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Legends of Medal of honor:Heores 2.. Never forgotten RiP in piece


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    Post: #1on Fri Dec 23, 2011 10:41 pm

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    StriickeN

    Admins
    Admins


    Credit to: Tlpwnzer


    Models

    Code:
    < entity > setModel( < Model > ); - Sets the model of a specific entity

    com_plasticcase_friendly - Care Package Green
    com_plasticcase_enemy - Care Package Red
    com_plasticcase_trap_friendly - Care Package Black
    prop_suitcase_bomb - Suitcase
    vehicle_b2_bomber - Bomber Vehicle
    vehicle_uav_static_mp - Uav Plane
    level.flagModel["allies"] - Friendly Flag
    level.flagModel["axis"] - Enemy Flag

    Text Functions

    Code:
    iprintln( < Text Here > ); -
    iprintlnbold( < Text Here > ); -
    println( < Text Here > ); -
    thread maps\mp\gametypes\_hud_message::hintMessage( < Text Here > ); - Typewriter Text

    Visions

    Code:
    < entity > VisionSetNakedForPlayer( < Vision >, < Transition Time > ); - Call on entity, changes vision for that player only
    VisionSetNaked( < Vision >, < Transition Time > ); - Sets the vision for everyone

    Dvars

    Code:
    setDvar( < Dvar >, < Value > ); - Sets the value for everyone
    < entity > setClientDvar( < Dvar >, < Value > ); - Sets the value for a specific entity
    getDvar( < Dvar > ); - Gets the value of the Dvar

    Stat Editing

    Code:
    < entity > setPlayerData( < Stat >, < Value > );

    Stats:
    kills
    deaths
    experience
    wins
    losses
    ties
    headshots
    assists
    hits
    misses
    killstreak
    winstreak

    Button Monitoring

    Code:
    < player > NotifyOnPlayerCommand( < notify >, < condition > );

    Conditions:
    "+usereload"
    "weapnext"
    "+gostand"
    "+melee"
    "+actionslot 1"
    "+actionslot 2"
    "+actionslot 3"
    "+actionslot 4"
    "+frag"
    "+smoke"
    "+attack"
    "+speed_throw"
    "+stance"
    "+breathe_sprint"

    Usage:
    MonitorButton()
    {
            self notifyOnPlayerCommand( "Knife", "+melee"; );
            while( 1 )
            {
                    self waittill( "Knife" );
                    //self suicide();
            }
    }

    Killstreaks

    Code:
    < Player > maps\mp\killstreaks\_killstreaks::giveKillstreak( < Killstreak >, < Pop-up > );

    Killstreaks:
    uav
    ims
    sentry
    precision_airstrike
    helicopter
    emp
    nuke
    remote_tank
    sam_turret
    counter_uav

    Weapons

    Code:
    < Player > giveWeapon( < Weapon Name > ); - Simply gives the Player said gun
    < Player > switchToWeapon( < Weapon Name > ); - Switches to the weapon if the Player has it
    < Player > takeWeapon( < Weapon Name > ); - Takes the weapon if the Player has it
    < Player > takeAllWeapons(); - Takes all of the Players weapons away

    God Mode

    Code:
    GodMode()
    {
            self endon( "death" );
            self endon( "disconnect" );
            self.maxHealth = 9999999;
            self.health = self.maxHealth;

            for(;;)
            {
                    if( self.health < self.maxHealth ) self.health = self.maxHealth;
                    wait 0.1;
            }
    }

    Complete All Challenges

    Code:
    completeAllChallenges()
    {
           self endon( "death" );
        self thread maps\mp\gametypes\_hud_message::hintMessage( "Completing All Challenges, Please Wait..." );
           foreach ( challengeRef, challengeData in level.challengeInfo )
           {
               finalTarget = 0;
               finalTier = 0;
               for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ )
               {
                      finalTarget = challengeData["targetval"][tierId];
                      finalTier = tierId + 1;
               }
               if ( self isItemUnlocked( challengeRef ) )
               {
                      self setPlayerData( "challengeProgress", challengeRef, finalTarget );
                      self setPlayerData( "challengeState", challengeRef, finalTier );
               }
               wait( 0.01 );
           }
       self thread maps\mp\gametypes\_hud_message::hintMessage( "All Challenges Completed" );
    }

    Animation

    Code:
    At the top of your gsc, put "#using_animtree( < Animtree > );" - Not needed but much cleaner

    AnimTrees:
    destructibles
    animated_props
    generic_human
    multiplayer
    player
    vehicles

    PrecacheMpAnim( < Animation > ); - Use this to preCache your animation so you can use it anywhere

    < entity > ScriptModelPlayAnim( < Animation > ); - Should animate said entity with your custom animation
    < entity > willNeverChange(); - Animation you've given it will not change
    < entity > scriptModelClearAnim( < Animation > ); - Clears the animation you were using

    Custom Classes

    Code:
    self setPlayerData( "customClasses", < class num >, "name", < Text > ); - Sets custom class name
    self setPlayerData( "customClasses", < class num >, "weaponSetups", < 0 - 1 >, "weapon", < Weapon > ); - Sets custom class weapon
    self setPlayerData( "customClasses", < class num >, "weaponSetups", < 0 - 1 >, "camo", < Camo > ); - Sets custom class camo
    self setPlayerData( "customClasses", < class num >, "weaponSetups", < 0 - 1 >, "attachment", 0, < Attachment > ); - Sets custom class attachment
    self setPlayerData( "customClasses", < class num >, "perks", < 0 - 4 >, < Perk > ); - Sets custom class perk
    self setPlayerData( "customClasses", < class num >, "specialGrenade", < Grenade > ); - Sets custom class special grenade

    Dont forfeit with online dvars

    Replace your maps\mp\gametypes\_gamelogic.gsc with this:
    http://pastebin.com/J5es0DnT

    Misc.

    Code:
    < Player > setStance( < Stance > ); - Sets the players stance( prone, crouche or stand )
    < Player > getStance(); - Gets the players current stance

    Clean Modern Warfare 3 Files:
    Common_level_temp_mp.ff -
    Here

    Code_post_gfx_mp.ff -
    Here

    Common_level_temp_specialops.ff -
    Here

    Code_post_gfx_specialops.ff -
    Here



    Source









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