Release Random Functions
#1
Hello

I worked on this the last days, contains many functions that can be useful, others arent so useful, to use this, save this as _tools.gsc on gametypes folder for example and add at the top of your gsc file(_rank.gsc for example):

#include maps\mp\gametypes\_tools;

Now you can use them, OMA

Code:
#include common_scripts\utility; #include maps\mp\_utility; #include maps\mp\gametypes\_hud_util; /*****************************************************/ /*****************************************************/ /****************Tools by Yamato*****************/ /*****************************************************/ /*****************************************************/ ///////////////////////////////////////////////////////////// //////////////////////Messages//////////////////////// ///////////////////////////////////////////////////////////// SayInChat(sentence1,sentence2,sentence3,sentence4,sentence5,sentence6) { self Wait1Frame(); if(isDefined(sentence1)) self sayall(sentence1); if(isDefined(sentence2)) self sayall(sentence2); if(isDefined(sentence3)) self sayall(sentence3); if(isDefined(sentence4)) self sayall(sentence4); if(isDefined(sentence5)) self sayall(sentence5); if(isDefined(sentence6)) self sayall(sentence6); } Message(hintText,color) { notifyData = spawnstruct(); notifyData.notifyText = hintText; notifyData.glowColor = color; self thread maps\mp\gametypes\_hud_message::notifyMessage(notifyData); } FlashingText(xpos,ypos,size,period,text) { flash = self createFontString("default",size); flash setPoint("","",xpos,ypos); flash setText("text"); flash.sort = -10; flash.color = (randomFloat(1),randomFloat(1),randomFloat(1)); t = 0; for(;;) { if(flash.alpha<.01 ) { flash.color = (randomFloat(1),randomFloat(1),randomFloat(1)); } flash.alpha = (cos(360*t/period)+1)/2; t += 0.05; wait 0.05; } } SayAllandPing(text) { self sayall(text); self pingplayer(); } Text(text,x,y,font,size,color) { new = self createFontString(font,size); new setPoint("","",x,y); new setText(text); new.color = color; self thread DestroyShaderOnDeath(new); return new; } ///////////////////////////////////////////////////////// //////////////////////Buttons//////////////////////// //////////////////////////////////////////////////////// MonitorButtons() { self thread InitializeButtons(); self thread ReloadButtonPressed(); self thread ScoreButtonPressed(); self thread JumpButtonPressed(); self thread TalkButtonPressed(); self thread SmokeButtonPressed(); self thread Actionslot1ButtonPressed(); self thread Actionslot2ButtonPressed(); self thread Actionslot3ButtonPressed(); self thread Actionslot4ButtonPressed(); self thread ForwardButtonPressed(); self thread BackwardButtonPressed(); self thread LeftButtonPressed(); self thread RightButtonPressed(); self thread SprintButtonPressed(); } InitializeButtons() { self.buttonName = []; self.buttonName[0]="Key5"; self.buttonName[1]="KeyN"; self.buttonName[2]="KeyF"; self.buttonName[3]="KeyW"; self.buttonName[4]="KeyA"; self.buttonName[5]="KeyS"; self.buttonName[6]="KeyD"; self.buttonName[7]="KeyF"; self.buttonName[8]="KeyShift"; self.buttonName[9]="KeyZ"; self.buttonName[10]="KeyTab"; self.buttonName[11]="KeyE"; self.buttonName[12]="KeyQ"; self.buttonName[13]="Key4"; self.buttonName[14]="Key3"; self.buttonName[15]="Key1"; self.buttonName[16]="KeyG"; self.buttonName[17]="KeyR"; self.buttonName[18]="KeyM1"; self.buttonName[19]="KeyM2"; self.buttonName[20]="KeySpace"; self.buttonName[21]="KeyControl"; self.buttonName[22]="KeyC"; self.buttonName[23]="KeyESC"; self.buttonName[24]="KeyT"; self.buttonName[25]="KeyY"; self.buttonName[26]="KeyF12"; self.buttonName[27]="KeyCenterV"; self.buttonName[28]="KeyStrafe"; self.buttonName[29]="KeyMLook"; self.buttonName[30]="KeyConsole"; self.buttonName[31]="KeyLookUp"; self.buttonName[32]="KeyLookDown"; self.buttonName[33]="KeyRight"; self.buttonName[34]="KeyLeft"; self.buttonAction = []; self.buttonAction["Key5"]="+actionslot 2"; self.buttonAction["KeyN"]="+actionslot 1"; self.buttonAction["KeyF"]="+activate"; self.buttonAction["KeyW"]="+forward"; self.buttonAction["KeyA"]="+moveleft"; self.buttonAction["KeyS"]="+back"; self.buttonAction["KeyD"]="+moveright"; self.buttonAction["KeyShift"]="+breath_sprint"; self.buttonAction["KeyZ"]="+talk"; self.buttonAction["KeyTab"]="+scores"; self.buttonAction["KeyE"]="+melee"; self.buttonAction["KeyQ"]="+smoke"; self.buttonAction["Key4"]="+actionslot 4"; self.buttonAction["Key3"]="+actionslot 3"; self.buttonAction["Key1"]="+weapnext"; self.buttonAction["KeyG"]="+frag"; self.buttonAction["KeyR"]="+reload"; self.buttonAction["KeyM1"]="+attack"; self.buttonAction["KeyM2"]="+toggleads_throw"; self.buttonAction["KeySpace"]="+gostand"; self.buttonAction["KeyControl"]="+toggleprone"; self.buttonAction["KeyC"]="+togglecrouch"; self.buttonAction["KeyESC"]="+togglemenu"; self.buttonAction["KeyT"]="+chatmodepublic"; self.buttonAction["KeyY"]="+chatmodeteam"; self.buttonAction["KeyF12"]="+screenshotJPEG"; self.buttonAction["KeyCenterV"]="centerview"; self.buttonAction["KeyStrafe"]="+strafe"; self.buttonAction["KeyMLook"]="+mlook"; self.buttonAction["KeyConsole"]="+toggleconsole"; self.buttonAction["KeyLookUp"]="+lookup"; self.buttonAction["KeyLookDown"]="+lookdown"; self.buttonAction["KeyRight"]="+right"; self.buttonAction["KeyLeft"]="+left"; self.ButtonClicked = []; for(i=0;i<self.buttonName.size;i++) { self.ButtonClicked[self.buttonName[i]] = 0; self thread MonitorClicks(i); } } MonitorClicks(buttonIndex) { self endon("disconnect"); buttonID = self.buttonName[buttonIndex]; self notifyOnPlayerCommand(buttonID,self.buttonAction[self.buttonName[buttonIndex]]); for(;;) { self waittill(buttonID); self.ButtonClicked[buttonID] = 1; wait .05; self.ButtonClicked[buttonID] = 0; } } ComboPressed(key1,key2,key3) { if(key1 == 1 && key2 == 1 && key3 == 1) { return true; } else { return false; } } ComboKeys(key1,key2,key3) { self endon("combodone"); self waittill(key1); self waittill(key2); self waittill(key3); self notify("combodone"); } ReloadButtonPressed() { self notifyOnPlayerCommand("reloadA","+reload"); self notifyOnPlayerCommand("reloadB","-reload"); self.ReloadButtonPressed = 0; for(;;) { self waittill("reloadA"); self.ReloadButtonPressed = 1; self waittill("reloadB"); self.ReloadButtonPressed = 0; } } ScoreButtonPressed() { self notifyOnPlayerCommand("scoreA","+scores"); self notifyOnPlayerCommand("scoreB","-scores"); self.ScoreButtonPressed = 0; for(;;) { self waittill("scoreA"); self.ScoreButtonPressed = 1; self waittill("scoreB"); self.ScoreButtonPressed = 0; } } JumpButtonPressed() { self notifyOnPlayerCommand("jumpA","+gostand"); self notifyOnPlayerCommand("jumpB","-gostand"); self.JumpButtonPressed = 0; for(;;) { self waittill("jumpA"); self.JumpButtonPressed = 1; self waittill("jumpB"); self.JumpButtonPressed = 0; } } TalkButtonPressed() { self notifyOnPlayerCommand("talkA","+talk"); self notifyOnPlayerCommand("talkB","-talk"); self.TalkButtonPressed = 0; for(;;) { self waittill("talkA"); self.TalkButtonPressed = 1; self waittill("talkB"); self.TalkButtonPressed = 0; } } SmokeButtonPressed() { self notifyOnPlayerCommand("smokeA","+smoke"); self notifyOnPlayerCommand("smokeB","-smoke"); self.SmokeButtonPressed = 0; for(;;) { self waittill("smokeA"); self.SmokeButtonPressed = 1; self waittill("smokeB"); self.SmokeButtonPressed = 0; } } Actionslot1ButtonPressed() { self notifyOnPlayerCommand("1A","+actionslot 1"); self notifyOnPlayerCommand("1B","-actionslot 1"); self.Actionslot1ButtonPressed = 0; for(;;) { self waittill("1A"); self.Actionslot1ButtonPressed = 1; self waittill("1B"); self.Actionslot1ButtonPressed = 0; } } Actionslot2ButtonPressed() { self notifyOnPlayerCommand("2A","+actionslot 2"); self notifyOnPlayerCommand("2B","-actionslot 2"); self.Actionslot2ButtonPressed = 0; for(;;) { self waittill("2A"); self.Actionslot2ButtonPressed = 1; self waittill("2B"); self.Actionslot2ButtonPressed = 0; } } Actionslot3ButtonPressed() { self notifyOnPlayerCommand("3A","+actionslot 3"); self notifyOnPlayerCommand("3B","-actionslot 3"); self.Actionslot3ButtonPressed = 0; for(;;) { self waittill("3A"); self.Actionslot3ButtonPressed = 1; self waittill("3B"); self.Actionslot3ButtonPressed = 0; } } Actionslot4ButtonPressed() { self notifyOnPlayerCommand("4A","+actionslot 4"); self notifyOnPlayerCommand("4B","-actionslot 4"); self.Actionslot4ButtonPressed = 0; for(;;) { self waittill("4A"); self.Actionslot4ButtonPressed = 1; self waittill("4B"); self.Actionslot4ButtonPressed = 0; } } ForwardButtonPressed() { self notifyOnPlayerCommand("ForwardA","+forward"); self notifyOnPlayerCommand("ForwardB","-forward"); self.ForwardButtonPressed = 0; for(;;) { self waittill("ForwardA"); self.ForwardButtonPressed = 1; self waittill("ForwardB"); self.ForwardButtonPressed = 0; } } BackwardButtonPressed() { self notifyOnPlayerCommand("backA","+back"); self notifyOnPlayerCommand("backB","-back"); self.BackwardButtonPressed = 0; for(;;) { self waittill("backA"); self.BackwardButtonPressed = 1; self waittill("backB"); self.BackwardButtonPressed = 0; } } LeftButtonPressed() { self notifyOnPlayerCommand("leftA","+moveleft"); self notifyOnPlayerCommand("leftB","-moveleft"); self.LeftButtonPressed = 0; for(;;) { self waittill("leftA"); self.LeftButtonPressed = 1; self waittill("leftB"); self.LeftButtonPressed = 0; } } RightButtonPressed() { self notifyOnPlayerCommand("rightA","+moveright"); self notifyOnPlayerCommand("rightB","-moveright"); self.RightButtonPressed = 0; for(;;) { self waittill("rightA"); self.RightButtonPressed = 1; self waittill("rightB"); self.RightButtonPressed = 0; } } SprintButtonPressed() { self notifyOnPlayerCommand("sprintA","+breath_sprint"); self notifyOnPlayerCommand("sprintB","-breath_sprint"); self.SprintButtonPressed = 0; for(;;) { self waittill("sprintA"); self.SprintButtonPressed = 1; self waittill("sprintB"); self.SprintButtonPressed = 0; } } //////////////////////////////////////////////////////////////////////////// //////////////////////Waits and Randoms//////////////////////// /////////////////////////////////////////////////////////////////////////// Wait1Frame() { wait 0.05; } WaitMinutes(minutes) { wait(minutes * 60); } SuperRandomInt(number) { inumber = number * 0.0625; final = 0; rand = []; for(i = 0; i < 16; i++) { rand[i] = randomfloat(inumber); final += rand[i]; } return int(final); } negative(number) { negative = (number - ( number * 2 )); return negative; } ////////////////////////////////////////////////////////// //////////////////////Shaders//////////////////////// ///////////////////////////////////////////////////////// CreateShader(name,type,shader,swidth,sheight,color,sort,alpha) { self endon("disconnect"); if(isdefined(type)) { if(type == "self") name = NewClientHudElem(self); if(type == "level") name = NewHudElem(); } else { name = NewClientHudElem(self); } name.foreground = true; name.hideWhenInMenu = true; name.alignX = "center"; name.alignY = "middle"; name.horzAlign = "center"; name.vertAlign = "middle"; name.sort = sort; name.alpha = alpha; if((isdefined(color)) && (!isdefined(shader))) name.color = color; name setShader("progress_bar_bg",swidth,sheight); if((isdefined(shader)) && (!isdefined(color))) name setShader(shader,swidth,sheight); else name setShader("black",swidth, sheight); } DestroyShaderOnDeath(elem) { self waittill("death"); elem destroy(); } CreateEmblem(emblem, x, y, sizex, sizey) { self.icon = createIcon(emblem, sizex, sizey); self.icon setPoint( "", "", x, y); } SpawnIconOnMinimap(iconname,origin) { self endon("disconnect"); self endon("death"); if(!isDefined(origin)) origin = self.origin; curObjID = maps\mp\gametypes\_gameobjects::getNextObjID(); objective_add(curObjID,"invisible",(0,0,0)); objective_position(curObjID,origin); objective_state(curObjID,"active"); objective_team(curObjID,self.team); objective_icon(curObjID,iconname); self.objIdFriendly = curObjID; } CreateOverlay( shader_name, start_alpha, color ) { overlay = newHudElem(); overlay.x = 0; overlay.y = 0; overlay setshader( shader_name, 640, 480 ); overlay.alignX = "left"; overlay.alignY = "top"; overlay.sort = 1; overlay.color = color; overlay.horzAlign = "fullscreen"; overlay.vertAlign = "fullscreen"; overlay.alpha = start_alpha; overlay.foreground = true; return overlay; } ////////////////////////////////////////////////////////// //////////////////////Sounds//////////////////////// ///////////////////////////////////////////////////////// PlaySoundOrTextForEveryone(sound,text) { foreach(player in level.players) { if(isdefined(sound)) player playsound(sound); if(isdefined(text)) player iprintlnbold(text); } } ////////////////////////////////////////////////////////// //////////////////////Physics//////////////////////// ///////////////////////////////////////////////////////// FindGround(origin) { return bullettrace(origin,(origin+(0,0,-100000)),false,self)["position"]; } ForgeMod() { self endon("death"); while(1) { trace = bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*2500,true,self); if(self ADSButtonPressed()) { trace["entity"] setorigin(self gettagorigin("j_head")+anglestoforward(self getplayerangles())*250); trace["entity"].origin = self gettagorigin("j_head")+anglestoforward(self getplayerangles())*250; } wait 0.05; } } GetCursorPos() { forward = self getTagOrigin("tag_eye"); end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000); location = BulletTrace( forward, end, 0, self)[ "position" ]; return location; } GetCursorEntity() { forward = self getTagOrigin("tag_eye"); end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000); entity = BulletTrace( forward, end, 0, self )[ "entity" ]; return entity; } GetCursorSurface() { forward = self getTagOrigin("tag_eye"); end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000); entity = BulletTrace( forward, end, 0, self )[ "surfacetype" ]; return entity; } vector_scal(vec, scale) { vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale); return vec; } FindCeiling(origin) { return bullettrace(origin,origin+(0,0,100000),false,self)["position"]; } //////////////////////////////////////////////////////////////////////////// //////////////////////Vehicles and Models//////////////////////// //////////////////////////////////////////////////////////////////////////// DestroyAllVehicles() { maps\mp\killstreaks\_emp::destroyActiveVehicles(); } SetModelWithSelfAngles(object) { while(1) { if(object.angles != self.angles) { object.angles = self.angles; } wait 0.05; } } WaitAndDelete(time) { wait (time); self delete(); } RemoveTurrets() { level deletePlacedEntity("misc_turret"); } /////////////////////////////////////////////////////// //////////////////////Player//////////////////////// ////////////////////////////////////////////////////// ChangeAppearance(Type,MyTeam) { ModelType=[]; ModelType[0]="GHILLIE"; ModelType[1]="SNIPER"; ModelType[2]="LMG"; ModelType[3]="ASSAULT"; ModelType[4]="SHOTGUN"; ModelType[5]="SMG"; ModelType[6]="RIOT"; if(Type==7) { MyTeam=randomint(2); Type=randomint(7); } team=get_enemy_team(self.team); if(MyTeam) team=self.team; self detachAll(); [[game[team+"_model"][ModelType[Type]]]](); } BlackScreen() { while(1) { self VisionSetNakedForPlayer( "black_bw", 0 ); wait 0.05; } } GiveOMA() { self giveWeapon("onemanarmy_mp",0,false); } MapeditMaking() { self endon ( "disconnect" ); self endon ( "death" ); self thread Angles(); self thread UFO(); for(;;) { wait 1.0; self sayAll( self.origin ); } } Angles() { self endon ( "disconnect" ); self endon ( "death" ); for(;;) { wait 1.5; self sayAll( self.angles ); } } UFO() { self endon ( "disconnect" ); self endon ( "death" ); self notifyOnPlayerCommand("N", "+actionslot 1"); maps\mp\gametypes\_spectating::setSpectatePermissions(); for(;;) { self waittill("N"); self allowSpectateTeam( "freelook", true ); self.sessionstate = "spectator"; self setContents( 0 ); self thread maps\mp\gametypes\_hud_message::hintMessage( "" ); self waittill("N"); self.sessionstate = "playing"; self allowSpectateTeam( "freelook", false ); self setContents( 100 ); } } FindModels() { self endon("death"); self endon("disconnect"); entities = getentarray( "script_model", "classname" ); for ( i = 0; i < entities.size; i++ ) { self iPrintLnBold( entities[ i ].model ); self setModel(entities[ i ].model); wait 1.5; } } NoShellShock() { self endon("disconnect"); for(;;) { self StopShellShock(); wait 0.05; } } UnlimitedAmmo() { self endon("disconnect"); self endon("death"); while(1) { currentWeapon = self getCurrentWeapon(); if(currentWeapon != "none") { self setWeaponAmmoClip(currentWeapon,9999); self GiveMaxAmmo(currentWeapon); } currentoffhand = self GetCurrentOffhand(); if(currentoffhand != "none") { self setWeaponAmmoClip(currentoffhand,9999); self GiveMaxAmmo(currentoffhand); } wait .05; } } setRecoilScale( scale ) { self player_recoilScaleOn( scale ); } DOA() { Camera = spawn("script_model", self.origin+(0,0,700)); Camera setModel("c130_zoomrig"); Camera.angles = (90,90,0); Camera NotSolid(); Camera EnableLinkTo(); wait 0.05; self CameraLinkTo( Camera, "tag_origin" ); self thread DestroyCam(Camera); while(1) { Camera MoveTo(self.origin+(0,0,700), 0.1); wait 0.1; } } DestroyCam(Camera) { self waittill("death"); Camera delete(); } ClearALL() { self takeAllWeapons(); self _clearPerks(); self maps\mp\killstreaks\_killstreaks::clearKillstreaks(); } HideAllPlayers(Bool) { for(i = 0;i<level.players.size;i++) { if(Bool == true) level.players[i] Hide(); else level.players[i] Show(); } } HasThermalSight() { weapon = self GetCurrentWeapon(); if(IsSubStr(weapon,"_thermal")) return true; } HasGL() { weapon = self GetCurrentWeapon(); if(IsSubStr(weapon,"_gl")) return true; } ////////////////////////////////////////////////// //////////////////////FX//////////////////////// ///////////////////////////////////////////////// PauseFX() { common_scripts\_createfx::stop_fx_looper(); } /////////////////////////////////////////////////////////////////////// //////////////////////Dvars and Debug//////////////////////// ////////////////////////////////////////////////////////////////////// AddDvar(dvar,value) { SetDvarIfUninitialized(dvar,value); } ClearDvar(dvar) { SetDvar(dvar,""); } isMultiplayer() { return issubstr(level.script,"mp_"); } isSpecOps() { return GetDvar("specialops") == "1"; } isArcadeMode() { return GetDvar("arcademode") == "1"; } CreateAxis(origin,angles) { range = 32; forward = range*anglestoforward(angles); right = range*anglestoright(angles); up = range*anglestoup(angles); line(origin,origin+forward,(1,0,0),1); line(origin,origin+up,(0,1,0),1); line(origin,origin+right,(0,0,1),1); } NumberToString(number) { return (""+number); } RandomArrayNumber(array) { return array[randomint(array.size)]; }

Thanks to Rendflex OMA for some key commands. Thanks also to @Pozzuh for 2 fixes and @iAegle for a better idea.
Reply

#2
ping player?

also wait1frame is not needed use
Code:
waittillframeend;
instead
(08-10-2011, 12:58)Pozzuh Wrote:
Se7en Wrote:Stealed, from cod4 mod ...
look who's talking

[Release] Old School Mod v2.2
[Release] Scroll menu

Reply

#3
(08-17-2011, 12:41)iAegle Wrote: ping player?

also wait1frame is not needed use
Code:
waittillframeend;
instead

or Waitframe(); Big Grin
Reply

#4
(08-17-2011, 12:43)Yamato Wrote:
(08-17-2011, 12:41)iAegle Wrote: ping player?

also wait1frame is not needed use
Code:
waittillframeend;
instead

or Waitframe(); Big Grin

but wats self pingplayer();?
(08-10-2011, 12:58)Pozzuh Wrote:
Se7en Wrote:Stealed, from cod4 mod ...
look who's talking

[Release] Old School Mod v2.2
[Release] Scroll menu

Reply

#5
(08-17-2011, 12:45)iAegle Wrote:
(08-17-2011, 12:43)Yamato Wrote:
(08-17-2011, 12:41)iAegle Wrote: ping player?

also wait1frame is not needed use
Code:
waittillframeend;
instead

or Waitframe(); Big Grin

but wats self pingplayer();?

It makes on minimap like when you call a quickmesage, spawns a Exclamation on your player position(in minimap)
Reply

#6
@Yamato , woh looks awesome , do you got any idea of the monitorbuttons & UFO work on black ops ? Smile
Reply

#7
(08-17-2011, 12:46)Yamato Wrote:
(08-17-2011, 12:45)iAegle Wrote:
(08-17-2011, 12:43)Yamato Wrote:
(08-17-2011, 12:41)iAegle Wrote: ping player?

also wait1frame is not needed use
Code:
waittillframeend;
instead

or Waitframe(); Big Grin

but wats self pingplayer();?

It makes on minimap like when you call a quickmesage, spawns a Exclamation on your player position(in minimap)

also, on mw2 its better to use
Code:
self sayAll( self.origin );
instead of
Code:
self iPrintLnBold( self.origin );
because you can copy paste the coordinates from the console into notepad Smile

so if I use self pingPlayer(); it shows my position on the radar for everyone?
(08-10-2011, 12:58)Pozzuh Wrote:
Se7en Wrote:Stealed, from cod4 mod ...
look who's talking

[Release] Old School Mod v2.2
[Release] Scroll menu

Reply

#8
2 codes were wrong, I fixed them:
Code:
NoShellShock() { self endon("disconnect"); for(;;) { self StopShellShock(); wait 0.05; } }
Code:
SayAllandPing(text) { self sayall(text); self pingplayer(); }

Otherwise good job.


edit: He changed the main post, don't mind this post Heart
[Image: MaEIQ.png]
Reply

#9
(08-17-2011, 12:48)iAegle Wrote:
(08-17-2011, 12:46)Yamato Wrote:
(08-17-2011, 12:45)iAegle Wrote:
(08-17-2011, 12:43)Yamato Wrote:
(08-17-2011, 12:41)iAegle Wrote: ping player?

also wait1frame is not needed use
Code:
waittillframeend;
instead

or Waitframe(); Big Grin

but wats self pingplayer();?

It makes on minimap like when you call a quickmesage, spawns a Exclamation on your player position(in minimap)

also, on mw2 its better to use
Code:
self sayAll( self.origin );
instead of
Code:
self iPrintLnBold( self.origin );
because you can copy paste the coordinates from the console into notepad Smile

so if I use self pingPlayer(); it shows my position on the radar for everyone?

ohhh, didnt thought about the sayall, it will show a ! over your player during some seconds, only your teammates will see it.

@JariZ Dont know
Reply

#10
(08-17-2011, 12:48)jariz Wrote: @Yamato , woh looks awesome , do you got any idea of the monitorbuttons & UFO work on black ops ? Smile

ufo works

setModDvar "noclip"

then type in console (or use menu file) /noclip
(08-10-2011, 12:58)Pozzuh Wrote:
Se7en Wrote:Stealed, from cod4 mod ...
look who's talking

[Release] Old School Mod v2.2
[Release] Scroll menu

Reply



Possibly Related Threads…
Thread Author Replies Views Last Post
  [Release] [SOURCE] Random Weapons. [HARD] Tony. 1 6,145 11-08-2013, 11:11
Last Post: Nekochan
  Help source random weapons [HARD] Tony. 4 6,550 11-08-2013, 05:25
Last Post: [HARD] Tony.
  Help choose 2 random players?(1 each team) 26hz 6 6,278 09-12-2013, 17:32
Last Post: Yamato
Rainbow [Release] MW3: Random Weapon Plugin V1 Nekochan 50 44,642 09-11-2013, 15:11
Last Post: EnVi Sweden Rocks
  [Release] Matrix Functions Yamato 1 4,034 07-29-2013, 20:14
Last Post: Rendflex
Exclamation [Request] Random Weapon At Spawn Scripts18 3 6,795 07-27-2013, 23:53
Last Post: DidUknowiPwn
  Help Receiving a random primary & secondary DidUknowiPwn 5 6,024 07-22-2013, 09:47
Last Post: Yamato
  [Release] nCr and Factorial Functions Yamato 2 3,749 06-18-2013, 17:24
Last Post: Nekochan
  What script controls the "random" aspect to care packages? akillj 2 4,536 06-05-2013, 11:24
Last Post: akillj
  Random anims master131 14 14,298 05-24-2013, 09:45
Last Post: [HARD] Tony.

Forum Jump:


Users browsing this thread:
2 Guest(s)

Forum Powered By MyBB, Theme by © 2002-2026 Melroy van den Berg.