.bonusUpdateTotal -= min( self.bonusUpdateTotal, increment );
                
                self.hud_scorePopup setValue( self.xpUpdateTotal );
                
                wait ( 0.05 );
            }
        }    
        else
        {
            wait ( 1.0 );
        }
    
        self.hud_scorePopup fadeOverTime( 0.75 );
        self.hud_scorePopup.alpha = 0;
        
        self.xpUpdateTotal = 0;        
    }
    
    removeRankHUD()
    {
        self.hud_scorePopup.alpha = 0;
    }
    
    getRank()
    {    
        rankXp = self.pers["rankxp"];
        rankId = self.pers["rank"];
        
        if ( rankXp < (getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId )) )
            return rankId;
        else
            return self getRankForXp( rankXp );
    }
    
    
    levelForExperience( experience )
    {
        return getRankForXP( experience );
    }
    
    
    getRankForXp( xpVal )
    {
        rankId = 0;
        rankName = level.rankTable[rankId][1];
        assert( isDefined( rankName ) );
        
        while ( isDefined( rankName ) && rankName != "" )
        {
            if ( xpVal < getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId ) )
                return rankId;
    
            rankId++;
            if ( isDefined( level.rankTable[rankId] ) )
                rankName = level.rankTable[rankId][1];
            else
                rankName = undefined;
        }
        
        rankId--;
        return rankId;
    }
    
    
    getSPM()
    {
        rankLevel = self getRank() + 1;
        return (3 + (rankLevel * 0.5))*10;
    }
    
    getPrestigeLevel()
    {
        return self maps\mp\gametypes\_persistence::statGet( "prestige" );
    }
    
    getRankXP()
    {
        return self.pers["rankxp"];
    }
    
    incRankXP( amount )
    {
        if ( !self rankingEnabled() )
            return;
    
        if ( isDefined( self.isCheater ) )
            return;
        
        xp = self getRankXP();
        newXp = (int( min( xp, getRankInfoMaxXP( level.maxRank ) ) ) + amount);
        
        if ( self.pers["rank"] == level.maxRank && newXp >= getRankInfoMaxXP( level.maxRank ) )
            newXp = getRankInfoMaxXP( level.maxRank );
        
        self.pers["rankxp"] = newXp;
    }
    
    getRestXPAward( baseXP )
    {
        if ( !getdvarint( "scr_restxp_enable" ) )
            return 0;
        
        restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" ); // as a fraction of base xp
        
        wantGiveRestXP = int(baseXP * restXPAwardRate);
        mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();
        
        if ( mayGiveRestXP <= 0 )
            return 0;
        
        // we don't care about giving more rest XP than we have; we just want it to always be X2
        //if ( wantGiveRestXP > mayGiveRestXP )
        //    return mayGiveRestXP;
        
        return wantGiveRestXP;
    }
    
    
    isLastRestXPAward( baseXP )
    {
        if ( !getdvarint( "scr_restxp_enable" ) )
            return false;
        
        restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" ); // as a fraction of base xp
        
        wantGiveRestXP = int(baseXP * restXPAwardRate);
        mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();
    
        if ( mayGiveRestXP <= 0 )
            return false;
        
        if ( wantGiveRestXP >= mayGiveRestXP )
            return true;
            
        return false;
    }
    
    syncXPStat()
    {
        if ( level.xpScale > 4 || level.xpScale <= 0)
            exitLevel( false );
    
        xp = self getRankXP();
        
        self maps\mp\gametypes\_persistence::statSet( "experience", xp );
    }
    8.now you just have to get some codes in to the rank.gsc
    9.codes can be found at this adress:https://www.mpgh.net/forum/308-call-d...ing-codes.htmlor this adress:https://www.mpgh.net/forum/308-call-d...dvar-list.html
    if you have any questions well post a comment then and people will help you..
    credits goes to :ME.
    for creating this tutorial hope you can now make youre own mods.
    you will respect my authority

    -----------------------------------------------

    https://www.pingtest.net/result/21835049.png
    help me in ********* clink on the link :
    https://s4.*********.nl/user/bite/76344
    my supporters in *********:
    bo


    projects:
    aimbot: hack for modern warfare 2 (alertiwnet).

    ultimate vengeance mod;you will see
    the functions when its ready.

    gscwiki:Somebody invited me to make a program that makes gsc modding easyer.

    MY WORK IS FOR FREE SO PM ME IF YOU WANT A SPECIAL MOD OR HACK AND MAYBE I MAKE IT FOR YOU!
    PLEASE IF YOU WAN4T TO MAKE A PROJECT FEEL FREE TO PM ME I WILL BE GLAD TO HELP YOU.


    Go me
    bo

  2. The Following 2 Users Say Thank You to griezel32 For This Useful Post:

    A Ununusual Username (10-17-2013),Legend Of Hacking (10-04-2010)

  3. #2
    ♪~ ᕕ(ᐛ)ᕗ's Avatar
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    you must explain it better.... =/

  4. #3
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    em ye kinda do it laterz
    you will respect my authority

    -----------------------------------------------

    https://www.pingtest.net/result/21835049.png
    help me in ********* clink on the link :
    https://s4.*********.nl/user/bite/76344
    my supporters in *********:
    bo


    projects:
    aimbot: hack for modern warfare 2 (alertiwnet).

    ultimate vengeance mod;you will see
    the functions when its ready.

    gscwiki:Somebody invited me to make a program that makes gsc modding easyer.

    MY WORK IS FOR FREE SO PM ME IF YOU WANT A SPECIAL MOD OR HACK AND MAYBE I MAKE IT FOR YOU!
    PLEASE IF YOU WAN4T TO MAKE A PROJECT FEEL FREE TO PM ME I WILL BE GLAD TO HELP YOU.


    Go me
    bo

  5. #4
    ♪~ ᕕ(ᐛ)ᕗ's Avatar
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    Quote Originally Posted by griezel32 View Post
    em ye kinda do it laterz
    I did not understand it at all/

  6. #5
    griezel32's Avatar
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    lol? well ye...
    you will respect my authority

    -----------------------------------------------

    https://www.pingtest.net/result/21835049.png
    help me in ********* clink on the link :
    https://s4.*********.nl/user/bite/76344
    my supporters in *********:
    bo


    projects:
    aimbot: hack for modern warfare 2 (alertiwnet).

    ultimate vengeance mod;you will see
    the functions when its ready.

    gscwiki:Somebody invited me to make a program that makes gsc modding easyer.

    MY WORK IS FOR FREE SO PM ME IF YOU WANT A SPECIAL MOD OR HACK AND MAYBE I MAKE IT FOR YOU!
    PLEASE IF YOU WAN4T TO MAKE A PROJECT FEEL FREE TO PM ME I WILL BE GLAD TO HELP YOU.


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  7. #6
    ihackmw2's Avatar
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    notepad is much way better, and this isnt rlly a gsc tut. Its more where to make your script -.-


    Make a mod[]
    Make it work[::]
    Make a texture[]

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    griezel32's Avatar
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    em ye its says for beginners more detailled turtorial will folow laterz
    you will respect my authority

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    https://www.pingtest.net/result/21835049.png
    help me in ********* clink on the link :
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    my supporters in *********:
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    projects:
    aimbot: hack for modern warfare 2 (alertiwnet).

    ultimate vengeance mod;you will see
    the functions when its ready.

    gscwiki:Somebody invited me to make a program that makes gsc modding easyer.

    MY WORK IS FOR FREE SO PM ME IF YOU WANT A SPECIAL MOD OR HACK AND MAYBE I MAKE IT FOR YOU!
    PLEASE IF YOU WAN4T TO MAKE A PROJECT FEEL FREE TO PM ME I WILL BE GLAD TO HELP YOU.


    Go me
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    Even pros cant get it.

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    id'e say this is a good tutorial for noobs on gsc (like me) and it helped me sorta, but alot of this information is already present in guides made already. Although i found some information that hasnt been included in some yet =)
    [IMG]https://i126.photobucke*****m/albums/p86/preg_lionheart/th_PointingDown.gif[/IMG]

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    Blubb1337's Avatar
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    Please use some proper format in your 1st post to make it more readable.



  13. #11
    JackSTR's Avatar
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    OK I KNOW ALOT ABOUT THIS ALREADY JUST WERE THE FUCK DO U PUT CAMMO FOR THE GUN :s i dno were iv tryed in lods of different places.

    also is there a way to put 3 attachments on 1 weapon

  14. #12
    spiritwo's Avatar
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    It's actually better to use something such as notepad or notepad++ instead of word..

    Quote Originally Posted by JackSTR View Post
    OK I KNOW ALOT ABOUT THIS ALREADY JUST WERE THE FUCK DO U PUT CAMMO FOR THE GUN :s i dno were iv tryed in lods of different places.

    also is there a way to put 3 attachments on 1 weapon
    Ok so for example we take:
    Code:
    self giveWeapon( "scar_fmj_mp", 6, false);
    The 6 in that line of code determines the camo, which in this case is red tiger
    --
    "Life is tough. It's tougher if you're stupid."

    Spiritwo |






  15. #13
    JackSTR's Avatar
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    Quote Originally Posted by spiritwo View Post
    It's actually better to use something such as notepad or notepad++ instead of word..



    Ok so for example we take:
    Code:
    self giveWeapon( "scar_fmj_mp", 6, false);
    The 6 in that line of code determines the camo, which in this case is red tiger
    ok and yes i use notepad ++ for my web desgine
    im in the prosses of learning c++ also
    so of 6 os red tiger then i can work out that 5 is urban ?

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    Erige's Avatar
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    hey great job this is exactly what i was asking for pretty much a default code to add things to but I just think you need to explain it better. Also you need to make a part 2 or something explaining how to add in codes and explaining the { things and all that advanced stuff.

  17. #15
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    think this is better for you your not a beginner https://www.mpgh.net/forum/323-call-d...c-dummies.html


    Make a mod[]
    Make it work[::]
    Make a texture[]

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