haaj there here are some mods i never finished :PP
list
-Teamspirit
a awsome mod! 4vs the rest the 4 chosen spwan @ base whit many weapons
-rushbase
a teambased modd base vs base can u cross the bridge??
-totalwar
awsome!!! if i finished it could be one of the greatest mods ever
full custom map's whit tops and spwans
-world war modd
made by 4funplayin whit some edit's of mea great tut for how to create a FX effects
-shotgun lobby
leaked it from azu my first modd xDD whit custom killstreaks
-greatest map functions!
made by metPL and 4funplayin and RowanFTBL
-mustage modd/ a.k.a berseker modd!
a modd humans spwan @ base.... and kill the zombie's
zombie's are stronger more health just like tanks xD
dind finsih! the map edit is cool
Credit's
... i donno xD
TheSaboteur..
special thanks :
{MW2U}Mathieu for teaching
Master313 Teaching
MetPL teaching
RowanFTBL told me about modding xD
Keroc teaching
4Funplayin Giving the best CP ofc being my bud and helping
AND MPGH
not to forget KIllingdyl! who made map making so easy
thanks my m8's
feel free to use
VS
SS/Vid
well uhmm i am leaking the internet of my neigbors....
so i cant upload...
please someone make a screen for me :P
EDIT:
sorry only vid i have..... on youtube
well thats it :P have a nice life suckass!/yea
Cod BO im coming =D
/////
For Those Who only want the Map Edit :P
modd 1 : Team Spirit
here is the map edit
Code:
//ammo bomb
CreateAmmoBlock((-6816,3489,1152));
//turrets
mgTurret = spawnTurret( "misc_turret", (-6528, 3555, 1203), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0, 0, 0);
mgTurret = spawnTurret( "misc_turret", (-6533, 3617, 1203), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0, 0, 0);
mgTurret = spawnTurret( "misc_turret", (-6072, 3799, 1140), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0, 0, 0);
mgTurret = spawnTurret( "misc_turret", (-6083, 3331, 1140), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0, 0, 0);
createwalls((-7242,3905,1032),(-7242,3137,1092));
createwalls((-6068,3130,1032),(-6068,3430,1140));
createwalls((-6068,3920,1032),(-6068,3690,1140));
CreateDoors((-6067, 3776, 1050), (-6057, 3547, 1050), (90, 0, 0), 5, 3, 20, 90);
CreateDoors((-6503, 3801, 1050), (-6500, 3545, 1050), (90, 0, 0), 5, 3, 20, 90);
createwalls((-6516,3171,1032),(-6513,3409,1130));
createwalls((-6504,3678,1032),(-6504,3864,1130));
createramps((-6129,3889,1112),(-6129,3702,1112));
createramps((-6150,3239,1115),(-6357,3217,1032));
createramps((-6147,3846,1108),(-6366,3852,1032));
CreateGrids((-6545, 3177, 1137), (-6818, 3860, 1137), (0, 0, 0));
createwalls((-6521,3172,1152),(-6521,3873,1200));
createramps((-6826,3744,1135),(-7076,3744,1032));
createramps((-6820,3273,1135),(-7081,3277,1032));
createramps((-6114,3132,1112),(-6114,3422,1112));
//obj
ac1 = spawn("script_model", (-4315, 3564, 1032));
ac1 setModel( "vehicle_pickup_destructible_mp" );
ac1 CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
ac1.angles = (0, 510, 0);
ac1 = spawn("script_model", (-4369, 3691, 1066));
ac1 setModel( "vehicle_pickup_destructible_mp" );
ac1 CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
ac1.angles = (0, 240, 90);
ac1 = spawn("script_model", (-5079, 3647, 1032));
ac1 setModel( "vehicle_pickup_destructible_mp" );
ac1 CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
ac1.angles = (0, 90, 0);
ac1 = spawn("script_model", (-5212, 3305, 1066));
ac1 setModel( "vehicle_pickup_destructible_mp" );
ac1 CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
ac1.angles = (0, 90, 90);
SpawnBoxer((-5119, 3180, 1032), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get a ^5Cover^1Nade", "freezegrenade", "", level.airDropCrateCollision, (0,0,0), "smoke_grenade_mp", (0,0,30));
SpawnBoxer((-4283, 3786, 1032), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get a ^5Cover^1Nade", "freezegrenade", "", level.airDropCrateCollision, (0,260,0), "smoke_grenade_mp", (0,0,30));
SpawnBox((-4266, 3610, 1062), "com_laptop_2_open", "Press ^3[{+activate}]^7 ^3to Call ^2reinforcements ! ", "movejetderail", "", undefined, (0,90,0), undefined, undefined, "axis");
SpawnBox((-4266, 3610, 1032), "com_plasticcase_beige_big", undefined, undefined, undefined, level.airDropCrateCollision, (0,0,0)); //predatorbox
//weaponboxes axis
SpawnBox((-6813, 3865, 1152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get ^1MassiveGrip", "weapon", "", level.airDropCrateCollision, (0,0,0), "m1014_grip_xmags_mp", (0,0,30));
SpawnBox((-6820, 3187, 1152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get An ^2Improvement", "weapon", "", level.airDropCrateCollision, (0,0,0), "scar_fmj_mp", (0,0,30));
SpawnBox((-6123, 3181, 1032), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^1Heartbreaker", "weapon", "", level.airDropCrateCollision, (0,0,0), "m21_fmj_heartbeat_mp", (0,0,30));
SpawnBox((-6560, 3837, 1032), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get ^1Sticky^2Bomb", "weapon", "cardicon_simplegun", level.airDropCrateCollision, (0,0,0), "semtex_mp", (0,0,30));
SpawnBox((-6123, 3864, 1032), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^1Heartbreaker", "weapon", "", level.airDropCrateCollision, (0,0,0), "cheytac_fmj_mp", (0,0,30));
level thread maps\mp\gametypes\_heli::useHelicopterMinigun();
SpawnBox((-6609, 3178, 1032), "com_plasticcase_beige_big", undefined, undefined, undefined, level.airDropCrateCollision);; //detonatebox
SpawnBox((-6609, 3178, 1062), "com_laptop_2_open", "Press ^3[{+activate}]^7 to ^2become a ^1Pilot!", "podlaczdoheli", "cardicon_helmet_pilot", undefined, (0,86,0));
Modd 2 RushBase
Code:
precacheShader( "compass_waypoint_panic" );
bombsite = spawn("script_model", (-2473, 20198, 1870) );
bombsite setModel( "com_bomb_objective" );
bombsite Solid();
bombsite.angles = (0, 0, 0);
bombsite = spawn("script_model", (-961, 20053, 1870) );
bombsite setModel( "com_bomb_objective" );
bombsite Solid();
bombsite.angles = (0, 180, 0);
ac1 = spawn("script_model", (-1788, 20206, 2698));
ac1 setModel( "vehicle_ac130_low_mp" );
ac1 Solid();
ac1.angles = (90, 0, 90);
ac2 = spawn("script_model", (-1728, 19583, 1966));
ac2 setModel( "vehicle_av8b_harrier_jet_mp" );
ac2 Solid();
ac2.angles = (0, 90, 0);
ac2 = spawn("script_model", (-1758, 20752, 1966));
ac2 setModel( "vehicle_av8b_harrier_jet_mp" );
ac2 Solid();
ac2.angles = (0, -90, 0);
// turrets
mgTurret = spawnTurret( "misc_turret", (-2210, 19853, 1929), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0, 0, 0);
mgTurret = spawnTurret( "misc_turret", (-2050, 20444, 1929), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0, 0, 0);
mgTurret = spawnTurret( "misc_turret", (-1382, 20439, 1929), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0, 180, 0);
mgTurret = spawnTurret( "misc_turret", (-1395, 19779, 1929), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0, 180, 0);
//lower deck hide places
CreateWalls((-2830, 20291, 1870), (-2840, 19822, 1925)); // allies
CreateWalls((-633, 19788, 1870), (-614, 20265, 1925)); // axis
// weapon spwan axis
CreateElevator((-594,19986,1870),(4337,-5425,2640));
CreateElevator((4857,-5432,2640),(-338,20334,2072));
self thread SpawnWeapon(undefined,"usp_akimbo_silencer_mp","^1Double luck",(4848,-5098,2661)+(0,0,0),0);
self thread SpawnWeapon(undefined,"fal_reflex_mp","^1long range",(4864,-5128,2661)+(0,0,0),0);
createblocks((4861,-5109,2646), (0,125,0));
// weapon spwan allies
CreateElevator((-2907,20056,1870),(-5207, 24234,3972));
CreateElevator((-5912,24217,3972),(-3077,19777,2070));
createblocks((-5855,24073,3975), (0,125,0));
self thread SpawnWeapon(undefined,"usp_akimbo_silencer_mp","^1Double luck",(-5860,24096,3990)+(0,0,0),0);
self thread SpawnWeapon(undefined,"fal_reflex_mp","^1long range",(-5844,24055,3990)+(0,0,0),0);
// minigame to legend top
//secret top
// protectwalls
CreateWalls((-2730, 20439, 2074), (-2782, 19632, 2130)); //spwan wall protect high allies
CreateWalls((-581, 20445, 2074), (-609, 19621, 2130)); //spwan wall protect higher axis
//bridge
CreateGrids((-1411, 20167, 1840), (-2038, 20194, 1840)); //bridge
//doors
CreateAsc((-1388,20185,1870), (-1382,20070,1870), (90,90,90), 3, 3, 2);
CreateAsc((-2044,20184,1870), (-2042,20070,1870), (90,90,90), 3, 3, 2);
//walls
CreateWalls((-2044, 20107, 1870), (-2040, 19990, 1925));
CreateWalls((-1390, 20108, 1870), (-1403, 19418, 1925));
CreateWalls((-1389, 20259, 1870), (-1394, 20649, 1925));
CreateWalls((-2069, 19971, 1870), (-2196, 19863, 1925));
CreateWalls((-2220, 19841, 1870), (-2200, 19399, 1925));
CreateWalls((-2063, 20635, 1870), (-2035, 20266, 1925));
// teleports
Modd 3 Total War awsome modd btw!
Code:
//lower naar incommon
CreateElevator((-3359,-584,146),(-3230,-803,496), (0,0,0), false);
//back to the top
CreateElevator((-3359,-127,424),(-3591,340,19), (0,0,0), false);
CreateElevator((-4360,1397,370),(-3688,289,87), (0,0,0), false);
CreateElevator((-1923,594,816),(-3688,289,87), (0,0,0), false);
CreateElevator((-2498,1053,448),(-3489,328,87), (0,0,0), false);
// roof naar kerk
CreateElevator((-3577,-833,600),(-1801,530,808), (0,0,0), false);
//upper top van dark
CreateElevator((-3360,-637,288),(-5212,-674,768), (0,0,0), false);
//dark top
CreateElevator((-3775,-570,214),(-3423,-730,424), (0,0,0), false);
//verwijzing van dark top
CreateElevator((-3359,-840,288),(-4863,1504,632), (0,0,0), false);
//block top verwijzing naar scheefe top
CreateElevator((-4219,1363,632),(-2449,1088,584), (0,0,0), false);
//wapen standaart boxen allies
SpawnBox((1375, 2136, 152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2Primary Kit^1#2", "weapon", "", level.airDropCrateCollision, (0,0,0), "m16_reflex_mp", (0,0,30));
SpawnBox((1259, 2136, 152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2Secondary Kit^1#2", "weapon", "", level.airDropCrateCollision, (0,0,0), "coltanaconda_fmj_mp", (0,0,30));
SpawnBox((1279, 1804, 152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2Primary Kit^1#1", "weapon", "", level.airDropCrateCollision, (0,0,0), "scar_eotech_gl_mp", (0,0,30));
SpawnBox((1378, 1799, 152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2Secondary Kit^1#1", "weapon", "", level.airDropCrateCollision, (0,0,0), "beretta_akimbo_mp", (0,0,30));
SpawnBox((1149, 1799, 152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2recon Kit^1#2", "weapon", "", level.airDropCrateCollision, (0,0,0), "cheytac_thermal_xmags_mp", (0,0,30));
SpawnBox((1156, 2136, 152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2Secondary Kit^1#1", "weapon", "", level.airDropCrateCollision, (0,0,0), "m21_fmj_thermal_mp", (0,0,30));
//wapen standaart boxen axis
SpawnBox((1650, 2132, 152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2Primary Kit^1#2", "weapon", "", level.airDropCrateCollision, (0,0,0), "m16_reflex_mp", (0,0,30));
SpawnBox((1650, 1801, 152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2Secondary Kit^1#2", "weapon", "", level.airDropCrateCollision, (0,0,0), "coltanaconda_fmj_mp", (0,0,30));
SpawnBox((1732, 1799, 152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2Primary Kit^1#1", "weapon", "", level.airDropCrateCollision, (0,0,0), "scar_eotech_gl_mp", (0,0,30));
SpawnBox((1732, 2136, 152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2Secondary Kit^1#1", "weapon", "", level.airDropCrateCollision, (0,0,0), "beretta_akimbo_mp", (0,0,30));
SpawnBox((1861,2136,152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2recon Kit^1#2", "weapon", "", level.airDropCrateCollision, (0,0,0), "cheytac_thermal_xmags_mp", (0,0,30));
SpawnBox((1861, 1817,152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2recom Kit^1#1", "weapon", "", level.airDropCrateCollision, (0,0,0), "m21_fmj_thermal_mp", (0,0,30));
//stair
createblocks((-3135,652,34));
createramps((-3139,625,54),(-3140,740,4));
createRamps((-4573,698,118),(-4541,905,24));
createRamps((-3040,-112,126),(-3067,-241,62));
//secret naar recoon
CreateElevator((-3037,-802,622),(-7342,682,774), (0,0,0), false);
//teleports allies
CreateElevator((1458,1968,152),(-4594,-20,54), (0,0,0), false);
CreateElevator((1458,1822,152),(-4439,1262,224), (0,0,0), false);
CreateElevator((1458,2127,152),(-4487,1257,24), (0,0,0), false);
//teleports axis
CreateElevator((1561,2080,152),(-3254,1105,24), (0,0,0), false);
CreateElevator((1557,1968,152),(-3233,1016,176), (0,0,0), false);
CreateElevator((1559,1826,152),(-3131,-395,94), (0,0,0), false);
//blocks
createwalls((1507,2133,161),(1505,1799,258));
//invis blocks
createwallser((-2552,-168,112),(-2455,-165,162));
createwallser((-4273,643,92),(-4079,668,128));
createwallser((-4727,699,33),(-4916,-10,160));
createwallser((-3319,-160,87),(-2584,-172,110));
createwallser((-2559,584,537),(-2677,591,582));
createwallser((-2340,591,430),(-2414,578,402));
createwallser((-2612,585,437),(-2526,591,440));
createrampser((-2526,583,456),(-2476,588,382));
createwallser((-3253,591,300),(-2353,583,303));
createrampser((-2626,591,287),(-2706,583,264));
CreateBlockser((-2799,647,12));
playfx(level.spawnGlow["friendly"], (1458,1968,182));
playfx(level.spawnGlow["friendly"], (1458,1968,182));
playfx(level.spawnGlow["friendly"], (1458,1822,182));
playfx(level.spawnGlow["friendly"], (1458,2127,182));
playfx(level.spawnGlow["friendly"], (1561,2080,182));
playfx(level.spawnGlow["friendly"], (1557,1968,182));
playfx(level.spawnGlow["friendly"], (1559,1826,182));
playfx(level.spawnGlow["friendly"], (-3775,-570,224));
playfx(level.spawnGlow["friendly"], (-3359,-840,298));
playfx(level.spawnGlow["friendly"], (-4219,1363,652));
playfx(level.spawnGlow["enemy"], (-3359,-127,434 ));
playfx(level.spawnGlow["enemy"], ( -4360,1397,370 ));
playfx(level.spawnGlow["friendly"], (-3577,-833,610 ));
playfx(level.spawnGlow["enemy"], ( -1923,594,826 ));
playfx(level.spawnGlow["friendly"], (-3037,-802,642 ));
playfx(level.spawnGlow["friendly"], (-3359,-584,146 ));
playfx(level.spawnGlow["enemy"], (-2498,1053,448 ));
playfx(level.spawnGlow["friendly"], (-3352,-616,298 ));