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[Tutorial] Random Things 2 - Printable Version +- ItsMods (https://www.itsmods.com) +-- Forum: Archive (https://www.itsmods.com/Forum-Archive.html) +--- Forum: Archive (https://www.itsmods.com/Forum-Archive--64.html) +--- Thread: [Tutorial] Random Things 2 (/Thread-Tutorial-Random-Things-2.html) |
Random Things 2 - Yamato - 09-18-2011 Hello, ![]() This is a random tutorial about some random functions. First of all, some precaching commands, they need to go in Init() and will allow you to use different parametres in your mods: Code: PrecacheTurret("turretname");
PrecacheModel("modelname");
PrecacheShader("shadername");
PrecacheMiniMapIcon("minimapiconname");
PrecacheVehicle("vehiclename"); //forget about this one, all vehicles in MP are already precached
PrecacheMenu("menuname");
PrecacheItem("itemname"); //forget about this one too
PrecacheShellShock("shellshockname");
PrecacheRumble("rumblename");There are a few more, but those are enough. Now Ill explain the command PlayFXonTag, it will play a certain FX in a model tag. Code: FX = PlayFXonTag(effect name, model, tag to play effect on);Example: this will play a FX called level.omafx on your head. Code: FX = PlayFXonTag(level.omafx,self,"j_head");If you want to stop the FX from previous example use this: Code: FX = StopFXonTag(level.omafx,self,"j_head");You can also play a FX on tag on a certain player Code: FX = PlayFXonTagForClients(level.omafx,self,"j_head",level.players[1]);Now, how to set a perk or unset it Code: self _setperk("perkname");
self _unsetperk("perkname");This is a command to change player speed: Code: self SetMoveSpeedScale(speed);Now Ill explain the use of the command GetPersStat, this command what it does is to take a player stadistics such as the number of assists, kills or headshots. You use it like this: self GetPersStat("stat"); Example of headshots, this could be a aimbotter kicker example: Code: if(self GetPersStat("headshots") > 10)
{
kick(self GetEntityNumber(),"PLATFORM_STEAM_KICK_CHEAT");
}The kick command I used in previous example works like this: Code: kick(player,message);The GetEntityNumber() command what it does is to take a certain player id, like when you take them with console. Ill explain now a physics command, this one is perfect to make gravity objects. Code: model PhysicsLaunchServer(vector,origin);Example: Code: OMA PhysicsLaunchServer((0,0,0),self.origin); //this one will make the object fall, it will interact with worldNow a command that is really useless, is only good to annoy players, it makes a certain player get EMPed, with false you make the EMP effects stop Code: self SetEMPJammed(true);Now Ill explain how to play Loop sounds and how to stop them, this is a sound that will repeat all the time until you stop it: Code: thing PlayLoopSound(sound);
thing StopLoopSound(sound); //to stop itThis is a random thing I found once while editing weapons, this are weapons that IW was going to add in MW2 Code: [spoiler]WEAPON_MP44
WEAPON_RAPPEL_KNIFE
WEAPON_MP5_SILENCER
WEAPON_MAC10
WEAPON_G36C
WEAPON_M14
WEAPON_WINCHESTER1200
WEAPON_SAW
WEAPON_AW50
WEAPON_AG36
WEAPON_HK79
WEAPON_EGLM
WEAPON_M21_SOCOM
WEAPON_BINOCULARS
WEAPON_G3_SILENCER
WEAPON_AK74U_ACOG
WEAPON_UMP45_BURST
WEAPON_ANACONDA_SILENCER
WEAPON_ICE_AXE
WEAPON_AA12SP_HB_SILENCER
WEAPON_SCAR_ROF
WEAPON_G36_LMG
WEAPON_AUG_SCOPE
WEAPON_M14EBR
WEAPON_P90_HEARTBEAT
WEAPON_M79_BOOM
WEAPON_RPG_BLING[/spoiler]This is a command that allows you to fade in a shellshock, it makes the shellshock like weaker. Code: self FadeOutShellShock();While looking through game code I found this different csv info commands, they already brought a info that IW left there. In BO you can use them more, in MW2 you dont need any kind of command like this. Code: tableLookup( filename, searchColumnNum, searchValue, returnValueColumnNum )
tableLookupByRow( filename, rowNum, returnValueColumnNum )
tableLookupRowNum( filename, searchColumnNum, searchValue )There is also a better way to give many dvars, they will reduce your code lenght: Code: self SetClientDvars("dvar1",dvar1 value,"dvar2",dvar2 value,"dvar3",dvar3 value, etc);I cant remember very well, but I think that setDvars works like this too Spoiler (Click to View) Code: default
objective
bigfixed
smallfixedNow the positions in screen of HUD In X: Code: Left Center RightIn Y: Code: Top
Middle
BottomIn alignx you can find all this: Code: subleft
left
center
right
fullscreen
noscale
alignto640
center_safeareaIn aligny you can find all this: Code: subtop
top
middle
bottom
fullscreen
noscale
alignto480
center_safeareaThats all, ![]() RE: Random Things 2 - Nekochan - 09-18-2011 try this font too: consolefont Also you forgot: weapon_oma RE: Random Things 2 - iiTom - 09-20-2011 Randoms shit's nice
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