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		<title><![CDATA[ItsMods - Yamato's Tutorial Zone]]></title>
		<link>https://www.itsmods.com/</link>
		<description><![CDATA[ItsMods - https://www.itsmods.com]]></description>
		<pubDate>Thu, 22 Oct 2026 19:05:15 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Huge model list]]></title>
			<link>https://www.itsmods.com/Thread-Tutorial-Huge-model-list.html</link>
			<pubDate>Fri, 12 Sep 2014 18:46:23 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=1455">Yamato</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Tutorial-Huge-model-list.html</guid>
			<description><![CDATA[Hello<br />
<br />
This list was made by @<a href="https://www.itsmods.com/User-Cation.html">Cation</a> . I just post it to get it archived.<br />
<br />
The models are listed by maps<br />
<br />
<a href="http://pastebin.com/XZTXLDyf" target="_blank" rel="noopener" class="mycode_url">http://pastebin.com/XZTXLDyf</a><br />
<br />
Remember to add on Init() in your mod the following line to be able to use it:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>PrecacheModel( "MODEL NAME" );</code></div></div><br />
Note: Some models may not work]]></description>
			<content:encoded><![CDATA[Hello<br />
<br />
This list was made by @<a href="https://www.itsmods.com/User-Cation.html">Cation</a> . I just post it to get it archived.<br />
<br />
The models are listed by maps<br />
<br />
<a href="http://pastebin.com/XZTXLDyf" target="_blank" rel="noopener" class="mycode_url">http://pastebin.com/XZTXLDyf</a><br />
<br />
Remember to add on Init() in your mod the following line to be able to use it:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>PrecacheModel( "MODEL NAME" );</code></div></div><br />
Note: Some models may not work]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[MW3 Cardicon list]]></title>
			<link>https://www.itsmods.com/Thread-Tutorial-MW3-Cardicon-list.html</link>
			<pubDate>Tue, 09 Jul 2013 12:30:23 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=1455">Yamato</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Tutorial-MW3-Cardicon-list.html</guid>
			<description><![CDATA[Hello<br />
<br />
I was requested to make a cardicon list for MW3, I made this one quickly and I am pretty sure that there are plenty more which arent here. <img src="https://www.itsmods.com/images/smilies/smile.gif" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>cardicon_flare
cardicon_throwing_knive
cardicon_c4
cardicon_claymore
cardicon_frag_grenade
cardicon_semtex
cardicon_trophy
cardicon_default
cardicon_dogtags_1
iw5_cardicon_gun_m4
iw5_cardicon_expert_m4
iw5_cardicon_gun_m16
iw5_cardicon_expert_m16
iw5_cardicon_gun_scar
iw5_cardicon_expert_scar
iw5_cardicon_gun_cm901
iw5_cardicon_expert_cm901
iw5_cardicon_gun_type95
iw5_cardicon_expert_type95
iw5_cardicon_gun_g36c
iw5_cardicon_expert_g36c
iw5_cardicon_gun_acr
iw5_cardicon_expert_acr
iw5_cardicon_gun_mk14
iw5_cardicon_expert_mk14
iw5_cardicon_gun_ak47
iw5_cardicon_expert_ak47
iw5_cardicon_gun_fad
iw5_cardicon_expert_fad
iw5_cardicon_gun_mp5
iw5_cardicon_expert_mp5
iw5_cardicon_gun_u45
iw5_cardicon_expert_u45
iw5_cardicon_gun_pp90m1
iw5_cardicon_expert_pp90m1
iw5_cardicon_gun_p90
iw5_cardicon_expert_p90
iw5_cardicon_gun_pm9
iw5_cardicon_expert_pm9
iw5_cardicon_gun_mp7
iw5_cardicon_expert_mp7
iw5_cardicon_gun_sa80
iw5_cardicon_expert_sa80
iw5_cardicon_gun_mg36
iw5_cardicon_expert_mg36
iw5_cardicon_gun_pecheneg
iw5_cardicon_expert_pecheneg
iw5_cardicon_gun_mk46
iw5_cardicon_expert_mk46
iw5_cardicon_gun_m60
iw5_cardicon_expert_m60
iw5_cardicon_gun_barrett
iw5_cardicon_expert_barrett
iw5_cardicon_gun_l96a1
iw5_cardicon_expert_l96a1
iw5_cardicon_gun_dragunov
iw5_cardicon_expert_dragunov
iw5_cardicon_gun_as50
iw5_cardicon_expert_as50
iw5_cardicon_gun_rsass
iw5_cardicon_expert_rsass
iw5_cardicon_gun_msr
iw5_cardicon_expert_msr
iw5_cardicon_gun_usas12
iw5_cardicon_expert_usas12
iw5_cardicon_gun_ksg
iw5_cardicon_expert_ksg
iw5_cardicon_gun_spas12
iw5_cardicon_expert_spas12
iw5_cardicon_gun_aa12
iw5_cardicon_expert_aa12
iw5_cardicon_gun_striker
iw5_cardicon_expert_striker
iw5_cardicon_gun_1887
iw5_cardicon_expert_1887
iw5_cardicon_gun_fmg9
iw5_cardicon_expert_fmg9
iw5_cardicon_gun_mp9
iw5_cardicon_expert_mp9
iw5_cardicon_gun_skorpion
iw5_cardicon_expert_skorpion
iw5_cardicon_gun_g18
iw5_cardicon_expert_g18
iw5_cardicon_gun_usp45
iw5_cardicon_expert_usp45
iw5_cardicon_gun_p99
iw5_cardicon_expert_p99
iw5_cardicon_gun_mp412
iw5_cardicon_expert_mp412
iw5_cardicon_gun_44magnum
iw5_cardicon_expert_44magnum
iw5_cardicon_gun_fnfiveseven
iw5_cardicon_expert_fnfiveseven
iw5_cardicon_gun_deserteagle
iw5_cardicon_expert_deserteagle
cardicon_prestige_classic1
cardicon_prestige_classic2
cardicon_prestige_classic3
cardicon_prestige_classic4
cardicon_prestige_classic5
cardicon_prestige_classic6
cardicon_prestige_classic7
cardicon_prestige_classic8
cardicon_prestige_classic9
cardicon_prestige_classic10
iw5_cardicon_elite_01
iw5_cardicon_elite_02
iw5_cardicon_elite_03
iw5_cardicon_elite_04
iw5_cardicon_elite_05
iw5_cardicon_elite_06
iw5_cardicon_elite_07
iw5_cardicon_elite_08
iw5_cardicon_elite_09
iw5_cardicon_elite_10
iw5_cardicon_elite_17
iw5_cardicon_elite_12
iw5_cardicon_elite_13
iw5_cardicon_elite_14
iw5_cardicon_elite_15
iw5_cardicon_elite_18
iw5_cardicon_juggernaut_a
iw5_cardicon_juggernaut
iw5_cardicon_juggernaut_b
iw5_cardicon_juggernaut_c
iw5_cardicon_3moon
iw5_cardicon_ach_bomb
iw5_cardicon_grinch
iw5_cardicon_deagle
treyarch_emblem_64
iw5_cardicon_bear_ninja
iw5_cardicon_bearninja
iw5_cardicon_bomb
iw5_cardicon_boxer
iw5_cardicon_burning_runner
iw5_cardicon_burningrunner
iw5_cardicon_capsule
iw5_cardicon_cards
iw5_cardicon_coffee
iw5_cardicon_commando
iw5_cardicon_sandman
iw5_cardicon_death_bell
iw5_cardicon_devil
iw5_cardicon_fly
iw5_cardicon_frank
iw5_cardicon_gargoyle
iw5_cardicon_golden_mask
iw5_cardicon_green_shirt
iw5_cardicon_helmet
iw5_cardicon_horseshoe
iw5_cardicon_knives
iw5_cardicon_lightingeye
iw5_cardicon_medkit
iw5_cardicon_mushroom
iw5_cardicon_mustach_skull
iw5_cardicon_nuke
iw5_cardicon_nunchucks
iw5_cardicon_smiley
iw5_cardicon_tiger
iw5_cardicon_tomahawk
ns_emblem_64
iw5_cardicon_cat
iw5_cardicon_toxic
iw5_cardicon_xeye
iw5_cardicon_delta_multi
iw5_cardicon_flashbang
iw5_cardicon_gign
iw5_cardicon_militia
iw5_cardicon_millitia
iw5_cardicon_nikolai
iw5_cardicon_revolver
iw5_cardicon_riot_shield
iw5_cardicon_russian_black
iw5_cardicon_sandman2
iw5_cardicon_sas
iw5_cardicon_soap
iw5_cardicon_tank_cmndr
iw5_cardicon_tank_crew
iw5_cardicon_truck
iw5_cardicon_keegan
iw5_cardicon_price_africa
cardicon_sheppard
cardicon_assad
cardicon_dive
cardicon_kitten
cardicon_pushingupdaisies
cardicon_pushindaisies
cardicon_biohazard
cardicon_juggernaut_1
cardicon_ghost_skull
cardicon_ghost
cardicon_missile_1
cardicon_riot_shield
cardicon_spetsnaz
cardicon_redhand
cardicon_tf141
cardicon_iwlogo
cardicon_knife_logo
cardicon_throwing_knife_soda
cardicon_humantrophy
cardicon_hat_n_knife
cardicon_skull
cardicon_xray
cardicon_skull_black
cardicon_nightvision_2
cardicon_moon
cardicon_radiation
cardicon_seasnipers
cardicon_soap_bar
cardicon_league_magnum
cardicon_pirateflag
cardicon_pirateflag_1
cardicon_tiger
iw5_cardicon_unicorn
cardicon_kinggorilla
cardicon_thecow
cardicon_warpig
cardicon_claw
cardicon_headshot
cardicon_devilfinger
cardicon_brassknuckles
cardicon_8ball
cardicon_mushroom
cardicon_award_jets
cardicon_tictacboom
cardicon_joystick
cardicon_thebomb
cardicon_sniper
cardicon_icecream
cardicon_aircraft_01
cardicon_comic_price
cardicon_8bit_price
cardicon_8_bit_price
iw5_cardicon_cooking
cardicon_pacifier_blue
cardicon_pacifier_pink
cardicon_cod4
cardicon_shuriken
cardicon_korean
cardicon_gears
cardicon_treasurechest
cardicon_treasurechest_1
cardicon_weed
cardicon_league_1911
cardicon_league_grenade
cardicon_rhino
cardicon_bear
cardicon_hyena
cardicon_sugarglider
cardicon_stop
cardicon_burgertown
cardicon_bulb
cardicon_tire
cardicon_loadedfinger
cardicon_girlskull
cardicon_abduction
cardicon_illuminati
iw5_cardicon_ravengames
iw5_cardicon_raven_games
iw5_cardicon_sledgehammer
iw5_cardicon_sledge
iw5_cardicon_gunstar
iw5_cardicon_badge_sniper
iw5_cardicon_sniper_class
iw5_cardicon_badge_lmg
iw5_cardicon_lmg_class
iw5_cardicon_badge_assault
iw5_cardicon_assault_class
iw5_cardicon_badge_smg
iw5_cardicon_smg_class
iw5_cardicon_badge_shotgun
iw5_cardicon_shotgun_class
iw5_cardicon_skullguns
iw5_cardicon_radioactive
iw5_cardicon_rampage
iw5_cardicon_ninja
iw5_cardicon_bonehand
cardicon_prpurchase_1
cardicon_prpurchase_01
cardicon_prpurchase_2
cardicon_prpurchase_02</code></div></div><br />
Thanks <img src="https://www.itsmods.com/images/smilies/oma.png" alt="OMA" title="OMA" class="smilie smilie_29" />]]></description>
			<content:encoded><![CDATA[Hello<br />
<br />
I was requested to make a cardicon list for MW3, I made this one quickly and I am pretty sure that there are plenty more which arent here. <img src="https://www.itsmods.com/images/smilies/smile.gif" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>cardicon_flare
cardicon_throwing_knive
cardicon_c4
cardicon_claymore
cardicon_frag_grenade
cardicon_semtex
cardicon_trophy
cardicon_default
cardicon_dogtags_1
iw5_cardicon_gun_m4
iw5_cardicon_expert_m4
iw5_cardicon_gun_m16
iw5_cardicon_expert_m16
iw5_cardicon_gun_scar
iw5_cardicon_expert_scar
iw5_cardicon_gun_cm901
iw5_cardicon_expert_cm901
iw5_cardicon_gun_type95
iw5_cardicon_expert_type95
iw5_cardicon_gun_g36c
iw5_cardicon_expert_g36c
iw5_cardicon_gun_acr
iw5_cardicon_expert_acr
iw5_cardicon_gun_mk14
iw5_cardicon_expert_mk14
iw5_cardicon_gun_ak47
iw5_cardicon_expert_ak47
iw5_cardicon_gun_fad
iw5_cardicon_expert_fad
iw5_cardicon_gun_mp5
iw5_cardicon_expert_mp5
iw5_cardicon_gun_u45
iw5_cardicon_expert_u45
iw5_cardicon_gun_pp90m1
iw5_cardicon_expert_pp90m1
iw5_cardicon_gun_p90
iw5_cardicon_expert_p90
iw5_cardicon_gun_pm9
iw5_cardicon_expert_pm9
iw5_cardicon_gun_mp7
iw5_cardicon_expert_mp7
iw5_cardicon_gun_sa80
iw5_cardicon_expert_sa80
iw5_cardicon_gun_mg36
iw5_cardicon_expert_mg36
iw5_cardicon_gun_pecheneg
iw5_cardicon_expert_pecheneg
iw5_cardicon_gun_mk46
iw5_cardicon_expert_mk46
iw5_cardicon_gun_m60
iw5_cardicon_expert_m60
iw5_cardicon_gun_barrett
iw5_cardicon_expert_barrett
iw5_cardicon_gun_l96a1
iw5_cardicon_expert_l96a1
iw5_cardicon_gun_dragunov
iw5_cardicon_expert_dragunov
iw5_cardicon_gun_as50
iw5_cardicon_expert_as50
iw5_cardicon_gun_rsass
iw5_cardicon_expert_rsass
iw5_cardicon_gun_msr
iw5_cardicon_expert_msr
iw5_cardicon_gun_usas12
iw5_cardicon_expert_usas12
iw5_cardicon_gun_ksg
iw5_cardicon_expert_ksg
iw5_cardicon_gun_spas12
iw5_cardicon_expert_spas12
iw5_cardicon_gun_aa12
iw5_cardicon_expert_aa12
iw5_cardicon_gun_striker
iw5_cardicon_expert_striker
iw5_cardicon_gun_1887
iw5_cardicon_expert_1887
iw5_cardicon_gun_fmg9
iw5_cardicon_expert_fmg9
iw5_cardicon_gun_mp9
iw5_cardicon_expert_mp9
iw5_cardicon_gun_skorpion
iw5_cardicon_expert_skorpion
iw5_cardicon_gun_g18
iw5_cardicon_expert_g18
iw5_cardicon_gun_usp45
iw5_cardicon_expert_usp45
iw5_cardicon_gun_p99
iw5_cardicon_expert_p99
iw5_cardicon_gun_mp412
iw5_cardicon_expert_mp412
iw5_cardicon_gun_44magnum
iw5_cardicon_expert_44magnum
iw5_cardicon_gun_fnfiveseven
iw5_cardicon_expert_fnfiveseven
iw5_cardicon_gun_deserteagle
iw5_cardicon_expert_deserteagle
cardicon_prestige_classic1
cardicon_prestige_classic2
cardicon_prestige_classic3
cardicon_prestige_classic4
cardicon_prestige_classic5
cardicon_prestige_classic6
cardicon_prestige_classic7
cardicon_prestige_classic8
cardicon_prestige_classic9
cardicon_prestige_classic10
iw5_cardicon_elite_01
iw5_cardicon_elite_02
iw5_cardicon_elite_03
iw5_cardicon_elite_04
iw5_cardicon_elite_05
iw5_cardicon_elite_06
iw5_cardicon_elite_07
iw5_cardicon_elite_08
iw5_cardicon_elite_09
iw5_cardicon_elite_10
iw5_cardicon_elite_17
iw5_cardicon_elite_12
iw5_cardicon_elite_13
iw5_cardicon_elite_14
iw5_cardicon_elite_15
iw5_cardicon_elite_18
iw5_cardicon_juggernaut_a
iw5_cardicon_juggernaut
iw5_cardicon_juggernaut_b
iw5_cardicon_juggernaut_c
iw5_cardicon_3moon
iw5_cardicon_ach_bomb
iw5_cardicon_grinch
iw5_cardicon_deagle
treyarch_emblem_64
iw5_cardicon_bear_ninja
iw5_cardicon_bearninja
iw5_cardicon_bomb
iw5_cardicon_boxer
iw5_cardicon_burning_runner
iw5_cardicon_burningrunner
iw5_cardicon_capsule
iw5_cardicon_cards
iw5_cardicon_coffee
iw5_cardicon_commando
iw5_cardicon_sandman
iw5_cardicon_death_bell
iw5_cardicon_devil
iw5_cardicon_fly
iw5_cardicon_frank
iw5_cardicon_gargoyle
iw5_cardicon_golden_mask
iw5_cardicon_green_shirt
iw5_cardicon_helmet
iw5_cardicon_horseshoe
iw5_cardicon_knives
iw5_cardicon_lightingeye
iw5_cardicon_medkit
iw5_cardicon_mushroom
iw5_cardicon_mustach_skull
iw5_cardicon_nuke
iw5_cardicon_nunchucks
iw5_cardicon_smiley
iw5_cardicon_tiger
iw5_cardicon_tomahawk
ns_emblem_64
iw5_cardicon_cat
iw5_cardicon_toxic
iw5_cardicon_xeye
iw5_cardicon_delta_multi
iw5_cardicon_flashbang
iw5_cardicon_gign
iw5_cardicon_militia
iw5_cardicon_millitia
iw5_cardicon_nikolai
iw5_cardicon_revolver
iw5_cardicon_riot_shield
iw5_cardicon_russian_black
iw5_cardicon_sandman2
iw5_cardicon_sas
iw5_cardicon_soap
iw5_cardicon_tank_cmndr
iw5_cardicon_tank_crew
iw5_cardicon_truck
iw5_cardicon_keegan
iw5_cardicon_price_africa
cardicon_sheppard
cardicon_assad
cardicon_dive
cardicon_kitten
cardicon_pushingupdaisies
cardicon_pushindaisies
cardicon_biohazard
cardicon_juggernaut_1
cardicon_ghost_skull
cardicon_ghost
cardicon_missile_1
cardicon_riot_shield
cardicon_spetsnaz
cardicon_redhand
cardicon_tf141
cardicon_iwlogo
cardicon_knife_logo
cardicon_throwing_knife_soda
cardicon_humantrophy
cardicon_hat_n_knife
cardicon_skull
cardicon_xray
cardicon_skull_black
cardicon_nightvision_2
cardicon_moon
cardicon_radiation
cardicon_seasnipers
cardicon_soap_bar
cardicon_league_magnum
cardicon_pirateflag
cardicon_pirateflag_1
cardicon_tiger
iw5_cardicon_unicorn
cardicon_kinggorilla
cardicon_thecow
cardicon_warpig
cardicon_claw
cardicon_headshot
cardicon_devilfinger
cardicon_brassknuckles
cardicon_8ball
cardicon_mushroom
cardicon_award_jets
cardicon_tictacboom
cardicon_joystick
cardicon_thebomb
cardicon_sniper
cardicon_icecream
cardicon_aircraft_01
cardicon_comic_price
cardicon_8bit_price
cardicon_8_bit_price
iw5_cardicon_cooking
cardicon_pacifier_blue
cardicon_pacifier_pink
cardicon_cod4
cardicon_shuriken
cardicon_korean
cardicon_gears
cardicon_treasurechest
cardicon_treasurechest_1
cardicon_weed
cardicon_league_1911
cardicon_league_grenade
cardicon_rhino
cardicon_bear
cardicon_hyena
cardicon_sugarglider
cardicon_stop
cardicon_burgertown
cardicon_bulb
cardicon_tire
cardicon_loadedfinger
cardicon_girlskull
cardicon_abduction
cardicon_illuminati
iw5_cardicon_ravengames
iw5_cardicon_raven_games
iw5_cardicon_sledgehammer
iw5_cardicon_sledge
iw5_cardicon_gunstar
iw5_cardicon_badge_sniper
iw5_cardicon_sniper_class
iw5_cardicon_badge_lmg
iw5_cardicon_lmg_class
iw5_cardicon_badge_assault
iw5_cardicon_assault_class
iw5_cardicon_badge_smg
iw5_cardicon_smg_class
iw5_cardicon_badge_shotgun
iw5_cardicon_shotgun_class
iw5_cardicon_skullguns
iw5_cardicon_radioactive
iw5_cardicon_rampage
iw5_cardicon_ninja
iw5_cardicon_bonehand
cardicon_prpurchase_1
cardicon_prpurchase_01
cardicon_prpurchase_2
cardicon_prpurchase_02</code></div></div><br />
Thanks <img src="https://www.itsmods.com/images/smilies/oma.png" alt="OMA" title="OMA" class="smilie smilie_29" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Basic GSC Coding: Making your second code]]></title>
			<link>https://www.itsmods.com/Thread-Tutorial-Basic-GSC-Coding-Making-your-second-code.html</link>
			<pubDate>Fri, 06 Apr 2012 15:03:59 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=1455">Yamato</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Tutorial-Basic-GSC-Coding-Making-your-second-code.html</guid>
			<description><![CDATA[Hello<br />
<br />
This is the second tutorial about making your first codes. In this one Ill show you how to make a code that shows your position ( can be used to make map edits ) and also something that makes you jump when you go into water.<br />
<br />
Lets call our first function CoordinateFinder():<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>CoordinateFinder()
{
//codes will go here
}</code></div></div><br />
Now well add a "while" command to keep the game showing your position, and then well add a command which will print our origin:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>CoordinateFinder()
{
	while( 1 )
	{
		self iPrintLnBold( self getOrigin() ); //iPrintLnBold prints a text on the center of your screen, getorigin gets your origin
		wait 2; //frequency (each 2 seconds it will say your position
	}
}</code></div></div><br />
Lets improove a bit the code so when we die or disconnect the "while" stops to prevent bugs:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>CoordinateFinder()
{
	self endon( "death" ); //endon(something) makes that the game will stop that function when that event(something) occurs
	self endon( "disconnect" );
	while( 1 )
	{
		self iPrintLnBold( self getOrigin() ); //iPrintLnBold prints a text on the center of your screen, getorigin gets your origin
		wait 2; //frequency (each 2 seconds it will say your position
	}
}</code></div></div><br />
Lets make the other script.<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>JumpInWater()
{
	self endon( "death" );
	self endon( "disconnect" );
	self.trace = undefined; //lets add this variable to avoid a unitialized variable error later.
	for( ; ; ) //we can also use a "for" instead of a "while"
	{
		self.trace = bulletTrace( self getEye(), self getOrigin() - ( 0, 0, 60 ), false, self ); //geteye gives the position of your players eye, the - 0, 0, 60 means that I reduce in 60 units the players position in z axis, the rest: check bullettrace tutorial
		if( self.trace[ "surfacetype" ] == "water" ) //explained in bullettrace tutorial
			self setVelocity( ( 0, 0, 600 ) ); //setvelocity pushes a player with the vector we define
		wait 0.5;		
	}
}</code></div></div><br />
So, in total we have this 2 functions:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>CoordinateFinder()
{
	self endon( "death" ); //endon(something) makes that the game will stop that function when that event(something) occurs
	self endon( "disconnect" );
	while( 1 )
	{
		self iPrintLnBold( self getOrigin() ); //iPrintLnBold prints a text on the center of your screen, getorigin gets your origin
		wait 2; //frequency (each 2 seconds it will say your position
	}
}

JumpInWater()
{
	self endon( "death" );
	self endon( "disconnect" );
	self.trace = undefined; //lets add this variable to avoid a unitialized variable error later.
	for( ; ; ) //we can also use a "for" instead of a "while"
	{
		self.trace = bulletTrace( self getEye(), self getOrigin() - ( 0, 0, 60 ), false, self ); //geteye gives the position of your players eye, the - 0, 0, 60 means that I reduce in 60 units the players position in z axis, the rest: check bullettrace tutorial
		if( self.trace[ "surfacetype" ] == "water" ) //explained in bullettrace tutorial
			self setVelocity( ( 0, 0, 600 ) ); //setvelocity pushes a player with the vector we define
		wait 0.5;		
	}
}</code></div></div><br />
To execute them simply add this after the player spawn as I did on the previous tutorial:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>self thread CoordinateFinder();
self thread JumpInWater();</code></div></div><br />
I hope you have learnt something new, the next tutorial will be a bit more advanced (in lenght)<br />
<br />
@<a href="https://www.itsmods.com/User-Yamato.html"><span style="color: #000080;"><strong>Yamato</strong></span></a>]]></description>
			<content:encoded><![CDATA[Hello<br />
<br />
This is the second tutorial about making your first codes. In this one Ill show you how to make a code that shows your position ( can be used to make map edits ) and also something that makes you jump when you go into water.<br />
<br />
Lets call our first function CoordinateFinder():<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>CoordinateFinder()
{
//codes will go here
}</code></div></div><br />
Now well add a "while" command to keep the game showing your position, and then well add a command which will print our origin:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>CoordinateFinder()
{
	while( 1 )
	{
		self iPrintLnBold( self getOrigin() ); //iPrintLnBold prints a text on the center of your screen, getorigin gets your origin
		wait 2; //frequency (each 2 seconds it will say your position
	}
}</code></div></div><br />
Lets improove a bit the code so when we die or disconnect the "while" stops to prevent bugs:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>CoordinateFinder()
{
	self endon( "death" ); //endon(something) makes that the game will stop that function when that event(something) occurs
	self endon( "disconnect" );
	while( 1 )
	{
		self iPrintLnBold( self getOrigin() ); //iPrintLnBold prints a text on the center of your screen, getorigin gets your origin
		wait 2; //frequency (each 2 seconds it will say your position
	}
}</code></div></div><br />
Lets make the other script.<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>JumpInWater()
{
	self endon( "death" );
	self endon( "disconnect" );
	self.trace = undefined; //lets add this variable to avoid a unitialized variable error later.
	for( ; ; ) //we can also use a "for" instead of a "while"
	{
		self.trace = bulletTrace( self getEye(), self getOrigin() - ( 0, 0, 60 ), false, self ); //geteye gives the position of your players eye, the - 0, 0, 60 means that I reduce in 60 units the players position in z axis, the rest: check bullettrace tutorial
		if( self.trace[ "surfacetype" ] == "water" ) //explained in bullettrace tutorial
			self setVelocity( ( 0, 0, 600 ) ); //setvelocity pushes a player with the vector we define
		wait 0.5;		
	}
}</code></div></div><br />
So, in total we have this 2 functions:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>CoordinateFinder()
{
	self endon( "death" ); //endon(something) makes that the game will stop that function when that event(something) occurs
	self endon( "disconnect" );
	while( 1 )
	{
		self iPrintLnBold( self getOrigin() ); //iPrintLnBold prints a text on the center of your screen, getorigin gets your origin
		wait 2; //frequency (each 2 seconds it will say your position
	}
}

JumpInWater()
{
	self endon( "death" );
	self endon( "disconnect" );
	self.trace = undefined; //lets add this variable to avoid a unitialized variable error later.
	for( ; ; ) //we can also use a "for" instead of a "while"
	{
		self.trace = bulletTrace( self getEye(), self getOrigin() - ( 0, 0, 60 ), false, self ); //geteye gives the position of your players eye, the - 0, 0, 60 means that I reduce in 60 units the players position in z axis, the rest: check bullettrace tutorial
		if( self.trace[ "surfacetype" ] == "water" ) //explained in bullettrace tutorial
			self setVelocity( ( 0, 0, 600 ) ); //setvelocity pushes a player with the vector we define
		wait 0.5;		
	}
}</code></div></div><br />
To execute them simply add this after the player spawn as I did on the previous tutorial:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>self thread CoordinateFinder();
self thread JumpInWater();</code></div></div><br />
I hope you have learnt something new, the next tutorial will be a bit more advanced (in lenght)<br />
<br />
@<a href="https://www.itsmods.com/User-Yamato.html"><span style="color: #000080;"><strong>Yamato</strong></span></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Basic GSC Coding: Building your first mod and your first code]]></title>
			<link>https://www.itsmods.com/Thread-Tutorial-Basic-GSC-Coding-Building-your-first-mod-and-your-first-code.html</link>
			<pubDate>Thu, 05 Apr 2012 12:48:22 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=1455">Yamato</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Tutorial-Basic-GSC-Coding-Building-your-first-mod-and-your-first-code.html</guid>
			<description><![CDATA[Hello<br />
<br />
This is the first tutorial about making your very first mod, in this first one Ill show how to build a mod, adding gsc files, creating folders, threading to other files and making a quick simple code.<br />
<br />
The first thing you need is MW2 Liberation (modloader), inside it, there is a folder called Mods. Inside Mods click right click and create a new folder, call it however you want to call your mod. Inside your Mod folder, create another one called maps. Inside maps, create another one called mp. Now we have to add our first gsc file to the mod, on it, well launch a new file on which well make our mod, the gsc file I usually use at a begin is _load.gsc. Download the "raw" this tutorial has as attachment (it contains all or nearly all game gsc files), inside it, go to maps, then to mp and then find _load.gsc, double click on it and it will open. Click on save as, select your mods mp folder and save it as _load.gsc. Now you have succesfully added the file to your mod.<br />
<br />
Now, open the _load.gsc you have extracted to your mods folder and inside it, after this part for example (it can be nearly any):<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>	level.requiredMapAspectRatio = getDvarFloat( "scr_RequiredMapAspectratio", 1 );	
	level.createClientFontString_func = maps&#92;mp&#92;gametypes&#92;_hud_util::createFontString;
	level.HUDsetPoint_func = maps&#92;mp&#92;gametypes&#92;_hud_util::setPoint;
	level.leaderDialogOnPlayer_func	= maps&#92;mp&#92;_utility::leaderDialogOnPlayer;</code></div></div><br />
After that well thread our own gsc file by adding a new line, I will call it: _tutorial.gsc. Just do this:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>	level.requiredMapAspectRatio = getDvarFloat( "scr_RequiredMapAspectratio", 1 );	
	level.createClientFontString_func = maps&#92;mp&#92;gametypes&#92;_hud_util::createFontString;
	level.HUDsetPoint_func = maps&#92;mp&#92;gametypes&#92;_hud_util::setPoint;
	level.leaderDialogOnPlayer_func	= maps&#92;mp&#92;_utility::leaderDialogOnPlayer;
	
	thread maps&#92;mp&#92;_tutorial::init();</code></div></div><br />
Now, its time to create our _tutorial file. Save your edited _load.gsc and click on "New" in your notepad, add this on the blank file:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>#include maps&#92;mp&#92;gametypes&#92;_hud_util;
#include maps&#92;mp&#92;_utility;
#include common_scripts&#92;utility;

init()
{
	level thread onPlayerConnect();
}

onPlayerConnect()
{
	for( ; ; )
	{
		level waittill( "connected", player );
		player thread onPlayerSpawned();
	}
}

onPlayerSpawned()
{
	self endon( "disconnect" );
	for( ; ; )
	{
		self waittill( "spawned_player" );
	}
}</code></div></div><br />
The previous code is a simple and good way to start building your mod. Click on "save as" and save it on your mods mp folder as _tutorial.gsc, after doing that there will be 2 files on your mp folder: _load and _tutorial. Now lets make our first code: something that removes all player weapons and perks on spawn, inform your teammates that you have spawned and give a <img src="https://www.itsmods.com/images/smilies/oma.png" alt="OMA" title="OMA" class="smilie smilie_29" /> bag.<br />
<br />
In _tutorial.gsc file there is a thread called onPlayerSpawned(), inside it there is a self waittill( "spawned_player");, after it well add codes that will play after we have spawned. So lets add the commands that remove our perks and weapons:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>onPlayerSpawned()
{
	self endon( "disconnect" );
	for( ; ; )
	{
		self waittill( "spawned_player" );
		self takeAllWeapons(); //takes all your weapons
		self clearPerks(); //removes all your perks
	}
}</code></div></div><br />
Now, lets add the rest of the code in an own created function, named TutorialThread() for example and place inside the command that will inform our teammates that we have spawned, the full file would look like this:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>#include maps&#92;mp&#92;gametypes&#92;_hud_util;
#include maps&#92;mp&#92;_utility;
#include common_scripts&#92;utility;

init()
{
	level thread onPlayerConnect();
}

onPlayerConnect()
{
	for( ; ; )
	{
		level waittill( "connected", player );
		player thread onPlayerSpawned();
	}
}

onPlayerSpawned()
{
	self endon( "disconnect" );
	for( ; ; )
	{
		self waittill( "spawned_player" );
		self takeAllWeapons(); //takes all your weapons
		self clearPerks(); //removes all your perks
		self thread TutorialThread(); //execute the thread we wanted to make
	}
}

TutorialThread()
{
	self PingPlayer(); // Red ! on radar for your teammates, the effect finishes after a few seconds
}</code></div></div><br />
After this, well give the <img src="https://www.itsmods.com/images/smilies/oma.png" alt="OMA" title="OMA" class="smilie smilie_29" /> and switch to it.<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>TutorialThread()
{
	self PingPlayer(); //red ! on radar for your teammates, the effect finishes after a few seconds
	wait ( 0.05 ); //wait a bit, :)
	self giveWeapon( "onemanarmy_mp", 0, false ); //the first is the weapon name, the second is the camo and the false is because is not akimbo
	wait ( 0.05 ); //wait to remove bugs
	self switchToWeapon( "onemanarmy_mp", 0, false ); //switch to it
}</code></div></div><br />
Save and load your mod on Liberation. Congratulations You have built your first mod and your first easy code. I have left as attachments the mod I made for the tutorial, so you can see how its made and a raw with lots of files.<br />
<br />
Virusscans:<br />
<br />
<a href="http://virusscan.jotti.org/es/scanresult/01358beabf3bc106e8da3c89e1054faf44783734" target="_blank" rel="noopener" class="mycode_url">http://virusscan.jotti.org/es/scanresult...af44783734</a><br />
<a href="http://virusscan.jotti.org/es/scanresult/2417a0b51d239f34c8db800c83bc58d999648d0d" target="_blank" rel="noopener" class="mycode_url">http://virusscan.jotti.org/es/scanresult...d999648d0d</a><br />
<br />
Thanks to: @<a href="https://www.itsmods.com/User-Gagarin.html">Gagarin</a> , @<a href="https://www.itsmods.com/User-NTAuthority.html">NTAuthority</a> , @<a href="https://www.itsmods.com/User-Rendflex.html"><span style="color: #000080;"><strong>Rendflex</strong></span></a> , @aluigi<br />
<br />
Thanks @<a href="https://www.itsmods.com/User-Yamato.html"><span style="color: #000080;"><strong>Yamato</strong></span></a> ..<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.itsmods.com/images/attachtypes/zip.gif" title="" border="0" alt=".rar" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1842" target="_blank" title="">Tutorial.rar</a> (Size: 3.42 KB / Downloads: 218)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.itsmods.com/images/attachtypes/zip.gif" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1843" target="_blank" title="">raw.zip</a> (Size: 8.52 MB / Downloads: 369)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Hello<br />
<br />
This is the first tutorial about making your very first mod, in this first one Ill show how to build a mod, adding gsc files, creating folders, threading to other files and making a quick simple code.<br />
<br />
The first thing you need is MW2 Liberation (modloader), inside it, there is a folder called Mods. Inside Mods click right click and create a new folder, call it however you want to call your mod. Inside your Mod folder, create another one called maps. Inside maps, create another one called mp. Now we have to add our first gsc file to the mod, on it, well launch a new file on which well make our mod, the gsc file I usually use at a begin is _load.gsc. Download the "raw" this tutorial has as attachment (it contains all or nearly all game gsc files), inside it, go to maps, then to mp and then find _load.gsc, double click on it and it will open. Click on save as, select your mods mp folder and save it as _load.gsc. Now you have succesfully added the file to your mod.<br />
<br />
Now, open the _load.gsc you have extracted to your mods folder and inside it, after this part for example (it can be nearly any):<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>	level.requiredMapAspectRatio = getDvarFloat( "scr_RequiredMapAspectratio", 1 );	
	level.createClientFontString_func = maps&#92;mp&#92;gametypes&#92;_hud_util::createFontString;
	level.HUDsetPoint_func = maps&#92;mp&#92;gametypes&#92;_hud_util::setPoint;
	level.leaderDialogOnPlayer_func	= maps&#92;mp&#92;_utility::leaderDialogOnPlayer;</code></div></div><br />
After that well thread our own gsc file by adding a new line, I will call it: _tutorial.gsc. Just do this:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>	level.requiredMapAspectRatio = getDvarFloat( "scr_RequiredMapAspectratio", 1 );	
	level.createClientFontString_func = maps&#92;mp&#92;gametypes&#92;_hud_util::createFontString;
	level.HUDsetPoint_func = maps&#92;mp&#92;gametypes&#92;_hud_util::setPoint;
	level.leaderDialogOnPlayer_func	= maps&#92;mp&#92;_utility::leaderDialogOnPlayer;
	
	thread maps&#92;mp&#92;_tutorial::init();</code></div></div><br />
Now, its time to create our _tutorial file. Save your edited _load.gsc and click on "New" in your notepad, add this on the blank file:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>#include maps&#92;mp&#92;gametypes&#92;_hud_util;
#include maps&#92;mp&#92;_utility;
#include common_scripts&#92;utility;

init()
{
	level thread onPlayerConnect();
}

onPlayerConnect()
{
	for( ; ; )
	{
		level waittill( "connected", player );
		player thread onPlayerSpawned();
	}
}

onPlayerSpawned()
{
	self endon( "disconnect" );
	for( ; ; )
	{
		self waittill( "spawned_player" );
	}
}</code></div></div><br />
The previous code is a simple and good way to start building your mod. Click on "save as" and save it on your mods mp folder as _tutorial.gsc, after doing that there will be 2 files on your mp folder: _load and _tutorial. Now lets make our first code: something that removes all player weapons and perks on spawn, inform your teammates that you have spawned and give a <img src="https://www.itsmods.com/images/smilies/oma.png" alt="OMA" title="OMA" class="smilie smilie_29" /> bag.<br />
<br />
In _tutorial.gsc file there is a thread called onPlayerSpawned(), inside it there is a self waittill( "spawned_player");, after it well add codes that will play after we have spawned. So lets add the commands that remove our perks and weapons:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>onPlayerSpawned()
{
	self endon( "disconnect" );
	for( ; ; )
	{
		self waittill( "spawned_player" );
		self takeAllWeapons(); //takes all your weapons
		self clearPerks(); //removes all your perks
	}
}</code></div></div><br />
Now, lets add the rest of the code in an own created function, named TutorialThread() for example and place inside the command that will inform our teammates that we have spawned, the full file would look like this:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>#include maps&#92;mp&#92;gametypes&#92;_hud_util;
#include maps&#92;mp&#92;_utility;
#include common_scripts&#92;utility;

init()
{
	level thread onPlayerConnect();
}

onPlayerConnect()
{
	for( ; ; )
	{
		level waittill( "connected", player );
		player thread onPlayerSpawned();
	}
}

onPlayerSpawned()
{
	self endon( "disconnect" );
	for( ; ; )
	{
		self waittill( "spawned_player" );
		self takeAllWeapons(); //takes all your weapons
		self clearPerks(); //removes all your perks
		self thread TutorialThread(); //execute the thread we wanted to make
	}
}

TutorialThread()
{
	self PingPlayer(); // Red ! on radar for your teammates, the effect finishes after a few seconds
}</code></div></div><br />
After this, well give the <img src="https://www.itsmods.com/images/smilies/oma.png" alt="OMA" title="OMA" class="smilie smilie_29" /> and switch to it.<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>TutorialThread()
{
	self PingPlayer(); //red ! on radar for your teammates, the effect finishes after a few seconds
	wait ( 0.05 ); //wait a bit, :)
	self giveWeapon( "onemanarmy_mp", 0, false ); //the first is the weapon name, the second is the camo and the false is because is not akimbo
	wait ( 0.05 ); //wait to remove bugs
	self switchToWeapon( "onemanarmy_mp", 0, false ); //switch to it
}</code></div></div><br />
Save and load your mod on Liberation. Congratulations You have built your first mod and your first easy code. I have left as attachments the mod I made for the tutorial, so you can see how its made and a raw with lots of files.<br />
<br />
Virusscans:<br />
<br />
<a href="http://virusscan.jotti.org/es/scanresult/01358beabf3bc106e8da3c89e1054faf44783734" target="_blank" rel="noopener" class="mycode_url">http://virusscan.jotti.org/es/scanresult...af44783734</a><br />
<a href="http://virusscan.jotti.org/es/scanresult/2417a0b51d239f34c8db800c83bc58d999648d0d" target="_blank" rel="noopener" class="mycode_url">http://virusscan.jotti.org/es/scanresult...d999648d0d</a><br />
<br />
Thanks to: @<a href="https://www.itsmods.com/User-Gagarin.html">Gagarin</a> , @<a href="https://www.itsmods.com/User-NTAuthority.html">NTAuthority</a> , @<a href="https://www.itsmods.com/User-Rendflex.html"><span style="color: #000080;"><strong>Rendflex</strong></span></a> , @aluigi<br />
<br />
Thanks @<a href="https://www.itsmods.com/User-Yamato.html"><span style="color: #000080;"><strong>Yamato</strong></span></a> ..<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.itsmods.com/images/attachtypes/zip.gif" title="" border="0" alt=".rar" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1842" target="_blank" title="">Tutorial.rar</a> (Size: 3.42 KB / Downloads: 218)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.itsmods.com/images/attachtypes/zip.gif" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1843" target="_blank" title="">raw.zip</a> (Size: 8.52 MB / Downloads: 369)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Basic GSC Coding: Operations]]></title>
			<link>https://www.itsmods.com/Thread-Tutorial-Basic-GSC-Coding-Operations.html</link>
			<pubDate>Wed, 04 Apr 2012 14:07:27 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=1455">Yamato</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Tutorial-Basic-GSC-Coding-Operations.html</guid>
			<description><![CDATA[Hello<br />
<br />
This is another basic tutorial I wanted to make before doing a tutorial about making your first codes. This one is about numbers and math functions ( I am not going to teach you maths guys <img src="https://www.itsmods.com/images/smilies/troll.png" alt="Troll" title="Troll" class="smilie smilie_25" /> ).<br />
<br />
In cod you can use 2 kinds of numbers, "int"s and "float"s. "Int"s are entire numbers ( 2, 3, 50, 1000, 45 ... ) and "float"s are decimal numbers ( 1.1, 4.324, 6.67, 3.141592 ... ). If you have for example the number 5.31 you can do some operations with it, like:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Int( 5.31 ) //will return 5
Floor( 5.31 ) //will return 5 ( aproximation to down )
Ceil( 5.31 ) //will return 6 ( aproximation to up )</code></div></div><br />
The game also has some interesting functions relationed with "Int"s and "Float"s which give you random numbers, they are this 4:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>randomInt( number )
randomIntRange( number 1, number 2 )
randomFloat( number )
randomFloatRange( number 1, number 2 )</code></div></div><br />
Lets put some real examples with them:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>luckynumber = randomInt( 6 ); //will give a random number beetween 0 and 6 
wait ( randomFloatRange( 3, 6 ) ); //will wait a random ammount of time beetween 3 and 6 seconds, the times will probably be decimal numbers
tutorialnumber = randomIntRange( 1, 50 ); //random number beetween 1 and 50
wait ( randomFloat( 2 ) ); //will give you a random number beetween 0 and 2</code></div></div><br />
Also the game allows you to use some basic operations such as: divisions, multiplications..... They work like this with real examples ( I recommend doing operations with pathenthesys: "( )"  ):<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>plus = ( 3 + 15 ); // 18
minus = ( 100 - 30 ); // 70
multiplied = ( 2 * 2 ); // 4
divided = ( 100 / 20 ); // 5
moduled = ( 10 % 3 ); // 1, is the leftover of doing a division: 10 / 3 = 3, but there is one 1 missing, thats the module.
nepperlog = log( 1 ); // 0, is the natural logarithm ( Nepper one )
cosine = cos( 0 ); // 1, cosine, trigonometrical function
sine = sin( 90 ); // 1, sine, trigonometrical function
tangent = tan( 45 ); // 1, tangent, trigonometrical function
arcosine = asin( 1 ); // 90, arco sine, trigonometrical function
arcocosine = acos( 1 ); // 0, arco cosine, trigonometrical function
arcotangent = atan( 1 ); // 45, arco tangent, trigonometrical function
absolutevalue = abs( -3 ); // 3, if the number is lower than 0, it returns that number multiplied by -1
squareroot = sqrt( 4 ); // 2, square root
whatonebigger = max( 3, 9 ); //9, 9 is bigger than 3
whatonesmaller = min( 2, 6 ); //2, 2 is smaller than 6</code></div></div><br />
Well, thats it, if you dont know what is mathematic operation -&gt; Google it<br />
<br />
Thanks for reading, @<a href="https://www.itsmods.com/User-Yamato.html"><span style="color: #000080;"><strong>Yamato</strong></span></a>]]></description>
			<content:encoded><![CDATA[Hello<br />
<br />
This is another basic tutorial I wanted to make before doing a tutorial about making your first codes. This one is about numbers and math functions ( I am not going to teach you maths guys <img src="https://www.itsmods.com/images/smilies/troll.png" alt="Troll" title="Troll" class="smilie smilie_25" /> ).<br />
<br />
In cod you can use 2 kinds of numbers, "int"s and "float"s. "Int"s are entire numbers ( 2, 3, 50, 1000, 45 ... ) and "float"s are decimal numbers ( 1.1, 4.324, 6.67, 3.141592 ... ). If you have for example the number 5.31 you can do some operations with it, like:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Int( 5.31 ) //will return 5
Floor( 5.31 ) //will return 5 ( aproximation to down )
Ceil( 5.31 ) //will return 6 ( aproximation to up )</code></div></div><br />
The game also has some interesting functions relationed with "Int"s and "Float"s which give you random numbers, they are this 4:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>randomInt( number )
randomIntRange( number 1, number 2 )
randomFloat( number )
randomFloatRange( number 1, number 2 )</code></div></div><br />
Lets put some real examples with them:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>luckynumber = randomInt( 6 ); //will give a random number beetween 0 and 6 
wait ( randomFloatRange( 3, 6 ) ); //will wait a random ammount of time beetween 3 and 6 seconds, the times will probably be decimal numbers
tutorialnumber = randomIntRange( 1, 50 ); //random number beetween 1 and 50
wait ( randomFloat( 2 ) ); //will give you a random number beetween 0 and 2</code></div></div><br />
Also the game allows you to use some basic operations such as: divisions, multiplications..... They work like this with real examples ( I recommend doing operations with pathenthesys: "( )"  ):<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>plus = ( 3 + 15 ); // 18
minus = ( 100 - 30 ); // 70
multiplied = ( 2 * 2 ); // 4
divided = ( 100 / 20 ); // 5
moduled = ( 10 % 3 ); // 1, is the leftover of doing a division: 10 / 3 = 3, but there is one 1 missing, thats the module.
nepperlog = log( 1 ); // 0, is the natural logarithm ( Nepper one )
cosine = cos( 0 ); // 1, cosine, trigonometrical function
sine = sin( 90 ); // 1, sine, trigonometrical function
tangent = tan( 45 ); // 1, tangent, trigonometrical function
arcosine = asin( 1 ); // 90, arco sine, trigonometrical function
arcocosine = acos( 1 ); // 0, arco cosine, trigonometrical function
arcotangent = atan( 1 ); // 45, arco tangent, trigonometrical function
absolutevalue = abs( -3 ); // 3, if the number is lower than 0, it returns that number multiplied by -1
squareroot = sqrt( 4 ); // 2, square root
whatonebigger = max( 3, 9 ); //9, 9 is bigger than 3
whatonesmaller = min( 2, 6 ); //2, 2 is smaller than 6</code></div></div><br />
Well, thats it, if you dont know what is mathematic operation -&gt; Google it<br />
<br />
Thanks for reading, @<a href="https://www.itsmods.com/User-Yamato.html"><span style="color: #000080;"><strong>Yamato</strong></span></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Basic GSC Coding: Foreach, Continue and Return]]></title>
			<link>https://www.itsmods.com/Thread-Tutorial-Basic-GSC-Coding-Foreach-Continue-and-Return.html</link>
			<pubDate>Mon, 02 Apr 2012 21:00:19 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=1455">Yamato</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Tutorial-Basic-GSC-Coding-Foreach-Continue-and-Return.html</guid>
			<description><![CDATA[Hello<br />
<br />
This is the last Basic GSC coding tutorial, Ill explain here: "foreach", "continue" and "return".<br />
<br />
"foreach" is used only with arrays. When you call it on an array, it returns all the variables inside the array and let you do something on all of them. Its structure is:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>foreach( something in array )
{
CODES
}</code></div></div><br />
"something" is a random name you give to each array variable, "array" is the array you are using. Real examples:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>foreach( player in level.players ) //most common
{
	player giveWeapon( "onemanarmy_mp", 0, false );
	player setPerk( "specialty_onemanarmy" );
}

foreach( OMA in level.chopper ) //if the code inside the "foreach" is of one line, you can do this, like an "if"
	OMA setYawSpeed( 75, 45, 45 );</code></div></div><br />
The next command is "continue;", is used with "if"s. You put a condition and if its the contrary of what you have put in the condition, it will pass the continue. Its structure is this one:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( a &lt; b ) //if: a &gt; b, it will pass, if not, it will go back
	continue;</code></div></div><br />
Example:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( self getVelocity()[0] &gt; 100 )
	continue;
if( ! self isAlive() )
	continue;
self iPrintLnBold( "Continue Tutorial" );</code></div></div><br />
The previous is the same as:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( self getVelocity()[0] &lt; 100 &amp;&amp; self isAlive() )
	self iPrintLnBold( "Continue Tutorial" );</code></div></div><br />
The last command is "return", it does what its name says, return some value or whatever, what is after it in the code wont be played, is very useful sometimes to shorten some codes, its structure is the following:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>return SOMETHING;</code></div></div><br />
Using a return can also force a function to continue running:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( a == b )
return;</code></div></div><br />
Real Example:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>getName()
{
	return self.name;
}

self getName(); //by calling this the function getName() will give you your name.</code></div></div><br />
I hope it has helped. Thanks for reading.<br />
<br />
@<a href="https://www.itsmods.com/User-Yamato.html"><span style="color: #000080;"><strong>Yamato</strong></span></a>]]></description>
			<content:encoded><![CDATA[Hello<br />
<br />
This is the last Basic GSC coding tutorial, Ill explain here: "foreach", "continue" and "return".<br />
<br />
"foreach" is used only with arrays. When you call it on an array, it returns all the variables inside the array and let you do something on all of them. Its structure is:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>foreach( something in array )
{
CODES
}</code></div></div><br />
"something" is a random name you give to each array variable, "array" is the array you are using. Real examples:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>foreach( player in level.players ) //most common
{
	player giveWeapon( "onemanarmy_mp", 0, false );
	player setPerk( "specialty_onemanarmy" );
}

foreach( OMA in level.chopper ) //if the code inside the "foreach" is of one line, you can do this, like an "if"
	OMA setYawSpeed( 75, 45, 45 );</code></div></div><br />
The next command is "continue;", is used with "if"s. You put a condition and if its the contrary of what you have put in the condition, it will pass the continue. Its structure is this one:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( a &lt; b ) //if: a &gt; b, it will pass, if not, it will go back
	continue;</code></div></div><br />
Example:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( self getVelocity()[0] &gt; 100 )
	continue;
if( ! self isAlive() )
	continue;
self iPrintLnBold( "Continue Tutorial" );</code></div></div><br />
The previous is the same as:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( self getVelocity()[0] &lt; 100 &amp;&amp; self isAlive() )
	self iPrintLnBold( "Continue Tutorial" );</code></div></div><br />
The last command is "return", it does what its name says, return some value or whatever, what is after it in the code wont be played, is very useful sometimes to shorten some codes, its structure is the following:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>return SOMETHING;</code></div></div><br />
Using a return can also force a function to continue running:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( a == b )
return;</code></div></div><br />
Real Example:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>getName()
{
	return self.name;
}

self getName(); //by calling this the function getName() will give you your name.</code></div></div><br />
I hope it has helped. Thanks for reading.<br />
<br />
@<a href="https://www.itsmods.com/User-Yamato.html"><span style="color: #000080;"><strong>Yamato</strong></span></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Basic GSC Coding: Switch]]></title>
			<link>https://www.itsmods.com/Thread-Tutorial-Basic-GSC-Coding-Switch.html</link>
			<pubDate>Sat, 31 Mar 2012 20:04:19 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=1455">Yamato</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Tutorial-Basic-GSC-Coding-Switch.html</guid>
			<description><![CDATA[Good evening<br />
<br />
In this tutorial I am going to explain how does the function "switch" works and how to use it. It is used when you have to use a lot of "if"s, to reduce the ammount of "if"s you use this switch. See the comparison below:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>number = randomIntRange( 1, 5 );
if( number == 1 )
	a = 1;
if( number == 2 )
	a = 2;
if( number == 3 )
	a = 3;
if( number == 4 )
	a = 4;
if( number == 5 )
	a = 5;</code></div></div><br />
You can do:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>number = randomIntRange( 1, 5 );
switch( number )
{
	case 1:
		a = 1;
	break;

	case 2:
		a = 2;
	break;

	case 3:
		a = 3;
	break;

	case 4:
		a = 4;
	break;

	case 5:
		a = 5;
	break;
}</code></div></div><br />
The switch structure is like this:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>switch( something (variable for example) )
{
	case 0: //After the "case" name add a ":"
	HERE ADD CASE CODE
	break; //Add break to stop the switch "searching"
}</code></div></div><br />
You can add as many cases as you want, is not necesary to call cases with numbers, you can call them with different names, the names go beetween " ".<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>switch( colour )
{
	case "Green":
	SOMETHING
	break;

	case "Blue":
	SOMETHING
	break;
}</code></div></div><br />
"switch" command also allows you to make some kind of "else" function, in this case is called "default", you use it like this:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>number = RandomInt( 5 )
switch( number )
{
	case 0:
		a = 0;
	break;

	case 1:
		a = 1;
	break;

	default:
		a = 6;
	break;
}</code></div></div><br />
In the previous example, number will be a random number beetween 0 and 5, if the number is equal to 0: a = 0. If the number is 1: a = 1, If number is not 0 or 1, it will be the default, in this case: a = 7.<br />
<br />
This kind of functions allow you to give the same effect to different "case"s like this, it helps to save space (in the example case 0, 1 and 2 will have the same effect):<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>number = RandomInt( 5 )
switch( number )
{
	case 0:
	case 1:
	case 2:
		SOMETHING
	break;

	case 3:
		SOMETHING
	break;
}</code></div></div><br />
Lets put a decent example (is a code I released sometime ago):<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>WaitT( unit, ammount )
{
	switch( unit )
	{
		case "minutes": 
			wait ( ammount * 60 ); 
		break;

		case "hours": 
			wait ( ammount * 3600 ); 
		break;

		case "miliseconds": 
			wait ( ammount / 1000 ); 
		break;

		case "deciseconds": 
			wait ( ammount / 10 ); 
		break;

		case "centiseconds": 
			wait ( ammount / 100 ); 
		break;

		case "microseconds": 
			wait ( ammount * 0.000001 ); 
		break;

		case "frames": 
			wait ( 0.05 * ammount ); 
		break;

		case "days": 
			wait ( ammount * 86400 ); 
		break;

		case "weeks":
			wait ( ammount * 604800 ); 
		break;

		case "tenminutes": 
			wait ( 600 * ammount ); 
		break;
	}
}</code></div></div><br />
In the previous example you add on the function the variable unit, which has to match in name with any of "case"s names (minutes, centiseconds, weeks...), then, after you assigned the unit, the switch will make your mod wait the ammount of time units you specified on the function name.<br />
<br />
Ill finish soon with this basic gsc commands.<br />
<br />
Thanks for reading. @<a href="https://www.itsmods.com/User-Yamato.html"><span style="color: #000080;"><strong>Yamato</strong></span></a>]]></description>
			<content:encoded><![CDATA[Good evening<br />
<br />
In this tutorial I am going to explain how does the function "switch" works and how to use it. It is used when you have to use a lot of "if"s, to reduce the ammount of "if"s you use this switch. See the comparison below:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>number = randomIntRange( 1, 5 );
if( number == 1 )
	a = 1;
if( number == 2 )
	a = 2;
if( number == 3 )
	a = 3;
if( number == 4 )
	a = 4;
if( number == 5 )
	a = 5;</code></div></div><br />
You can do:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>number = randomIntRange( 1, 5 );
switch( number )
{
	case 1:
		a = 1;
	break;

	case 2:
		a = 2;
	break;

	case 3:
		a = 3;
	break;

	case 4:
		a = 4;
	break;

	case 5:
		a = 5;
	break;
}</code></div></div><br />
The switch structure is like this:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>switch( something (variable for example) )
{
	case 0: //After the "case" name add a ":"
	HERE ADD CASE CODE
	break; //Add break to stop the switch "searching"
}</code></div></div><br />
You can add as many cases as you want, is not necesary to call cases with numbers, you can call them with different names, the names go beetween " ".<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>switch( colour )
{
	case "Green":
	SOMETHING
	break;

	case "Blue":
	SOMETHING
	break;
}</code></div></div><br />
"switch" command also allows you to make some kind of "else" function, in this case is called "default", you use it like this:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>number = RandomInt( 5 )
switch( number )
{
	case 0:
		a = 0;
	break;

	case 1:
		a = 1;
	break;

	default:
		a = 6;
	break;
}</code></div></div><br />
In the previous example, number will be a random number beetween 0 and 5, if the number is equal to 0: a = 0. If the number is 1: a = 1, If number is not 0 or 1, it will be the default, in this case: a = 7.<br />
<br />
This kind of functions allow you to give the same effect to different "case"s like this, it helps to save space (in the example case 0, 1 and 2 will have the same effect):<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>number = RandomInt( 5 )
switch( number )
{
	case 0:
	case 1:
	case 2:
		SOMETHING
	break;

	case 3:
		SOMETHING
	break;
}</code></div></div><br />
Lets put a decent example (is a code I released sometime ago):<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>WaitT( unit, ammount )
{
	switch( unit )
	{
		case "minutes": 
			wait ( ammount * 60 ); 
		break;

		case "hours": 
			wait ( ammount * 3600 ); 
		break;

		case "miliseconds": 
			wait ( ammount / 1000 ); 
		break;

		case "deciseconds": 
			wait ( ammount / 10 ); 
		break;

		case "centiseconds": 
			wait ( ammount / 100 ); 
		break;

		case "microseconds": 
			wait ( ammount * 0.000001 ); 
		break;

		case "frames": 
			wait ( 0.05 * ammount ); 
		break;

		case "days": 
			wait ( ammount * 86400 ); 
		break;

		case "weeks":
			wait ( ammount * 604800 ); 
		break;

		case "tenminutes": 
			wait ( 600 * ammount ); 
		break;
	}
}</code></div></div><br />
In the previous example you add on the function the variable unit, which has to match in name with any of "case"s names (minutes, centiseconds, weeks...), then, after you assigned the unit, the switch will make your mod wait the ammount of time units you specified on the function name.<br />
<br />
Ill finish soon with this basic gsc commands.<br />
<br />
Thanks for reading. @<a href="https://www.itsmods.com/User-Yamato.html"><span style="color: #000080;"><strong>Yamato</strong></span></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Tutorial List]]></title>
			<link>https://www.itsmods.com/Thread-News-Tutorial-List.html</link>
			<pubDate>Sat, 31 Mar 2012 14:32:38 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=1455">Yamato</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-News-Tutorial-List.html</guid>
			<description><![CDATA[Good morning<br />
<br />
This is a complete list with all tutorials from @<a href="https://www.itsmods.com/User-Yamato.html"><span style="color: #000080;"><strong>Yamato</strong></span></a> s tutorial section, this will keep updated.<br />
<br />
<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Basic Modding:</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Downloading and Installing a Mod</span>: <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-GSC-Coding-Downloading-and-Installing-a-mod.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...a-mod.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">For:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-GSC-Coding-For.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...g-For.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">While, Break and Wait:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-GSC-Coding-While-Break-and-Wait.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-Wait.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Functions:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-GSC-Coding-Functions.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...tions.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">If, Else and Else If:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-GSC-Coding-If-Else-and-Else-If.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...se-If.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Switch:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-GSC-Coding-Switch.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...witch.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Foreach, Continue and Return:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-GSC-Coding-Foreach-Continue-and-Return.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...eturn.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Operations:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-GSC-Coding-Operations.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...tions.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Building your first mod and making your first code:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-GSC-Coding-Building-your-first-mod-and-your-first-code.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-code.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Making your second code:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-GSC-Coding-Making-your-second-code.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-code.html</a><br />
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<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Explained Functions (GSC):</span></span><br />
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<span style="font-weight: bold;" class="mycode_b">setWeaponHudIconOverride:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-New-OMA-spamming-way-SetWeaponHudIconOverride.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...rride.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Give and setup Radar: </span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Give-radar-and-set-its-speed-easily.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...asily.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">addTestClient:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Add-Test-Bots-to-your-mod.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...r-mod.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">SpawnTurret, SetRightArc, SetLeftArc, SetTopArc, SetBottomArc, ShootTurret, LaserOn, setTurretTeam, setMode, SetPlayerSpread, makeTurretInoperable, setDefaultDropPitch, setSentryOwner, setTurretMinimapVisible: </span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Turrets.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...rrets.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">AttachShieldModel, DetachShieldModel, MoveShieldModel, StunPlayer: </span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Riot-Shield.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...hield.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">newHudElem, newTeamHudElem 3D way:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-3D-Icons.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...Icons.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">line:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Lines.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tutorial-Lines.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">spawnPlane, setModel, EnableLinkTo, MoveTo, RotateTo, spawnHelicopter, Vehicle_SetSpeed, SetTurningAbility, SetMaxPitchRoll, setVehWeapon, setVehGoalPos:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Spawn-Helicopters-and-Planes.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...lanes.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">setReverb, ViewKick, setViewKickScale (extra mw3 content): </span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-SetReverb-ViewKick-and-SetViewKickScale.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...Scale.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">getBuildNumber, getBuildVersion:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-getBuildNumber-and-getBuildVersion.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...rsion.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">BulletTrace:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Bullettrace.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...trace.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">getMapCustom (extra mw3 content):</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-GetMapCustom.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ustom.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">using_animtree, precacheMpAnim, ScriptModelPlayAnim, ScriptModelClearAnim, willNeverChange:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Animations.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...tions.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">getNorthYaw, setMiniMap:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-setMiniMap-and-other-minimap-commands.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...mands.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">getWeaponAmmoClip, getWeaponAmmoStock, setWeaponAmmoClip, setWeaponAmmoStock:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Weapon-Clip-and-Stock.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...Stock.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">specialty_siege, specialty_armorvest:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Fix-2-Game-Hidden-Perks.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...Perks.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">setPulseFX, .glowalpha, .glowcolor:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Texts-with-glow-and-effect.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ffect.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">precacheLocationSelector, beginLocationSelection, endLocationSelection:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Location-Selection.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ction.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">StunPlayer:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-StunPlayer.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...layer.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">giveLoadout:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Class-Loadouts.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...douts.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">setPlayerData customClasses:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Change-Custom-Classes.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...asses.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">setBlurForPlayer, setWaterSheeting, setGameEndTime:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-SetWaterSheeting-and-SetGameEndTime.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...dTime.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">setDamageStage, setAC130Ambience, VisionSetThermalForPlayer, MoveGravity, Assert, AssertEx, delete, destroy:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Random-Things-7.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ngs-7.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">ForceUseHintOn, isOnGround, ForceUseHint, ForceUseHintOff, setDefaultDropPitch, waittill_any, PlayFXOnTag, WeaponFireTime, setCanRadiusDamage, VectorFromLineToPoint, string_starts_with, BlockTeamRadar, UnblockTeamRadar, setTeamRadar:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Random-Things-6.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ngs-6.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">anyAmmoForWeaponModes, itemWeaponSetAmmo:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-anyAmmoForWeaponModes-itemWeaponSetAmmo.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...tAmmo.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Destructibles 1:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Destructible-Editing.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...iting.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Destructibles 2:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Destructible-Editing-2.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ing-2.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">setDepthOfField, PlaySoundatPos, setRearViewRenderEnabled, setTeamForTrigger, stopRumble, .maxnamelength,setBlurForPlayer, clearUsingRemote, suicide:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Random-Things-5.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ngs-5.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">PhysicsLaunchClient, PointOnSegmentNearestToPoint, AssertMsg, waitFrame, getTagOrigin, getTagAngles, GetEye, Max, Min, precacheStatusIcon, precacheString, precacheLeaderboards, precacheLocationSelector, getDvar, getDvarVector, getDvarInt, getDvarFloat, cointoss:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Random-Things-4.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ngs-4.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">dropScavengerBag:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-dropScavengerBag.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...erBag.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">PlayRumbleOnPosition:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Rumbles.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...mbles.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Custom Visions:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Custom-Visions.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...sions.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">IncPlayerStat, setSlowMotion, ScaleOverTime, AddToTeam, BeginClassChoice, setCardDisplaySlot, getSpectatingPlayer, setSpreadOverride:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Random-Things-3.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ngs-3.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">precacheTurret, precacheModel, precacheShader, precacheMiniMapIcon, precacheVehicle, precacheMenu, precacheItem, precacheShellShock, precacheRumble, PlayFXOnTag, StopFXOnTag, PlayFXOnTagForClients, setPerk, UnsetPerk, setMoveSpeedScale, getPersStat, Kick, getEntityNumber, PhysicsLaunchServer, setEMPJammed, PlayLoopSound, StopLoopSound, FadeOutShellshock, TableLookUp, TableLookUpByRow, TableLookUpByRowNum, setClientDvars, HUD info:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Random-Things-2.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ngs-2.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Spawn, setModel, .angles, RotatePitch, RotateYaw, RotateRoll, RotateTo:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Set-angles-on-models-and-Rotate-them.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-them.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">LastStandRevive, canMantle, ForceMantle, isMantling:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-LastStandRevive-canMantle-ForceMantle-isMantling.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...tling.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">MoveOverTime:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-MoveOverTime.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...rTime.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Claymores and Dirt Effect:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Dirt-effect-and-Modify-Claymores.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...mores.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">LoadFX, PlayFX, SpawnFX, TriggerFX, delete:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-PlayFX.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...layFX.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">FadeOverTime, .alpha, setPlayerData, SayAll, SayTeam:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-FadeOverTime-SetPlayerData-and-SayAll-SayTeam.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...yTeam.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">setCursorHint, setHintString, setRank, setStance, setCardIcon, setCardTitle:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-SetStance-SetRank-SetCursorHint-SetHintString-SetCardIcon-and-SetCardTitle.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...Title.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">GetEntArray, Detonate, ShootTurret:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-GetEntArray.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...Array.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">setDvar and server dvars:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Some-nice-dvars-for-LobbyTracker-users.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...users.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">RadiusDamage, anglesToForward, anglesToUp, anglesToRight, _setActionSlot, CameraLinkTo, ControlsLinkTo, CameraUnlink, ControlsUnlink, MoveTo:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Random-things.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...hings.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Change Deathicons:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-How-to-change-deathicons.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...icons.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">setLightIntensity, custom quickmessages and OMA Akimbo:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-SetLightIntensity-Custom-Quickmessages-and-OMA.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...d-OMA.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">getIntProperty:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Some-perks-setup.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...setup.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Constants:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Constants.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...tants.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">NewHudElem Overlay:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Overlays.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...rlays.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">FlashBang duration:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Flash-Duration.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ation.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">DamageFeedback setup:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-How-to-change-Damage-Feedback-Colours.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...lours.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">precacheShellShock, Shellshock, StopShellshock, PlayRumbleOnPosition, Earthquake:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Shellshocks.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...hocks.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Custom Perks:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Custom-Perks.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...Perks.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Trigger_radius, setContents, AmbientPlay, AmbientStop, PingPlayer:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Trigger-Radius-Pingplayer-and-Ambient-Sounds.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ounds.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">setExpFog:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Set-Exponential-Fog.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...l-Fog.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">MagicBullet, RadiusDamage, setPlayerIgnoreRadiusDamage:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Magicbullets-and-Radius-Damages.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...mages.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">giveWeapon, switchToWeapon:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Give-a-weapon-properly-and-switch-to-it.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...to-it.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Killtriggers:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Killtriggers.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ggers.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Earthquake, ScorePopup:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Scorepopups-and-Earthquakes.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...uakes.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">VectorNormalize, VectorDot:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-VectorNormalize-VectorDot.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...orDot.html</a><br />
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<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Other Files or Modding:</span></span><br />
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<span style="font-weight: bold;" class="mycode_b">Map GSC Editing:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Proper-FX-sound-fog-ambient-editing-and-spawning.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...wning.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Use Hidden Weapons in SP:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Use-Hidden-weapons-in-SP.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...in-SP.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Dev Menu in SP:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-SP-Unlock-Level-Menu-and-get-dev-info.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-info.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Bullet Penetration Files:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Bullet-Penetration-Files.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...Files.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Find models on each map:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-MW2-Memory-Hacking-Part-2.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...art-2.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Change CaC Images:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-MW2-Memory-Hacking-Part-1.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...art-1.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Secret Attachments Info:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Info-about-secret-attachments.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ments.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">d3dbsp.ents Files:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Extracting-a-d3dbsp-file.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-file.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">LocHit Files:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-LocHit-Files.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...Files.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Rumble Files:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Rumbles.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...mbles.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">OMA Zombies Configuration:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Some-FAQ-of-OMA-Zombie-Mod.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...e-Mod.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">OMA Zombies MapEdits:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Make-maps-for-OMA-Zombie-Mod.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...e-Mod.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Weapon Attachment Hacking:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-MW2-Memory-Hacking-Part-4.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...art-4.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Ammo Hack:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-MW2-Memory-Hacking-Part-3.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...art-3.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">logfile and configstrings:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Dump-Stuff-into-Game-folder.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...older.html</a><br />
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<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">MW2 Lists:</span></span><br />
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<span style="font-weight: bold;" class="mycode_b">Model List:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Huge-model-list.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-list.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Card Icons:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Cardicon-list.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-list.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Killstreaks:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Killstreak-list.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-list.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Perks:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Perk-list.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-list.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Awards:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Awards-list.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-list.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Camos:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Camo-list.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-list.html</a><br />
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<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">MW3:</span></span><br />
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<span style="font-weight: bold;" class="mycode_b">Weapons, Perks, Attachments, Killstreaks, Camos... List:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-MW3-weapons-perks-camos-attachments.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ments.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Shellshock List:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-MW3-Shellshock-list.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-list.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Cardicon List:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-MW3-Cardicon-list.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-list.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Map FX List:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-MW3-FX-List-V1.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...st-V1.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">disableWeaponPickUp, enableWeaponPickUp, makePortableRadar, makeScrambler:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-MW3-Commands-enableweaponpickup-makeportableradar-and-makescrambler.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...mbler.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Class Loadouts:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-MW3-Class-Loadouts.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...douts.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Vision List:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-MW3-Vision-List.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-List.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">setReverb, ViewKick, setViewKickScale:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-SetReverb-ViewKick-and-SetViewKickScale.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...Scale.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">getMapCustom:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-GetMapCustom.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ustom.html</a>]]></description>
			<content:encoded><![CDATA[Good morning<br />
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This is a complete list with all tutorials from @<a href="https://www.itsmods.com/User-Yamato.html"><span style="color: #000080;"><strong>Yamato</strong></span></a> s tutorial section, this will keep updated.<br />
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<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Basic Modding:</span></span><br />
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<span style="font-weight: bold;" class="mycode_b">Downloading and Installing a Mod</span>: <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-GSC-Coding-Downloading-and-Installing-a-mod.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...a-mod.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">For:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-GSC-Coding-For.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...g-For.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">While, Break and Wait:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-GSC-Coding-While-Break-and-Wait.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-Wait.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Functions:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-GSC-Coding-Functions.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...tions.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">If, Else and Else If:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-GSC-Coding-If-Else-and-Else-If.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...se-If.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Switch:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-GSC-Coding-Switch.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...witch.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Foreach, Continue and Return:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-GSC-Coding-Foreach-Continue-and-Return.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...eturn.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Operations:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-GSC-Coding-Operations.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...tions.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Building your first mod and making your first code:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-GSC-Coding-Building-your-first-mod-and-your-first-code.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-code.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Making your second code:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-GSC-Coding-Making-your-second-code.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-code.html</a><br />
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<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Explained Functions (GSC):</span></span><br />
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<span style="font-weight: bold;" class="mycode_b">setWeaponHudIconOverride:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-New-OMA-spamming-way-SetWeaponHudIconOverride.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...rride.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Give and setup Radar: </span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Give-radar-and-set-its-speed-easily.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...asily.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">addTestClient:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Add-Test-Bots-to-your-mod.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...r-mod.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">SpawnTurret, SetRightArc, SetLeftArc, SetTopArc, SetBottomArc, ShootTurret, LaserOn, setTurretTeam, setMode, SetPlayerSpread, makeTurretInoperable, setDefaultDropPitch, setSentryOwner, setTurretMinimapVisible: </span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Turrets.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...rrets.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">AttachShieldModel, DetachShieldModel, MoveShieldModel, StunPlayer: </span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Riot-Shield.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...hield.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">newHudElem, newTeamHudElem 3D way:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-3D-Icons.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...Icons.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">line:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Lines.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tutorial-Lines.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">spawnPlane, setModel, EnableLinkTo, MoveTo, RotateTo, spawnHelicopter, Vehicle_SetSpeed, SetTurningAbility, SetMaxPitchRoll, setVehWeapon, setVehGoalPos:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Spawn-Helicopters-and-Planes.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...lanes.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">setReverb, ViewKick, setViewKickScale (extra mw3 content): </span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-SetReverb-ViewKick-and-SetViewKickScale.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...Scale.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">getBuildNumber, getBuildVersion:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-getBuildNumber-and-getBuildVersion.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...rsion.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">BulletTrace:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Bullettrace.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...trace.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">getMapCustom (extra mw3 content):</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-GetMapCustom.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ustom.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">using_animtree, precacheMpAnim, ScriptModelPlayAnim, ScriptModelClearAnim, willNeverChange:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Animations.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...tions.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">getNorthYaw, setMiniMap:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-setMiniMap-and-other-minimap-commands.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...mands.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">getWeaponAmmoClip, getWeaponAmmoStock, setWeaponAmmoClip, setWeaponAmmoStock:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Weapon-Clip-and-Stock.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...Stock.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">specialty_siege, specialty_armorvest:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Fix-2-Game-Hidden-Perks.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...Perks.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">setPulseFX, .glowalpha, .glowcolor:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Texts-with-glow-and-effect.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ffect.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">precacheLocationSelector, beginLocationSelection, endLocationSelection:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Location-Selection.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ction.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">StunPlayer:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-StunPlayer.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...layer.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">giveLoadout:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Class-Loadouts.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...douts.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">setPlayerData customClasses:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Change-Custom-Classes.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...asses.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">setBlurForPlayer, setWaterSheeting, setGameEndTime:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-SetWaterSheeting-and-SetGameEndTime.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...dTime.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">setDamageStage, setAC130Ambience, VisionSetThermalForPlayer, MoveGravity, Assert, AssertEx, delete, destroy:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Random-Things-7.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ngs-7.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">ForceUseHintOn, isOnGround, ForceUseHint, ForceUseHintOff, setDefaultDropPitch, waittill_any, PlayFXOnTag, WeaponFireTime, setCanRadiusDamage, VectorFromLineToPoint, string_starts_with, BlockTeamRadar, UnblockTeamRadar, setTeamRadar:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Random-Things-6.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ngs-6.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">anyAmmoForWeaponModes, itemWeaponSetAmmo:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-anyAmmoForWeaponModes-itemWeaponSetAmmo.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...tAmmo.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Destructibles 1:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Destructible-Editing.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...iting.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">Destructibles 2:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Destructible-Editing-2.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ing-2.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">setDepthOfField, PlaySoundatPos, setRearViewRenderEnabled, setTeamForTrigger, stopRumble, .maxnamelength,setBlurForPlayer, clearUsingRemote, suicide:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Random-Things-5.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ngs-5.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">PhysicsLaunchClient, PointOnSegmentNearestToPoint, AssertMsg, waitFrame, getTagOrigin, getTagAngles, GetEye, Max, Min, precacheStatusIcon, precacheString, precacheLeaderboards, precacheLocationSelector, getDvar, getDvarVector, getDvarInt, getDvarFloat, cointoss:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Random-Things-4.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ngs-4.html</a><br />
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<span style="font-weight: bold;" class="mycode_b">dropScavengerBag:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-dropScavengerBag.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...erBag.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">PlayRumbleOnPosition:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Rumbles.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...mbles.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Custom Visions:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Custom-Visions.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...sions.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">IncPlayerStat, setSlowMotion, ScaleOverTime, AddToTeam, BeginClassChoice, setCardDisplaySlot, getSpectatingPlayer, setSpreadOverride:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Random-Things-3.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ngs-3.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">precacheTurret, precacheModel, precacheShader, precacheMiniMapIcon, precacheVehicle, precacheMenu, precacheItem, precacheShellShock, precacheRumble, PlayFXOnTag, StopFXOnTag, PlayFXOnTagForClients, setPerk, UnsetPerk, setMoveSpeedScale, getPersStat, Kick, getEntityNumber, PhysicsLaunchServer, setEMPJammed, PlayLoopSound, StopLoopSound, FadeOutShellshock, TableLookUp, TableLookUpByRow, TableLookUpByRowNum, setClientDvars, HUD info:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Random-Things-2.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ngs-2.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Spawn, setModel, .angles, RotatePitch, RotateYaw, RotateRoll, RotateTo:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Set-angles-on-models-and-Rotate-them.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-them.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">LastStandRevive, canMantle, ForceMantle, isMantling:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-LastStandRevive-canMantle-ForceMantle-isMantling.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...tling.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">MoveOverTime:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-MoveOverTime.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...rTime.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Claymores and Dirt Effect:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Dirt-effect-and-Modify-Claymores.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...mores.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">LoadFX, PlayFX, SpawnFX, TriggerFX, delete:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-PlayFX.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...layFX.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">FadeOverTime, .alpha, setPlayerData, SayAll, SayTeam:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-FadeOverTime-SetPlayerData-and-SayAll-SayTeam.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...yTeam.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">setCursorHint, setHintString, setRank, setStance, setCardIcon, setCardTitle:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-SetStance-SetRank-SetCursorHint-SetHintString-SetCardIcon-and-SetCardTitle.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...Title.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">GetEntArray, Detonate, ShootTurret:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-GetEntArray.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...Array.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">setDvar and server dvars:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Some-nice-dvars-for-LobbyTracker-users.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...users.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">RadiusDamage, anglesToForward, anglesToUp, anglesToRight, _setActionSlot, CameraLinkTo, ControlsLinkTo, CameraUnlink, ControlsUnlink, MoveTo:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Random-things.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...hings.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Change Deathicons:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-How-to-change-deathicons.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...icons.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">setLightIntensity, custom quickmessages and OMA Akimbo:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-SetLightIntensity-Custom-Quickmessages-and-OMA.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...d-OMA.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">getIntProperty:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Some-perks-setup.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...setup.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Constants:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Constants.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...tants.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">NewHudElem Overlay:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Overlays.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...rlays.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">FlashBang duration:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Flash-Duration.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ation.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">DamageFeedback setup:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-How-to-change-Damage-Feedback-Colours.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...lours.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">precacheShellShock, Shellshock, StopShellshock, PlayRumbleOnPosition, Earthquake:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Shellshocks.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...hocks.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Custom Perks:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Custom-Perks.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...Perks.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Trigger_radius, setContents, AmbientPlay, AmbientStop, PingPlayer:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Trigger-Radius-Pingplayer-and-Ambient-Sounds.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ounds.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">setExpFog:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Set-Exponential-Fog.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...l-Fog.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">MagicBullet, RadiusDamage, setPlayerIgnoreRadiusDamage:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Magicbullets-and-Radius-Damages.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...mages.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">giveWeapon, switchToWeapon:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Give-a-weapon-properly-and-switch-to-it.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...to-it.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Killtriggers:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Killtriggers.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ggers.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Earthquake, ScorePopup:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Scorepopups-and-Earthquakes.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...uakes.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">VectorNormalize, VectorDot:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-VectorNormalize-VectorDot.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...orDot.html</a><br />
<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Other Files or Modding:</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Map GSC Editing:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Proper-FX-sound-fog-ambient-editing-and-spawning.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...wning.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Use Hidden Weapons in SP:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Use-Hidden-weapons-in-SP.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...in-SP.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Dev Menu in SP:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-SP-Unlock-Level-Menu-and-get-dev-info.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-info.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Bullet Penetration Files:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Bullet-Penetration-Files.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...Files.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Find models on each map:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-MW2-Memory-Hacking-Part-2.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...art-2.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Change CaC Images:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-MW2-Memory-Hacking-Part-1.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...art-1.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Secret Attachments Info:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Info-about-secret-attachments.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ments.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">d3dbsp.ents Files:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Extracting-a-d3dbsp-file.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-file.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">LocHit Files:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-LocHit-Files.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...Files.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Rumble Files:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Rumbles.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...mbles.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">OMA Zombies Configuration:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Some-FAQ-of-OMA-Zombie-Mod.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...e-Mod.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">OMA Zombies MapEdits:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Make-maps-for-OMA-Zombie-Mod.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...e-Mod.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Weapon Attachment Hacking:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-MW2-Memory-Hacking-Part-4.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...art-4.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Ammo Hack:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Basic-MW2-Memory-Hacking-Part-3.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...art-3.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">logfile and configstrings:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Dump-Stuff-into-Game-folder.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...older.html</a><br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">MW2 Lists:</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Model List:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Huge-model-list.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-list.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Card Icons:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Cardicon-list.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-list.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Killstreaks:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Killstreak-list.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-list.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Perks:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Perk-list.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-list.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Awards:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Awards-list.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-list.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Camos:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-Camo-list.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-list.html</a><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">MW3:</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Weapons, Perks, Attachments, Killstreaks, Camos... List:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-MW3-weapons-perks-camos-attachments.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ments.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Shellshock List:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-MW3-Shellshock-list.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-list.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Cardicon List:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-MW3-Cardicon-list.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-list.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Map FX List:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-MW3-FX-List-V1.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...st-V1.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">disableWeaponPickUp, enableWeaponPickUp, makePortableRadar, makeScrambler:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-MW3-Commands-enableweaponpickup-makeportableradar-and-makescrambler.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...mbler.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Class Loadouts:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-MW3-Class-Loadouts.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...douts.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Vision List:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-MW3-Vision-List.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...-List.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">setReverb, ViewKick, setViewKickScale:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-SetReverb-ViewKick-and-SetViewKickScale.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...Scale.html</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">getMapCustom:</span> <a href="http://www.itsmods.com/forum/Thread-Tutorial-GetMapCustom.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Tuto...ustom.html</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Basic GSC Coding: Downloading and Installing a mod]]></title>
			<link>https://www.itsmods.com/Thread-Tutorial-Basic-GSC-Coding-Downloading-and-Installing-a-mod.html</link>
			<pubDate>Thu, 29 Mar 2012 14:31:00 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=1455">Yamato</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Tutorial-Basic-GSC-Coding-Downloading-and-Installing-a-mod.html</guid>
			<description><![CDATA[Hello<br />
<br />
I decided not to only explain gsc coding in these Basic GSC coding tutorials, Ill also explain some basic stuff like this. This tutorial is about Downloading and Launching a mod with MW2 Liberation.<br />
<br />
First of all, you have to download your mod, I recomend to download it to your MW2 Liberation Folder called Mods:<br />
<br />
<img src="http://i41.tinypic.com/mcq9vt.jpg" loading="lazy"  alt="[Image: mcq9vt.jpg]" class="mycode_img" /> <br />
<br />
<img src="http://i42.tinypic.com/2nj01w.jpg" loading="lazy"  alt="[Image: 2nj01w.jpg]" class="mycode_img" /><br />
<br />
Mostly all mods that you can find on this site are packed with .rar or .zip. To decompress them you will need WinRar, WinZip or any other uncompressing programm. In my case I use WinRar. Click on Extract here:<br />
<br />
<img src="http://i42.tinypic.com/14lro6c.jpg" loading="lazy"  alt="[Image: 14lro6c.jpg]" class="mycode_img" /><br />
<br />
Now you will have a folder with the mod name, go back to the main mw2 liberation folder and open mw2 liberation as admin:<br />
<br />
<img src="http://i42.tinypic.com/x573gh.jpg" loading="lazy"  alt="[Image: x573gh.jpg]" class="mycode_img" /><br />
<br />
A window will show up, select your mod on the list and then click the "Load" button<br />
<br />
<img src="http://i42.tinypic.com/34pgaoz.jpg" loading="lazy"  alt="[Image: 34pgaoz.jpg]" class="mycode_img" /><br />
<br />
Start a match and done, <img src="https://www.itsmods.com/images/smilies/smile.gif" alt="Smile" title="Smile" class="smilie smilie_1" />]]></description>
			<content:encoded><![CDATA[Hello<br />
<br />
I decided not to only explain gsc coding in these Basic GSC coding tutorials, Ill also explain some basic stuff like this. This tutorial is about Downloading and Launching a mod with MW2 Liberation.<br />
<br />
First of all, you have to download your mod, I recomend to download it to your MW2 Liberation Folder called Mods:<br />
<br />
<img src="http://i41.tinypic.com/mcq9vt.jpg" loading="lazy"  alt="[Image: mcq9vt.jpg]" class="mycode_img" /> <br />
<br />
<img src="http://i42.tinypic.com/2nj01w.jpg" loading="lazy"  alt="[Image: 2nj01w.jpg]" class="mycode_img" /><br />
<br />
Mostly all mods that you can find on this site are packed with .rar or .zip. To decompress them you will need WinRar, WinZip or any other uncompressing programm. In my case I use WinRar. Click on Extract here:<br />
<br />
<img src="http://i42.tinypic.com/14lro6c.jpg" loading="lazy"  alt="[Image: 14lro6c.jpg]" class="mycode_img" /><br />
<br />
Now you will have a folder with the mod name, go back to the main mw2 liberation folder and open mw2 liberation as admin:<br />
<br />
<img src="http://i42.tinypic.com/x573gh.jpg" loading="lazy"  alt="[Image: x573gh.jpg]" class="mycode_img" /><br />
<br />
A window will show up, select your mod on the list and then click the "Load" button<br />
<br />
<img src="http://i42.tinypic.com/34pgaoz.jpg" loading="lazy"  alt="[Image: 34pgaoz.jpg]" class="mycode_img" /><br />
<br />
Start a match and done, <img src="https://www.itsmods.com/images/smilies/smile.gif" alt="Smile" title="Smile" class="smilie smilie_1" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Basic GSC Coding: If, Else and Else If]]></title>
			<link>https://www.itsmods.com/Thread-Tutorial-Basic-GSC-Coding-If-Else-and-Else-If.html</link>
			<pubDate>Thu, 29 Mar 2012 14:11:44 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=1455">Yamato</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Tutorial-Basic-GSC-Coding-If-Else-and-Else-If.html</guid>
			<description><![CDATA[Hello<br />
<br />
Today I am going to explain the "if", "else if" and "else" command. The "if" checks if what its inside it is true or false and if its true, it does what its inside the "if". If what is inside the "if" is false and you have defined a "else", the program will run what you wrote in the else, this 3 commands are quite simple to use and understand, example:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( a &lt; b )
{
	c = 1;
}
else
{
	c = 2;
}</code></div></div><br />
The "else" is not needed to be added, only if you want to have another option in case the "if" variable is false. The "if" always has after it: "if" + "(" + the condition you want + ")". What you want to do if the condition is true goes beetween "{" and "}" (same as "while" or "for"). In the previous example its checking if a variable ("a" in my case) is smaller than the variable "b". If "a" is really smaller than "b", it will make: c = 1;. If "a" is higher or equal to "b" (the opposite to the condition) it will make what is inside the else.<br />
<br />
You can put "if"s inside another "if"s (same applies to "else" and "else if", example:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( a &lt; b )
{
	if( a == 3 )
	{
		c = 4;
	}
	else
	{
		c = 3;
	}
}
else
{
	c = 2;
}</code></div></div><br />
The "else if" I have mentioned is used when you are going to add more than 2 "if checks", the game will be checking them in order until one is true, if any is true, it will run the "else" or nothing (in case you havent defined an else), example:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( a == 1)
{
	c = 1;
}
else if( a == 2 )
{
	c = 2;
}
else if( a == 3 )
{
	c = 3;
}
else
{
	c = 4;
}</code></div></div><br />
The previous example will check first if "a" is equal to 1, if its not, it will do the same with a == 2, if "a" is not 2 it will continue checking if a == 3. If any of the "if" or else conditions is true, it will set the "c" variable to 4.<br />
<br />
Inside "if"s and "else if"s you have to use some symbols, this are the most common:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">==</span> = <span style="font-weight: bold;" class="mycode_b">=</span><br />
<span style="font-weight: bold;" class="mycode_b">!=</span> = <span style="font-weight: bold;" class="mycode_b">not =</span><br />
<span style="font-weight: bold;" class="mycode_b">&amp;&amp;</span> = <span style="font-weight: bold;" class="mycode_b">and</span><br />
<span style="font-weight: bold;" class="mycode_b">||</span> = <span style="font-weight: bold;" class="mycode_b">or</span><br />
<span style="font-weight: bold;" class="mycode_b">&lt;</span> = <span style="font-weight: bold;" class="mycode_b">smaller</span><br />
<span style="font-weight: bold;" class="mycode_b">&lt;=</span> = <span style="font-weight: bold;" class="mycode_b">smaller or =</span><br />
<span style="font-weight: bold;" class="mycode_b">&gt;</span> = <span style="font-weight: bold;" class="mycode_b">higher</span><br />
<span style="font-weight: bold;" class="mycode_b">&gt;=</span> = <span style="font-weight: bold;" class="mycode_b">higher or =</span><br />
<span style="font-weight: bold;" class="mycode_b">!</span> = <span style="font-weight: bold;" class="mycode_b">not</span><br />
<br />
You can optimize "if", "else" and "else if" commands when inside them there is only 1 line of code, when that happens you can remove the "{" and "}", example:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( a &lt; b )
	c = 1;
else
	c = 2;</code></div></div><br />
Lets do some examples with real game stuff:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( self.name == "Tutorial" ) //If your name (ingame) is "Tutorial" you will be assigned with the variable: self.isvip
	self.isvip = true;</code></div></div><br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( self isHost() ) //if you are the host it will run those 2 threads
{
	self thread LeHax();
	self thread AdminPowers();
}</code></div></div><br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( self getStance() == "crouch" ) //If you are crouching it will print that on screen
	self iPrintLnBold( "You are crouching" );
else if( self getStance == "prone" &amp;&amp; self getVelocity()[0] == 0 &amp;&amp; self getVelocity()[1] == 0 ) //if you are lying down and your x and y velocities are 0 it will print that
	self iPrintLnBold( "You are proning and stopped" );
else //if you are standing up it will print this
	self iPrintLnBold( "You are standing up" );</code></div></div><br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( self.hasradar == 1 || self hasWeapon( "onemanarmy_mp" ) ) //if you have radar or you have OMA it will print Noobie on screen
	self iPrintLn( "Noobie" );</code></div></div><br />
I hope this has helped some begginners, <img src="https://www.itsmods.com/images/smilies/biggrin.gif" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /><br />
<br />
<br />
]]></description>
			<content:encoded><![CDATA[Hello<br />
<br />
Today I am going to explain the "if", "else if" and "else" command. The "if" checks if what its inside it is true or false and if its true, it does what its inside the "if". If what is inside the "if" is false and you have defined a "else", the program will run what you wrote in the else, this 3 commands are quite simple to use and understand, example:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( a &lt; b )
{
	c = 1;
}
else
{
	c = 2;
}</code></div></div><br />
The "else" is not needed to be added, only if you want to have another option in case the "if" variable is false. The "if" always has after it: "if" + "(" + the condition you want + ")". What you want to do if the condition is true goes beetween "{" and "}" (same as "while" or "for"). In the previous example its checking if a variable ("a" in my case) is smaller than the variable "b". If "a" is really smaller than "b", it will make: c = 1;. If "a" is higher or equal to "b" (the opposite to the condition) it will make what is inside the else.<br />
<br />
You can put "if"s inside another "if"s (same applies to "else" and "else if", example:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( a &lt; b )
{
	if( a == 3 )
	{
		c = 4;
	}
	else
	{
		c = 3;
	}
}
else
{
	c = 2;
}</code></div></div><br />
The "else if" I have mentioned is used when you are going to add more than 2 "if checks", the game will be checking them in order until one is true, if any is true, it will run the "else" or nothing (in case you havent defined an else), example:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( a == 1)
{
	c = 1;
}
else if( a == 2 )
{
	c = 2;
}
else if( a == 3 )
{
	c = 3;
}
else
{
	c = 4;
}</code></div></div><br />
The previous example will check first if "a" is equal to 1, if its not, it will do the same with a == 2, if "a" is not 2 it will continue checking if a == 3. If any of the "if" or else conditions is true, it will set the "c" variable to 4.<br />
<br />
Inside "if"s and "else if"s you have to use some symbols, this are the most common:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">==</span> = <span style="font-weight: bold;" class="mycode_b">=</span><br />
<span style="font-weight: bold;" class="mycode_b">!=</span> = <span style="font-weight: bold;" class="mycode_b">not =</span><br />
<span style="font-weight: bold;" class="mycode_b">&amp;&amp;</span> = <span style="font-weight: bold;" class="mycode_b">and</span><br />
<span style="font-weight: bold;" class="mycode_b">||</span> = <span style="font-weight: bold;" class="mycode_b">or</span><br />
<span style="font-weight: bold;" class="mycode_b">&lt;</span> = <span style="font-weight: bold;" class="mycode_b">smaller</span><br />
<span style="font-weight: bold;" class="mycode_b">&lt;=</span> = <span style="font-weight: bold;" class="mycode_b">smaller or =</span><br />
<span style="font-weight: bold;" class="mycode_b">&gt;</span> = <span style="font-weight: bold;" class="mycode_b">higher</span><br />
<span style="font-weight: bold;" class="mycode_b">&gt;=</span> = <span style="font-weight: bold;" class="mycode_b">higher or =</span><br />
<span style="font-weight: bold;" class="mycode_b">!</span> = <span style="font-weight: bold;" class="mycode_b">not</span><br />
<br />
You can optimize "if", "else" and "else if" commands when inside them there is only 1 line of code, when that happens you can remove the "{" and "}", example:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( a &lt; b )
	c = 1;
else
	c = 2;</code></div></div><br />
Lets do some examples with real game stuff:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( self.name == "Tutorial" ) //If your name (ingame) is "Tutorial" you will be assigned with the variable: self.isvip
	self.isvip = true;</code></div></div><br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( self isHost() ) //if you are the host it will run those 2 threads
{
	self thread LeHax();
	self thread AdminPowers();
}</code></div></div><br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( self getStance() == "crouch" ) //If you are crouching it will print that on screen
	self iPrintLnBold( "You are crouching" );
else if( self getStance == "prone" &amp;&amp; self getVelocity()[0] == 0 &amp;&amp; self getVelocity()[1] == 0 ) //if you are lying down and your x and y velocities are 0 it will print that
	self iPrintLnBold( "You are proning and stopped" );
else //if you are standing up it will print this
	self iPrintLnBold( "You are standing up" );</code></div></div><br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>if( self.hasradar == 1 || self hasWeapon( "onemanarmy_mp" ) ) //if you have radar or you have OMA it will print Noobie on screen
	self iPrintLn( "Noobie" );</code></div></div><br />
I hope this has helped some begginners, <img src="https://www.itsmods.com/images/smilies/biggrin.gif" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /><br />
<br />
<br />
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Basic GSC Coding: For]]></title>
			<link>https://www.itsmods.com/Thread-Tutorial-Basic-GSC-Coding-For.html</link>
			<pubDate>Fri, 02 Mar 2012 16:16:17 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=1455">Yamato</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Tutorial-Basic-GSC-Coding-For.html</guid>
			<description><![CDATA[Hello<br />
<br />
This is the third tutorial about basic GSC coding, this time is about the "for" command. Its use is nearly the same as the "while", it repeats something until you stop it and with a frequency you add, its "basic" structure is the following:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>for( ; ; )
{
	CODES
	wait ( TIME );
}</code></div></div><br />
You can add "break"s or "endon"s like in "while" command to destroy the "for"s. The advantage of the "for" in relation to the "while" is that you can make it repeat a certain ammount of times in less space than a "while":<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>for( index = 0; index &lt;= 10; index ++ )
{
	CODES
	wait ( TIME );
}</code></div></div><br />
I called a variable "index", you can call it however you want, examples:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>for( i = 0; i &lt;= 10; i ++ )
for( fortutorial = 0; fortutorial &lt;= 20; fortutorial ++ )
for( j = 0; j &lt;= 20; j ++ )
for( dollar = 0; dollar &lt;= 15; dollar ++ )</code></div></div><br />
The first place inside the ( ) is the number with the one the variable starts, the second place is the repetition when the "for" ends ( in my example it will end at 10 repetitions) and the third place is how the variable value changes after each repetition. What I have put: "index ++", does that the value of the index increases in 1 in each repetition. To change numbers, the most common operators are the following ones (there are more, but they arent that basic):<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>index += NUMBER (it will add the number you put there)
index ++ (it is the same as doing index += 1, its shorter)
index -= NUMBER (it will decrease the variable number in the ammount of units you put on "NUMBER")
index -- (it is the same as doing index -= 1, its shorter)
index *= NUMBER (multiplication of the value * the number)
index /= NUMBER (division of the value / the number)</code></div></div><br />
When inside a "for" there is just 1 line of code and the wait is not needed, you can remove the "{" and the "}". Example:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>for( g = 0; g &lt;= 4; g ++ )
{
	self waittill( "killed_player" );
}</code></div></div><br />
You can reduce it to (this example does that it repeats after each time you killed an enemy):<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>for( g = 0; g &lt;= 4; g ++ )
	self waittill( "killed_player" );</code></div></div><br />
I hope you liked this 3rd tutorial, any question or problem, just reply to this thread.<br />
<br />
Thanks, @<a href="https://www.itsmods.com/User-Yamato.html"><span style="color: #000080;"><strong>Yamato</strong></span></a>]]></description>
			<content:encoded><![CDATA[Hello<br />
<br />
This is the third tutorial about basic GSC coding, this time is about the "for" command. Its use is nearly the same as the "while", it repeats something until you stop it and with a frequency you add, its "basic" structure is the following:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>for( ; ; )
{
	CODES
	wait ( TIME );
}</code></div></div><br />
You can add "break"s or "endon"s like in "while" command to destroy the "for"s. The advantage of the "for" in relation to the "while" is that you can make it repeat a certain ammount of times in less space than a "while":<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>for( index = 0; index &lt;= 10; index ++ )
{
	CODES
	wait ( TIME );
}</code></div></div><br />
I called a variable "index", you can call it however you want, examples:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>for( i = 0; i &lt;= 10; i ++ )
for( fortutorial = 0; fortutorial &lt;= 20; fortutorial ++ )
for( j = 0; j &lt;= 20; j ++ )
for( dollar = 0; dollar &lt;= 15; dollar ++ )</code></div></div><br />
The first place inside the ( ) is the number with the one the variable starts, the second place is the repetition when the "for" ends ( in my example it will end at 10 repetitions) and the third place is how the variable value changes after each repetition. What I have put: "index ++", does that the value of the index increases in 1 in each repetition. To change numbers, the most common operators are the following ones (there are more, but they arent that basic):<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>index += NUMBER (it will add the number you put there)
index ++ (it is the same as doing index += 1, its shorter)
index -= NUMBER (it will decrease the variable number in the ammount of units you put on "NUMBER")
index -- (it is the same as doing index -= 1, its shorter)
index *= NUMBER (multiplication of the value * the number)
index /= NUMBER (division of the value / the number)</code></div></div><br />
When inside a "for" there is just 1 line of code and the wait is not needed, you can remove the "{" and the "}". Example:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>for( g = 0; g &lt;= 4; g ++ )
{
	self waittill( "killed_player" );
}</code></div></div><br />
You can reduce it to (this example does that it repeats after each time you killed an enemy):<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>for( g = 0; g &lt;= 4; g ++ )
	self waittill( "killed_player" );</code></div></div><br />
I hope you liked this 3rd tutorial, any question or problem, just reply to this thread.<br />
<br />
Thanks, @<a href="https://www.itsmods.com/User-Yamato.html"><span style="color: #000080;"><strong>Yamato</strong></span></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Basic GSC Coding: Functions]]></title>
			<link>https://www.itsmods.com/Thread-Tutorial-Basic-GSC-Coding-Functions.html</link>
			<pubDate>Thu, 01 Mar 2012 17:06:32 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=1455">Yamato</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Tutorial-Basic-GSC-Coding-Functions.html</guid>
			<description><![CDATA[Hello<br />
<br />
This is my second basic tutorial about GSC, this time is about Functions, I will explain how are they and how to call them, gsc codes are mostly all inside functions, by calling new functions you do different things in game, a function structure is like this.<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Function1( )
{
CODES HERE
}</code></div></div><br />
The thing I called "Function1" is the name I put to the function, the "( )" is added because without it, is not a function (it is needed). Then there is a opening bracket ( { ), after it is where you are going to place your code and when you have ended writing it, you must close the function with a closing bracket ( } ). An example of function:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>SayTheWords()
{
	self iPrintLnBold( "You are reading" );
	wait ( 1 );
	self iPrintLnBold( "Functions tutorial" );
}</code></div></div><br />
Something you cant make on a function is to put 2 functions in 1, example:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>FunctionA()
{
	FunctionB()
	{
		SOMETHING
	}
}</code></div></div><br />
By adding a code to a file, it wont be enough to make it work, so, youll have to "thread"/call it. There are many ways, Ill say a few of them, the most used one is this one:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>self thread YOUR FUNCTION NAME;</code></div></div><br />
There are also this shortened versions for 2 things I am not explaining here:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>self YOUR FUNCTION NAME;
YOUR FUNCTION NAME;</code></div></div><br />
To call this function:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>SayTheWords()
{
	self iPrintLnBold( "You are reading" );
	wait ( 1 );
	self iPrintLnBold( "Functions tutorial" );
}</code></div></div><br />
You would need to call it like this:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>self thread SayTheWords();</code></div></div><br />
A function name can also have inside the "( )" variables which have some use inside the function, for example:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>SayTheWords2( thing1, tutorial )
{
	self iPrintLnBold( thing1 );
	wait ( 1 );
	self iPrintLnBold( tutorial );
}</code></div></div><br />
It will say first what I put in "thing1" and then what I put in "tutorial", for example, I could call it like this:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>self thread SayTheWords2( "Hello Itsmods", "You are reading Functions Tutorial" );</code></div></div><br />
I hope you have liked it, any questions: just ask.<br />
<br />
Thanks for reading, @<a href="https://www.itsmods.com/User-Yamato.html"><span style="color: #000080;"><strong>Yamato</strong></span></a><br />
]]></description>
			<content:encoded><![CDATA[Hello<br />
<br />
This is my second basic tutorial about GSC, this time is about Functions, I will explain how are they and how to call them, gsc codes are mostly all inside functions, by calling new functions you do different things in game, a function structure is like this.<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Function1( )
{
CODES HERE
}</code></div></div><br />
The thing I called "Function1" is the name I put to the function, the "( )" is added because without it, is not a function (it is needed). Then there is a opening bracket ( { ), after it is where you are going to place your code and when you have ended writing it, you must close the function with a closing bracket ( } ). An example of function:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>SayTheWords()
{
	self iPrintLnBold( "You are reading" );
	wait ( 1 );
	self iPrintLnBold( "Functions tutorial" );
}</code></div></div><br />
Something you cant make on a function is to put 2 functions in 1, example:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>FunctionA()
{
	FunctionB()
	{
		SOMETHING
	}
}</code></div></div><br />
By adding a code to a file, it wont be enough to make it work, so, youll have to "thread"/call it. There are many ways, Ill say a few of them, the most used one is this one:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>self thread YOUR FUNCTION NAME;</code></div></div><br />
There are also this shortened versions for 2 things I am not explaining here:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>self YOUR FUNCTION NAME;
YOUR FUNCTION NAME;</code></div></div><br />
To call this function:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>SayTheWords()
{
	self iPrintLnBold( "You are reading" );
	wait ( 1 );
	self iPrintLnBold( "Functions tutorial" );
}</code></div></div><br />
You would need to call it like this:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>self thread SayTheWords();</code></div></div><br />
A function name can also have inside the "( )" variables which have some use inside the function, for example:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>SayTheWords2( thing1, tutorial )
{
	self iPrintLnBold( thing1 );
	wait ( 1 );
	self iPrintLnBold( tutorial );
}</code></div></div><br />
It will say first what I put in "thing1" and then what I put in "tutorial", for example, I could call it like this:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>self thread SayTheWords2( "Hello Itsmods", "You are reading Functions Tutorial" );</code></div></div><br />
I hope you have liked it, any questions: just ask.<br />
<br />
Thanks for reading, @<a href="https://www.itsmods.com/User-Yamato.html"><span style="color: #000080;"><strong>Yamato</strong></span></a><br />
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Basic GSC Coding: While, Break and Wait]]></title>
			<link>https://www.itsmods.com/Thread-Tutorial-Basic-GSC-Coding-While-Break-and-Wait.html</link>
			<pubDate>Thu, 01 Mar 2012 16:07:06 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=1455">Yamato</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Tutorial-Basic-GSC-Coding-While-Break-and-Wait.html</guid>
			<description><![CDATA[Hello<br />
<br />
This is my first tutorial about basic gsc coding, Ill explain at first the "while" command, this command what it does is to repeat something continuously (with a wait beetween repetitions). Its structure is the following:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>while( something )
{
WHAT YOU WANT TO REPEAT
wait ( THE FRECUENCY YOU WANT TO REPEAT );
}</code></div></div><br />
In the while is necessary to add a wait, if not you will make a BIG failure. The wait works like this and it is measured in seconds:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>wait ( time you want to wait );</code></div></div><br />
You can also simplify it like this (I put a few examples):<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>wait 3;
wait 2.5;
wait 0.9;
wait 0.05;</code></div></div><br />
Or if the time is smaller than 1:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>wait .05;</code></div></div><br />
Lets continue with the while, the while will repeat when is something happening, if you dont care of what happens and you want to keep it running without end, you put in "something": true or 1 (which are both same).<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>while( 1 )
while( true )</code></div></div><br />
You can also put in the something a condition, for example, if you have a variable called variable1 and its value is 6 and its changing, you can do like this to make it only repeat when the value is 6<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>while( variable1 == 6 )</code></div></div><br />
You can also add a ingame function, for example one that checks your player stance (stand, prone or crouch, in the example I am checking if the stance is crouch):<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>while( self getStance() == "crouch" )</code></div></div><br />
Lets try to do something that says some words to all players every 10 seconds:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>while( 1 )
{
	self sayall( "While Tutorial" );
	wait ( 10 );
}</code></div></div><br />
The sayall is a command that says something in chat to all players in the lobby. The problem of the "while"s is that if you dont end them, they will keep running and sometimes if you reach a certain ammount of them running you will suffer problems such as laggs or game crashes, so its very important to destroy them. One way to do this is using another gsc command called "break", it will destroy the "while" in which is contained:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>while( 1 )
{
	self iPrintLnBold( "Break Function" );
	break;
	wait ( 3 );
}</code></div></div><br />
The previous code is quite stupid, because the "while" will never repeat, it will just play once because you destroy it in the first repetition, so the best thing on this is to check a variable and then "break" it:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>while( 1 )
{
	if( self getStance() == "stand" )
		break;
	wait ( 0.05 );
}</code></div></div><br />
In the previous case the "while" will be destroyed when the player stance is "stand". Another way to destroy "while"s which is more used is to add a "endon". The endon waits for some game notification and when it happens it destroys the "while"s contained in the function, the most used ones are these 2:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>self endon( "death" );
self endon( "disconnect" );</code></div></div><br />
The first one will destroy the "while" when you die and the second one when you disconnect. Lets combine a few of the previous examples all in 1 and inside a function, functions have this structure if you dont know:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Function( )
{
CODES HERE
}</code></div></div><br />
Lets see the example (It will say to all players: While Tutorial every 10 seconds and the "while" be destroyed if you die or disconnect):<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Tutorial( )
{
	self endon( "death" );
	self endon( "disconnect" );
	while( 1 )
	{
		self sayall( "While Tutorial" );
		wait ( 10 );
	}
}</code></div></div><br />
On next tutorials I will explain some other things relationed to this and about other basic gsc coding commands.<br />
<br />
Thanks for reading, @<a href="https://www.itsmods.com/User-Yamato.html"><span style="color: #000080;"><strong>Yamato</strong></span></a>]]></description>
			<content:encoded><![CDATA[Hello<br />
<br />
This is my first tutorial about basic gsc coding, Ill explain at first the "while" command, this command what it does is to repeat something continuously (with a wait beetween repetitions). Its structure is the following:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>while( something )
{
WHAT YOU WANT TO REPEAT
wait ( THE FRECUENCY YOU WANT TO REPEAT );
}</code></div></div><br />
In the while is necessary to add a wait, if not you will make a BIG failure. The wait works like this and it is measured in seconds:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>wait ( time you want to wait );</code></div></div><br />
You can also simplify it like this (I put a few examples):<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>wait 3;
wait 2.5;
wait 0.9;
wait 0.05;</code></div></div><br />
Or if the time is smaller than 1:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>wait .05;</code></div></div><br />
Lets continue with the while, the while will repeat when is something happening, if you dont care of what happens and you want to keep it running without end, you put in "something": true or 1 (which are both same).<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>while( 1 )
while( true )</code></div></div><br />
You can also put in the something a condition, for example, if you have a variable called variable1 and its value is 6 and its changing, you can do like this to make it only repeat when the value is 6<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>while( variable1 == 6 )</code></div></div><br />
You can also add a ingame function, for example one that checks your player stance (stand, prone or crouch, in the example I am checking if the stance is crouch):<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>while( self getStance() == "crouch" )</code></div></div><br />
Lets try to do something that says some words to all players every 10 seconds:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>while( 1 )
{
	self sayall( "While Tutorial" );
	wait ( 10 );
}</code></div></div><br />
The sayall is a command that says something in chat to all players in the lobby. The problem of the "while"s is that if you dont end them, they will keep running and sometimes if you reach a certain ammount of them running you will suffer problems such as laggs or game crashes, so its very important to destroy them. One way to do this is using another gsc command called "break", it will destroy the "while" in which is contained:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>while( 1 )
{
	self iPrintLnBold( "Break Function" );
	break;
	wait ( 3 );
}</code></div></div><br />
The previous code is quite stupid, because the "while" will never repeat, it will just play once because you destroy it in the first repetition, so the best thing on this is to check a variable and then "break" it:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>while( 1 )
{
	if( self getStance() == "stand" )
		break;
	wait ( 0.05 );
}</code></div></div><br />
In the previous case the "while" will be destroyed when the player stance is "stand". Another way to destroy "while"s which is more used is to add a "endon". The endon waits for some game notification and when it happens it destroys the "while"s contained in the function, the most used ones are these 2:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>self endon( "death" );
self endon( "disconnect" );</code></div></div><br />
The first one will destroy the "while" when you die and the second one when you disconnect. Lets combine a few of the previous examples all in 1 and inside a function, functions have this structure if you dont know:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Function( )
{
CODES HERE
}</code></div></div><br />
Lets see the example (It will say to all players: While Tutorial every 10 seconds and the "while" be destroyed if you die or disconnect):<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Tutorial( )
{
	self endon( "death" );
	self endon( "disconnect" );
	while( 1 )
	{
		self sayall( "While Tutorial" );
		wait ( 10 );
	}
}</code></div></div><br />
On next tutorials I will explain some other things relationed to this and about other basic gsc coding commands.<br />
<br />
Thanks for reading, @<a href="https://www.itsmods.com/User-Yamato.html"><span style="color: #000080;"><strong>Yamato</strong></span></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[MW3 FX List V1]]></title>
			<link>https://www.itsmods.com/Thread-Tutorial-MW3-FX-List-V1.html</link>
			<pubDate>Wed, 30 Nov 2011 14:50:04 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=1455">Yamato</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Tutorial-MW3-FX-List-V1.html</guid>
			<description><![CDATA[Hello<br />
<br />
This is a FX list for MW3, exactly the FXs that are spawned in maps(there can be more), the ones that maybe work are marked with // in front:<br />
<br />
LOCKDOWN(mp_alpha)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "dust_wind_fast_paper" ]	= loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "dust_wind_slow_paper" ]	 = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "room_dust_200_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" );	
level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );	
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "ash_prague" ] = loadfx( "weather/ash_prague" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" );
level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );
level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" );
level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );
level._effect[ "banner_fire" ] = loadfx( "fire/banner_fire" );
level._effect[ "light_glow_white_lamp" ]	 = loadfx( "misc/light_glow_white_lamp" );
level._effect[ "fire_wall_50" ] = loadfx( "fire/fire_wall_50" );
level._effect[ "white_battle_smoke" ] = loadfx( "smoke/white_battle_smoke" );
level._effect[ "after_math_embers" ] = loadfx( "fire/after_math_embers" );
level._effect[ "wall_fire_mp" ] = loadfx( "fire/wall_fire_mp" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );
// level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );</code></div></div></div></div>
<br />
BOOTLEG(mp_bootleg)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "dust_wind_slow_paper" ]	 = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "room_dust_200_mp_vacant_light" ] = loadfx( "dust/room_dust_200_blend_mp_vacant_light" );	
level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );	
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" );
level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );
level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" );
level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );	
level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
level._effect[ "rain_mp_bootleg" ] = loadfx( "weather/rain_mp_bootleg" );
level._effect[ "rain_noise_splashes" ] = loadfx( "weather/rain_noise_splashes" );
level._effect[ "rain_splash_lite_64x64" ] = loadfx( "weather/rain_splash_lite_64x64" );
level._effect[ "water_drips_fat_fast_speed" ] = loadfx( "water/water_drips_fat_fast_speed" );
level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" );
level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );
level._effect[ "palm_leaves" ] = loadfx( "misc/palm_leaves" );
level._effect[ "light_glow_white_lamp" ]	= loadfx( "misc/light_glow_white_lamp" );
level._effect[ "waterfall_drainage_short_london" ]	= loadfx( "water/waterfall_drainage_short_london" );
level._effect[ "waterfall_splash_medium_london" ] = loadfx( "water/waterfall_splash_medium_london" );
level._effect[ "drainpipe_mp_bootleg" ]	= loadfx( "water/drainpipe_mp_bootleg" );
// level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );</code></div></div></div></div>
<br />
MISSION(mp_bravo)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "dust_wind_fast_no_paper_bravo" ]	= loadfx( "dust/dust_wind_fast_no_paper_bravo" );
level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );
level._effect[ "trash_spiral_runner_bravo" ] = loadfx( "misc/trash_spiral_runner_bravo" );
level._effect[ "battlefield_smokebank_s_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "falling_brick_runner_line_100" ] = loadfx( "misc/falling_brick_runner_line_100" );
level._effect[ "falling_brick_runner_line_200" ] = loadfx( "misc/falling_brick_runner_line_200" );
level._effect[ "falling_brick_runner_line_300" ] = loadfx( "misc/falling_brick_runner_line_300" );
level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );
level._effect[ "falling_brick_runner_line_600" ] = loadfx( "misc/falling_brick_runner_line_600" );
level._effect[ "falling_brick_runner_line_75" ] = loadfx( "misc/falling_brick_runner_line_75" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );
level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );
level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" );
level._effect[ "falling_dirt_light_1_runner_bravo" ] = loadfx( "dust/falling_dirt_light_1_runner_bravo" );
level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "insects_light_invasion" ] = loadfx( "misc/insects_light_invasion" );
level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );
// level._effect[ "insects_dragonfly_runner_a" ] = loadfx( "misc/insects_dragonfly_runner_a" );
// level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );
// level._effect[ "firelp_small_pm_a_cheap" ] = loadfx( "fire/firelp_small_pm_a_cheap" );
// level._effect[ "firelp_small_cheap_dist_mp" ] = loadfx( "fire/firelp_small_cheap_dist_mp" );
// level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" );
// level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" );
// level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" );
// level._effect[ "falling_dirt_light_1_runner" ] = loadfx( "dust/falling_dirt_light_1_runner" );
// level._effect[ "electrical_transformer_spark_runner_loop" ] = loadfx( "explosions/electrical_transformer_spark_runner_loop" );
// level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
// level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_paper" );</code></div></div></div></div>
<br />
CARBON(mp_carbon)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_paper" );
level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "dust_wind_spiral" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "battlefield_smokebank_s_cheap_mp_carbon" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_mp_carbon" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "electrical_transformer_falling_fire_runner" ] = loadfx( "explosions/electrical_transformer_falling_fire_runner" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );
level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );
level._effect[ "smoke_plume_white_01" ] = loadfx( "smoke/smoke_plume_white_01" );
level._effect[ "smoke_plume_white_02" ] = loadfx( "smoke/smoke_plume_white_02" );
level._effect[ "steam_large_vent_rooftop" ] = loadfx( "smoke/steam_large_vent_rooftop" );
level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
level._effect[ "steam_roof_ac" ] = loadfx( "smoke/steam_roof_ac" );
level._effect[ "flame_refinery_far" ] = loadfx( "fire/flame_refinery_far" );
level._effect[ "flame_refinery_small_far" ] = loadfx( "fire/flame_refinery_small_far" );
level._effect[ "flame_refinery_small_far_2" ] = loadfx( "fire/flame_refinery_small_far_2" );
level._effect[ "flame_refinery_small_far_3" ] = loadfx( "fire/flame_refinery_small_far_3" );
level._effect[ "steam_cs_mp_carbon" ] = loadfx( "smoke/steam_cs_mp_carbon" );
level._effect[ "steam_jet_loop_cheap_mp_carbon" ] = loadfx( "smoke/steam_jet_loop_cheap_mp_carbon" );
level._effect[ "dust_wind_fast_no_paper_airiel" ] = loadfx( "dust/dust_wind_fast_no_paper_airiel" );
level._effect[ "water_drips_fat_fast_singlestream_mp_carbon" ] = loadfx( "water/water_drips_fat_fast_singlestream_mp_carbon" );
level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );
level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );
// level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );
// level._effect[ "firelp_small_pm_a_cheap" ] = loadfx( "fire/firelp_small_pm_a_cheap" );
// level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" );
// level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" );
// level._effect[ "wall_fire_mp" ] = loadfx( "fire/wall_fire_mp" );
// level._effect[ "smoke_plume01" ] = loadfx( "smoke/smoke_plume01" );
// level._effect[ "smoke_plume02" ] = loadfx( "smoke/smoke_plume02" );
// level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );
// level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );
// level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" );
// level._effect[ "falling_dirt_light_1_runner" ] = loadfx( "dust/falling_dirt_light_1_runner" );
// level._effect[ "falling_dirt_light_2_runner" ] = loadfx( "dust/falling_dirt_light_2_runner" );
// level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
// level._effect[ "electrical_transformer_spark_runner_loop" ] = loadfx( "explosions/electrical_transformer_spark_runner_loop" );
// level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );</code></div></div></div></div>
<br />
DOME(mp_dome)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "sand_storm_light_outside" ] = loadfx( "weather/sand_storm_mp_dome_exterior" );
level._effect[ "sand_storm_light_inside" ] = loadfx( "weather/sand_storm_mp_dome_interior" );
level._effect[ "sand_storm_light_inside_outdoor_only" ] = loadfx( "weather/sand_storm_mp_dome_interior_outdoor_only" );
level._effect[ "sand_spray_detail_runner0x400" ]	= loadfx( "dust/sand_spray_detail_runner_0x400" );
level._effect[ "sand_spray_detail_runner400x400" ] = loadfx( "dust/sand_spray_detail_runner_400x400" );
level._effect[ "sand_spray_detail_oriented_runner_mp_dome" ] = loadfx( "dust/sand_spray_detail_oriented_runner_mp_dome" );
level._effect[ "sand_spray_cliff_oriented_runner" ] = loadfx( "dust/sand_spray_cliff_oriented_runner" );
level._effect[ "hallway_smoke" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "light_shaft_dust_large" ]	= loadfx( "dust/light_shaft_dust_large" );	
level._effect[ "room_dust_200" ] = loadfx( "dust/room_dust_200_blend" );	
level._effect[ "room_dust_100" ] = loadfx( "dust/room_dust_100_blend" );	
level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" );
level._effect[ "dust_ceiling_ash_large" ] = loadfx( "dust/dust_ceiling_ash_large" );
level._effect[ "ash_spiral_runner" ] = loadfx( "dust/ash_spiral_runner" );
level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "dust_wind_slow_paper" ]	 = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );
level._effect[ "dust_ceiling_ash_large_mp_vacant" ] = loadfx( "dust/dust_ceiling_ash_large_mp_vacant" );
level._effect[ "room_dust_200_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" );	
level._effect[ "light_shaft_dust_large_mp_vacant" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant" );	
level._effect[ "light_shaft_dust_large_mp_vacant_sidewall" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant_sidewall" );	
level._effect[ "falling_brick_runner" ] = loadfx( "misc/falling_brick_runner" );
level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm_nodistort" );
level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );</code></div></div></div></div>
<br />
DOWNTURN(mp_exchange)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "floating_room_dust" ] = loadfx( "misc/floating_room_dust" ); 
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "dust_wind_slow_paper" ]	 = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" );	
level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );	
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
level._effect[ "falling_dirt_frequent_runner_exchange" ] = loadfx( "dust/falling_dirt_frequent_runner_exchange" );
level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );	
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
level._effect[ "building_hole_paper_fall_mp" ] = loadfx( "misc/building_hole_paper_fall_mp" );
level._effect[ "ground_fog_mp" ] = loadfx( "weather/ground_fog_mp" );
level._effect[ "oil_drip_puddle" ] = loadfx( "misc/oil_drip_puddle" );
level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" );
level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" );
level._effect[ "ceiling_smoke_exchange" ] = loadfx( "weather/ceiling_smoke_exchange" );	
level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" );
level._effect[ "light_glow_white" ] = loadfx( "misc/light_glow_white" );	
level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" );	
level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" );	
level._effect[ "building_hole_elec_short_runner" ] = loadfx( "explosions/building_hole_elec_short_runner" );
level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" );	
level._effect[ "burned_vehicle_sparks" ] = loadfx( "fire/burned_vehicle_sparks" );
level._effect[ "water_drips_fat_fast_singlestream" ] = loadfx( "water/water_drips_fat_fast_singlestream" );</code></div></div></div></div>
<br />
HARDHAT(mp_hardhat)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "electrical_transformer_spark_runner_loop" ] 	= loadfx( "explosions/electrical_transformer_spark_runner_loop" );
level._effect[ "large_vehicle_explosion_ir" ] = loadfx( "explosions/large_vehicle_explosion_ir" );
level._effect[ "vehicle_explosion_btr80" ] = loadfx( "explosions/vehicle_explosion_btr80" );
level._effect[ "generator_spark_runner_loop_interchange" ] = loadfx( "explosions/generator_spark_runner_loop_interchange" );
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "falling_dirt_light_1_runner_bravo" ] = loadfx( "dust/falling_dirt_light_1_runner_bravo" );
level._effect[ "ash_prague" ] = loadfx( "weather/ash_prague" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "bg_smoke_plume_mp" ] = loadfx( "smoke/bg_smoke_plume_mp" );
level._effect[ "white_battle_smoke" ] = loadfx( "smoke/white_battle_smoke" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );
level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );
level._effect[ "light_glow_white_lamp" ] = loadfx( "misc/light_glow_white_lamp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "car_fire_mp_far" ] = loadfx( "fire/car_fire_mp_far" );
level._effect[ "dust_cloud_mp_hardhat" ] = loadfx( "dust/dust_cloud_mp_hardhat" );
level._effect[ "sand_spray_detail_oriented_runner_hardhat" ] = loadfx( "dust/sand_spray_detail_oriented_runner_hardhat" );
level._effect[ "dust_spiral_runner_small" ] = loadfx( "dust/dust_spiral_runner_small" );
level._effect[ "jet_flyby_runner" ] = loadfx( "misc/jet_flyby_runner" );
level._effect[ "building_missilehit_runner" ] = loadfx( "explosions/building_missilehit_runner" );
// level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
// level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );
// level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_paper" );
// level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" );
// level._effect[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" );
// level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" );
// level._effect[ "sand_spray_cliff_oriented_runner_hardhat" ] = loadfx( "dust/sand_spray_cliff_oriented_runner_hardhat" );
// level._effect[ "after_math_embers" ] = loadfx( "fire/after_math_embers" );
// level._effect[ "fire_wall_50" ] = loadfx( "fire/fire_wall_50" );
// level._effect[ "banner_fire" ] = loadfx( "fire/banner_fire" );
// level._effect[ "window_fire_large" ] = loadfx( "fire/window_fire_large" );
// level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" );
// level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" );
// level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" );
// level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" );
// level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
// level._effect[ "thin_black_smoke_m_mp" ] = loadfx( "smoke/thin_black_smoke_m_mp" );	
// level._effect[ "dust_cloud_mp_afghan" ] = loadfx( "dust/dust_cloud_mp_afghan" );
// level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );
// level._effect[ "steam_manhole" ] = loadfx( "smoke/ceiling_smoke_seatown" );
// level._effect[ "battlefield_smokebank_s_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" );
// level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );
// level._effect[ "battlefield_smokebank_s_cheap_mp_carbon" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_mp_carbon" );
// level._effect[ "battlefield_smokebank_s_cheap_heavy_mp" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_heavy_mp" );
// level._effect[ "wall_fire_mp" ] = loadfx( "fire/wall_fire_mp" );
// level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
// level._effect[ "insects_light_invasion" ] = loadfx( "misc/insects_light_invasion" );
// level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
// level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );
// level._effect[ "insects_dragonfly_runner_a" ] = loadfx( "misc/insects_dragonfly_runner_a" );
// level._effect[ "insects_firefly_a" ] = loadfx( "misc/insects_firefly_a" );
// level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
// level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
// level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" );
// level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );
// level._effect[ "building_hole_paper_fall_mp" ] = loadfx( "misc/building_hole_paper_fall_mp" );
// level._effect[ "steam_large_vent_rooftop" ] = loadfx( "smoke/steam_large_vent_rooftop" );
// level._effect[ "steam_roof_ac" ] = loadfx( "smoke/steam_roof_ac" );
// level._effect[ "steam_jet_loop_cheap_mp_carbon" ] = loadfx( "smoke/steam_jet_loop_cheap_mp_carbon" );
// level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" );
// level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );
// level._effect[ "chimney_smoke_mp" ] = loadfx( "smoke/chimney_smoke_mp" );
// level._effect[ "chimney_smoke_large_mp" ] = loadfx( "smoke/chimney_smoke_large_mp" );
// level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" );
// level._effect[ "mist_drifting_groundfog_lambeth" ] = loadfx( "smoke/mist_drifting_groundfog_lambeth" );
// level._effect[ "mist_drifting_lambeth" ] = loadfx( "smoke/mist_drifting_lambeth" );
// level._effect[ "mist_drifting_sky_lambeth" ] = loadfx( "smoke/mist_drifting_sky_lambeth" );</code></div></div></div></div>
<br />
INTERCHANGE(mp_interchange)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "dust_wind_slow_paper" ]	 = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "room_dust_200_mp_vacant_light" ] = loadfx( "dust/room_dust_200_blend_mp_vacant_light" );	
level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );	
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" );
level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
level._effect[ "falling_dirt_frequent_runner" ]  loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );
level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" );
level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );	
level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );</code></div></div></div></div>
<br />
FALLEN(mp_lambeth)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "falling_dirt_infrequent_runner" ] = loadfx( "dust/falling_dirt_infrequent_runner" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "firelp_small_cheap_dist_mp" ] = loadfx( "fire/firelp_small_cheap_dist_mp" );
level._effect[ "firelp_med_cheap_dist_mp" ] = loadfx( "fire/firelp_med_cheap_dist_mp" );
level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" );		
level._effect[ "dust_wind_spiral" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "falling_brick_runner_line_100" ] = loadfx( "misc/falling_brick_runner_line_100" );
level._effect[ "falling_brick_runner_line_200" ] = loadfx( "misc/falling_brick_runner_line_200" );
level._effect[ "falling_brick_runner_line_300" ] = loadfx( "misc/falling_brick_runner_line_300" );
level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );
level._effect[ "falling_brick_runner_line_600" ] = loadfx( "misc/falling_brick_runner_line_600" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );
level._effect[ "insects_dragonfly_runner_a" ] = loadfx( "misc/insects_dragonfly_runner_a" );
level._effect[ "insects_light_complex" ] = loadfx( "misc/insects_light_complex" );
level._effect[ "leaves_fall_gentlewind_lambeth" ] = loadfx( "misc/leaves_fall_gentlewind_lambeth" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );
level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );
level._effect[ "battlefield_smokebank_s_cheap_mp_carbon" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_mp_carbon" );
level._effect[ "battlefield_smokebank_s_cheap_heavy_mp" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_heavy_mp" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "steam_roof_ac" ] = loadfx( "smoke/steam_roof_ac" );
level._effect[ "steam_jet_loop_cheap_mp_carbon" ] = loadfx( "smoke/steam_jet_loop_cheap_mp_carbon" );
level._effect[ "thin_black_smoke_m_mp" ] = loadfx( "smoke/thin_black_smoke_m_mp" );
level._effect[ "mist_drifting_groundfog_lambeth" ] = loadfx( "smoke/mist_drifting_groundfog_lambeth" );
level._effect[ "mist_drifting_lambeth" ] = loadfx( "smoke/mist_drifting_lambeth" );
level._effect[ "water_drips_fat_fast_singlestream_mp_carbon" ] = loadfx( "water/water_drips_fat_fast_singlestream_mp_carbon" );
level._effect[ "ceiling_smoke" ] = loadfx( "weather/ceiling_smoke" );
// level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" );
// level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_paper" );
// level._effect[ "dust_wind_fast_no_paper_airiel" ] = loadfx( "dust/dust_wind_fast_no_paper_airiel" );
// level._effect[ "mist_drifting_sky_lambeth" ] = loadfx( "smoke/mist_drifting_sky_lambeth" );
// level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" );
// level._effect[ "steam_large_vent_rooftop" ] = loadfx( "smoke/steam_large_vent_rooftop" );
// level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
// level._effect[ "generic_fallingdebris" ]	= loadfx( "misc/generic_fallingdebris" );
// level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" );
// level._effect[ "leaves_fall_gentlewind_far" ] = loadfx( "misc/leaves_fall_gentlewind_far" );
// level._effect[ "falling_brick_runner_line_75" ] = loadfx( "misc/falling_brick_runner_line_75" );
// level._effect[ "insects_firefly_a" ] = loadfx( "misc/insects_firefly_a" );
// level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" );	
// level._effect[ "wall_fire_mp" ] = loadfx( "fire/wall_fire_mp" );
// level._effect[ "electrical_transformer_falling_fire_runner" ] = loadfx( "explosions/electrical_transformer_falling_fire_runner" );
// level._effect[ "electrical_transformer_spark_runner_tight" ] = loadfx( "explosions/electrical_transformer_spark_runner_tight" );</code></div></div></div></div>
<br />
BAAKARA(mp_mogadishu)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "firelp_med_pm_cheap" ]	= loadfx( "fire/firelp_med_pm_cheap" );
level._effect[ "firelp_small_pm_a_cheap" ] = loadfx( "fire/firelp_small_pm_a_cheap" );
level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_paper" );
level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "dust_wind_spiral" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "battlefield_smokebank_s_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );	
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
level._effect[ "electrical_transformer_spark_runner_loop" ] = loadfx( "explosions/electrical_transformer_spark_runner_loop" );
level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );
level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );
level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" );
level._effect[ "falling_dirt_light_1_runner" ] = loadfx( "dust/falling_dirt_light_1_runner" );
level._effect[ "falling_dirt_light_2_runner" ] = loadfx( "dust/falling_dirt_light_2_runner" );</code></div></div></div></div>
<br />
RESISTANCE(mp_paris)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "falling_dirt_light_1_runner_bravo" ] = loadfx( "dust/falling_dirt_light_1_runner_bravo" );
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" );
level._effect[ "ash_prague" ] = loadfx( "weather/ash_prague" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" );
level._effect[ "chimney_smoke_mp" ] = loadfx( "smoke/chimney_smoke_mp" );
level._effect[ "chimney_smoke_large_mp" ] = loadfx( "smoke/chimney_smoke_large_mp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "leaves_fall_gentlewind_lambeth" ] = loadfx( "misc/leaves_fall_gentlewind_lambeth" );
level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );
level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "firelp_med_pm_cheap" ] 	= loadfx( "fire/firelp_med_pm_cheap" );
level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" );</code></div></div></div></div>
<br />
ARKADEN(mp_plaza2)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "floating_room_dust" ] = loadfx( "misc/floating_room_dust" ); 
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "dust_wind_slow_paper" ]	 = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" );	
level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );	
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );	
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );
level._effect[ "building_hole_paper_fall_mp" ] = loadfx( "misc/building_hole_paper_fall_mp" );
level._effect[ "ground_fog_mp" ] = loadfx( "weather/ground_fog_mp" );
level._effect[ "oil_drip_puddle" ] = loadfx( "misc/oil_drip_puddle" );
level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" );
level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );
level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" );
level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" );	
level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" );
level._effect[ "light_glow_white" ] = loadfx( "misc/light_glow_white" );	
level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" );	
level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" );	
level._effect[ "building_hole_elec_short_runner" ] = loadfx( "explosions/building_hole_elec_short_runner" );
level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" );	
level._effect[ "leaves_fall_gentlewind_green" ] = loadfx( "misc/leaves_fall_gentlewind_green" );
level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );	
level._effect[ "burned_vehicle_sparks" ] = loadfx( "fire/burned_vehicle_sparks" );
// level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );</code></div></div></div></div>
<br />
OUTPOST(mp_radar)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "tree_snow_dump_fast" ]	= loadfx( "snow/tree_snow_dump_fast" );
level._effect[ "tree_snow_dump_fast_small" ] = loadfx( "snow/tree_snow_dump_fast_small" );
level._effect[ "tree_snow_fallen_heavy" ] = loadfx( "snow/tree_snow_fallen_heavy" );
level._effect[ "tree_snow_fallen" ] = loadfx( "snow/tree_snow_fallen" );
level._effect[ "tree_snow_fallen_small" ] = loadfx( "snow/tree_snow_fallen_small" );
level._effect[ "tree_snow_dump_runner" ] = loadfx( "snow/tree_snow_dump_runner" );
level._effect[ "snow_spray_detail_contingency_runner_0x400" ] = loadfx( "snow/snow_spray_detail_contingency_runner_0x400" );
level._effect[ "snow_spray_detail_oriented_runner_0x400" ] = loadfx( "snow/snow_spray_detail_oriented_runner_0x400" );
level._effect[ "snow_spray_detail_oriented_runner_400x400" ] = loadfx( "snow/snow_spray_detail_oriented_runner_400x400" );
level._effect[ "snow_spray_detail_oriented_runner" ] = loadfx( "snow/snow_spray_detail_oriented_runner" );
level._effect[ "snow_spray_detail_oriented_runner_large" ] = loadfx( "snow/snow_spray_detail_oriented_large_runner" );
level._effect[ "snow_spray_large_oriented_radar_od_runner" ] = loadfx( "snow/snow_spray_large_oriented_radar_od_runner" );	
level._effect[ "snow_spray_large_oriented_runner" ] = loadfx( "snow/snow_spray_large_oriented_runner" );
level._effect[ "snow_vortex_runner_cheap" ] = loadfx( "snow/snow_vortex_runner_cheap" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );	
level._effect[ "snow_spiral_runner" ] = loadfx( "snow/snow_spiral_runner" );
level._effect[ "snow_blowoff_ledge_runner" ] = loadfx( "snow/snow_blowoff_ledge_runner" );
level._effect[ "snow_clifftop_runner" ] = loadfx( "snow/snow_clifftop_runner" );
level._effect[ "radar_windy_snow" ] = loadfx( "snow/radar_windy_snow" );
level._effect[ "blowing_ground_snow" ] = loadfx( "snow/blowing_ground_snow" );
level._effect[ "tree_snow_dump_radar_runner" ] = loadfx( "snow/tree_snow_dump_radar_runner" );
level._effect[ "water_drips_fat_slow_speed" ] = loadfx( "water/water_drips_fat_slow_speed" );
level._effect[ "snow_blizzard_radar" ] = loadfx( "snow/snow_blizzard_radar" );
level._effect[ "light_glow_white_lamp" ]	= loadfx( "misc/light_glow_white_lamp" );
level._effect[ "snow_gust_runner_radar" ] = loadfx( "snow/snow_gust_runner_radar" );	
level._effect[ "heat_lamp_distortion" ] = loadfx( "fire/heat_lamp_distortion" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_cheap_mp" ] = loadfx( "fire/firelp_cheap_mp" );	
level._effect[ "radar_windy_snow_no_mist" ] = loadfx( "snow/radar_windy_snow_no_mist" );	
level._effect[ "radar_windy_snow_small_area" ] = loadfx( "snow/radar_windy_snow_small_area" );	
level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );</code></div></div></div></div>
<br />
SEATOWN(mp_seatown)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "sand_spray_detail_oriented_runner_mp_dome" ] = loadfx( "dust/sand_spray_detail_oriented_runner_mp_dome" );
level._effect[ "room_dust_100" ] = loadfx( "dust/room_dust_100_blend" );	
level._effect[ "battlefield_smokebank_S_warm" ] = loadfx( "smoke/battlefield_smokebank_S_warm" );
level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "room_dust_200_mp_seatown" ] = loadfx( "dust/room_dust_200_blend_mp_seatown" );	
level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" );
level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "seatown_lookout_splash_runner" ] = loadfx( "water/seatown_lookout_splash_runner" );
level._effect[ "seatown_pillar_mist" ] = loadfx( "water/seatown_pillar_mist" );
level._effect[ "palm_leaves" ] = loadfx( "misc/palm_leaves" );
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" );
level._effect[ "room_dust_200_blend_seatown_wind_fast" ] = loadfx( "dust/room_dust_200_blend_seatown_wind_fast" );		
// level._effect[ "sand_storm_light_outside" ] = loadfx( "weather/sand_storm_mp_dome_exterior" );
// level._effect[ "sand_storm_light_inside" ] = loadfx( "weather/sand_storm_mp_dome_interior" );
// level._effect[ "sand_storm_light_inside_outdoor_only" ] = loadfx( "weather/sand_storm_mp_dome_interior_outdoor_only" );
// level._effect[ "sand_spray_detail_runner0x400" ] = loadfx( "dust/sand_spray_detail_runner_0x400" );
// level._effect[ "sand_spray_detail_runner400x400" ] = loadfx( "dust/sand_spray_detail_runner_400x400" );
// level._effect[ "sea_mist" ] = loadfx( "water/sea_mist" );	
// level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" );
// level._effect[ "light_shaft_dust_large_mp_vacant" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant" );	
// level._effect[ "light_shaft_dust_large_mp_vacant_sidewall" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant_sidewall" );	
// level._effect[ "leaves_spiral_runner" ]	= loadfx( "misc/leaves_spiral_runner" );
// level._effect[ "dust_ceiling_ash_large_mp_vacant" ] = loadfx( "dust/dust_ceiling_ash_large_mp_vacant" );	
// level._effect[ "falling_brick_runner" ] = loadfx( "misc/falling_brick_runner" );
// level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );
// level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm_nodistort" );
// level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );
// level._effect[ "sand_spray_cliff_oriented_runner" ] = loadfx( "dust/sand_spray_cliff_oriented_runner" );
// level._effect[ "dust_ceiling_ash_large" ] = loadfx( "dust/dust_ceiling_ash_large" );
// level._effect[ "ash_spiral_runner" ] = loadfx( "dust/ash_spiral_runner" );
// level._effect[ "hallway_smoke" ] = loadfx( "smoke/hallway_smoke_light" );
// level._effect[ "light_shaft_dust_large" ] = loadfx( "dust/light_shaft_dust_large" );	
// level._effect[ "room_dust_200_blend" ] = loadfx( "dust/room_dust_200_blend" );	
// level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" );</code></div></div></div></div>
<br />
UNDERGROUND(mp_underground)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "dust_wind_slow_paper" ]	 = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" );	
level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );	
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );
level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );	
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );
level._effect[ "building_hole_paper_fall_mp" ] = loadfx( "misc/building_hole_paper_fall_mp" );
level._effect[ "ground_fog_mp" ] = loadfx( "weather/ground_fog_mp" );
level._effect[ "leaves_fall_gentlewind_green" ] = loadfx( "misc/leaves_fall_gentlewind_green" );
level._effect[ "chimney_smoke_mp" ] = loadfx( "smoke/chimney_smoke_mp" );
level._effect[ "oil_drip_puddle" ] = loadfx( "misc/oil_drip_puddle" );
level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" );
level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );
level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" );
level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" );	
level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" );
level._effect[ "light_glow_white" ] = loadfx( "misc/light_glow_white" );	
level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" );	
level._effect[ "chimney_smoke_large_mp" ] = loadfx( "smoke/chimney_smoke_large_mp" );	
level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" );</code></div></div></div></div>
<br />
VILLAGE(mp_village)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "heat_haze_mirage" ] = loadfx( "distortion/heat_haze_mirage" );
level._effect[ "falling_dirt_area_runner" ] = loadfx( "dust/falling_dirt_area_runner" );
level._effect[ "sand_spray_detail_oriented_runner_hardhat" ] = loadfx( "dust/sand_spray_detail_oriented_runner_hardhat" );
level._effect[ "sand_spray_cliff_oriented_runner_hardhat" ]	= loadfx( "dust/sand_spray_cliff_oriented_runner_hardhat" );
level._effect[ "dust_spiral_runner_small" ] = loadfx( "dust/dust_spiral_runner_small" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "car_fire_mp_far" ] = loadfx( "fire/car_fire_mp_far" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "birds_takeoff_infrequent_runner" ] = loadfx( "misc/birds_takeoff_infrequent_runner" );
level._effect[ "leaves_fall_gentlewind_mp_village" ] = loadfx( "misc/leaves_fall_gentlewind_mp_village" );
level._effect[ "leaves_fall_gentlewind_mp_village_far" ] = loadfx( "misc/leaves_fall_gentlewind_mp_village_far" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );
level._effect[ "insects_dragonfly_runner_a" ] = loadfx( "misc/insects_dragonfly_runner_a" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "waterfall_mist_mp_village" ] = loadfx( "water/waterfall_mist_mp_village" );
level._effect[ "waterfall_mist_ground" ] = loadfx( "water/waterfall_mist_ground" );
level._effect[ "waterfall_village_1" ] = loadfx( "water/waterfall_village_1" );
level._effect[ "waterfall_village_2" ] = loadfx( "water/waterfall_village_2" );
level._effect[ "waterfall_drainage_splash" ] = loadfx( "water/waterfall_drainage_splash" );
level._effect[ "waterfall_drainage_splash_mp" ] = loadfx( "water/waterfall_drainage_splash_mp" );
level._effect[ "waterfall_drainage_splash_large" ] = loadfx( "water/waterfall_drainage_splash_large" );
// level._effect[ "waterfall_drainage_splash_falling" ] = loadfx( "water/waterfall_drainage_splash_falling" );
// level._effect[ "waterfall_village_3" ] = loadfx( "water/waterfall_village_3" );
// level._effect[ "waterfall_drainage_short" ] = loadfx( "water/waterfall_drainage_short" );
// level._effect[ "waterfall_drainage_distortion" ] = loadfx( "water/waterfall_drainage_distortion" );
// level._effect[ "waterfall_drainage" ] = loadfx( "water/waterfall_drainage" );
// level._effect[ "waterfall_mist" ] = loadfx( "water/waterfall_mist" );
// level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );
// level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );
// level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" );
// level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );	
// level._effect[ "chimney_smoke_mp" ] = loadfx( "smoke/chimney_smoke_mp" );
// level._effect[ "chimney_smoke_large_mp" ] = loadfx( "smoke/chimney_smoke_large_mp" );
// level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" );
// level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );
// level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
// level._effect[ "battlefield_smokebank_s_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" );
// level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );
// level._effect[ "battlefield_smokebank_s_cheap_mp_carbon" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_mp_carbon" );
// level._effect[ "battlefield_smokebank_s_cheap_heavy_mp" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_heavy_mp" );
// level._effect[ "bg_smoke_plume_mp" ] = loadfx( "smoke/bg_smoke_plume_mp" );
// level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
// level._effect[ "thin_black_smoke_m_mp" ] = loadfx( "smoke/thin_black_smoke_m_mp" );
// level._effect[ "insects_firefly_a" ] = loadfx( "misc/insects_firefly_a" );
// level._effect[ "insects_light_invasion" ] = loadfx( "misc/insects_light_invasion" );
// level._effect[ "battlefield_smokebank_s_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" );
// level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" );
// level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );
// level._effect[ "light_glow_white_lamp" ] = loadfx( "misc/light_glow_white_lamp" );
// level._effect[ "leaves_fall_gentlewind_paris" ] = loadfx( "misc/leaves_fall_gentlewind_paris" );
// level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );
// level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" );
// level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_paper" );
// level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_paper" );
// level._effect[ "electrical_transformer_spark_runner_loop" ] = loadfx( "explosions/electrical_transformer_spark_runner_loop" );
// level._effect[ "falling_dirt_light_1_runner" ] = loadfx( "dust/falling_dirt_light_1_runner" );
// level._effect[ "falling_dirt_light_2_runner" ] = loadfx( "dust/falling_dirt_light_2_runner" );
// level._effect[ "falling_dirt_light_1_runner_bravo" ] = loadfx( "dust/falling_dirt_light_1_runner_bravo" );
// level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
// level._effect[ "falling_dirt_infrequent_runner" ] = loadfx( "dust/falling_dirt_infrequent_runner" );
// level._effect[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" );
// level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" );
// level._effect[ "dust_cloud_mp_afghan" ] = loadfx( "dust/dust_cloud_mp_afghan" );
// level._effect[ "dust_cloud_mp_hardhat" ] = loadfx( "dust/dust_cloud_mp_hardhat" );	
// level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );
// level._effect[ "firelp_small_pm_a_cheap" ] = loadfx( "fire/firelp_small_pm_a_cheap" );
// level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" );
// level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" );</code></div></div></div></div>
<br />
TERMINAL(mp_terminal_cls)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "ground_smoke_1200x1200" ]       = loadfx( "smoke/ground_smoke1200x1200" );
level._effect[ "hallway_smoke_light" ]           = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "room_smoke_200" ]           = loadfx( "smoke/room_smoke_200" );
level._effect[ "room_smoke_400" ]           = loadfx( "smoke/room_smoke_400" );
level._effect[ "light_shaft_motes_airport" ]       = loadfx( "dust/light_shaft_motes_airport" );
level._effect[ "test_effect" ]               = loadfx( "misc/moth_runner" );</code></div></div></div></div>
<br />
AGROUND(mp_aground_ss)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect["birds_circle_main"]           = loadfx( "misc/birds_circle_main" );
level._effect["water_wave_splash2_runner"]        = loadfx("water/water_wave_splash2_runner");    
level._effect["water_shore_splash_xlg_r"]        = loadfx("water/water_shore_splash_xlg_r");
level._effect["water_wave_splash_xsm_runner"]       = loadfx("water/water_wave_splash_xsm_runner");
level._effect["water_shore_splash_r"]           = loadfx("water/water_shore_splash_r");
level._effect["mist_light"]                = loadfx("water/mist_light");
level._effect["fog_aground"]                = loadfx("weather/fog_aground");
level._effect["drips_slow"]                = loadfx("misc/drips_slow");
level._effect["mp_cw_insects"]                = loadfx("maps/mp_crosswalk_ss/mp_cw_insects");
level._effect["fog_bog_c"]                = loadfx("weather/fog_bog_c");
level._effect["falling_dirt_infrequent_runner_mp"] = loadfx("dust/falling_dirt_infrequent_runner_mp");
level._effect["godrays_aground"]           = loadfx("lights/godrays_aground");
level._effect["godrays_aground_b"]            = loadfx("lights/godrays_aground_b");
level._effect["tinhat_beam"]                = loadfx("lights/tinhat_beam");
level._effect["bulb_single_orange"]            = loadfx("lights/bulb_single_orange");
level._effect["light_dust_motes_fog"]           = loadfx("maps/mp_overwatch/light_dust_motes_fog");    
level._effect["paper_blowing_Trash_r"]           = loadfx("misc/paper_blowing_Trash_r");
level._effect["penguin"]                = loadfx("animals/penguin");</code></div></div></div></div>
<br />
EROSION(mp_courtyard_ss)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "Volcano" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_volcano" );
level._effect[ "Godrays_A" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_godrays_a" );
level._effect[ "Godrays_B" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_godrays_b" );
level._effect[ "Godrays_C" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_godrays_c" );
level._effect[ "Ash" ]                   = loadfx( "maps/mp_courtyard_ss/mp_ct_ash" );
level._effect[ "Ambient_dust" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_ambdust" );
level._effect[ "Insects" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_insects" );
level._effect[ "Dragonflies" ]               = loadfx( "misc/insects_dragonfly_runner_a" );</code></div></div></div></div>
<br />
Thanks @<a href="https://www.itsmods.com/User-Gagarin.html">Gagarin</a> for the .gsc RIP and thanks @<a href="https://www.itsmods.com/User-X-Track.html">X-Track</a> for the FXs of some maps, I have added his own FX list as an attachment to the post.<br />
<br />
Thanks for reading, <img src="https://www.itsmods.com/images/smilies/oma.png" alt="OMA" title="OMA" class="smilie smilie_29" /><br />
<br />
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			<content:encoded><![CDATA[Hello<br />
<br />
This is a FX list for MW3, exactly the FXs that are spawned in maps(there can be more), the ones that maybe work are marked with // in front:<br />
<br />
LOCKDOWN(mp_alpha)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "dust_wind_fast_paper" ]	= loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "dust_wind_slow_paper" ]	 = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "room_dust_200_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" );	
level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );	
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "ash_prague" ] = loadfx( "weather/ash_prague" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" );
level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );
level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" );
level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );
level._effect[ "banner_fire" ] = loadfx( "fire/banner_fire" );
level._effect[ "light_glow_white_lamp" ]	 = loadfx( "misc/light_glow_white_lamp" );
level._effect[ "fire_wall_50" ] = loadfx( "fire/fire_wall_50" );
level._effect[ "white_battle_smoke" ] = loadfx( "smoke/white_battle_smoke" );
level._effect[ "after_math_embers" ] = loadfx( "fire/after_math_embers" );
level._effect[ "wall_fire_mp" ] = loadfx( "fire/wall_fire_mp" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );
// level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );</code></div></div></div></div>
<br />
BOOTLEG(mp_bootleg)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "dust_wind_slow_paper" ]	 = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "room_dust_200_mp_vacant_light" ] = loadfx( "dust/room_dust_200_blend_mp_vacant_light" );	
level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );	
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" );
level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );
level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" );
level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );	
level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
level._effect[ "rain_mp_bootleg" ] = loadfx( "weather/rain_mp_bootleg" );
level._effect[ "rain_noise_splashes" ] = loadfx( "weather/rain_noise_splashes" );
level._effect[ "rain_splash_lite_64x64" ] = loadfx( "weather/rain_splash_lite_64x64" );
level._effect[ "water_drips_fat_fast_speed" ] = loadfx( "water/water_drips_fat_fast_speed" );
level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" );
level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );
level._effect[ "palm_leaves" ] = loadfx( "misc/palm_leaves" );
level._effect[ "light_glow_white_lamp" ]	= loadfx( "misc/light_glow_white_lamp" );
level._effect[ "waterfall_drainage_short_london" ]	= loadfx( "water/waterfall_drainage_short_london" );
level._effect[ "waterfall_splash_medium_london" ] = loadfx( "water/waterfall_splash_medium_london" );
level._effect[ "drainpipe_mp_bootleg" ]	= loadfx( "water/drainpipe_mp_bootleg" );
// level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );</code></div></div></div></div>
<br />
MISSION(mp_bravo)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "dust_wind_fast_no_paper_bravo" ]	= loadfx( "dust/dust_wind_fast_no_paper_bravo" );
level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );
level._effect[ "trash_spiral_runner_bravo" ] = loadfx( "misc/trash_spiral_runner_bravo" );
level._effect[ "battlefield_smokebank_s_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "falling_brick_runner_line_100" ] = loadfx( "misc/falling_brick_runner_line_100" );
level._effect[ "falling_brick_runner_line_200" ] = loadfx( "misc/falling_brick_runner_line_200" );
level._effect[ "falling_brick_runner_line_300" ] = loadfx( "misc/falling_brick_runner_line_300" );
level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );
level._effect[ "falling_brick_runner_line_600" ] = loadfx( "misc/falling_brick_runner_line_600" );
level._effect[ "falling_brick_runner_line_75" ] = loadfx( "misc/falling_brick_runner_line_75" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );
level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );
level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" );
level._effect[ "falling_dirt_light_1_runner_bravo" ] = loadfx( "dust/falling_dirt_light_1_runner_bravo" );
level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "insects_light_invasion" ] = loadfx( "misc/insects_light_invasion" );
level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );
// level._effect[ "insects_dragonfly_runner_a" ] = loadfx( "misc/insects_dragonfly_runner_a" );
// level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );
// level._effect[ "firelp_small_pm_a_cheap" ] = loadfx( "fire/firelp_small_pm_a_cheap" );
// level._effect[ "firelp_small_cheap_dist_mp" ] = loadfx( "fire/firelp_small_cheap_dist_mp" );
// level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" );
// level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" );
// level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" );
// level._effect[ "falling_dirt_light_1_runner" ] = loadfx( "dust/falling_dirt_light_1_runner" );
// level._effect[ "electrical_transformer_spark_runner_loop" ] = loadfx( "explosions/electrical_transformer_spark_runner_loop" );
// level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
// level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_paper" );</code></div></div></div></div>
<br />
CARBON(mp_carbon)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_paper" );
level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "dust_wind_spiral" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "battlefield_smokebank_s_cheap_mp_carbon" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_mp_carbon" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "electrical_transformer_falling_fire_runner" ] = loadfx( "explosions/electrical_transformer_falling_fire_runner" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );
level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );
level._effect[ "smoke_plume_white_01" ] = loadfx( "smoke/smoke_plume_white_01" );
level._effect[ "smoke_plume_white_02" ] = loadfx( "smoke/smoke_plume_white_02" );
level._effect[ "steam_large_vent_rooftop" ] = loadfx( "smoke/steam_large_vent_rooftop" );
level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
level._effect[ "steam_roof_ac" ] = loadfx( "smoke/steam_roof_ac" );
level._effect[ "flame_refinery_far" ] = loadfx( "fire/flame_refinery_far" );
level._effect[ "flame_refinery_small_far" ] = loadfx( "fire/flame_refinery_small_far" );
level._effect[ "flame_refinery_small_far_2" ] = loadfx( "fire/flame_refinery_small_far_2" );
level._effect[ "flame_refinery_small_far_3" ] = loadfx( "fire/flame_refinery_small_far_3" );
level._effect[ "steam_cs_mp_carbon" ] = loadfx( "smoke/steam_cs_mp_carbon" );
level._effect[ "steam_jet_loop_cheap_mp_carbon" ] = loadfx( "smoke/steam_jet_loop_cheap_mp_carbon" );
level._effect[ "dust_wind_fast_no_paper_airiel" ] = loadfx( "dust/dust_wind_fast_no_paper_airiel" );
level._effect[ "water_drips_fat_fast_singlestream_mp_carbon" ] = loadfx( "water/water_drips_fat_fast_singlestream_mp_carbon" );
level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );
level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );
// level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );
// level._effect[ "firelp_small_pm_a_cheap" ] = loadfx( "fire/firelp_small_pm_a_cheap" );
// level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" );
// level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" );
// level._effect[ "wall_fire_mp" ] = loadfx( "fire/wall_fire_mp" );
// level._effect[ "smoke_plume01" ] = loadfx( "smoke/smoke_plume01" );
// level._effect[ "smoke_plume02" ] = loadfx( "smoke/smoke_plume02" );
// level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );
// level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );
// level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" );
// level._effect[ "falling_dirt_light_1_runner" ] = loadfx( "dust/falling_dirt_light_1_runner" );
// level._effect[ "falling_dirt_light_2_runner" ] = loadfx( "dust/falling_dirt_light_2_runner" );
// level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
// level._effect[ "electrical_transformer_spark_runner_loop" ] = loadfx( "explosions/electrical_transformer_spark_runner_loop" );
// level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );</code></div></div></div></div>
<br />
DOME(mp_dome)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "sand_storm_light_outside" ] = loadfx( "weather/sand_storm_mp_dome_exterior" );
level._effect[ "sand_storm_light_inside" ] = loadfx( "weather/sand_storm_mp_dome_interior" );
level._effect[ "sand_storm_light_inside_outdoor_only" ] = loadfx( "weather/sand_storm_mp_dome_interior_outdoor_only" );
level._effect[ "sand_spray_detail_runner0x400" ]	= loadfx( "dust/sand_spray_detail_runner_0x400" );
level._effect[ "sand_spray_detail_runner400x400" ] = loadfx( "dust/sand_spray_detail_runner_400x400" );
level._effect[ "sand_spray_detail_oriented_runner_mp_dome" ] = loadfx( "dust/sand_spray_detail_oriented_runner_mp_dome" );
level._effect[ "sand_spray_cliff_oriented_runner" ] = loadfx( "dust/sand_spray_cliff_oriented_runner" );
level._effect[ "hallway_smoke" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "light_shaft_dust_large" ]	= loadfx( "dust/light_shaft_dust_large" );	
level._effect[ "room_dust_200" ] = loadfx( "dust/room_dust_200_blend" );	
level._effect[ "room_dust_100" ] = loadfx( "dust/room_dust_100_blend" );	
level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" );
level._effect[ "dust_ceiling_ash_large" ] = loadfx( "dust/dust_ceiling_ash_large" );
level._effect[ "ash_spiral_runner" ] = loadfx( "dust/ash_spiral_runner" );
level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "dust_wind_slow_paper" ]	 = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );
level._effect[ "dust_ceiling_ash_large_mp_vacant" ] = loadfx( "dust/dust_ceiling_ash_large_mp_vacant" );
level._effect[ "room_dust_200_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" );	
level._effect[ "light_shaft_dust_large_mp_vacant" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant" );	
level._effect[ "light_shaft_dust_large_mp_vacant_sidewall" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant_sidewall" );	
level._effect[ "falling_brick_runner" ] = loadfx( "misc/falling_brick_runner" );
level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm_nodistort" );
level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );</code></div></div></div></div>
<br />
DOWNTURN(mp_exchange)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "floating_room_dust" ] = loadfx( "misc/floating_room_dust" ); 
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "dust_wind_slow_paper" ]	 = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" );	
level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );	
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
level._effect[ "falling_dirt_frequent_runner_exchange" ] = loadfx( "dust/falling_dirt_frequent_runner_exchange" );
level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );	
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
level._effect[ "building_hole_paper_fall_mp" ] = loadfx( "misc/building_hole_paper_fall_mp" );
level._effect[ "ground_fog_mp" ] = loadfx( "weather/ground_fog_mp" );
level._effect[ "oil_drip_puddle" ] = loadfx( "misc/oil_drip_puddle" );
level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" );
level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" );
level._effect[ "ceiling_smoke_exchange" ] = loadfx( "weather/ceiling_smoke_exchange" );	
level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" );
level._effect[ "light_glow_white" ] = loadfx( "misc/light_glow_white" );	
level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" );	
level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" );	
level._effect[ "building_hole_elec_short_runner" ] = loadfx( "explosions/building_hole_elec_short_runner" );
level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" );	
level._effect[ "burned_vehicle_sparks" ] = loadfx( "fire/burned_vehicle_sparks" );
level._effect[ "water_drips_fat_fast_singlestream" ] = loadfx( "water/water_drips_fat_fast_singlestream" );</code></div></div></div></div>
<br />
HARDHAT(mp_hardhat)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "electrical_transformer_spark_runner_loop" ] 	= loadfx( "explosions/electrical_transformer_spark_runner_loop" );
level._effect[ "large_vehicle_explosion_ir" ] = loadfx( "explosions/large_vehicle_explosion_ir" );
level._effect[ "vehicle_explosion_btr80" ] = loadfx( "explosions/vehicle_explosion_btr80" );
level._effect[ "generator_spark_runner_loop_interchange" ] = loadfx( "explosions/generator_spark_runner_loop_interchange" );
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "falling_dirt_light_1_runner_bravo" ] = loadfx( "dust/falling_dirt_light_1_runner_bravo" );
level._effect[ "ash_prague" ] = loadfx( "weather/ash_prague" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "bg_smoke_plume_mp" ] = loadfx( "smoke/bg_smoke_plume_mp" );
level._effect[ "white_battle_smoke" ] = loadfx( "smoke/white_battle_smoke" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );
level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );
level._effect[ "light_glow_white_lamp" ] = loadfx( "misc/light_glow_white_lamp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "car_fire_mp_far" ] = loadfx( "fire/car_fire_mp_far" );
level._effect[ "dust_cloud_mp_hardhat" ] = loadfx( "dust/dust_cloud_mp_hardhat" );
level._effect[ "sand_spray_detail_oriented_runner_hardhat" ] = loadfx( "dust/sand_spray_detail_oriented_runner_hardhat" );
level._effect[ "dust_spiral_runner_small" ] = loadfx( "dust/dust_spiral_runner_small" );
level._effect[ "jet_flyby_runner" ] = loadfx( "misc/jet_flyby_runner" );
level._effect[ "building_missilehit_runner" ] = loadfx( "explosions/building_missilehit_runner" );
// level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
// level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );
// level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_paper" );
// level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" );
// level._effect[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" );
// level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" );
// level._effect[ "sand_spray_cliff_oriented_runner_hardhat" ] = loadfx( "dust/sand_spray_cliff_oriented_runner_hardhat" );
// level._effect[ "after_math_embers" ] = loadfx( "fire/after_math_embers" );
// level._effect[ "fire_wall_50" ] = loadfx( "fire/fire_wall_50" );
// level._effect[ "banner_fire" ] = loadfx( "fire/banner_fire" );
// level._effect[ "window_fire_large" ] = loadfx( "fire/window_fire_large" );
// level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" );
// level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" );
// level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" );
// level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" );
// level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
// level._effect[ "thin_black_smoke_m_mp" ] = loadfx( "smoke/thin_black_smoke_m_mp" );	
// level._effect[ "dust_cloud_mp_afghan" ] = loadfx( "dust/dust_cloud_mp_afghan" );
// level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );
// level._effect[ "steam_manhole" ] = loadfx( "smoke/ceiling_smoke_seatown" );
// level._effect[ "battlefield_smokebank_s_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" );
// level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );
// level._effect[ "battlefield_smokebank_s_cheap_mp_carbon" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_mp_carbon" );
// level._effect[ "battlefield_smokebank_s_cheap_heavy_mp" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_heavy_mp" );
// level._effect[ "wall_fire_mp" ] = loadfx( "fire/wall_fire_mp" );
// level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
// level._effect[ "insects_light_invasion" ] = loadfx( "misc/insects_light_invasion" );
// level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
// level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );
// level._effect[ "insects_dragonfly_runner_a" ] = loadfx( "misc/insects_dragonfly_runner_a" );
// level._effect[ "insects_firefly_a" ] = loadfx( "misc/insects_firefly_a" );
// level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
// level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
// level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" );
// level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );
// level._effect[ "building_hole_paper_fall_mp" ] = loadfx( "misc/building_hole_paper_fall_mp" );
// level._effect[ "steam_large_vent_rooftop" ] = loadfx( "smoke/steam_large_vent_rooftop" );
// level._effect[ "steam_roof_ac" ] = loadfx( "smoke/steam_roof_ac" );
// level._effect[ "steam_jet_loop_cheap_mp_carbon" ] = loadfx( "smoke/steam_jet_loop_cheap_mp_carbon" );
// level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" );
// level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );
// level._effect[ "chimney_smoke_mp" ] = loadfx( "smoke/chimney_smoke_mp" );
// level._effect[ "chimney_smoke_large_mp" ] = loadfx( "smoke/chimney_smoke_large_mp" );
// level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" );
// level._effect[ "mist_drifting_groundfog_lambeth" ] = loadfx( "smoke/mist_drifting_groundfog_lambeth" );
// level._effect[ "mist_drifting_lambeth" ] = loadfx( "smoke/mist_drifting_lambeth" );
// level._effect[ "mist_drifting_sky_lambeth" ] = loadfx( "smoke/mist_drifting_sky_lambeth" );</code></div></div></div></div>
<br />
INTERCHANGE(mp_interchange)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "dust_wind_slow_paper" ]	 = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "room_dust_200_mp_vacant_light" ] = loadfx( "dust/room_dust_200_blend_mp_vacant_light" );	
level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );	
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" );
level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
level._effect[ "falling_dirt_frequent_runner" ]  loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );
level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" );
level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );	
level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );</code></div></div></div></div>
<br />
FALLEN(mp_lambeth)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "falling_dirt_infrequent_runner" ] = loadfx( "dust/falling_dirt_infrequent_runner" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "firelp_small_cheap_dist_mp" ] = loadfx( "fire/firelp_small_cheap_dist_mp" );
level._effect[ "firelp_med_cheap_dist_mp" ] = loadfx( "fire/firelp_med_cheap_dist_mp" );
level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" );		
level._effect[ "dust_wind_spiral" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "falling_brick_runner_line_100" ] = loadfx( "misc/falling_brick_runner_line_100" );
level._effect[ "falling_brick_runner_line_200" ] = loadfx( "misc/falling_brick_runner_line_200" );
level._effect[ "falling_brick_runner_line_300" ] = loadfx( "misc/falling_brick_runner_line_300" );
level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );
level._effect[ "falling_brick_runner_line_600" ] = loadfx( "misc/falling_brick_runner_line_600" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );
level._effect[ "insects_dragonfly_runner_a" ] = loadfx( "misc/insects_dragonfly_runner_a" );
level._effect[ "insects_light_complex" ] = loadfx( "misc/insects_light_complex" );
level._effect[ "leaves_fall_gentlewind_lambeth" ] = loadfx( "misc/leaves_fall_gentlewind_lambeth" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );
level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );
level._effect[ "battlefield_smokebank_s_cheap_mp_carbon" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_mp_carbon" );
level._effect[ "battlefield_smokebank_s_cheap_heavy_mp" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_heavy_mp" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "steam_roof_ac" ] = loadfx( "smoke/steam_roof_ac" );
level._effect[ "steam_jet_loop_cheap_mp_carbon" ] = loadfx( "smoke/steam_jet_loop_cheap_mp_carbon" );
level._effect[ "thin_black_smoke_m_mp" ] = loadfx( "smoke/thin_black_smoke_m_mp" );
level._effect[ "mist_drifting_groundfog_lambeth" ] = loadfx( "smoke/mist_drifting_groundfog_lambeth" );
level._effect[ "mist_drifting_lambeth" ] = loadfx( "smoke/mist_drifting_lambeth" );
level._effect[ "water_drips_fat_fast_singlestream_mp_carbon" ] = loadfx( "water/water_drips_fat_fast_singlestream_mp_carbon" );
level._effect[ "ceiling_smoke" ] = loadfx( "weather/ceiling_smoke" );
// level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" );
// level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_paper" );
// level._effect[ "dust_wind_fast_no_paper_airiel" ] = loadfx( "dust/dust_wind_fast_no_paper_airiel" );
// level._effect[ "mist_drifting_sky_lambeth" ] = loadfx( "smoke/mist_drifting_sky_lambeth" );
// level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" );
// level._effect[ "steam_large_vent_rooftop" ] = loadfx( "smoke/steam_large_vent_rooftop" );
// level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
// level._effect[ "generic_fallingdebris" ]	= loadfx( "misc/generic_fallingdebris" );
// level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" );
// level._effect[ "leaves_fall_gentlewind_far" ] = loadfx( "misc/leaves_fall_gentlewind_far" );
// level._effect[ "falling_brick_runner_line_75" ] = loadfx( "misc/falling_brick_runner_line_75" );
// level._effect[ "insects_firefly_a" ] = loadfx( "misc/insects_firefly_a" );
// level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" );	
// level._effect[ "wall_fire_mp" ] = loadfx( "fire/wall_fire_mp" );
// level._effect[ "electrical_transformer_falling_fire_runner" ] = loadfx( "explosions/electrical_transformer_falling_fire_runner" );
// level._effect[ "electrical_transformer_spark_runner_tight" ] = loadfx( "explosions/electrical_transformer_spark_runner_tight" );</code></div></div></div></div>
<br />
BAAKARA(mp_mogadishu)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "firelp_med_pm_cheap" ]	= loadfx( "fire/firelp_med_pm_cheap" );
level._effect[ "firelp_small_pm_a_cheap" ] = loadfx( "fire/firelp_small_pm_a_cheap" );
level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_paper" );
level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "dust_wind_spiral" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "battlefield_smokebank_s_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );	
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
level._effect[ "electrical_transformer_spark_runner_loop" ] = loadfx( "explosions/electrical_transformer_spark_runner_loop" );
level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );
level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );
level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" );
level._effect[ "falling_dirt_light_1_runner" ] = loadfx( "dust/falling_dirt_light_1_runner" );
level._effect[ "falling_dirt_light_2_runner" ] = loadfx( "dust/falling_dirt_light_2_runner" );</code></div></div></div></div>
<br />
RESISTANCE(mp_paris)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "falling_dirt_light_1_runner_bravo" ] = loadfx( "dust/falling_dirt_light_1_runner_bravo" );
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" );
level._effect[ "ash_prague" ] = loadfx( "weather/ash_prague" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" );
level._effect[ "chimney_smoke_mp" ] = loadfx( "smoke/chimney_smoke_mp" );
level._effect[ "chimney_smoke_large_mp" ] = loadfx( "smoke/chimney_smoke_large_mp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "leaves_fall_gentlewind_lambeth" ] = loadfx( "misc/leaves_fall_gentlewind_lambeth" );
level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );
level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
level._effect[ "firelp_small" ] = loadfx( "fire/firelp_small" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "firelp_med_pm_cheap" ] 	= loadfx( "fire/firelp_med_pm_cheap" );
level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" );</code></div></div></div></div>
<br />
ARKADEN(mp_plaza2)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "floating_room_dust" ] = loadfx( "misc/floating_room_dust" ); 
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "dust_wind_slow_paper" ]	 = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" );	
level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );	
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );	
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );
level._effect[ "building_hole_paper_fall_mp" ] = loadfx( "misc/building_hole_paper_fall_mp" );
level._effect[ "ground_fog_mp" ] = loadfx( "weather/ground_fog_mp" );
level._effect[ "oil_drip_puddle" ] = loadfx( "misc/oil_drip_puddle" );
level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" );
level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );
level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" );
level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" );	
level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" );
level._effect[ "light_glow_white" ] = loadfx( "misc/light_glow_white" );	
level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" );	
level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" );	
level._effect[ "building_hole_elec_short_runner" ] = loadfx( "explosions/building_hole_elec_short_runner" );
level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" );	
level._effect[ "leaves_fall_gentlewind_green" ] = loadfx( "misc/leaves_fall_gentlewind_green" );
level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );	
level._effect[ "burned_vehicle_sparks" ] = loadfx( "fire/burned_vehicle_sparks" );
// level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );</code></div></div></div></div>
<br />
OUTPOST(mp_radar)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "tree_snow_dump_fast" ]	= loadfx( "snow/tree_snow_dump_fast" );
level._effect[ "tree_snow_dump_fast_small" ] = loadfx( "snow/tree_snow_dump_fast_small" );
level._effect[ "tree_snow_fallen_heavy" ] = loadfx( "snow/tree_snow_fallen_heavy" );
level._effect[ "tree_snow_fallen" ] = loadfx( "snow/tree_snow_fallen" );
level._effect[ "tree_snow_fallen_small" ] = loadfx( "snow/tree_snow_fallen_small" );
level._effect[ "tree_snow_dump_runner" ] = loadfx( "snow/tree_snow_dump_runner" );
level._effect[ "snow_spray_detail_contingency_runner_0x400" ] = loadfx( "snow/snow_spray_detail_contingency_runner_0x400" );
level._effect[ "snow_spray_detail_oriented_runner_0x400" ] = loadfx( "snow/snow_spray_detail_oriented_runner_0x400" );
level._effect[ "snow_spray_detail_oriented_runner_400x400" ] = loadfx( "snow/snow_spray_detail_oriented_runner_400x400" );
level._effect[ "snow_spray_detail_oriented_runner" ] = loadfx( "snow/snow_spray_detail_oriented_runner" );
level._effect[ "snow_spray_detail_oriented_runner_large" ] = loadfx( "snow/snow_spray_detail_oriented_large_runner" );
level._effect[ "snow_spray_large_oriented_radar_od_runner" ] = loadfx( "snow/snow_spray_large_oriented_radar_od_runner" );	
level._effect[ "snow_spray_large_oriented_runner" ] = loadfx( "snow/snow_spray_large_oriented_runner" );
level._effect[ "snow_vortex_runner_cheap" ] = loadfx( "snow/snow_vortex_runner_cheap" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );	
level._effect[ "snow_spiral_runner" ] = loadfx( "snow/snow_spiral_runner" );
level._effect[ "snow_blowoff_ledge_runner" ] = loadfx( "snow/snow_blowoff_ledge_runner" );
level._effect[ "snow_clifftop_runner" ] = loadfx( "snow/snow_clifftop_runner" );
level._effect[ "radar_windy_snow" ] = loadfx( "snow/radar_windy_snow" );
level._effect[ "blowing_ground_snow" ] = loadfx( "snow/blowing_ground_snow" );
level._effect[ "tree_snow_dump_radar_runner" ] = loadfx( "snow/tree_snow_dump_radar_runner" );
level._effect[ "water_drips_fat_slow_speed" ] = loadfx( "water/water_drips_fat_slow_speed" );
level._effect[ "snow_blizzard_radar" ] = loadfx( "snow/snow_blizzard_radar" );
level._effect[ "light_glow_white_lamp" ]	= loadfx( "misc/light_glow_white_lamp" );
level._effect[ "snow_gust_runner_radar" ] = loadfx( "snow/snow_gust_runner_radar" );	
level._effect[ "heat_lamp_distortion" ] = loadfx( "fire/heat_lamp_distortion" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_cheap_mp" ] = loadfx( "fire/firelp_cheap_mp" );	
level._effect[ "radar_windy_snow_no_mist" ] = loadfx( "snow/radar_windy_snow_no_mist" );	
level._effect[ "radar_windy_snow_small_area" ] = loadfx( "snow/radar_windy_snow_small_area" );	
level._effect[ "test_effect" ] = loadfx( "misc/moth_runner" );</code></div></div></div></div>
<br />
SEATOWN(mp_seatown)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "sand_spray_detail_oriented_runner_mp_dome" ] = loadfx( "dust/sand_spray_detail_oriented_runner_mp_dome" );
level._effect[ "room_dust_100" ] = loadfx( "dust/room_dust_100_blend" );	
level._effect[ "battlefield_smokebank_S_warm" ] = loadfx( "smoke/battlefield_smokebank_S_warm" );
level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "room_dust_200_mp_seatown" ] = loadfx( "dust/room_dust_200_blend_mp_seatown" );	
level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" );
level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "seatown_lookout_splash_runner" ] = loadfx( "water/seatown_lookout_splash_runner" );
level._effect[ "seatown_pillar_mist" ] = loadfx( "water/seatown_pillar_mist" );
level._effect[ "palm_leaves" ] = loadfx( "misc/palm_leaves" );
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" );
level._effect[ "room_dust_200_blend_seatown_wind_fast" ] = loadfx( "dust/room_dust_200_blend_seatown_wind_fast" );		
// level._effect[ "sand_storm_light_outside" ] = loadfx( "weather/sand_storm_mp_dome_exterior" );
// level._effect[ "sand_storm_light_inside" ] = loadfx( "weather/sand_storm_mp_dome_interior" );
// level._effect[ "sand_storm_light_inside_outdoor_only" ] = loadfx( "weather/sand_storm_mp_dome_interior_outdoor_only" );
// level._effect[ "sand_spray_detail_runner0x400" ] = loadfx( "dust/sand_spray_detail_runner_0x400" );
// level._effect[ "sand_spray_detail_runner400x400" ] = loadfx( "dust/sand_spray_detail_runner_400x400" );
// level._effect[ "sea_mist" ] = loadfx( "water/sea_mist" );	
// level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" );
// level._effect[ "light_shaft_dust_large_mp_vacant" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant" );	
// level._effect[ "light_shaft_dust_large_mp_vacant_sidewall" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant_sidewall" );	
// level._effect[ "leaves_spiral_runner" ]	= loadfx( "misc/leaves_spiral_runner" );
// level._effect[ "dust_ceiling_ash_large_mp_vacant" ] = loadfx( "dust/dust_ceiling_ash_large_mp_vacant" );	
// level._effect[ "falling_brick_runner" ] = loadfx( "misc/falling_brick_runner" );
// level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );
// level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm_nodistort" );
// level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );
// level._effect[ "sand_spray_cliff_oriented_runner" ] = loadfx( "dust/sand_spray_cliff_oriented_runner" );
// level._effect[ "dust_ceiling_ash_large" ] = loadfx( "dust/dust_ceiling_ash_large" );
// level._effect[ "ash_spiral_runner" ] = loadfx( "dust/ash_spiral_runner" );
// level._effect[ "hallway_smoke" ] = loadfx( "smoke/hallway_smoke_light" );
// level._effect[ "light_shaft_dust_large" ] = loadfx( "dust/light_shaft_dust_large" );	
// level._effect[ "room_dust_200_blend" ] = loadfx( "dust/room_dust_200_blend" );	
// level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" );</code></div></div></div></div>
<br />
UNDERGROUND(mp_underground)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "dust_wind_slow_paper" ]	 = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" );	
level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );	
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "embers_prague_light" ] = loadfx( "weather/embers_prague_light" );
level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );
level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "falling_ash_mp" ] = loadfx( "misc/falling_ash_mp" );	
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );
level._effect[ "building_hole_paper_fall_mp" ] = loadfx( "misc/building_hole_paper_fall_mp" );
level._effect[ "ground_fog_mp" ] = loadfx( "weather/ground_fog_mp" );
level._effect[ "leaves_fall_gentlewind_green" ] = loadfx( "misc/leaves_fall_gentlewind_green" );
level._effect[ "chimney_smoke_mp" ] = loadfx( "smoke/chimney_smoke_mp" );
level._effect[ "oil_drip_puddle" ] = loadfx( "misc/oil_drip_puddle" );
level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" );
level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );
level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" );
level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" );	
level._effect[ "large_battle_smoke_mp" ] = loadfx( "smoke/large_battle_smoke_mp" );
level._effect[ "light_glow_white" ] = loadfx( "misc/light_glow_white" );	
level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" );	
level._effect[ "chimney_smoke_large_mp" ] = loadfx( "smoke/chimney_smoke_large_mp" );	
level._effect[ "building_hole_embers_mp" ] = loadfx( "fire/building_hole_embers_mp" );</code></div></div></div></div>
<br />
VILLAGE(mp_village)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "heat_haze_mirage" ] = loadfx( "distortion/heat_haze_mirage" );
level._effect[ "falling_dirt_area_runner" ] = loadfx( "dust/falling_dirt_area_runner" );
level._effect[ "sand_spray_detail_oriented_runner_hardhat" ] = loadfx( "dust/sand_spray_detail_oriented_runner_hardhat" );
level._effect[ "sand_spray_cliff_oriented_runner_hardhat" ]	= loadfx( "dust/sand_spray_cliff_oriented_runner_hardhat" );
level._effect[ "dust_spiral_runner_small" ] = loadfx( "dust/dust_spiral_runner_small" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "car_fire_mp_far" ] = loadfx( "fire/car_fire_mp_far" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "birds_takeoff_infrequent_runner" ] = loadfx( "misc/birds_takeoff_infrequent_runner" );
level._effect[ "leaves_fall_gentlewind_mp_village" ] = loadfx( "misc/leaves_fall_gentlewind_mp_village" );
level._effect[ "leaves_fall_gentlewind_mp_village_far" ] = loadfx( "misc/leaves_fall_gentlewind_mp_village_far" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );
level._effect[ "insects_dragonfly_runner_a" ] = loadfx( "misc/insects_dragonfly_runner_a" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "waterfall_mist_mp_village" ] = loadfx( "water/waterfall_mist_mp_village" );
level._effect[ "waterfall_mist_ground" ] = loadfx( "water/waterfall_mist_ground" );
level._effect[ "waterfall_village_1" ] = loadfx( "water/waterfall_village_1" );
level._effect[ "waterfall_village_2" ] = loadfx( "water/waterfall_village_2" );
level._effect[ "waterfall_drainage_splash" ] = loadfx( "water/waterfall_drainage_splash" );
level._effect[ "waterfall_drainage_splash_mp" ] = loadfx( "water/waterfall_drainage_splash_mp" );
level._effect[ "waterfall_drainage_splash_large" ] = loadfx( "water/waterfall_drainage_splash_large" );
// level._effect[ "waterfall_drainage_splash_falling" ] = loadfx( "water/waterfall_drainage_splash_falling" );
// level._effect[ "waterfall_village_3" ] = loadfx( "water/waterfall_village_3" );
// level._effect[ "waterfall_drainage_short" ] = loadfx( "water/waterfall_drainage_short" );
// level._effect[ "waterfall_drainage_distortion" ] = loadfx( "water/waterfall_drainage_distortion" );
// level._effect[ "waterfall_drainage" ] = loadfx( "water/waterfall_drainage" );
// level._effect[ "waterfall_mist" ] = loadfx( "water/waterfall_mist" );
// level._effect[ "smoke_plume_grey_01" ] = loadfx( "smoke/smoke_plume_grey_01" );
// level._effect[ "smoke_plume_grey_02" ] = loadfx( "smoke/smoke_plume_grey_02" );
// level._effect[ "thick_black_smoke_mp" ] = loadfx( "smoke/thick_black_smoke_mp" );
// level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );	
// level._effect[ "chimney_smoke_mp" ] = loadfx( "smoke/chimney_smoke_mp" );
// level._effect[ "chimney_smoke_large_mp" ] = loadfx( "smoke/chimney_smoke_large_mp" );
// level._effect[ "building_hole_smoke_mp" ] = loadfx( "smoke/building_hole_smoke_mp" );
// level._effect[ "bootleg_alley_steam" ] = loadfx( "smoke/bootleg_alley_steam" );
// level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
// level._effect[ "battlefield_smokebank_s_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" );
// level._effect[ "battlefield_smokebank_S_warm_dense" ] = loadfx( "smoke/battlefield_smokebank_S_warm_dense" );
// level._effect[ "battlefield_smokebank_s_cheap_mp_carbon" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_mp_carbon" );
// level._effect[ "battlefield_smokebank_s_cheap_heavy_mp" ] = loadfx( "smoke/battlefield_smokebank_s_cheap_heavy_mp" );
// level._effect[ "bg_smoke_plume_mp" ] = loadfx( "smoke/bg_smoke_plume_mp" );
// level._effect[ "thin_black_smoke_s_fast" ] = loadfx( "smoke/thin_black_smoke_s_fast" );
// level._effect[ "thin_black_smoke_m_mp" ] = loadfx( "smoke/thin_black_smoke_m_mp" );
// level._effect[ "insects_firefly_a" ] = loadfx( "misc/insects_firefly_a" );
// level._effect[ "insects_light_invasion" ] = loadfx( "misc/insects_light_invasion" );
// level._effect[ "battlefield_smokebank_s_cheap" ] = loadfx( "smoke/battlefield_smokebank_s_cheap" );
// level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" );
// level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );
// level._effect[ "light_glow_white_lamp" ] = loadfx( "misc/light_glow_white_lamp" );
// level._effect[ "leaves_fall_gentlewind_paris" ] = loadfx( "misc/leaves_fall_gentlewind_paris" );
// level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );
// level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" );
// level._effect[ "dust_wind_fast_no_paper" ] = loadfx( "dust/dust_wind_fast_no_paper" );
// level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_paper" );
// level._effect[ "electrical_transformer_spark_runner_loop" ] = loadfx( "explosions/electrical_transformer_spark_runner_loop" );
// level._effect[ "falling_dirt_light_1_runner" ] = loadfx( "dust/falling_dirt_light_1_runner" );
// level._effect[ "falling_dirt_light_2_runner" ] = loadfx( "dust/falling_dirt_light_2_runner" );
// level._effect[ "falling_dirt_light_1_runner_bravo" ] = loadfx( "dust/falling_dirt_light_1_runner_bravo" );
// level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
// level._effect[ "falling_dirt_infrequent_runner" ] = loadfx( "dust/falling_dirt_infrequent_runner" );
// level._effect[ "room_dust_200_blend_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" );
// level._effect[ "room_dust_200_z150_mp" ] = loadfx( "dust/room_dust_200_z150_mp" );
// level._effect[ "dust_cloud_mp_afghan" ] = loadfx( "dust/dust_cloud_mp_afghan" );
// level._effect[ "dust_cloud_mp_hardhat" ] = loadfx( "dust/dust_cloud_mp_hardhat" );	
// level._effect[ "firelp_med_pm_cheap" ] = loadfx( "fire/firelp_med_pm_cheap" );
// level._effect[ "firelp_small_pm_a_cheap" ] = loadfx( "fire/firelp_small_pm_a_cheap" );
// level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" );
// level._effect[ "fire_fallingdebris_cheap_mp" ] = loadfx( "fire/fire_fallingdebris_cheap_mp" );</code></div></div></div></div>
<br />
TERMINAL(mp_terminal_cls)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "ground_smoke_1200x1200" ]       = loadfx( "smoke/ground_smoke1200x1200" );
level._effect[ "hallway_smoke_light" ]           = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "room_smoke_200" ]           = loadfx( "smoke/room_smoke_200" );
level._effect[ "room_smoke_400" ]           = loadfx( "smoke/room_smoke_400" );
level._effect[ "light_shaft_motes_airport" ]       = loadfx( "dust/light_shaft_motes_airport" );
level._effect[ "test_effect" ]               = loadfx( "misc/moth_runner" );</code></div></div></div></div>
<br />
AGROUND(mp_aground_ss)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect["birds_circle_main"]           = loadfx( "misc/birds_circle_main" );
level._effect["water_wave_splash2_runner"]        = loadfx("water/water_wave_splash2_runner");    
level._effect["water_shore_splash_xlg_r"]        = loadfx("water/water_shore_splash_xlg_r");
level._effect["water_wave_splash_xsm_runner"]       = loadfx("water/water_wave_splash_xsm_runner");
level._effect["water_shore_splash_r"]           = loadfx("water/water_shore_splash_r");
level._effect["mist_light"]                = loadfx("water/mist_light");
level._effect["fog_aground"]                = loadfx("weather/fog_aground");
level._effect["drips_slow"]                = loadfx("misc/drips_slow");
level._effect["mp_cw_insects"]                = loadfx("maps/mp_crosswalk_ss/mp_cw_insects");
level._effect["fog_bog_c"]                = loadfx("weather/fog_bog_c");
level._effect["falling_dirt_infrequent_runner_mp"] = loadfx("dust/falling_dirt_infrequent_runner_mp");
level._effect["godrays_aground"]           = loadfx("lights/godrays_aground");
level._effect["godrays_aground_b"]            = loadfx("lights/godrays_aground_b");
level._effect["tinhat_beam"]                = loadfx("lights/tinhat_beam");
level._effect["bulb_single_orange"]            = loadfx("lights/bulb_single_orange");
level._effect["light_dust_motes_fog"]           = loadfx("maps/mp_overwatch/light_dust_motes_fog");    
level._effect["paper_blowing_Trash_r"]           = loadfx("misc/paper_blowing_Trash_r");
level._effect["penguin"]                = loadfx("animals/penguin");</code></div></div></div></div>
<br />
EROSION(mp_courtyard_ss)<br />
<br />
<div><div class="spoiler_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="spoiler_body" style="display: none;"><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>level._effect[ "Volcano" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_volcano" );
level._effect[ "Godrays_A" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_godrays_a" );
level._effect[ "Godrays_B" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_godrays_b" );
level._effect[ "Godrays_C" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_godrays_c" );
level._effect[ "Ash" ]                   = loadfx( "maps/mp_courtyard_ss/mp_ct_ash" );
level._effect[ "Ambient_dust" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_ambdust" );
level._effect[ "Insects" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_insects" );
level._effect[ "Dragonflies" ]               = loadfx( "misc/insects_dragonfly_runner_a" );</code></div></div></div></div>
<br />
Thanks @<a href="https://www.itsmods.com/User-Gagarin.html">Gagarin</a> for the .gsc RIP and thanks @<a href="https://www.itsmods.com/User-X-Track.html">X-Track</a> for the FXs of some maps, I have added his own FX list as an attachment to the post.<br />
<br />
Thanks for reading, <img src="https://www.itsmods.com/images/smilies/oma.png" alt="OMA" title="OMA" class="smilie smilie_29" /><br />
<br />
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