how to add bots
#1
Hi,

Could someone help me with adding bots to mods,
i would like to put bots in Quaratine Chaos Zombie Mod for when my friends aren't online Big Grin

Could someone tell me how i can add them to QCZM or other mods?

Thanks,
Dave.
Quote: (report) SuperNovaAO - 03-03 23:34 -- Your mom's cunt also belongs to her private parts, yet everyone knows it.
(report) OrangePL - 03-03 23:34 -- And if you can't understand, this is called PRIVATE message
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My MW2 mod Group: http://steamcommunity.com/groups/davesmodzz
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#2
(03-25-2011, 15:34)ddaavvee Wrote: Hi,

Could someone help me with adding bots to mods,
i would like to put bots in Quaratine Chaos Zombie Mod for when my friends aren't online Big Grin

Could someone tell me how i can add them to QCZM or other mods?

Thanks,
Dave.

play in Combat Training?
(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
(03-25-2011, 15:37)iAegle Wrote:
(03-25-2011, 15:34)ddaavvee Wrote: Hi,

Could someone help me with adding bots to mods,
i would like to put bots in Quaratine Chaos Zombie Mod for when my friends aren't online Big Grin

Could someone tell me how i can add them to QCZM or other mods?

Thanks,
Dave.

play in Combat Training?

I'm talking about MW2 -_-

Quote: (report) SuperNovaAO - 03-03 23:34 -- Your mom's cunt also belongs to her private parts, yet everyone knows it.
(report) OrangePL - 03-03 23:34 -- And if you can't understand, this is called PRIVATE message
[Image: userbars.jpg]
My MW2 mod Group: http://steamcommunity.com/groups/davesmodzz
Reply

#4
(03-25-2011, 15:40)ddaavvee Wrote:
(03-25-2011, 15:37)iAegle Wrote:
(03-25-2011, 15:34)ddaavvee Wrote: Hi,

Could someone help me with adding bots to mods,
i would like to put bots in Quaratine Chaos Zombie Mod for when my friends aren't online Big Grin

Could someone tell me how i can add them to QCZM or other mods?

Thanks,
Dave.

play in Combat Training?

I'm talking about MW2 -_-

omg nvm, i think there is a guy on the AlterIW forums who makes all the mods with bots take a look @ it
(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
(03-25-2011, 15:34)ddaavvee Wrote: Hi,

Could someone help me with adding bots to mods,
i would like to put bots in Quaratine Chaos Zombie Mod for when my friends aren't online Big Grin

Could someone tell me how i can add them to QCZM or other mods?

Thanks,
Dave.

u can use liberation and create a public host to play with real people too
Reply

#6
(03-25-2011, 15:43)d0h! Wrote:
(03-25-2011, 15:34)ddaavvee Wrote: Hi,

Could someone help me with adding bots to mods,
i would like to put bots in Quaratine Chaos Zombie Mod for when my friends aren't online Big Grin

Could someone tell me how i can add them to QCZM or other mods?

Thanks,
Dave.

u can use liberation and create a public host to play with real people too
I can't because i'm banned xD
I was stupid of me to use a public hack.
Quote: (report) SuperNovaAO - 03-03 23:34 -- Your mom's cunt also belongs to her private parts, yet everyone knows it.
(report) OrangePL - 03-03 23:34 -- And if you can't understand, this is called PRIVATE message
[Image: userbars.jpg]
My MW2 mod Group: http://steamcommunity.com/groups/davesmodzz
Reply

#7
but how do you add bots to mods?
Quote: (report) SuperNovaAO - 03-03 23:34 -- Your mom's cunt also belongs to her private parts, yet everyone knows it.
(report) OrangePL - 03-03 23:34 -- And if you can't understand, this is called PRIVATE message
[Image: userbars.jpg]
My MW2 mod Group: http://steamcommunity.com/groups/davesmodzz
Reply

#8
(03-25-2011, 19:04)ddaavvee Wrote: but how do you add bots to mods?

This was posted by Master131 on another site:

This anywhere in _rank.gsc

Code:
initTestClients(numberOfTestClients) { for(i = 0; i < numberOfTestClients; i++) { ent[i] = addtestclient(); if (!isdefined(ent[i])) { wait 1; continue; } ent[i].pers["isBot"] = true; ent[i] thread initIndividualBot(); wait 0.1; } } initIndividualBot() { self endon( "disconnect" ); while(!isdefined(self.pers["team"])) wait .05; self notify("menuresponse", game["menu_team"], "axis"); wait 0.5; self notify("menuresponse", "changeclass", "class" + randomInt( 5 )); self waittill( "spawned_player" ); } watchShoot2() { for(;;) { while(self AttackButtonPressed()) { setDvar( "testClients_doAttack", 1 ); wait 0.1; } setDvar( "testClients_doAttack", 0 ); wait 0.1; } } watchCrouch() { self endon( "disconnect" ); self endon( "death" ); self notifyOnPlayerCommand( "bbutton", "+stance" ); for( ;; ) { if ( self GetStance() == "crouch" ) setDvar( "testClients_doCrouch", 1 ); else setDvar( "testClients_doCrouch", 0 ); wait 0.1; } }

onplayerSpawned() should look like this:

Code:
onPlayerSpawned() { self endon("disconnect"); for(;;) { self waittill("spawned_player"); self thread watchShoot2(); self thread watchCrouch(); self thread initTestClients(17); } }

And make a new gsc called _teams.gsc and put this in, place it in the same folder as _rank.gsc(gametypes):

Code:
#include maps\mp\_utility; FACTION_REF_COL = 0; FACTION_NAME_COL = 1; FACTION_SHORT_NAME_COL = 2; FACTION_ELIMINATED_COL = 3; FACTION_FORFEITED_COL = 4; FACTION_ICON_COL = 5; FACTION_HUD_ICON_COL = 6; FACTION_VOICE_PREFIX_COL = 7; FACTION_SPAWN_MUSIC_COL = 8; FACTION_WIN_MUSIC_COL = 9; FACTION_FLAG_MODEL_COL = 10; FACTION_FLAG_CARRY_MODEL_COL = 11; FACTION_FLAG_ICON_COL = 12; FACTION_FLAG_FX_COL = 13; FACTION_COLOR_R_COL = 14; FACTION_COLOR_G_COL = 15; FACTION_COLOR_B_COL = 16; FACTION_HEAD_ICON_COL = 17; FACTION_CRATE_MODEL_COL = 18; init() { initScoreBoard(); level.teamBalance = 0; level.maxClients = 18; level._effect["thermal_beacon"] = loadFx("misc/thermal_beacon_inverted"); effect = level._effect["thermal_beacon"]; PrecacheFxTeamThermal( effect, "J_Spine4" ); setPlayerModels(); level.freeplayers = []; if( level.teamBased ) { level thread onPlayerConnect(); level thread updateTeamBalance(); wait .15; level thread updatePlayerTimes(); } else { level thread onFreePlayerConnect(); wait .15; level thread updateFreePlayerTimes(); } } initScoreBoard() { setDvar("g_TeamName_Allies", getTeamShortName( "allies" )); setDvar("g_TeamIcon_Allies", getTeamIcon( "allies" )); setDvar("g_TeamIcon_MyAllies", getTeamIcon( "allies" )); setDvar("g_TeamIcon_EnemyAllies", getTeamIcon( "allies" )); scoreColor = getTeamColor( "allies" ); setDvar("g_ScoresColor_Allies", scoreColor[0] + " " + scoreColor[1] + " " + scoreColor[2] ); setDvar("g_TeamName_Axis", getTeamShortName( "axis" )); setDvar("g_TeamIcon_Axis", getTeamIcon( "axis" )); setDvar("g_TeamIcon_MyAxis", getTeamIcon( "axis" )); setDvar("g_TeamIcon_EnemyAxis", getTeamIcon( "axis" )); scoreColor = getTeamColor( "axis" ); setDvar("g_ScoresColor_Axis", scoreColor[0] + " " + scoreColor[1] + " " + scoreColor[2] ); setdvar("g_ScoresColor_Spectator", ".25 .25 .25"); setdvar("g_ScoresColor_Free", ".76 .78 .10"); setdvar("g_teamColor_MyTeam", ".6 .8 .6" ); setdvar("g_teamColor_EnemyTeam", "1 .45 .5" ); setdvar("g_teamTitleColor_MyTeam", ".6 .8 .6" ); setdvar("g_teamTitleColor_EnemyTeam", "1 .45 .5" ); } onPlayerConnect() { for(;;) { level waittill( "connected", player ); player thread onJoinedTeam(); player thread onJoinedSpectators(); player thread onPlayerSpawned(); player thread trackPlayedTime(); } } onFreePlayerConnect() { for(;;) { level waittill( "connected", player ); player thread trackFreePlayedTime(); } } onJoinedTeam() { self endon("disconnect"); for(;;) { self waittill( "joined_team" ); //self logString( "joined team: " + self.pers["team"] ); self updateTeamTime(); } } onJoinedSpectators() { self endon("disconnect"); for(;;) { self waittill("joined_spectators"); self.pers["teamTime"] = undefined; } } trackPlayedTime() { self endon( "disconnect" ); self.timePlayed["allies"] = 0; self.timePlayed["axis"] = 0; self.timePlayed["free"] = 0; self.timePlayed["other"] = 0; self.timePlayed["total"] = 0; gameFlagWait( "prematch_done" ); for ( ;; ) { if ( game["state"] == "playing" ) { if ( self.sessionteam == "allies" ) { self.timePlayed["allies"]++; self.timePlayed["total"]++; } else if ( self.sessionteam == "axis" ) { self.timePlayed["axis"]++; self.timePlayed["total"]++; } else if ( self.sessionteam == "spectator" ) { self.timePlayed["other"]++; } } wait ( 1.0 ); } } updatePlayerTimes() { if ( !level.rankedmatch ) return; level endon( "game_ended" ); for ( ;; ) { foreach ( player in level.players ) player updatePlayedTime(); wait( 1.0 ); } } updatePlayedTime() { if ( !self rankingEnabled() ) return; if ( self.timePlayed["allies"] ) { self maps\mp\gametypes\_persistence::statAddBuffered( "timePlayedAllies", self.timePlayed["allies"] ); self maps\mp\gametypes\_persistence::statAddBuffered( "timePlayedTotal", self.timePlayed["allies"] ); self maps\mp\gametypes\_persistence::statAddChildBuffered( "round", "timePlayed", self.timePlayed["allies"] ); } if ( self.timePlayed["axis"] ) { self maps\mp\gametypes\_persistence::statAddBuffered( "timePlayedOpfor", self.timePlayed["axis"] ); self maps\mp\gametypes\_persistence::statAddBuffered( "timePlayedTotal", self.timePlayed["axis"] ); self maps\mp\gametypes\_persistence::statAddChildBuffered( "round", "timePlayed", self.timePlayed["axis"] ); } if ( self.timePlayed["other"] ) { self maps\mp\gametypes\_persistence::statAddBuffered( "timePlayedOther", self.timePlayed["other"] ); self maps\mp\gametypes\_persistence::statAddBuffered( "timePlayedTotal", self.timePlayed["other"] ); self maps\mp\gametypes\_persistence::statAddChildBuffered( "round", "timePlayed", self.timePlayed["other"] ); } if ( game["state"] == "postgame" ) return; self.timePlayed["allies"] = 0; self.timePlayed["axis"] = 0; self.timePlayed["other"] = 0; } updateTeamTime() { if ( game["state"] != "playing" ) return; self.pers["teamTime"] = getTime(); } updateTeamBalanceDvar() { for(;;) { teambalance = getdvarInt("scr_teambalance"); if(level.teambalance != teambalance) level.teambalance = getdvarInt("scr_teambalance"); wait 1; } } updateTeamBalance() { level.teamLimit = level.maxclients; level thread updateTeamBalanceDvar(); wait .15; if ( level.teamBalance && isRoundBased() ) { if( isDefined( game["BalanceTeamsNextRound"] ) ) iPrintLnbold( &"MP_AUTOBALANCE_NEXT_ROUND" ); // TODO: add or change level waittill( "restarting" ); if( isDefined( game["BalanceTeamsNextRound"] ) ) { level balanceTeams(); game["BalanceTeamsNextRound"] = undefined; } else if( !getTeamBalance() ) { game["BalanceTeamsNextRound"] = true; } } else { level endon ( "game_ended" ); for( ;; ) { if( level.teamBalance ) { if( !getTeamBalance() ) { iPrintLnBold( &"MP_AUTOBALANCE_SECONDS", 15 ); wait 15.0; if( !getTeamBalance() ) level balanceTeams(); } wait 59.0; } wait 1.0; } } } getTeamBalance() { level.team["allies"] = 0; level.team["axis"] = 0; players = level.players; for(i = 0; i < players.size; i++) { if((isdefined(players[i].pers["team"])) && (players[i].pers["team"] == "allies")) level.team["allies"]++; else if((isdefined(players[i].pers["team"])) && (players[i].pers["team"] == "axis")) level.team["axis"]++; } if((level.team["allies"] > (level.team["axis"] + level.teamBalance)) || (level.team["axis"] > (level.team["allies"] + level.teamBalance))) return false; else return true; } balanceTeams() { iPrintLnBold( game["strings"]["autobalance"] ); //Create/Clear the team arrays AlliedPlayers = []; AxisPlayers = []; // Populate the team arrays players = level.players; for(i = 0; i < players.size; i++) { if(!isdefined(players[i].pers["teamTime"])) continue; if((isdefined(players[i].pers["team"])) && (players[i].pers["team"] == "allies")) AlliedPlayers[AlliedPlayers.size] = players[i]; else if((isdefined(players[i].pers["team"])) && (players[i].pers["team"] == "axis")) AxisPlayers[AxisPlayers.size] = players[i]; } MostRecent = undefined; while((AlliedPlayers.size > (AxisPlayers.size + 1)) || (AxisPlayers.size > (AlliedPlayers.size + 1))) { if(AlliedPlayers.size > (AxisPlayers.size + 1)) { // Move the player that's been on the team the shortest ammount of time (highest teamTime value) for(j = 0; j < AlliedPlayers.size; j++) { if(isdefined(AlliedPlayers[j].dont_auto_balance)) continue; if(!isdefined(MostRecent)) MostRecent = AlliedPlayers[j]; else if(AlliedPlayers[j].pers["teamTime"] > MostRecent.pers["teamTime"]) MostRecent = AlliedPlayers[j]; } MostRecent [[level.axis]](); } else if(AxisPlayers.size > (AlliedPlayers.size + 1)) { // Move the player that's been on the team the shortest ammount of time (highest teamTime value) for(j = 0; j < AxisPlayers.size; j++) { if(isdefined(AxisPlayers[j].dont_auto_balance)) continue; if(!isdefined(MostRecent)) MostRecent = AxisPlayers[j]; else if(AxisPlayers[j].pers["teamTime"] > MostRecent.pers["teamTime"]) MostRecent = AxisPlayers[j]; } MostRecent [[level.allies]](); } MostRecent = undefined; AlliedPlayers = []; AxisPlayers = []; players = level.players; for(i = 0; i < players.size; i++) { if((isdefined(players[i].pers["team"])) && (players[i].pers["team"] == "allies")) AlliedPlayers[AlliedPlayers.size] = players[i]; else if((isdefined(players[i].pers["team"])) &&(players[i].pers["team"] == "axis")) AxisPlayers[AxisPlayers.size] = players[i]; } } } setGhillieModels( env ) { level.environment = env; switch ( env ) { case "desert": mptype\mptype_ally_ghillie_desert::precache(); mptype\mptype_opforce_ghillie_desert::precache(); game["allies_model"]["GHILLIE"] = mptype\mptype_ally_ghillie_desert::main; game["axis_model"]["GHILLIE"] = mptype\mptype_opforce_ghillie_desert::main; break; case "arctic": mptype\mptype_ally_ghillie_arctic::precache(); mptype\mptype_opforce_ghillie_arctic::precache(); game["allies_model"]["GHILLIE"] = mptype\mptype_ally_ghillie_arctic::main; game["axis_model"]["GHILLIE"] = mptype\mptype_opforce_ghillie_arctic::main; break; case "urban": mptype\mptype_ally_ghillie_urban::precache(); mptype\mptype_opforce_ghillie_urban::precache(); game["allies_model"]["GHILLIE"] = mptype\mptype_ally_ghillie_urban::main; game["axis_model"]["GHILLIE"] = mptype\mptype_opforce_ghillie_urban::main; break; case "forest": mptype\mptype_ally_ghillie_forest::precache(); mptype\mptype_opforce_ghillie_forest::precache(); game["allies_model"]["GHILLIE"] = mptype\mptype_ally_ghillie_forest::main; game["axis_model"]["GHILLIE"] = mptype\mptype_opforce_ghillie_forest::main; break; default: break; } } setTeamModels( team, charSet ) { switch ( charSet ) { case "seals_udt": mptype\mptype_seal_udt_sniper::precache(); mptype\mptype_seal_udt_lmg::precache(); mptype\mptype_seal_udt_assault::precache(); mptype\mptype_seal_udt_shotgun::precache(); mptype\mptype_seal_udt_smg::precache(); mptype\mptype_seal_udt_riot::precache(); game[team + "_model"]["SNIPER"] = mptype\mptype_seal_udt_sniper::main; game[team + "_model"]["LMG"] = mptype\mptype_seal_udt_lmg::main; game[team + "_model"]["ASSAULT"] = mptype\mptype_seal_udt_assault::main; game[team + "_model"]["SHOTGUN"] = mptype\mptype_seal_udt_shotgun::main; game[team + "_model"]["SMG"] = mptype\mptype_seal_udt_smg::main; game[team + "_model"]["RIOT"] = mptype\mptype_seal_udt_riot::main; break; case "us_army": mptype\mptype_us_army_sniper::precache(); mptype\mptype_us_army_lmg::precache(); mptype\mptype_us_army_assault::precache(); mptype\mptype_us_army_shotgun::precache(); mptype\mptype_us_army_smg::precache(); mptype\mptype_us_army_riot::precache(); game[team + "_model"]["SNIPER"] = mptype\mptype_us_army_sniper::main; game[team + "_model"]["LMG"] = mptype\mptype_us_army_lmg::main; game[team + "_model"]["ASSAULT"] = mptype\mptype_us_army_assault::main; game[team + "_model"]["SHOTGUN"] = mptype\mptype_us_army_shotgun::main; game[team + "_model"]["SMG"] = mptype\mptype_us_army_smg::main; game[team + "_model"]["RIOT"] = mptype\mptype_us_army_riot::main; break; case "opforce_composite": mptype\mptype_opforce_comp_assault::precache(); mptype\mptype_opforce_comp_lmg::precache(); mptype\mptype_opforce_comp_shotgun::precache(); mptype\mptype_opforce_comp_smg::precache(); mptype\mptype_opforce_comp_sniper::precache(); mptype\mptype_opforce_comp_riot::precache(); game[team + "_model"]["SNIPER"] = mptype\mptype_opforce_comp_sniper::main; game[team + "_model"]["LMG"] = mptype\mptype_opforce_comp_lmg::main; game[team + "_model"]["ASSAULT"] = mptype\mptype_opforce_comp_assault::main; game[team + "_model"]["SHOTGUN"] = mptype\mptype_opforce_comp_shotgun::main; game[team + "_model"]["SMG"] = mptype\mptype_opforce_comp_smg::main; game[team + "_model"]["RIOT"] = mptype\mptype_opforce_comp_riot::main; break; case "opforce_arctic": mptype\mptype_opforce_arctic_assault::precache(); mptype\mptype_opforce_arctic_lmg::precache(); mptype\mptype_opforce_arctic_shotgun::precache(); mptype\mptype_opforce_arctic_smg::precache(); mptype\mptype_opforce_arctic_sniper::precache(); mptype\mptype_opforce_arctic_riot::precache(); game[team + "_model"]["SNIPER"] = mptype\mptype_opforce_arctic_sniper::main; game[team + "_model"]["LMG"] = mptype\mptype_opforce_arctic_lmg::main; game[team + "_model"]["ASSAULT"] = mptype\mptype_opforce_arctic_assault::main; game[team + "_model"]["SHOTGUN"] = mptype\mptype_opforce_arctic_shotgun::main; game[team + "_model"]["SMG"] = mptype\mptype_opforce_arctic_smg::main; game[team + "_model"]["RIOT"] = mptype\mptype_opforce_arctic_riot::main; break; case "opforce_airborne": mptype\mptype_opforce_airborne_assault::precache(); mptype\mptype_opforce_airborne_lmg::precache(); mptype\mptype_opforce_airborne_shotgun::precache(); mptype\mptype_opforce_airborne_smg::precache(); mptype\mptype_opforce_airborne_sniper::precache(); mptype\mptype_opforce_airborne_riot::precache(); game[team + "_model"]["SNIPER"] = mptype\mptype_opforce_airborne_sniper::main; game[team + "_model"]["LMG"] = mptype\mptype_opforce_airborne_lmg::main; game[team + "_model"]["ASSAULT"] = mptype\mptype_opforce_airborne_assault::main; game[team + "_model"]["SHOTGUN"] = mptype\mptype_opforce_airborne_shotgun::main; game[team + "_model"]["SMG"] = mptype\mptype_opforce_airborne_smg::main; game[team + "_model"]["RIOT"] = mptype\mptype_opforce_airborne_riot::main; break; case "militia": mptype\mptype_opforce_militia_assault::precache(); mptype\mptype_opforce_militia_lmg::precache(); mptype\mptype_opforce_militia_shotgun::precache(); mptype\mptype_opforce_militia_smg::precache(); mptype\mptype_opforce_militia_sniper::precache(); mptype\mptype_opforce_militia_riot::precache(); game[team + "_model"]["SNIPER"] = mptype\mptype_opforce_militia_sniper::main; game[team + "_model"]["LMG"] = mptype\mptype_opforce_militia_lmg::main; game[team + "_model"]["ASSAULT"] = mptype\mptype_opforce_militia_assault::main; game[team + "_model"]["SHOTGUN"] = mptype\mptype_opforce_militia_shotgun::main; game[team + "_model"]["SMG"] = mptype\mptype_opforce_militia_smg::main; game[team + "_model"]["RIOT"] = mptype\mptype_opforce_militia_riot::main; break; case "socom_141": mptype\mptype_socom_assault::precache(); mptype\mptype_socom_lmg::precache(); mptype\mptype_socom_shotgun::precache(); mptype\mptype_socom_smg::precache(); mptype\mptype_socom_sniper::precache(); game[team + "_model"]["SNIPER"] = mptype\mptype_socom_sniper::main; game[team + "_model"]["LMG"] = mptype\mptype_socom_lmg::main; game[team + "_model"]["ASSAULT"] = mptype\mptype_socom_assault::main; game[team + "_model"]["SHOTGUN"] = mptype\mptype_socom_shotgun::main; game[team + "_model"]["SMG"] = mptype\mptype_socom_smg::main; game[team + "_model"]["RIOT"] = mptype\mptype_socom_smg::main; break; case "socom_141_desert": mptype\mptype_tf141_desert_assault::precache(); mptype\mptype_tf141_desert_lmg::precache(); mptype\mptype_tf141_desert_smg::precache(); mptype\mptype_tf141_desert_shotgun::precache(); mptype\mptype_tf141_desert_sniper::precache(); mptype\mptype_tf141_desert_riot::precache(); game[team + "_model"]["SNIPER"] = mptype\mptype_tf141_desert_sniper::main; game[team + "_model"]["LMG"] = mptype\mptype_tf141_desert_lmg::main; game[team + "_model"]["ASSAULT"] = mptype\mptype_tf141_desert_assault::main; game[team + "_model"]["SHOTGUN"] = mptype\mptype_tf141_desert_shotgun::main; game[team + "_model"]["SMG"] = mptype\mptype_tf141_desert_smg::main; game[team + "_model"]["RIOT"] = mptype\mptype_tf141_desert_riot::main; break; case "socom_141_forest": mptype\mptype_tf141_forest_assault::precache(); mptype\mptype_tf141_forest_lmg::precache(); mptype\mptype_tf141_forest_smg::precache(); mptype\mptype_tf141_forest_shotgun::precache(); mptype\mptype_tf141_forest_sniper::precache(); mptype\mptype_tf141_forest_riot::precache(); game[team + "_model"]["SNIPER"] = mptype\mptype_tf141_forest_sniper::main; game[team + "_model"]["LMG"] = mptype\mptype_tf141_forest_lmg::main; game[team + "_model"]["ASSAULT"] = mptype\mptype_tf141_forest_assault::main; game[team + "_model"]["SHOTGUN"] = mptype\mptype_tf141_forest_shotgun::main; game[team + "_model"]["SMG"] = mptype\mptype_tf141_forest_smg::main; game[team + "_model"]["RIOT"] = mptype\mptype_tf141_forest_riot::main; break; case "socom_141_arctic": mptype\mptype_tf141_arctic_assault::precache(); mptype\mptype_tf141_arctic_lmg::precache(); mptype\mptype_tf141_arctic_smg::precache(); mptype\mptype_tf141_arctic_shotgun::precache(); mptype\mptype_tf141_arctic_sniper::precache(); mptype\mptype_tf141_arctic_riot::precache(); game[team + "_model"]["SNIPER"] = mptype\mptype_tf141_arctic_sniper::main; game[team + "_model"]["LMG"] = mptype\mptype_tf141_arctic_lmg::main; game[team + "_model"]["ASSAULT"] = mptype\mptype_tf141_arctic_assault::main; game[team + "_model"]["SHOTGUN"] = mptype\mptype_tf141_arctic_shotgun::main; game[team + "_model"]["SMG"] = mptype\mptype_tf141_arctic_smg::main; game[team + "_model"]["RIOT"] = mptype\mptype_tf141_arctic_riot::main; break; } } setPlayerModels() { //mptype\mptype_us_army_riot::precache(); //game["allies_model"]["riotshield"] = mptype\mptype_us_army_riot::main; //game["axis_model"]["riotshield"] = mptype\mptype_us_army_riot::main; setTeamModels( "allies", game["allies"] ); setTeamModels( "axis", game["axis"] ); setGhillieModels( getMapCustom( "environment" ) ); } playerModelForWeapon( weapon, secondary ) { team = self.team; if ( isDefined( game[team + "_model"][weapon] ) ) { [[game[team+"_model"][weapon]]](); return; } weaponClass = tablelookup( "mp/statstable.csv", 4, weapon, 2 ); switch ( weaponClass ) { case "weapon_smg": [[game[team+"_model"]["SMG"]]](); break; case "weapon_assault": weaponClass = tablelookup( "mp/statstable.csv", 4, secondary, 2 ); if ( weaponClass == "weapon_shotgun" ) [[game[team+"_model"]["SHOTGUN"]]](); else [[game[team+"_model"]["ASSAULT"]]](); break; case "weapon_sniper": if ( level.environment != "" && self isItemUnlocked( "ghillie_" + level.environment ) ) [[game[team+"_model"]["GHILLIE"]]](); else [[game[team+"_model"]["SNIPER"]]](); break; case "weapon_lmg": [[game[team+"_model"]["LMG"]]](); break; case "weapon_riot": [[game[team+"_model"]["RIOT"]]](); break; default: [[game[team+"_model"]["ASSAULT"]]](); break; } } CountPlayers() { //chad players = level.players; allies = 0; axis = 0; for(i = 0; i < players.size; i++) { if ( players[i] == self ) continue; if((isdefined(players[i].pers["team"])) && (players[i].pers["team"] == "allies")) allies++; else if((isdefined(players[i].pers["team"])) && (players[i].pers["team"] == "axis")) axis++; } players["allies"] = allies; players["axis"] = axis; return players; } trackFreePlayedTime() { self endon( "disconnect" ); self.timePlayed["allies"] = 0; self.timePlayed["axis"] = 0; self.timePlayed["other"] = 0; self.timePlayed["total"] = 0; for ( ;; ) { if ( game["state"] == "playing" ) { if ( isDefined( self.pers["team"] ) && self.pers["team"] == "allies" && self.sessionteam != "spectator" ) { self.timePlayed["allies"]++; self.timePlayed["total"]++; } else if ( isDefined( self.pers["team"] ) && self.pers["team"] == "axis" && self.sessionteam != "spectator" ) { self.timePlayed["axis"]++; self.timePlayed["total"]++; } else { self.timePlayed["other"]++; } } wait ( 1.0 ); } } /# playerConnectedTest() { if ( getdvarint( "scr_runlevelandquit" ) == 1 ) return; level endon( "exitLevel_called" ); // every frame, do a getPlayerData on each player in level.players. // this will force a script error if a player in level.players isn't connected. for ( ;; ) { foreach ( player in level.players ) { player getPlayerData( "experience" ); } wait .05; } } #/ updateFreePlayerTimes() { if ( !level.rankedmatch ) return; /# thread playerConnectedTest(); #/ nextToUpdate = 0; for ( ;; ) { nextToUpdate++; if ( nextToUpdate >= level.players.size ) nextToUpdate = 0; if ( isDefined( level.players[nextToUpdate] ) ) level.players[nextToUpdate] updateFreePlayedTime(); wait ( 1.0 ); } } updateFreePlayedTime() { if ( !self rankingEnabled() ) return; if ( self.timePlayed["allies"] ) { self maps\mp\gametypes\_persistence::statAddBuffered( "timePlayedAllies", self.timePlayed["allies"] ); self maps\mp\gametypes\_persistence::statAddBuffered( "timePlayedTotal", self.timePlayed["allies"] ); } if ( self.timePlayed["axis"] ) { self maps\mp\gametypes\_persistence::statAddBuffered( "timePlayedOpfor", self.timePlayed["axis"] ); self maps\mp\gametypes\_persistence::statAddBuffered( "timePlayedTotal", self.timePlayed["axis"] ); } if ( self.timePlayed["other"] ) { self maps\mp\gametypes\_persistence::statAddBuffered( "timePlayedOther", self.timePlayed["other"] ); self maps\mp\gametypes\_persistence::statAddBuffered( "timePlayedTotal", self.timePlayed["other"] ); } if ( game["state"] == "postgame" ) return; self.timePlayed["allies"] = 0; self.timePlayed["axis"] = 0; self.timePlayed["other"] = 0; } getJoinTeamPermissions( team ) { teamcount = 0; players = level.players; for(i = 0; i < players.size; i++) { player = players[i]; if((isdefined(player.pers["team"])) && (player.pers["team"] == team)) teamcount++; } if( teamCount < level.teamLimit ) return true; else return false; } onPlayerSpawned() { level endon ( "game_ended" ); for ( ;; ) { self waittill ( "spawned_player" ); } } getTeamName( teamRef ) { return ( tableLookupIString( "mp/factionTable.csv", FACTION_REF_COL, game[teamRef], FACTION_NAME_COL ) ); } getTeamShortName( teamRef ) { return ( tableLookupIString( "mp/factionTable.csv", FACTION_REF_COL, game[teamRef], FACTION_SHORT_NAME_COL ) ); } getTeamForfeitedString( teamRef ) { return ( tableLookupIString( "mp/factionTable.csv", FACTION_REF_COL, game[teamRef], FACTION_FORFEITED_COL ) ); } getTeamEliminatedString( teamRef ) { return ( tableLookupIString( "mp/factionTable.csv", FACTION_REF_COL, game[teamRef], FACTION_ELIMINATED_COL ) ); } getTeamIcon( teamRef ) { return ( tableLookup( "mp/factionTable.csv", FACTION_REF_COL, game[teamRef], FACTION_ICON_COL ) ); } getTeamHudIcon( teamRef ) { return ( tableLookup( "mp/factionTable.csv", FACTION_REF_COL, game[teamRef], FACTION_HUD_ICON_COL ) ); } getTeamHeadIcon( teamRef ) { return ( tableLookup( "mp/factionTable.csv", FACTION_REF_COL, game[teamRef], FACTION_HEAD_ICON_COL ) ); } getTeamVoicePrefix( teamRef ) { return ( tableLookup( "mp/factionTable.csv", FACTION_REF_COL, game[teamRef], FACTION_VOICE_PREFIX_COL ) ); } getTeamSpawnMusic( teamRef ) { return ( tableLookup( "mp/factionTable.csv", FACTION_REF_COL, game[teamRef], FACTION_SPAWN_MUSIC_COL ) ); } getTeamWinMusic( teamRef ) { return ( tableLookup( "mp/factionTable.csv", FACTION_REF_COL, game[teamRef], FACTION_WIN_MUSIC_COL ) ); } getTeamFlagModel( teamRef ) { return ( tableLookup( "mp/factionTable.csv", FACTION_REF_COL, game[teamRef], FACTION_FLAG_MODEL_COL ) ); } getTeamFlagCarryModel( teamRef ) { return ( tableLookup( "mp/factionTable.csv", FACTION_REF_COL, game[teamRef], FACTION_FLAG_CARRY_MODEL_COL ) ); } getTeamFlagIcon( teamRef ) { return ( tableLookup( "mp/factionTable.csv", FACTION_REF_COL, game[teamRef], FACTION_FLAG_ICON_COL ) ); } getTeamFlagFX( teamRef ) { return ( tableLookup( "mp/factionTable.csv", FACTION_REF_COL, game[teamRef], FACTION_FLAG_FX_COL ) ); } getTeamColor( teamRef ) { return ( (stringToFloat( tableLookup( "mp/factionTable.csv", FACTION_REF_COL, game[teamRef], FACTION_COLOR_R_COL ) ), stringToFloat( tableLookup( "mp/factionTable.csv", FACTION_REF_COL, game[teamRef], FACTION_COLOR_G_COL ) ), stringToFloat( tableLookup( "mp/factionTable.csv", FACTION_REF_COL, game[teamRef], FACTION_COLOR_B_COL ) )) ); } getTeamCrateModel( teamRef ) { return ( tableLookup( "mp/factionTable.csv", FACTION_REF_COL, game[teamRef], FACTION_CRATE_MODEL_COL ) ); }
Reply

#9
Thank you very much yamato!!!!! Big Grin
Quote: (report) SuperNovaAO - 03-03 23:34 -- Your mom's cunt also belongs to her private parts, yet everyone knows it.
(report) OrangePL - 03-03 23:34 -- And if you can't understand, this is called PRIVATE message
[Image: userbars.jpg]
My MW2 mod Group: http://steamcommunity.com/groups/davesmodzz
Reply

#10
I'm sorry yamato but it doesn't work for me Sad
Black Ops Mods:

RPG(rocket launcher) mod
Get the Specials

Old aliasses:

eliteCVDelite
CVD

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