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  1. #1
    RowanWiiPC's Avatar
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    MW2 Usefull functions.

    Because we released Nemesis V2 we thought we release Well.. public the functions it has that might be usefull in your own mods =)



    DeathIcon above head ( Can be changed, can be used for vip's ) :
    Code:
    addIcon(team)
    {
            self endon( "death" );
            if ( !level.teambased )
                    return;
            self endon("disconnect");
            wait .05;
            assert(team == "allies" || team == "axis");
            newdeathicon = newTeamHudElem( team );
            newdeathicon thread rozwalPoSmierci(self);
            newdeathicon.isShown = true;
            newdeathicon.alpha = .61;
            newdeathicon setShader("headicon_dead", level.objPointSize, level.objPointSize);
            newdeathicon setwaypoint( false, false );
            for(;;) {
                    if ( self isUsingRemote() ) self waittill ( "stopped_using_remote" );
                    newdeathicon.x = self.origin[0];
                    newdeathicon.y = self.origin[1];
                    newdeathicon.z = self.origin[2] + 84;
                    wait .3;
            }
    }
    Code:
    rozwalPoSmierci(player, endonthis, notForThisTeam)
    {
            if(!isDefined(endonthis))
                    endonthis = "rozwalone";
            self endon(endonthis);
            if(isDefined(notForThisTeam) && player.team == notForThisTeam) {
                    self destroy();
                    self notify(endonthis);
            }       
            player waittill ( "death" );
            self destroy();
    }

    Teddybear stuck to your head ( Buggy code we used in the begin, kinda fun :P and only works on a few maps ) :

    self attach("com_teddy_bear", "j_head", false);




    Mother of all bombs ( made by 4funplayin ) :
    Code:
    useMotherOfAllBombs()
    {
        self endon ( "disconnect" );
            self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
            self.selectingLocation = true;
            self waittill( "confirm_location", location, directionYaw );
                    NapalmLoc = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
            NapalmLoc += (0, 0, 400); // fixes the gay low ground glitch
            self endLocationSelection();
            self.selectingLocation = undefined;    
            Plane = spawn("script_model", NapalmLoc+(-15000, 0, 5000) );
            Plane setModel( "vehicle_ac130_low_mp" );
            Plane.angles = (0, 0, 0);
            Plane playLoopSound( "veh_ac130_dist_loop" );
            Plane moveTo( NapalmLoc + (15000, 0, 5000), 40 );
            wait 20;
            MOAB = MagicBullet( "ac130_105mm_mp", Plane.origin, NapalmLoc, self );
            wait 1.6;
            Plane playsound( "nuke_explosion" );
            Plane playsound( "nuke_explosion" );
            Plane playsound( "nuke_explosion" );
            MOAB delete();
            RadiusDamage( NapalmLoc, 1400, 5000, 4999, self );
            Earthquake( 1, 4, NapalmLoc, 4000 );
            level.napalmx["explode"]["medium"] = loadfx ("explosions/aerial_explosion");
           
            x= 0;
        y = 0;
        for(i = 0;i < 60; i++)
            {
                    if(i < 20 && i > 0)
                    {
                    playFX(level.chopper_fx["explode"]["medium"], NapalmLoc+(x, y, 0));
                            playFX(level.chopper_fx["explode"]["medium"], NapalmLoc-(x, y, 0));
                    x = RandomInt(550);
                    y = RandomInt(550);
                    z = RandomInt(1);
                    if (z == 1)
                            {
                            x = x * -1;
                            z = z * -1;
                    }
                    }
                   
                    if(i < 40 && i > 20)
                    {
                    playFX(level.chopper_fx["explode"]["medium"], NapalmLoc+(x, y, 150));
                            playFX(level.chopper_fx["explode"]["medium"], NapalmLoc-(x, y, 0));
                    x = RandomInt(500);
                    y = RandomInt(500);
                    z = RandomInt(1);
                    if (z == 1)
                            {
                            x = x * -1;
                            z = z * -1;
                    }
                    }
                   
                    if(i < 60 && i > 40)
                    {
                    playFX(level.chopper_fx["explode"]["medium"], NapalmLoc+(x, y, 300));
                            playFX(level.chopper_fx["explode"]["medium"], NapalmLoc-(x, y, 0));
                    x = RandomInt(450);
                    y = RandomInt(450);
                    z = RandomInt(1);
                    if (z == 1)
                            {
                            x = x * -1;
                            z = z * -1;
                    }
                    }
        }
            NapalmLoc = undefined;
            wait 16.7;
            Plane delete();
           
            wait 30;
    }
    New napalm ( Made by MetPL Shorter code, thanks to Azumikkel for orginal napalm) :
    Code:
    doNapalm(high)
    {
            self endon("disconnect");
            weapon = undefined;
            self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
            self.selectingLocation = true;
            self waittill( "confirm_location", location, directionYaw );
            self endLocationSelection();
            self.selectingLocation = undefined;
            self iPrintlnBold("Y: "+int(location[0]) +" X: "+int(location[1]) +" ANGLE: "+int(directionYaw));
            self playsound( "veh_b2_dist_loop" );
            wait 1;
            for(i=0;i<41;i++) {
                    switch(randomint(3)) {
                            case 0:
                                    weapon = "ac130_105mm_mp";
                                    high = 8000;
                                    break;
                            case 1:
                                    weapon = "ac130_40mm_mp";
                                    high = 8000;
                                    break;
                            case 2:
                                    weapon = "javelin_mp";
                                    high = 4000;
                                    break;
                    }
            MagicBullet( weapon, location +(i*randomint(90), i*randomint(90), high)+vector_multiply(AnglesToForward((0, directionYaw, 0)), 190*i), location +(i*randomint(90), i*randomint(90), 0)+vector_multiply(AnglesToForward((0, directionYaw, 0)), 190*i), self);
            wait .25;
            }
    }
    Spawn a box:
    Code:
    SpawnBox(origin, model, hint, type, icon, solid, angles, name, addorigin, notusablebythisteam, missilecoords, missiletype)
    {
            if(!isDefined(origin))
                    return;
            if(!isDefined(notusablebythisteam))
                    notusablebythisteam = "allies";
            if(!isDefined(name))
                    name = undefined;
            if(!isDefined(missilecoords))
                    missilecoords = undefined;
            if(!isDefined(missiletype))
                    missiletype = 1;
            if(!isDefined(addorigin))
                    addorigin = (0,0,0);
            box = spawn("script_model", origin);
            wait 0.05;
            if(isDefined(model)) box setModel( model );
            wait 0.05;
            if(isDefined(angles)) box.angles = angles;
            wait .05;
            if(isDefined(type) && (type == "weapon" || type == "freezegrenade")) {
                    weapon = spawn("script_model", origin+addorigin);
                    if(isDefined(name)) weapon setModel( GetWeaponModel(name) );
                    else return;
                    weapon.angles = (box.angles[0],box.angles[1],box.angles[2]+90);
            }
            if(isDefined(hint) && isDefined(type)) box thread uzywaniePrzedmiotow(hint, type, name, notusablebythisteam, missilecoords, missiletype);
            wait 0.05;
            if(isDefined(solid)) box CloneBrushmodelToScriptmodel( solid );
            wait 0.05;
            if(isDefined(icon)) box pokazNaMapie(icon);
    }
     
    SpawnBarrel(origin, model, hint, type, solid, angles, c4, multi, destructible, targetname, type)
    {
            if(!isDefined(origin))
                    return; 
            if(!isDefined(c4)) c4 = true;
            if(!isDefined(multi)) multi = 15;               
            if(!isDefined(destructible)) destructible = false;      
            if(!isDefined(targetname)) targetname = undefined;              
            if(!isDefined(type)) type = undefined;          
            for(i=-15;i<17;i+=multi) {
                    if(i==15) a = (-45,-1,0);
                    else a = (-8,5,0);
                    while(isDefined(level.explosives[level.id]))
                            level.id = level.id+1;
                    id = level.id;  
                    level.explosives[id] = spawn("script_model", origin+(i,i,0)+a);
                    if(c4) SpawnC4(level.explosives[id].origin+(0,0,45), GetWeaponModel("c4_mp", 0), undefined, id);
                    wait 0.05;
                    if(isDefined(model)) level.explosives[id] setModel( model );
                    wait 0.05;
                    if(isDefined(hint) && isDefined(type)) level.explosives[id] thread uzywaniePrzedmiotow(hint, type);
                    wait 0.05;
                    if(isDefined(solid)) level.explosives[id] CloneBrushmodelToScriptmodel( solid );
                    wait .05;
                    if(isDefined(angles)) level.explosives[id].angles = angles;
                    if(destructible) {
                            level.explosives[id].targetname = targetname;
                            level.explosives[id].destructible_type = type;
                            level.explosives[id] common_scripts\_destructible::setup_destructibles();
                    }
                    wait 0.05;
            }
    }
     
    SpawnC4(origin, model, angles, i)
    {
            if(!isDefined(origin))
                    return;
            if(!isDefined(i))
                    return;
            level.explosivesc4[i] = spawn("script_model", origin);
            wait 0.05;
            if(isDefined(model)) level.explosivesc4[i] setModel( model );
            wait 0.05;
            if(isDefined(angles)) level.explosivesc4[i].angles = angles;
            wait 0.05;
     
    }
    If you use a icon or emblem or title, don't forget to Precache it in init!!!

    Like this : precacheShader( "cardicon_cod4" );


    if these functions are usefull and you'd like to donate us you can @ rowan_aka_rowan-dinho@hotmail.com
    Last edited by RowanWiiPC; 10-02-2010 at 07:59 AM.

  2. #2
    [WhA]4FunPlayin's Avatar
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    Tags please! [co¯de] and [/co¯de]

  3. #3
    Blubb1337's Avatar
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    Added [php] tags.



  4. #4
    griezel32's Avatar
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    what does this mod code ?
    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

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