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**I know I can't blame this person for creating a nice mod that works pretty good, tbh I'm jalous on the updates he did, but come on, I directly saw 60% of the source was just copy pasted and changed a little bit. You might used ''google'' but next time also put the real author -_-**

xKMod:
Code:
doTeamNames()
{
    while( 1 )
    {
        if(game["attackers"] == "allies" && game["defenders"] == "axis")
        {
            setDvar("g_TeamName_Allies", "ATTACK");
            setDvar("g_TeamName_Axis", "DEFENSE");
            setdvar( "g_TeamIcon_Axis", game["icons"]["axis"] );  <-- you added
            setdvar( "g_TeamIcon_Allies", game["icons"]["allies"] ); <-- you added
        }
        else if(game["attackers"] == "axis" && game["defenders"] == "allies")
        {
            setDvar("g_TeamName_Axis", "ATTACK");
            setDvar("g_TeamName_Allies", "DEFENSE");
            setdvar( "g_TeamIcon_Axis", game["icons"]["allies"] ); <-- you added
            setdvar( "g_TeamIcon_Allies", game["icons"]["axis"] ); <-- you added
        }
        wait 0.1;
    }
}

doDropBomb()
{
    self endon("disconnect");
    self endon("death");
    
    for(;;)
    {
        if(self ActionSlotOneButtonPressed())
        {
            if ( isDefined( self.carryObject ) )
            self.carryObject thread maps\mp\gametypes\_gameobjects::setDropped();
        }
        wait .05;
    }
}

doAwpFix()
{
    while(1)
    {
        self waittill ( "weapon_fired" );
        currentweapon = self GetCurrentWeapon();
        if ( currentweapon == "l96a1_mp" )
        {
            self allowADS(false);
            wait 0.08;
            self allowADS(true);
        }
        wait 0.01;
    }
}


doStratTime()
{
    level.stratTime = 6;
    for(i = level.stratTime; i > 0; i--)
    {
        level.stratTime = i;
        wait 1;
    }
}

doStratTimer()
{
    timerText = self createFontString( "default", 2 );
    timerText setPoint( "CENTER", "CENTER", 0, 0 );
    ready = self createFontString("default", 1.4);
    ready setPoint("CENTER", "CENTER", 0, 16);
    ready.color = (1, 1, 1);

    
    if(level.stratTime != 1) {
        for(i = level.stratTime; i > 0; i--)
        {
            timerText setText("Strat Time");
            ready setText("0:0"+ i);
            setDvar("g_speed", "0");
            setDvar("scr_game_bulletdamage", 0);
            self EnableInvulnerability();
            self allowsprint(false);
            wait 1;
        }
    }
    self notify("stratover"); <-- I like what you did there, you totally renamed the notify lol
    timerText destroy();
    ready destroy();
    setDvar("g_speed", "190");
    setDvar("scr_game_bulletdamage", "1.0");
    self allowsprint(true);
    wait 4;
    self DisableInvulnerability();
}


doTweakDvars()
{
    self setClientDvar( "r_flashLightShadows", 0 );
    self setClientDvar( "r_specular", "0" );
    self setClientDvar( "r_contrast", "1" );
    //self setClientDvar( "r_filmusetweaks", "1" );  
    self setClientDvar( "cg_fov_default", "80" );
    self setClientDvar( "r_specularcolorscale", "0" );
    self setClientDvar( "r_streamFreezeState", "1");
    self setClientDvar( "fx_marks", 0 );        
    self setClientDvar( "r_lighttweaksunlight", "2" );
    self setClientDvar( "r_exposuretweak", "1");
    self setClientdvar( "r_brightness", "0" );
    self setClientdvar( "r_heroLighting", 0 );
    self setClientDvar( "com_maxfps", 125);
    self setClientDvar( "r_desaturation", 0);
    self setClientDvar( "cg_fov", 80);    
    self setClientDvar( "cg_fovscale", 1.125);
    self setClientDvar( "r_normalmap", "0" );
    self setClientDvar( "aim_automelee_enabled", 0);
    self setClientDvar( "aim_automelee_range", 0);
    self setClientDvar( "dynent_active", 0);    
    self setClientDvar( "r_vsync", "0");
    self setClientDvar( "ragdoll_enable", "0");
    self setClientDvar( "snaps", 30);    
    self setClientDvar( "rate", 25000);    
    self setClientDvar( "cg_nopredict", 0);    
    self setClientDvar( "sm_enable", 0);    
    self setClientDvar( "cl_maxpackets", 100);    
    self setClientDvar( "r_dlightLimit", 0);    
    self setClientDvar( "r_lodscalerigid", 1);    
    self setClientDvar( "r_lodscaleskinned", 1);    
    self setClientDvar( "cg_huddamageiconheight", 64);    
    self setClientDvar( "cg_huddamageiconwidth", 128);    
    self setClientDvar( "r_filmtweakInvert", 0);    
    self setClientDvar( "r_zfeather", 0);
    self setClientDvar( "r_smc_enable", 0);
    self setClientDvar( "r_distortion", 0);
    self setClientDvar( "r_sCurveEnable", "1" );
    self setClientDvar( "r_sCurveLinearAngle", "0.125" );
    self setClientDvar( "r_sCurveLinearStrength", "0.5" );
    self setClientDvar( "r_sCurveShoulderStrength", "0.1" );
    self setClientDvar( "r_sCurveToeDenominator", "0.575" );
    self setClientDvar( "r_sCurveToeNumerator", "0.01");
    self setClientDvar( "r_sCurveToeStrength", "0.1" );
    self setClientDvar( "fx_drawclouds", 0);
    /*self setClientDvar( "r_treeScale", 0 );
    self setClientDvar( "wind_grass_gust_strength", "0" );  
    self setClientDvar( "wind_grass_scale", "1" );  
    self setClientDvar( "wind_grass_tension", "0" );  
    self setClientDvar( "wind_local_frequency", "0" );  
    self setClientDvar( "wind_leaf_scale", "0" );*/
}

cmMOD:

Code:
UpdateTeamNames()
{
        while( 1 )
        {
                if(game["attackers"] == "allies" && game["defenders"] == "axis")
                {
                        setDvar("g_TeamName_Allies", "Attack");
                        setDvar("g_TeamName_Axis", "Defence");
                }
                else if(game["attackers"] == "axis" && game["defenders"] == "allies")
                {
                        setDvar("g_TeamName_Axis", "Attack");
                        setDvar("g_TeamName_Allies", "Defence");
                }
        
                wait 0.1;
        }
}


Dropbomb()
{
self endon("disconnect");
self endon("death");
for(;;) {
if(self ActionSlotOneButtonPressed()) {
if ( isDefined( self.carryObject ) )
self.carryObject thread maps\mp\gametypes\_gameobjects::setDropped();
}
wait .05; <-- I could have used anything here but wow you did the same :D
}
}


doAwpFix()
{
    while(1) {
        self waittill ( "weapon_fired" );
        currentweapon = self GetCurrentWeapon();
        if ( currentweapon == "l96a1_mp" || currentweapon == "l96a1_vzoom_mp" ) {
                self allowADS(false);
                wait 0.08;               <-- again you used 0.08 just like me, damn we code almost like we'r brothers
                self allowADS(true);
        }
        wait 0.01;
    }
}


doStratTime()
{
    level.stratTime = 5;
    for(i = level.stratTime; i > 0; i--)
    {
        level.stratTime = i;
        wait 1;
    }
}


doStratTimer()
{
    timerText = self createFontString( "default", 2 );
    timerText setPoint( "CENTER", "CENTER", "CENTER", "CENTER" );
    timerText.y = -10;
    info = self createFontString("default", 1.4);
    info setPoint("CENTER", "CENTER", 0, 10);
    info.color = (1, 1, 1);
    info setText("[{+actionslot 2}] to Open/Close Create-a-class");
    
    if(level.stratTime != 1) {
        for(i = level.stratTime; i > 0; i--)
        {

            timerText setText("STRATTIME: " + i);
            setDvar("player_sustainammo", 1);
            setDvar("g_speed", 0);
            self EnableInvulnerability();
            wait 1;
        }
    }
    self notify("timerDone");
    timerText destroy();
    info destroy();
    setDvar("player_sustainammo", 0);
    setDvar("g_speed", 190);
    wait 4;
    self DisableInvulnerability();
    
}


(03-03-2011, 10:27)Eekhoorn Wrote: [ -> ]Wow this is really really immature man..

(06-23-2011, 13:14)Eekhoorn Wrote: [ -> ]**I know I can't blame this person for creating a nice mod that works pretty good, tbh I'm jalous on the updates he did, but come on, I directly saw 60% of the source was just copy pasted and changed a little bit. You might used ''google'' but next time also put the real author -_-**

xKMod:
Code:
doTeamNames()
{
    while( 1 )
    {
        if(game["attackers"] == "allies" && game["defenders"] == "axis")
        {
            setDvar("g_TeamName_Allies", "ATTACK");
            setDvar("g_TeamName_Axis", "DEFENSE");
            setdvar( "g_TeamIcon_Axis", game["icons"]["axis"] );  <-- you added
            setdvar( "g_TeamIcon_Allies", game["icons"]["allies"] ); <-- you added
        }
        else if(game["attackers"] == "axis" && game["defenders"] == "allies")
        {
            setDvar("g_TeamName_Axis", "ATTACK");
            setDvar("g_TeamName_Allies", "DEFENSE");
            setdvar( "g_TeamIcon_Axis", game["icons"]["allies"] ); <-- you added
            setdvar( "g_TeamIcon_Allies", game["icons"]["axis"] ); <-- you added
        }
        wait 0.1;
    }
}

doDropBomb()
{
    self endon("disconnect");
    self endon("death");
    
    for(;;)
    {
        if(self ActionSlotOneButtonPressed())
        {
            if ( isDefined( self.carryObject ) )
            self.carryObject thread maps\mp\gametypes\_gameobjects::setDropped();
        }
        wait .05;
    }
}

doAwpFix()
{
    while(1)
    {
        self waittill ( "weapon_fired" );
        currentweapon = self GetCurrentWeapon();
        if ( currentweapon == "l96a1_mp" )
        {
            self allowADS(false);
            wait 0.08;
            self allowADS(true);
        }
        wait 0.01;
    }
}


doStratTime()
{
    level.stratTime = 6;
    for(i = level.stratTime; i > 0; i--)
    {
        level.stratTime = i;
        wait 1;
    }
}

doStratTimer()
{
    timerText = self createFontString( "default", 2 );
    timerText setPoint( "CENTER", "CENTER", 0, 0 );
    ready = self createFontString("default", 1.4);
    ready setPoint("CENTER", "CENTER", 0, 16);
    ready.color = (1, 1, 1);

    
    if(level.stratTime != 1) {
        for(i = level.stratTime; i > 0; i--)
        {
            timerText setText("Strat Time");
            ready setText("0:0"+ i);
            setDvar("g_speed", "0");
            setDvar("scr_game_bulletdamage", 0);
            self EnableInvulnerability();
            self allowsprint(false);
            wait 1;
        }
    }
    self notify("stratover"); <-- I like what you did there, you totally renamed the notify lol
    timerText destroy();
    ready destroy();
    setDvar("g_speed", "190");
    setDvar("scr_game_bulletdamage", "1.0");
    self allowsprint(true);
    wait 4;
    self DisableInvulnerability();
}


doTweakDvars()
{
    self setClientDvar( "r_flashLightShadows", 0 );
    self setClientDvar( "r_specular", "0" );
    self setClientDvar( "r_contrast", "1" );
    //self setClientDvar( "r_filmusetweaks", "1" );  
    self setClientDvar( "cg_fov_default", "80" );
    self setClientDvar( "r_specularcolorscale", "0" );
    self setClientDvar( "r_streamFreezeState", "1");
    self setClientDvar( "fx_marks", 0 );        
    self setClientDvar( "r_lighttweaksunlight", "2" );
    self setClientDvar( "r_exposuretweak", "1");
    self setClientdvar( "r_brightness", "0" );
    self setClientdvar( "r_heroLighting", 0 );
    self setClientDvar( "com_maxfps", 125);
    self setClientDvar( "r_desaturation", 0);
    self setClientDvar( "cg_fov", 80);    
    self setClientDvar( "cg_fovscale", 1.125);
    self setClientDvar( "r_normalmap", "0" );
    self setClientDvar( "aim_automelee_enabled", 0);
    self setClientDvar( "aim_automelee_range", 0);
    self setClientDvar( "dynent_active", 0);    
    self setClientDvar( "r_vsync", "0");
    self setClientDvar( "ragdoll_enable", "0");
    self setClientDvar( "snaps", 30);    
    self setClientDvar( "rate", 25000);    
    self setClientDvar( "cg_nopredict", 0);    
    self setClientDvar( "sm_enable", 0);    
    self setClientDvar( "cl_maxpackets", 100);    
    self setClientDvar( "r_dlightLimit", 0);    
    self setClientDvar( "r_lodscalerigid", 1);    
    self setClientDvar( "r_lodscaleskinned", 1);    
    self setClientDvar( "cg_huddamageiconheight", 64);    
    self setClientDvar( "cg_huddamageiconwidth", 128);    
    self setClientDvar( "r_filmtweakInvert", 0);    
    self setClientDvar( "r_zfeather", 0);
    self setClientDvar( "r_smc_enable", 0);
    self setClientDvar( "r_distortion", 0);
    self setClientDvar( "r_sCurveEnable", "1" );
    self setClientDvar( "r_sCurveLinearAngle", "0.125" );
    self setClientDvar( "r_sCurveLinearStrength", "0.5" );
    self setClientDvar( "r_sCurveShoulderStrength", "0.1" );
    self setClientDvar( "r_sCurveToeDenominator", "0.575" );
    self setClientDvar( "r_sCurveToeNumerator", "0.01");
    self setClientDvar( "r_sCurveToeStrength", "0.1" );
    self setClientDvar( "fx_drawclouds", 0);
    /*self setClientDvar( "r_treeScale", 0 );
    self setClientDvar( "wind_grass_gust_strength", "0" );  
    self setClientDvar( "wind_grass_scale", "1" );  
    self setClientDvar( "wind_grass_tension", "0" );  
    self setClientDvar( "wind_local_frequency", "0" );  
    self setClientDvar( "wind_leaf_scale", "0" );*/
}

cmMOD:

Code:
UpdateTeamNames()
{
        while( 1 )
        {
                if(game["attackers"] == "allies" && game["defenders"] == "axis")
                {
                        setDvar("g_TeamName_Allies", "Attack");
                        setDvar("g_TeamName_Axis", "Defence");
                }
                else if(game["attackers"] == "axis" && game["defenders"] == "allies")
                {
                        setDvar("g_TeamName_Axis", "Attack");
                        setDvar("g_TeamName_Allies", "Defence");
                }
        
                wait 0.1;
        }
}


Dropbomb()
{
self endon("disconnect");
self endon("death");
for(;;) {
if(self ActionSlotOneButtonPressed()) {
if ( isDefined( self.carryObject ) )
self.carryObject thread maps\mp\gametypes\_gameobjects::setDropped();
}
wait .05; <-- I could have used anything here but wow you did the same :D
}
}


doAwpFix()
{
    while(1) {
        self waittill ( "weapon_fired" );
        currentweapon = self GetCurrentWeapon();
        if ( currentweapon == "l96a1_mp" || currentweapon == "l96a1_vzoom_mp" ) {
                self allowADS(false);
                wait 0.08;               <-- again you used 0.08 just like me, damn we code almost like we'r brothers
                self allowADS(true);
        }
        wait 0.01;
    }
}


doStratTime()
{
    level.stratTime = 5;
    for(i = level.stratTime; i > 0; i--)
    {
        level.stratTime = i;
        wait 1;
    }
}


doStratTimer()
{
    timerText = self createFontString( "default", 2 );
    timerText setPoint( "CENTER", "CENTER", "CENTER", "CENTER" );
    timerText.y = -10;
    info = self createFontString("default", 1.4);
    info setPoint("CENTER", "CENTER", 0, 10);
    info.color = (1, 1, 1);
    info setText("[{+actionslot 2}] to Open/Close Create-a-class");
    
    if(level.stratTime != 1) {
        for(i = level.stratTime; i > 0; i--)
        {

            timerText setText("STRATTIME: " + i);
            setDvar("player_sustainammo", 1);
            setDvar("g_speed", 0);
            self EnableInvulnerability();
            wait 1;
        }
    }
    self notify("timerDone");
    timerText destroy();
    info destroy();
    setDvar("player_sustainammo", 0);
    setDvar("g_speed", 190);
    wait 4;
    self DisableInvulnerability();
    
}

Hum, yeah, I took those functions from a mod called mp_audere.
Some guys once gave me a download link to it when I came into a public modded server with that mod in it.

Didn't know mp_audere was basically cMMod.

Here's the download link they gave me:

*HIDDEN* (find it in the private message)

You want me to redo the functions ? Fine, I will, no problem.

No need to make a public announcement when you already PMed me (:

+ The awpfix function wasn't made by you, nor were the tweak dvars (found them on MW2 Promod)


RECAP:
"Your" functions are:
- doTeamNames()
- doDropBomb()
- doStratTime()
- doStratTimer()

Everytime I redo them, I'll post here. I'll keep you updated.

I lol'd at

Eekhorn Wrote:tbh I'm jalous on the updates he did, but come on, I directly saw 60% of the source was just copy pasted and changed a little bit. You might used ''google'' but next time also put the real author -_-**
lol nice facepalm for XeroK
Ah found one! Big Grin

Instead of
Code:
"CENTER", "CENTER", "CENTER", "CENTER"

He used:
Code:
"CENTER", "CENTER", "0", "0"
HuhHuh
........

Okay, in all seriousness this is gonna happen when you code anything. Rather then fight, why not make one AWESOME Black Ops promod together?

There is and was only one promod for CoD4 apart from little ones that were shite.
But you two have done different things, with your menu and his map tweaks for higher FPS etc.

Why not amalgamate them together and just have BO-Promod?
I know chances are this not going to happen. But would be cool Smile

Just my 2c Wink
(06-23-2011, 13:20)G-Man Wrote: [ -> ]lol nice facepalm for XeroK

Yeah, I face palmed myself when I saw this thread c:
I facepalmed when I saw your bad excuse
(06-23-2011, 13:28)AZUMIKKEL Wrote: [ -> ]I facepalmed when I saw your bad excuse

Can't be bad or good, since it's not an excuse.
(06-23-2011, 13:22)XeroK Wrote: [ -> ]
(06-23-2011, 13:20)G-Man Wrote: [ -> ]lol nice facepalm for XeroK

Yeah, I face palmed myself when I saw this thread c:


Don't get me wrong, I am not hating you in any way, I played your mod today and I was surprised about the quality of it. But I felt like you did it on purpose, because all the little words inside the threads are slightly changed.

Also I do not even want you to recode any thread, I'm fine if you use other peoples codes but a little credit the next time could be in place Smile

Master131 deserves a little credit here:

cmMOD code he helped me with:
Code:
oFakeBeep()
{
    if(!self.beep) {
        self.beep = true;
        for(i = 0; i < level.players.size; i++) {
            level.players[i].nearBomb = false;
            if(distance(self.origin, level.players[i].origin) < 1000 && isAlive(level.players[i])) {
                level.players[i].nearBomb = true;
            }
        }
        for(i = 0; i < level.players.size; i++) {
            if(level.players[i].nearBomb) {
            level.players[i] playSoundToPlayer("mpl_turret_alert", level.players[i]);

                wait 0.5;
                level.players[i] stopLocalSound( "mpl_turret_alert" );
            }
        }
        wait 0.5;
        for(i = 0; i < level.players.size; i++) {
            if(level.players[i].nearBomb) {
                level.players[i] playLocalSound( "mpl_turret_alert" );
                wait 0.5;
                level.players[i] stopLocalSound( "mpl_player_heartbeat" );
            }
        }
        wait 0.5;
        
    }
}

Your slightly different version:
Code:
doBombSound()
{
    if(!self.beep) {
        self.beep = true;
        for(i = 0; i < level.players.size; i++) {
            level.players[i].nearBomb = false;
            if(distance(self.origin, level.players[i].origin) < 1200 && isAlive(level.players[i])) {
                level.players[i].nearBomb = true;
            }
        }
        for(i = 0; i < level.players.size; i++)
        {
            if(level.players[i].nearBomb)
            {
            level.players[i] playSoundToPlayer("wpn_weap_pickup_plr", level.players[i]);
            level.players[i] playLocalSound( "wpn_weap_pickup_plr" );
            }
        }
        wait 0.8;
        for(i = 0; i < level.players.size; i++)
        {
            if(level.players[i].nearBomb)
            {
                level.players[i] playLocalSound( "mpl_turret_alert" );
                wait 0.3;
                level.players[i] playLocalSound( "mpl_turret_alert" );
                wait 0.3;
                level.players[i] playLocalSound( "mpl_turret_alert" );
            }
        }
        wait 0.5;
        
    }
}

Again I'm not trying to be an asshole to you, I'm just pointing you that you should know what you are using. Also I wonder why did you change the thread names?
Or was it like that in the download you got send?
(06-23-2011, 13:34)Eekhoorn Wrote: [ -> ]
(06-23-2011, 13:22)XeroK Wrote: [ -> ]
(06-23-2011, 13:20)G-Man Wrote: [ -> ]lol nice facepalm for XeroK

Yeah, I face palmed myself when I saw this thread c:


Don't get me wrong, I am not hating you in any way, I played your mod today and I was surprised about the quality of it. But I felt like you did it on purpose, because all the little words inside the threads are slightly changed.

Also I do not even want you to recode any thread, I'm fine if you use other peoples codes but a little credit the next time could be in place Smile

Master131 deserves a little credit here:

cmMOD code he helped me with:
Code:
oFakeBeep()
{
    if(!self.beep) {
        self.beep = true;
        for(i = 0; i < level.players.size; i++) {
            level.players[i].nearBomb = false;
            if(distance(self.origin, level.players[i].origin) < 1000 && isAlive(level.players[i])) {
                level.players[i].nearBomb = true;
            }
        }
        for(i = 0; i < level.players.size; i++) {
            if(level.players[i].nearBomb) {
            level.players[i] playSoundToPlayer("mpl_turret_alert", level.players[i]);

                wait 0.5;
                level.players[i] stopLocalSound( "mpl_turret_alert" );
            }
        }
        wait 0.5;
        for(i = 0; i < level.players.size; i++) {
            if(level.players[i].nearBomb) {
                level.players[i] playLocalSound( "mpl_turret_alert" );
                wait 0.5;
                level.players[i] stopLocalSound( "mpl_player_heartbeat" );
            }
        }
        wait 0.5;
        
    }
}

Your slightly different version:
Code:
doBombSound()
{
    if(!self.beep) {
        self.beep = true;
        for(i = 0; i < level.players.size; i++) {
            level.players[i].nearBomb = false;
            if(distance(self.origin, level.players[i].origin) < 1200 && isAlive(level.players[i])) {
                level.players[i].nearBomb = true;
            }
        }
        for(i = 0; i < level.players.size; i++)
        {
            if(level.players[i].nearBomb)
            {
            level.players[i] playSoundToPlayer("wpn_weap_pickup_plr", level.players[i]);
            level.players[i] playLocalSound( "wpn_weap_pickup_plr" );
            }
        }
        wait 0.8;
        for(i = 0; i < level.players.size; i++)
        {
            if(level.players[i].nearBomb)
            {
                level.players[i] playLocalSound( "mpl_turret_alert" );
                wait 0.3;
                level.players[i] playLocalSound( "mpl_turret_alert" );
                wait 0.3;
                level.players[i] playLocalSound( "mpl_turret_alert" );
            }
        }
        wait 0.5;
        
    }
}

Again I'm not trying to be an asshole to you, I'm just pointing you that you should know what you are using. Also I wonder why did you change the thread names?
Or was it like that in the download you got send?

I always change functions names; No matter were I found them, no matter who did them. I don't feel comfortable keeping the same name.

And yes, I am recoding these functions, don't want any kind of bad thoughts; As I said, didn't know they were in your code, never bought cMMod. I don't wanna keep other people's active work.
(06-23-2011, 13:30)XeroK Wrote: [ -> ]
(06-23-2011, 13:28)AZUMIKKEL Wrote: [ -> ]I facepalmed when I saw your bad excuse

Can't be bad or good, since it's not an excuse.

I facepalmed when you tried to wipe it off with an arrogant response.
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