11-07-2010, 13:25
(This post was last modified: 11-07-2010, 13:28 by SuperNovaAO.)
haaj there here are some mods i never finished
P
![[Image: unseen1.jpg]](http://rob.nu/wp-content/uploads/2009/11/unseen1.jpg)
here is my list
modd 1 : Team Spirit
here is the map edit
Modd 2 RushBase
Modd 3 Total War awsome modd btw!
[mod pack info]
team spirit is done...
tw is done xD
you just ahve to delete some thread's like coordinates and ufo
it also incududes my firt modd and it was leaked from azu xD whahahaha
but rushbase hasnt got a weapon stuff
im aslo not sure if the mods are done..... but they are fun!
modd pack includes... some crap mods i dind fisnish
like custom map's and more
!
+ easy to leak/use Nemisiss box function's
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/yaahman ofc being my bud and helping
AND ****
not to forget KIllingdyl! who made map making so easy/ty
thanks my m8's
feel free to use/yayz
VS
SS/Vid
well uhmm i am leaking the internet of my neigbors....
so i cant upload...
please someone make a screen for me
EDIT:
sorry only vid i have..... on youtube
well thats it
have a nice life suckass!/yea
Cod BO im coming =D
P![[Image: unseen1.jpg]](http://rob.nu/wp-content/uploads/2009/11/unseen1.jpg)
here is my list
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));
// teleportsModd 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 ));team spirit is done...
tw is done xD
you just ahve to delete some thread's like coordinates and ufo
it also incududes my firt modd and it was leaked from azu xD whahahaha
but rushbase hasnt got a weapon stuff

im aslo not sure if the mods are done..... but they are fun!
modd pack includes... some crap mods i dind fisnish

like custom map's and more
!+ easy to leak/use Nemisiss box function's
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/yaahman ofc being my bud and helping
AND ****

not to forget KIllingdyl! who made map making so easy/ty
thanks my m8's

feel free to use/yayz
VS
SS/Vid
well uhmm i am leaking the internet of my neigbors....
so i cant upload...
please someone make a screen for me

EDIT:
sorry only vid i have..... on youtube
well thats it
have a nice life suckass!/yeaCod BO im coming =D

