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    Fr3d-'s Avatar
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    Post MW2Lua v1.0.1 - Script your games. (Gungame & Roll the dice)

    Today I'm re-rereleasing a tool that I've been working on for some time.
    This tool allows you to write your own small scripts, for example giving everyone a certain weapon upon spawning, or killing everyone with a certain name. You can also create your own HUD's which there is an example of in the gungame and roll the dice script.

    NOTICE: This tool only works for private lobbies
    EXTRA NOTICE: Even though this tool is released it's still unstable, this means that you can crash the game, if you make mistakes in your scripts.

    Features:
    • Disable VAC for your private lobby
    • Crashes the game if the lobby is VAC anyways for some reason.
    • Removes the ability to join games where you aren't the host, so you don't risk joining a VAC protected game.
    • Create the scripts/mods that your heart desires.
    • Modify your scripts, and see them in action a second later by pressing F5, without having to restart the game or the map.
    • Batteries (Gungame/Roll the dice) included.



    Changelog:
    • Added roll the dice
    • Fixed DropClient not working.
    • Fixed error messages printing without newlines
    • Made sure it would actually get approved this time! (third time's a charm)



    Installation:
    Read the README.md

    Thanks to:
    Scoudem for making his Lobby Tools opensource, and for answering questions.

    Screenshots:





    Script information:
    These are the following callbacks, that your lua script can react upon.
    • onPlayerNotification(playerEntnum, notification)
    • onPlayerSay(fromEntnum, text)
    • onTick(hostEntnum)
    • onPlayerConnected(playerEntnum)
    • onPlayerDisconnected(playerEntnum)
    • onPlayerSpawned(playerEntnum)
    • onPlayerDeath(playerEntnum, inflictorEntnum, attackerEntnum, damage, meansOfDeath, iWeapon)



    Addresses to functions included:
    -- PlayerCmd
    • giveWeapon
    • getCurrentWeapon
    • takeAllWeapons
    • takeWeapon
    • switchToWeapon
    • setClientDvar
    • clearPerks
    • setPerk
    • unsetPerk
    • setSpreadOverride
    • setViewModel
    • freezeControl



    -- PlayerCmd #2
    • suicide
    • sayAll
    • iprintln
    • iprintlnbold
    • getGuid
    • showHudSplash



    -- GSCr
    • isAlive
    • newClientHudElem
    • exitLevel
    • kickPlayer
    • setDvar
    • getDvar
    • getDvarInt
    • getDvarFloat
    • setText
    • destroy
    • println
    • printlnbold


    -- ScrCmd
    • playLocalSound


    The following functions are exposed to your script from the MW2Lua.dll:
    • CALLREF(functionAddress, playerEntnum, ...)
    • CALL(functionAddress, ...)
    • SetHudElemField
    • GetName(playerEntnum)
    • DropClient(playerEntnum, reason)



    So if you want to give someone a golden desert eagle on spawn, you will have to write:
    Code:
    Code:
    function onPlayerSpawned(playerEntnum)
        CALLREF(giveWeapon, playerEntnum, "deserteaglegold_mp", 0, false);
    end
    Or to change the fov for anyone who writes "/fov", you will have to write:
    Code:
    Code:
    function onPlayerSay(fromEntnum, text)
    	cmd = string.match(text, "/(%w+)")
    	if cmd == "fov" then
    		CALLREF(setClientDvar, fromEntnum, "cg_fov", 80)
    	end
    end
    To give you an idea of how a gamemode can be made, here is the source code for roll the dice:
    Code:
    --[[
    	Simple roll the dice by Fr3d
    ]]--
    
    local rtdNames = {
    	"James Bond",
    	"AC130 Gunner",
    	"Riot Control",
    	"Golden Deagle",
    	"Pirate",
    	"Tube Noob",
    	"Sniper",
    	"Handguns"
    }
    
    function playerDeath(player, inflictor, attacker, damage, meansOfDeath, iWeapon)
    end
    
    function playerThink(player, tick)
    	if CALL(isAlive, toEntity(player)) == 1 then
    		checkWeapon(player)
    
    	end
    end
    
    function checkWeapon(player)
    	local wep = playerInfo[player].weapon
    
    	local currWep = CALLREF(getCurrentWeapon, player)
    
    	if currWep ~= wep and currWep ~= "none" then
    		CALLREF(takeWeapon, player, currWep);
    		CALLREF(giveWeapon, player, wep, 0, playerInfo[player].akimbo);
    		CALLREF(switchToWeapon, player, wep);
    	end
    	if currWep == "none" then
    		CALLREF(switchToWeapon, player, wep);
    	end
    end
    
    function createLevelHUD(player)
    	ref = createHUD(player, "Roll: ", "hudbig", 1, "left", "bottom", "left", "bottom", 20, -20)
    	playerInfo[player].levelHUD = ref
    end
    
    function setWeapon(player, weapon, akimbo)
    	playerInfo[player].weapon = weapon
    	
    	if akimbo ~= nil and akimbo then
    		playerInfo[player].akimbo = true
    	end
    end
    
    function rollTheDice(player)
    	playerInfo[player]****ll = math.random(#rtdNames)
    	local roll = playerInfo[player]****ll
    
    	if roll == 1 then
    		setWeapon(player, "usp_silencer_tactical_mp")
    		playerInfo[player].perks = {"specialty_extendedmelee"}
    	elseif roll == 2 then
    		setWeapon(player, "ac130_25mm_mp")
    	elseif roll == 3 then
    		setWeapon(player, "riotshield_mp")
    		playerInfo[player].perks = {"specialty_fastsprintrecovery", "specialty_quickdraw", "specialty_marathon", "specialty_extendedmelee"}
    	elseif roll == 4 then
    		setWeapon(player, "deserteaglegold_mp")
    	elseif roll == 5 then
    		setWeapon(player, "model1887_akimbo_fmj_mp", true)
    	elseif roll == 6 then
    		setWeapon(player, "m79_mp", true)
    		playerInfo[player].perks = {"specialty_explosivedamage"}	
    	elseif roll == 7 then
    		setWeapon(player, "cheytac_fmj_xmags_mp")
    		playerInfo[player].perks = {
    			"specialty_fastsnipe",
    			"specialty_fastreload",
    			"specialty_fastsprintrecovery",
    			"specialty_quickdraw",
    			"specialty_bulletdamage",
    			"specialty_marathon",
    			"specialty_improvedholdbreath"
    		}
    	elseif roll == 8 then
    		setWeapon(player, "defaultweapon_mp")
    		playerInfo[player].perks = {"specialty_bulletdamage"}
    	else
    		print("fuck")
    	end
    end
    
    function playerSpawned(player)
    	playerInfo[player]****ll = 0
    	playerInfo[player].weapon = ""
    	playerInfo[player].perks = {}
    	playerInfo[player].akimbo = false
    
    	rollTheDice(player)
    	setupPlayer(player)
    	CALLREF(setText, playerInfo[player].levelHUD, "Roll: " .. rtdNames[playerInfo[player]****ll])
    end
    
    function setupPlayer(player)
    	local wep = playerInfo[player].weapon
    
    	CALLREF(takeAllWeapons, player);
    	CALLREF(clearPerks, player);
    
    	CALLREF(giveWeapon, player, wep, 0, playerInfo[player].akimbo);
    	CALLREF(switchToWeapon, player, wep);
    
    	bad_perks = {"specialty_pistoldeath", "specialty_combathigh", "specialty_grenadepulldeath", "specialty_finalstand", "specialty_copycat", "specialty_localjammer"}
    	
    	for _, perk in pairs(bad_perks) do
    		CALLREF(unsetPerk, player, perk);
    	end
    
    	for _, perk in pairs(playerInfo[player].perks) do
    		CALLREF(setPerk, player, perk, true);
    	end
    end
    
    function playerConnected(player)
    	CALLREF(setClientDvar, player, "cg_fov", 80);
    	CALLREF(setClientDvar, player, "cg_fovScale", "1.125");
    
    	playerInfo[player]****ll = 0
    	playerInfo[player].weapon = ""
    	playerInfo[player].perks = {}
    	playerInfo[player].akimbo = false
    
    	createLevelHUD(player)
    end
    
    function playerDisconnected(player)
    	if playerInfo[player] then
    		CALLREF(IW4.HECmd.destroy, playerInfo[player].levelHUD)
    	end
    end
    Virusscan
    <b>Downloadable Files</b> Downloadable Files

  2. The Following 18 Users Say Thank You to Fr3d- For This Useful Post:

    ByAkuma (05-27-2018),CrypticMods (05-07-2018),dredyk (12-26-2018),dredyk3 (11-15-2019),gnarly44 (11-19-2018),helium13337 (08-01-2020),JOntemw3 (07-09-2018),Josh155 (07-05-2019),Kia Kitty Cat (06-19-2018),Killerzwerg47 (11-22-2018),klobobi (12-30-2018),minichibby (05-07-2018),MrTOKER (10-27-2019),rexlManu (07-04-2019),romychorlov (09-20-2018),T0NGi (08-12-2018),varesh007 (01-15-2019),xNjoy (09-16-2018)

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