Credit to: Tlpwnzer
Models
Text Functions
Visions
Dvars
Stat Editing
Button Monitoring
Killstreaks
Weapons
God Mode
Complete All Challenges
Animation
Custom Classes
Dont forfeit with online dvars
Replace your maps\mp\gametypes\_gamelogic.gsc with this:
http://pastebin.com/J5es0DnT
Misc.
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
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