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		<title><![CDATA[ItsMods - Modding Tutorials]]></title>
		<link>https://www.itsmods.com/</link>
		<description><![CDATA[ItsMods - https://www.itsmods.com]]></description>
		<pubDate>Thu, 22 Oct 2026 18:20:47 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Load mods on unranked dedicateds]]></title>
			<link>https://www.itsmods.com/Thread-Tutorial-Load-mods-on-unranked-dedicateds.html</link>
			<pubDate>Fri, 01 Jul 2011 02:34:27 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=624">AZUMIKKEL</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Tutorial-Load-mods-on-unranked-dedicateds.html</guid>
			<description><![CDATA[Not sure if this has been posted somewhere, but I'm going to post my way of doing it here, as it's a little odd but works.<br />
<br />
<span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">How to install mods on dedicateds:</span><br />
Read it all through!</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 1</span><br />
Obtain a mod.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 2</span><br />
Extract the files to any folder. (We'll call this folder your <span style="font-style: italic;" class="mycode_i">/PXRN/</span> folder, just for laughs.)<br />
The mod should likely consist of an archive with a folder named <span style="font-weight: bold;" class="mycode_b">mp_ModName</span>. (<span style="font-style: italic;" class="mycode_i">If so, skip to step 3</span>).<br />
If not, there should be either loose <span style="font-style: italic;" class="mycode_i">.iwd</span>/<span style="font-style: italic;" class="mycode_i">.ff</span>/<span style="font-style: italic;" class="mycode_i">.gsc</span> files or a <span style="font-style: italic;" class="mycode_i">/maps/</span> folder. (Otherwise it's a crappy release, mildly said.)<br />
<span style="text-decoration: underline;" class="mycode_u">Step 2.1</span><br />
If there are loose .gsc files and/or a <span style="font-style: italic;" class="mycode_i">/maps/</span>, <span style="font-style: italic;" class="mycode_i">/sounds/</span>, or <span style="font-style: italic;" class="mycode_i">images</span> folder, select them (ctrl+click) and follow the <span style="color: #696969;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Developer Tutorial</span></span> from step 2 to step 4.<br />
Now make a folder and name it <span style="font-weight: bold;" class="mycode_b">mp_ModName</span>.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 3</span><br />
Drag <span style="font-weight: bold;" class="mycode_b">mp_ModName</span> to your server FTP's root (main) folder.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 4</span><br />
Navigate to your FTP's root (main) folder.<br />
Make a folder called /players/<br />
Inside that, make a folder called /mods/<br />
Inside that, make a folder called /<span style="font-weight: bold;" class="mycode_b">mp_ModName</span>/ <span style="font-style: italic;" class="mycode_i">It is important that this is the exact same as the mod's folder.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 5</span><br />
Inside /players/mods/<span style="font-weight: bold;" class="mycode_b">mp_ModName</span>/, put this file: <a href="http://www.mediafire.com/?nbu09tg42u1coue" target="_blank" rel="noopener" class="mycode_url">http://www.mediafire.com/?nbu09tg42u1coue</a><br />
No need to change it, it won't affect anything, as long as it's there.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 6</span><br />
Log onto my.gameservers.com<br />
Go into CONFIG<br />
Choose 'commandline.txt' from the dropdown menu. Click 'Update'.<br />
<span style="font-weight: bold;" class="mycode_b">Mod: mp_ModName<br />
Config File: config_mp</span><br />
Click 'SAVE CHANGES'<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 7</span><br />
Go into INFO<br />
You should see this:<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>Mod FTP:	<a href="ftp://username" target="_blank" rel="noopener" class="mycode_url">ftp://username</a>:pass[at]bomods.gameservers.com [Re-Sync] [View Files]</blockquote>
Click Re-Sync and <span style="text-decoration: underline;" class="mycode_u">wait 3-5 minutes<span style="font-weight: bold;" class="mycode_b">!</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 8</span><br />
Click 'Restart server'<br />
Wait for it to come back up (approx. 30 seconds)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">You can now play the mod and configure your server with the "Call of Duty Black Ops - Remote Console" tool on Steam</span><br />
<br />
<br />
<br />
<br />
<br />
I encourage all mod developers who wants to release (or compile) their mods by following these simple steps: (<a href="http://rarlab.com" target="_blank" rel="noopener" class="mycode_url">WinRAR needed</a>)<br />
<span style="color: #696969;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Developer tutorial:</span><br />
<span style="font-weight: bold;" class="mycode_b">1.</span> Navigate to /mods/mp_modname/ and mark (ctrl+click) all the files you want players to download (<span style="font-style: italic;" class="mycode_i">sounds, textures, optional: gsc files (<span style="text-decoration: underline;" class="mycode_u">*2c</span>)</span> - do not include .ff files).<br />
<span style="font-weight: bold;" class="mycode_b">2.</span> Right-click and choose 'Add to archive'.<br />
<span style="font-weight: bold;" class="mycode_b">3.</span> Choose 'ZIP' as Archive Format.<br />
<span style="font-weight: bold;" class="mycode_b">4.</span> Set the name as 'mp_anythinggoeshere.iwd' and click OK.<br />
<span style="font-style: italic;" class="mycode_i">* 4c: If you want to keep your gsc files safe, name the file 'mp_svr_anythinghere'</span></span><br />
For releases:<br />
<span style="color: #696969;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">5.</span> Compile the folder /common/call of duty black ops/mods/<span style="font-weight: bold;" class="mycode_b">mp_modname</span>/ into a .rar archive.</span><br />
<br />
<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Take note: You don't need the modtools' Build Mod function for any of these, unless you are planning to implement SP/ZM items (or completely custom) for which you need Fast-File (.ff) but I won't go there as I understand nothing of that.</span>]]></description>
			<content:encoded><![CDATA[Not sure if this has been posted somewhere, but I'm going to post my way of doing it here, as it's a little odd but works.<br />
<br />
<span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">How to install mods on dedicateds:</span><br />
Read it all through!</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 1</span><br />
Obtain a mod.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 2</span><br />
Extract the files to any folder. (We'll call this folder your <span style="font-style: italic;" class="mycode_i">/PXRN/</span> folder, just for laughs.)<br />
The mod should likely consist of an archive with a folder named <span style="font-weight: bold;" class="mycode_b">mp_ModName</span>. (<span style="font-style: italic;" class="mycode_i">If so, skip to step 3</span>).<br />
If not, there should be either loose <span style="font-style: italic;" class="mycode_i">.iwd</span>/<span style="font-style: italic;" class="mycode_i">.ff</span>/<span style="font-style: italic;" class="mycode_i">.gsc</span> files or a <span style="font-style: italic;" class="mycode_i">/maps/</span> folder. (Otherwise it's a crappy release, mildly said.)<br />
<span style="text-decoration: underline;" class="mycode_u">Step 2.1</span><br />
If there are loose .gsc files and/or a <span style="font-style: italic;" class="mycode_i">/maps/</span>, <span style="font-style: italic;" class="mycode_i">/sounds/</span>, or <span style="font-style: italic;" class="mycode_i">images</span> folder, select them (ctrl+click) and follow the <span style="color: #696969;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Developer Tutorial</span></span> from step 2 to step 4.<br />
Now make a folder and name it <span style="font-weight: bold;" class="mycode_b">mp_ModName</span>.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 3</span><br />
Drag <span style="font-weight: bold;" class="mycode_b">mp_ModName</span> to your server FTP's root (main) folder.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 4</span><br />
Navigate to your FTP's root (main) folder.<br />
Make a folder called /players/<br />
Inside that, make a folder called /mods/<br />
Inside that, make a folder called /<span style="font-weight: bold;" class="mycode_b">mp_ModName</span>/ <span style="font-style: italic;" class="mycode_i">It is important that this is the exact same as the mod's folder.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 5</span><br />
Inside /players/mods/<span style="font-weight: bold;" class="mycode_b">mp_ModName</span>/, put this file: <a href="http://www.mediafire.com/?nbu09tg42u1coue" target="_blank" rel="noopener" class="mycode_url">http://www.mediafire.com/?nbu09tg42u1coue</a><br />
No need to change it, it won't affect anything, as long as it's there.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 6</span><br />
Log onto my.gameservers.com<br />
Go into CONFIG<br />
Choose 'commandline.txt' from the dropdown menu. Click 'Update'.<br />
<span style="font-weight: bold;" class="mycode_b">Mod: mp_ModName<br />
Config File: config_mp</span><br />
Click 'SAVE CHANGES'<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 7</span><br />
Go into INFO<br />
You should see this:<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>Mod FTP:	<a href="ftp://username" target="_blank" rel="noopener" class="mycode_url">ftp://username</a>:pass[at]bomods.gameservers.com [Re-Sync] [View Files]</blockquote>
Click Re-Sync and <span style="text-decoration: underline;" class="mycode_u">wait 3-5 minutes<span style="font-weight: bold;" class="mycode_b">!</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 8</span><br />
Click 'Restart server'<br />
Wait for it to come back up (approx. 30 seconds)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">You can now play the mod and configure your server with the "Call of Duty Black Ops - Remote Console" tool on Steam</span><br />
<br />
<br />
<br />
<br />
<br />
I encourage all mod developers who wants to release (or compile) their mods by following these simple steps: (<a href="http://rarlab.com" target="_blank" rel="noopener" class="mycode_url">WinRAR needed</a>)<br />
<span style="color: #696969;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Developer tutorial:</span><br />
<span style="font-weight: bold;" class="mycode_b">1.</span> Navigate to /mods/mp_modname/ and mark (ctrl+click) all the files you want players to download (<span style="font-style: italic;" class="mycode_i">sounds, textures, optional: gsc files (<span style="text-decoration: underline;" class="mycode_u">*2c</span>)</span> - do not include .ff files).<br />
<span style="font-weight: bold;" class="mycode_b">2.</span> Right-click and choose 'Add to archive'.<br />
<span style="font-weight: bold;" class="mycode_b">3.</span> Choose 'ZIP' as Archive Format.<br />
<span style="font-weight: bold;" class="mycode_b">4.</span> Set the name as 'mp_anythinggoeshere.iwd' and click OK.<br />
<span style="font-style: italic;" class="mycode_i">* 4c: If you want to keep your gsc files safe, name the file 'mp_svr_anythinghere'</span></span><br />
For releases:<br />
<span style="color: #696969;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">5.</span> Compile the folder /common/call of duty black ops/mods/<span style="font-weight: bold;" class="mycode_b">mp_modname</span>/ into a .rar archive.</span><br />
<br />
<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Take note: You don't need the modtools' Build Mod function for any of these, unless you are planning to implement SP/ZM items (or completely custom) for which you need Fast-File (.ff) but I won't go there as I understand nothing of that.</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Loading Mods (With Mod Support 1.09)]]></title>
			<link>https://www.itsmods.com/Thread-Tutorial-Loading-Mods-With-Mod-Support-1-09.html</link>
			<pubDate>Sat, 28 May 2011 02:43:26 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=233">Gladio</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Tutorial-Loading-Mods-With-Mod-Support-1-09.html</guid>
			<description><![CDATA[<span style="font-style: italic;" class="mycode_i">Since Treyarch released Patch 1.09 with mod support, it's easy to load mods, and you don't risc to get banned.<br />
</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step:</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">1.</span> Go to your black ops folder: <br />
SteamApps/common/call of duty black ops<br />
  and create a new map called ''mods''<br />
<span style="font-weight: bold;" class="mycode_b">2.</span> Go to the Mod Release section, download some mods, unpack them and place them inside the mod folder:<br />
SteamApps/common/call of duty black ops/mods<br />
<span style="font-weight: bold;" class="mycode_b">3.</span> Rename the mods so there's <span style="font-weight: bold;" class="mycode_b">mp_</span> in front of it.<br />
  For example:  rollthedice --&gt; mp_rollthedice<br />
SteamApps/common/call of duty black ops/mods/mp_rollthedice<br />
<span style="font-weight: bold;" class="mycode_b">4.</span> Start Black Ops, and in the main menu, click on ''mods''.<br />
<span style="font-weight: bold;" class="mycode_b">5.</span> Select your mod, it will boot the mod, the screen will also go black for a second, after that your mod is loaded. You are now ready to setup a private match &amp; have fun with your friends <img src="https://www.itsmods.com/images/smilies/smile.gif" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
You can also add this files if you want:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>mods/&lt;mod&gt;/description.txt
mods/&lt;mod&gt;/mod.arena
mods/&lt;mod&gt;/config_mp.cfg</code></div></div><br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">Add botz in your config_mp, they like Roll the dice mod.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">thanks to SuperNovaAO for this Tutorial Video</span><br />
<iframe width="640" height="360" src="//www.youtube-nocookie.com/embed/CqV1GgjFizw?start=" frameborder="0" allowfullscreen></iframe>]]></description>
			<content:encoded><![CDATA[<span style="font-style: italic;" class="mycode_i">Since Treyarch released Patch 1.09 with mod support, it's easy to load mods, and you don't risc to get banned.<br />
</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step:</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">1.</span> Go to your black ops folder: <br />
SteamApps/common/call of duty black ops<br />
  and create a new map called ''mods''<br />
<span style="font-weight: bold;" class="mycode_b">2.</span> Go to the Mod Release section, download some mods, unpack them and place them inside the mod folder:<br />
SteamApps/common/call of duty black ops/mods<br />
<span style="font-weight: bold;" class="mycode_b">3.</span> Rename the mods so there's <span style="font-weight: bold;" class="mycode_b">mp_</span> in front of it.<br />
  For example:  rollthedice --&gt; mp_rollthedice<br />
SteamApps/common/call of duty black ops/mods/mp_rollthedice<br />
<span style="font-weight: bold;" class="mycode_b">4.</span> Start Black Ops, and in the main menu, click on ''mods''.<br />
<span style="font-weight: bold;" class="mycode_b">5.</span> Select your mod, it will boot the mod, the screen will also go black for a second, after that your mod is loaded. You are now ready to setup a private match &amp; have fun with your friends <img src="https://www.itsmods.com/images/smilies/smile.gif" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
You can also add this files if you want:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>mods/&lt;mod&gt;/description.txt
mods/&lt;mod&gt;/mod.arena
mods/&lt;mod&gt;/config_mp.cfg</code></div></div><br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">Add botz in your config_mp, they like Roll the dice mod.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">thanks to SuperNovaAO for this Tutorial Video</span><br />
<iframe width="640" height="360" src="//www.youtube-nocookie.com/embed/CqV1GgjFizw?start=" frameborder="0" allowfullscreen></iframe>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to post a mod release/preview correctly.]]></title>
			<link>https://www.itsmods.com/Thread-Tutorial-How-to-post-a-mod-release-preview-correctly.html</link>
			<pubDate>Sun, 06 Mar 2011 23:44:01 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=887">Lemon</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Tutorial-How-to-post-a-mod-release-preview-correctly.html</guid>
			<description><![CDATA[You want to share one of your mods with the community; but don't know how to make a proper release. Follow the steps below to make a good release. <br />
<br />
------------------------------------------------------------------------------------------------<br />
<br />
<span style="color: #FF0000;" class="mycode_color">Here is a bad example:</span> <a href="http://www.itsmods.com/forum/Thread-KnifeMod--1385.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-KnifeMod--1385.html</a><br />
<br />
<span style="color: #1E90FF;" class="mycode_color">A better example:</span> <a href="http://www.itsmods.com/forum/Thread-Silent-Mod.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Silent-Mod.html</a><br />
<span style="color: #32CD32;" class="mycode_color"><br />
The best example I could find at Itsmods:</span> <a href="http://www.itsmods.com/forum/Thread-Protect-the-King.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Prot...-King.html</a><br />
<br />
Well, you can see the difference between these three releases.<br />
<br />
------------------------------------------------------------------------------------------------<br />
<br />
Now that you have seen some examples, you are ready to make your own release.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">1. Go to Mod Releases/Mod Preview section and click "New Thread".<br />
</span><br />
<span style="font-weight: bold;" class="mycode_b">2. Write your mod's name to thread subject and choose preview/release.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">3. Write a detailed description and tell us what your mod is about at the beginning of your post.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">4. If there are different classes or each team has different features give detailed information about them one by one.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">5. Add some screenshots &amp; videos to help people help people understand what the mod is all about</span>. (This one is the most important step 99 percent of the people look at screenshot's and watch videos first. And don't forget to make a video long enough to show most of the features.)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">6. Scan your mod before you post it. </span>(This is not required; however I would like to know what I'm downloading is virus free or not. <a href="http://www.virscan.org/" target="_blank" rel="noopener" class="mycode_url">http://www.virscan.org/</a> <a href="http://www.virustotal.com/" target="_blank" rel="noopener" class="mycode_url">http://www.virustotal.com/</a>)<br />
<span style="font-weight: bold;" class="mycode_b"><br />
7. If you need to explain more features, write them now.</span> (Tell us how your ultimate anti-kick system works, what are the Admin/VIP features, if you made a thundergun for your mod you can share it's code here seperately)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">8. Change text size, colour and use bold, italic or underlined text to draw attention to most important things about your mod.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">9. Always use code tags if you need to post a part of your code.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">10. Don't forget to give credits if you used other modders' codes.</span> (Please <img src="https://www.itsmods.com/images/smilies/heart.gif" alt="Heart" title="Heart" class="smilie smilie_16" />)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">11. And don't ask for rep or thanks, if your mod is good enough people will give them willingly.</span><br />
<br />
------------------------------------------------------------------------------------------------<br />
<br />
If you think that i should add more, post below your suggestions. I have waited for an admin to do this; but none of them posted a format and I decided to make this tutorial. English is not my native language, therefore there might be some grammar mistakes.<br />
<br />
Well, guess that's enough. Have Fun! <br />
<br />
<br />
<br />
<br />
]]></description>
			<content:encoded><![CDATA[You want to share one of your mods with the community; but don't know how to make a proper release. Follow the steps below to make a good release. <br />
<br />
------------------------------------------------------------------------------------------------<br />
<br />
<span style="color: #FF0000;" class="mycode_color">Here is a bad example:</span> <a href="http://www.itsmods.com/forum/Thread-KnifeMod--1385.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-KnifeMod--1385.html</a><br />
<br />
<span style="color: #1E90FF;" class="mycode_color">A better example:</span> <a href="http://www.itsmods.com/forum/Thread-Silent-Mod.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Silent-Mod.html</a><br />
<span style="color: #32CD32;" class="mycode_color"><br />
The best example I could find at Itsmods:</span> <a href="http://www.itsmods.com/forum/Thread-Protect-the-King.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Prot...-King.html</a><br />
<br />
Well, you can see the difference between these three releases.<br />
<br />
------------------------------------------------------------------------------------------------<br />
<br />
Now that you have seen some examples, you are ready to make your own release.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">1. Go to Mod Releases/Mod Preview section and click "New Thread".<br />
</span><br />
<span style="font-weight: bold;" class="mycode_b">2. Write your mod's name to thread subject and choose preview/release.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">3. Write a detailed description and tell us what your mod is about at the beginning of your post.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">4. If there are different classes or each team has different features give detailed information about them one by one.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">5. Add some screenshots &amp; videos to help people help people understand what the mod is all about</span>. (This one is the most important step 99 percent of the people look at screenshot's and watch videos first. And don't forget to make a video long enough to show most of the features.)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">6. Scan your mod before you post it. </span>(This is not required; however I would like to know what I'm downloading is virus free or not. <a href="http://www.virscan.org/" target="_blank" rel="noopener" class="mycode_url">http://www.virscan.org/</a> <a href="http://www.virustotal.com/" target="_blank" rel="noopener" class="mycode_url">http://www.virustotal.com/</a>)<br />
<span style="font-weight: bold;" class="mycode_b"><br />
7. If you need to explain more features, write them now.</span> (Tell us how your ultimate anti-kick system works, what are the Admin/VIP features, if you made a thundergun for your mod you can share it's code here seperately)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">8. Change text size, colour and use bold, italic or underlined text to draw attention to most important things about your mod.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">9. Always use code tags if you need to post a part of your code.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">10. Don't forget to give credits if you used other modders' codes.</span> (Please <img src="https://www.itsmods.com/images/smilies/heart.gif" alt="Heart" title="Heart" class="smilie smilie_16" />)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">11. And don't ask for rep or thanks, if your mod is good enough people will give them willingly.</span><br />
<br />
------------------------------------------------------------------------------------------------<br />
<br />
If you think that i should add more, post below your suggestions. I have waited for an admin to do this; but none of them posted a format and I decided to make this tutorial. English is not my native language, therefore there might be some grammar mistakes.<br />
<br />
Well, guess that's enough. Have Fun! <br />
<br />
<br />
<br />
<br />
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Map Files]]></title>
			<link>https://www.itsmods.com/Thread-Release-Map-Files.html</link>
			<pubDate>Sun, 02 Jan 2011 19:26:26 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=4">Eekhoorn</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Release-Map-Files.html</guid>
			<description><![CDATA[Because SuperNovaO Never uploaded the mapfiles for each map<br />
<br />
including _Fx  _ amb, _ art and the normal mapfiles I thought I'd upload it,<br />
Because it seemed like a lot of people asked for it too,<br />
<br />
I don't know if this is already posted so sorry if it already is,<br />
Credits to Met94 for once sending me this files.<br />
<br />
Enjoy &amp; there are some intresting functions in files, I already tried messing up the launch of the rocket on cosmodrome, and I can ensure you, it's hell fun!<br />
<br />
//edited by d0h!<br />
attached all gsc packages<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=176" target="_blank" title="">mapfiles.rar</a> (Size: 289.95 KB / Downloads: 470)
<!-- 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=177" target="_blank" title="">gsc_rip_1.1_cod_black_ops.zip</a> (Size: 451.33 KB / Downloads: 313)
<!-- 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=406" target="_blank" title="">gsc_rip_1.2_cod_black_ops.zip</a> (Size: 1.09 MB / Downloads: 323)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Because SuperNovaO Never uploaded the mapfiles for each map<br />
<br />
including _Fx  _ amb, _ art and the normal mapfiles I thought I'd upload it,<br />
Because it seemed like a lot of people asked for it too,<br />
<br />
I don't know if this is already posted so sorry if it already is,<br />
Credits to Met94 for once sending me this files.<br />
<br />
Enjoy &amp; there are some intresting functions in files, I already tried messing up the launch of the rocket on cosmodrome, and I can ensure you, it's hell fun!<br />
<br />
//edited by d0h!<br />
attached all gsc packages<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=176" target="_blank" title="">mapfiles.rar</a> (Size: 289.95 KB / Downloads: 470)
<!-- 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=177" target="_blank" title="">gsc_rip_1.1_cod_black_ops.zip</a> (Size: 451.33 KB / Downloads: 313)
<!-- 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=406" target="_blank" title="">gsc_rip_1.2_cod_black_ops.zip</a> (Size: 1.09 MB / Downloads: 323)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[.Gsc Modding for Beginners]]></title>
			<link>https://www.itsmods.com/Thread-Tutorial-Gsc-Modding-for-Beginners.html</link>
			<pubDate>Fri, 24 Dec 2010 00:01:32 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=3">aosma8</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Tutorial-Gsc-Modding-for-Beginners.html</guid>
			<description><![CDATA[<span style="font-size: medium;" class="mycode_size"><span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align">.Gsc modding  for beginners</div></span></span></span><br />
<br />
Before we start Im also currently a beginner as well so if I make a mistake please correct me, thanks.<br />
<br />
Firstly, What is a GSC file?<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Definition:</span><br />
<blockquote class="mycode_quote"><cite>Quote:</cite> The difference between PC modding  and console (Xbox 360) modding: console mods require you to have a modded "patch_mp.ff". These patches consist out of modded . Gsc files, basically the heart of the game.</blockquote>
Gsc modding is quite simple once you get the hang of it this tutorial will go over the basics for black ops gsc modding. When you download a mod have u ever wondered why modders use _rank.gsc file it is because it has the OnPlayerSpawned thread  .There are many .gsc files you can use (in the gamescripts see below).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Getting Started:</span><br />
Firstly we will need Itsmodsloader to load the mods :<br />
<a href="http://www.itsmods.com/forum/Thread-ItsModsloader.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-ItsModsloader.html</a><br />
<br />
Secondly:<br />
Gamescripts:<br />
 <a href="http://www.itsmods.com/forum/Thread-Call-of-Duty-Black-Ops-GameSCript-s.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Call...ipt-s.html</a> <br />
<br />
Thirdly: Dvar List:<br />
<a href="http://www.itsmods.com/forum/Thread-Complete-Dvardump.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Comp...rdump.html</a><br />
Weapons Dvar List:<br />
<a href="http://www.itsmods.com/forum/Thread-All-Weapons-Perk-Names-DVARS.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-All-...DVARS.html</a> <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Modding:</span><br />
Open Gamescripts/maps/mp/gametypes/_rank.gsc   and you will see lots of code take a look and familiarise yourself with some of theses codes as you will need many of them to mod .Then search (Control + F) and  enter in:  onPlayerSpawned<br />
<br />
You will now see this:<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");
	}
}</code></div></div><br />
This code is one part of what makes the gsc file run.<br />
 onPlayerSpawned() = Thread name<br />
; = The semi colon ends a command.<br />
 As you can see there are many brackets in the one paragraph of code. The { bracket in gsc coding means opening line of code and this bracket } ends the line(Think of it like a sentence) . These brackets are a vital component of gsc  modding and must be included or else you will get many errors. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Commands:</span><br />
Now we know some basics of gsc modding we will want to add some commands so that we can do HEAPS of awesome things ingame.<br />
<br />
So I want my favourite gun the Famas with Dual clips and silencer + Reflex sight when I spawn:<br />
<br />
Famas command:<br />
 Self giveWeapon ( " famas_reflex_dualclip_silencer_mp " );<br />
<br />
The code above^^ is the code used to get your gun and its attachments and camouflage.<br />
For any other gun:<br />
giveWeapon(weaponname, 0, calcWeaponOptions ( &lt;camo&gt;, &lt;lens&gt;, &lt;reticle&gt;, &lt;tag&gt;, &lt;emblem&gt; ));<br />
<br />
<br />
Tip: When adding any gun make sure to have _mp if its in multiplayer and have the gun name etc between the quotes .<br />
<br />
So now what??? We add it to the OnPlayerSpawned() Thread:<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 giveWeapon ( "famas_reflex_dualclip_silencer_mp", 0, false );
	
	}
}</code></div></div>Yay! We now have a Famas when we spawn lol.  Now I want to give myself a perk<br />
<br />
Command: <br />
self setPerk(specialty_name);<br />
<br />
Ill give myself : Lightweight<br />
self setPerk("specialty_Lightweight");<br />
<br />
<br />
<br />
Final Code:<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");
giveWeapon ( "famas_reflex_dualclip_silencer_mp", 0, false );
		self setPerk("specialty_Lightweight");
}
}</code></div></div><br />
Awesome now we have  Lightweight AND Famas. Feel free to change the code to suite yourself.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Save:</span><br />
Make sure you are on _rank.gsc and then save it ( Control + S ). Now we will want to test this mod.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Loading:</span><br />
For those of you who dont know how to load the mod into black ops well your in luck:<br />
<br />
1)Place _rank.gsc into  itsmodloaders mod folder : <br />
<span style="font-weight: bold;" class="mycode_b">Itsmodsloader\mod\maps\mp\gametypes\_rank.gsc</span><br />
2) Run the exe.<br />
3)Run the game.<br />
4)Play your mods.<br />
5)<span style="font-weight: bold;" class="mycode_b">IMPORTANT : DISABLE VAC WHILE LAYING IN PRIVATE MATCH<br />
Settings/VAC/ NO</span><br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite><div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Info:</span>VAC2 DETECTED - use in private matches with sv_vac 0<br />
Want to play legit after that?<br />
1.	Close the game.<br />
2.	Close Steam.<br />
3.	Restart Steam.<br />
4.	Start the game without any hacks loaded.</div></blockquote>
<br />
<br />
<br />
Extra Info:<br />
All Credits go to TMS_Killingdyl (loll) for this useful information about variables:<br />
<br />
Variables: <br />
<blockquote class="mycode_quote"><cite>Quote:</cite>Variables in gsc does not have to be defined by type like in more complex scripts neither does it have to be defined before use.<br />
There are only 4 types of variables. <br />
Int - Integer (5, 0, -5) <br />
Float - Decimal number (5.6034) <br />
String - Text String ("Hi") <br />
Boolean - True or False <br />
 <br />
int(string) turns a string "1" to the integer 1<br />
<br />
There are different ways variables stored in gsc<br />
self.variable  = "Killingdyl"; - stores the variable attached to whatever self is, most of the time its a player <br />
level.variable = Random Text"; - stores the variable to the level, resets if map_restart(true); <br />
functionvariable = ::function; - stores a function into a variable <br />
position = (x, y, z); - position is an array with 3 values <br />
angle = (pitch, yaw, roll); - angle is an array with 3 values <br />
array = []; - defines an array, doing this will clear any previous values inside the array <br />
array[value] = []; - defines multi-dimensional arrays, clears any previous values.<br />
To call the functionvariable you do it like this<br />
[[functionvaraible]](arguments);<br />
<br />
Variables are used in if-else statements. You can use the following evaluators.<br />
== - equal to <br />
!= - not equal to <br />
&gt;  - greater than <br />
&lt;  - less than <br />
&gt;= - greater than or equal to <br />
&lt;= - less than or equal to<br />
<br />
For variables that are defined true or false, in if statements you can use the following.<br />
if(variable) - this is the same as if(variable == true) <br />
if(!variable) - this is the same as if(variable == false) <br />
true == 1 and false == 0</blockquote>
<br />
<br />
HAVE FUN!<br />
<br />
Well thats pretty much it  =]<br />
<br />
]]></description>
			<content:encoded><![CDATA[<span style="font-size: medium;" class="mycode_size"><span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align">.Gsc modding  for beginners</div></span></span></span><br />
<br />
Before we start Im also currently a beginner as well so if I make a mistake please correct me, thanks.<br />
<br />
Firstly, What is a GSC file?<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Definition:</span><br />
<blockquote class="mycode_quote"><cite>Quote:</cite> The difference between PC modding  and console (Xbox 360) modding: console mods require you to have a modded "patch_mp.ff". These patches consist out of modded . Gsc files, basically the heart of the game.</blockquote>
Gsc modding is quite simple once you get the hang of it this tutorial will go over the basics for black ops gsc modding. When you download a mod have u ever wondered why modders use _rank.gsc file it is because it has the OnPlayerSpawned thread  .There are many .gsc files you can use (in the gamescripts see below).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Getting Started:</span><br />
Firstly we will need Itsmodsloader to load the mods :<br />
<a href="http://www.itsmods.com/forum/Thread-ItsModsloader.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-ItsModsloader.html</a><br />
<br />
Secondly:<br />
Gamescripts:<br />
 <a href="http://www.itsmods.com/forum/Thread-Call-of-Duty-Black-Ops-GameSCript-s.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Call...ipt-s.html</a> <br />
<br />
Thirdly: Dvar List:<br />
<a href="http://www.itsmods.com/forum/Thread-Complete-Dvardump.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-Comp...rdump.html</a><br />
Weapons Dvar List:<br />
<a href="http://www.itsmods.com/forum/Thread-All-Weapons-Perk-Names-DVARS.html" target="_blank" rel="noopener" class="mycode_url">http://www.itsmods.com/forum/Thread-All-...DVARS.html</a> <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Modding:</span><br />
Open Gamescripts/maps/mp/gametypes/_rank.gsc   and you will see lots of code take a look and familiarise yourself with some of theses codes as you will need many of them to mod .Then search (Control + F) and  enter in:  onPlayerSpawned<br />
<br />
You will now see this:<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");
	}
}</code></div></div><br />
This code is one part of what makes the gsc file run.<br />
 onPlayerSpawned() = Thread name<br />
; = The semi colon ends a command.<br />
 As you can see there are many brackets in the one paragraph of code. The { bracket in gsc coding means opening line of code and this bracket } ends the line(Think of it like a sentence) . These brackets are a vital component of gsc  modding and must be included or else you will get many errors. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Commands:</span><br />
Now we know some basics of gsc modding we will want to add some commands so that we can do HEAPS of awesome things ingame.<br />
<br />
So I want my favourite gun the Famas with Dual clips and silencer + Reflex sight when I spawn:<br />
<br />
Famas command:<br />
 Self giveWeapon ( " famas_reflex_dualclip_silencer_mp " );<br />
<br />
The code above^^ is the code used to get your gun and its attachments and camouflage.<br />
For any other gun:<br />
giveWeapon(weaponname, 0, calcWeaponOptions ( &lt;camo&gt;, &lt;lens&gt;, &lt;reticle&gt;, &lt;tag&gt;, &lt;emblem&gt; ));<br />
<br />
<br />
Tip: When adding any gun make sure to have _mp if its in multiplayer and have the gun name etc between the quotes .<br />
<br />
So now what??? We add it to the OnPlayerSpawned() Thread:<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 giveWeapon ( "famas_reflex_dualclip_silencer_mp", 0, false );
	
	}
}</code></div></div>Yay! We now have a Famas when we spawn lol.  Now I want to give myself a perk<br />
<br />
Command: <br />
self setPerk(specialty_name);<br />
<br />
Ill give myself : Lightweight<br />
self setPerk("specialty_Lightweight");<br />
<br />
<br />
<br />
Final Code:<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");
giveWeapon ( "famas_reflex_dualclip_silencer_mp", 0, false );
		self setPerk("specialty_Lightweight");
}
}</code></div></div><br />
Awesome now we have  Lightweight AND Famas. Feel free to change the code to suite yourself.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Save:</span><br />
Make sure you are on _rank.gsc and then save it ( Control + S ). Now we will want to test this mod.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Loading:</span><br />
For those of you who dont know how to load the mod into black ops well your in luck:<br />
<br />
1)Place _rank.gsc into  itsmodloaders mod folder : <br />
<span style="font-weight: bold;" class="mycode_b">Itsmodsloader\mod\maps\mp\gametypes\_rank.gsc</span><br />
2) Run the exe.<br />
3)Run the game.<br />
4)Play your mods.<br />
5)<span style="font-weight: bold;" class="mycode_b">IMPORTANT : DISABLE VAC WHILE LAYING IN PRIVATE MATCH<br />
Settings/VAC/ NO</span><br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite><div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Info:</span>VAC2 DETECTED - use in private matches with sv_vac 0<br />
Want to play legit after that?<br />
1.	Close the game.<br />
2.	Close Steam.<br />
3.	Restart Steam.<br />
4.	Start the game without any hacks loaded.</div></blockquote>
<br />
<br />
<br />
Extra Info:<br />
All Credits go to TMS_Killingdyl (loll) for this useful information about variables:<br />
<br />
Variables: <br />
<blockquote class="mycode_quote"><cite>Quote:</cite>Variables in gsc does not have to be defined by type like in more complex scripts neither does it have to be defined before use.<br />
There are only 4 types of variables. <br />
Int - Integer (5, 0, -5) <br />
Float - Decimal number (5.6034) <br />
String - Text String ("Hi") <br />
Boolean - True or False <br />
 <br />
int(string) turns a string "1" to the integer 1<br />
<br />
There are different ways variables stored in gsc<br />
self.variable  = "Killingdyl"; - stores the variable attached to whatever self is, most of the time its a player <br />
level.variable = Random Text"; - stores the variable to the level, resets if map_restart(true); <br />
functionvariable = ::function; - stores a function into a variable <br />
position = (x, y, z); - position is an array with 3 values <br />
angle = (pitch, yaw, roll); - angle is an array with 3 values <br />
array = []; - defines an array, doing this will clear any previous values inside the array <br />
array[value] = []; - defines multi-dimensional arrays, clears any previous values.<br />
To call the functionvariable you do it like this<br />
[[functionvaraible]](arguments);<br />
<br />
Variables are used in if-else statements. You can use the following evaluators.<br />
== - equal to <br />
!= - not equal to <br />
&gt;  - greater than <br />
&lt;  - less than <br />
&gt;= - greater than or equal to <br />
&lt;= - less than or equal to<br />
<br />
For variables that are defined true or false, in if statements you can use the following.<br />
if(variable) - this is the same as if(variable == true) <br />
if(!variable) - this is the same as if(variable == false) <br />
true == 1 and false == 0</blockquote>
<br />
<br />
HAVE FUN!<br />
<br />
Well thats pretty much it  =]<br />
<br />
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Call of Duty: Black Ops GameSCript's]]></title>
			<link>https://www.itsmods.com/Thread-Release-Call-of-Duty-Black-Ops-GameSCript-s.html</link>
			<pubDate>Tue, 09 Nov 2010 03:32:09 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=1">SuperNovaAO</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Release-Call-of-Duty-Black-Ops-GameSCript-s.html</guid>
			<description><![CDATA[Thanks to my R&D for MW2 this was a matter of minutes.<br />
<br />
Included are all the games gsc's + the gsc's for the map mp_mountain.<br />
In these files you can see how to setup a map and it's not really necessary to include the other maps.<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=64" target="_blank" title="">BO_GameSCript.zip</a> (Size: 642.67 KB / Downloads: 3516)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Thanks to my R&D for MW2 this was a matter of minutes.<br />
<br />
Included are all the games gsc's + the gsc's for the map mp_mountain.<br />
In these files you can see how to setup a map and it's not really necessary to include the other maps.<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=64" target="_blank" title="">BO_GameSCript.zip</a> (Size: 642.67 KB / Downloads: 3516)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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