MW2 Patch_mp.ff Scripts (DO NOT COPY THIS TREAD!)

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MW2 Patch_mp.ff Scripts (DO NOT COPY THIS TREAD!)

Post  RM Lucky7 on Sun Jun 20, 2010 2:49 pm

Here is a list of scripts that can be added to the patch_mp.ff; you must know the basic's of modding this file which is coded in C++. (Well like C++)

To mod the threads you need to add a self thread, so for example for the 10th spinning icon u will add "self thread doIcon();" under onPlayerSpawned(). Everything below goes in missions.gsc unless stated otherwise.

Clean patch_mp.ff TU_6 (Rename to patch_mp.ff):

http://deany95.com/downloads/patch_mp_clean.ff

Adding Dvar's:
Code:
self thread doDvars();

Code:
doDvars()
{
      ADD ANY OF THE BELOW HERE
}

DVAR's
Code:
setDvar( "jump_height", 999 );                                          //Jump height, 999 max
setDvar( "player_sprintSpeedScale", 3.0 );                              //Sprint Speed
setDvar( "player_sprintUnlimited", 1 );                                  //Unlimited sprint
setDvar( "bg_fallDamageMaxHeight", 999 );                                //Fall damage
setDvar( "bg_fallDamageMinHeight", 999 );                                //Fall damage
self setClientDvar(  "laserForceOn", 1 );                              //Laser Sight:
self setClientDvar( "bg_forceExplosiveBullets", 1 );                      //Explosive Bullets
self setClientDvar("bg_forceDualWield", 1);                              //Dual Weapons
self setClientDvar("drawServerBandwidth", 1);                            //Display Server Bandwidth
self setClientDvar("cg_drawFPS", 1);                                      //FPS 
self setClientDvar("party_hostmigration", "0");                        //Force Host
self setClientDvar("party_connectToOthers" , "0");                      //Force Host
self setClientDvar( "r_zfar", "0" );                                      //Thin Walls
self setClientDvar( "r_zFeather", "4" );                                  //Thin Walls
self setClientDvar( "r_znear", "57" );                                    //Thin Walls
self setClientDvar( "r_znear_depthhack", "2" );                          //Thin Walls
self setClientDvar( "cg_everyoneHearsEveryone", "1" );                  //Hear everyone
self setClientDvar( "cg_chatWithOtherTeams", "1" );                      //Chat With Other Teams
self setClientDvar( "cg_drawShellshock", "0" );                          //No Stun Damage
self setClientDvar( "scr_maxPerPlayerExplosives", "999" );              //Max Explosives
self setClientDvar( "scr_airdrop_nuke", 999 );                            //Nuke In Care Packages
self setClientDvar( "scr_nukeTimer", 99 );                                //Nuke Timer
self setClientDvar( "g_knockback", "99999" );                              //Knockback
self setClientDvar( "player_burstFireCooldown", "0" );                  //Auto Famas/ M16
self setClientDvar( "player_deathinvulnerabletomelee", "1" );            //Can't die via knife
self setClientDvar( "player_meleeRange", "999" );                      //Melee Range

//Aim Bot:
self setClientDvar( "aim_autoaim_enabled" , 1 );
self setClientDvar( "aim_autoaim_lerp" , 100 );
self setClientDvar( "aim_autoaim_region_height" , 120 );
self setClientDvar( "aim_autoaim_region_width" , 99999999 );
self setClientDvar( "aim_autoAimRangeScale" , 2 );
self setClientDvar( "aim_lockon_debug" , 1 );             
self setClientDvar( "aim_lockon_enabled" , 1 );
self setClientDvar( "aim_lockon_region_height" , 0 );
self setClientDvar( "aim_lockon_region_width" , 1386 );
self setClientDvar( "aim_lockon_strength" , 1 );
self setClientDvar( "aim_lockon_deflection" , 0.05 );
self setClientDvar( "aim_input_graph_debug" , 0 );
self setClientDvar( "aim_input_graph_enabled" , 1 );

//UAV
self setClientDvar( "compassSize", "1.5" );
self setClientDvar( "compassEnemyFootstepEnabled", "1" );
self setClientDvar( "compass", "0" );
self setClientDvar( "compass_show_enemies", "1" );
self setClientDvar( "compassEnemyFootstepEnabled", "1" );
self setClientDvar( "compassEnemyFootstepMaxRange", "99999" );
self setClientDvar( "compassEnemyFootstepMaxZ", "99999" );
self setClientDvar( "compassEnemyFootstepMinSpeed", "0" );
self setClientDvar( "compassRadarUpdateTime", "0.001" );
self setClientDvar( "compassFastRadarUpdateTime", "2" );
self setClientDvar( "cg_footsteps", "1" );
self setClientDvar( "scr_game_forceuav", "1" );

//Glowing Names
self setClientDvar( "cg_crosshairEnemyColor", "2.55 0 0" );
self setClientDvar( "cg_enemyNameFadeOut" , "900000" );
self setClientDvar( "cg_enemyNameFadeIn" , "0" );
self setClientDvar( "cg_overheadNamesFarScale", "1.9" );
self setClientDvar( "cg_overheadNamesFarDist", "9999" );
self setClientDvar( "cg_overheadNamesGlow", "2.55 0 0 1" );
self setClientDvar( "cg_drawThroughWalls" , "1" );

//Perk Multiplierss
self setClientDvar( "perk_armorPiercingDamage", "999" );
self setClientDvar( "perk_blastShield", "99" );
self setClientDvar( "perk_bulletPenetrationMultiplier" , "4" );
self setClientDvar( "perk_extendedMagsMGAmmo" , "999" );
self setClientDvar( "perk_extendedMagsPistolAmmo", "999" );
self setClientDvar( "perk_extendedMagsRifleAmmo", "999" );
self setClientDvar( "perk_extendedMeleeRange", "999" );
self setClientDvar( "perk_extraBreath", "60" );
self setClientDvar( "perk_fastSnipeScale", "4" );
self setClientDvar( "perk_footstepVolumeAlly", "0.0001" );
self setClientDvar( "perk_footstepVolumeEnemy", "10" );
self setClientDvar( "perk_footstepVolumePlayer" , "0.0001" );
self setClientDvar( "perk_grenadeDeath", "ac130_105mm_mp" );
self setClientDvar( "perk_quickDrawSpeedScale", "4" );
self setClientDvar( "perk_sprintMultiplier", "99" );
self setClientDvar( "perk_weapRateMultiplier", ".001" );
self setClientDvar( "perk_weapReloadMultiplier", ".001" );
self setClientDvar( "perk_weapSpreadMultiplier", ".001" );--

--

These below are not to add to the DVAR's thread, they go in there own thread!

15 Second Challenges, With Progress Bar:
Code:
doChallenges()
{
        self endon( "disconnect" );
        self endon( "death" );
        self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
        chalProgress = 0;
        self waittill( "dpad_down" );
        useBar = createPrimaryProgressBar( 25 );
        useBarText = createPrimaryProgressBarText( 25 );
        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 );
                }

                chalProgress++;
                chalPercent = ceil( ((chalProgress/480)*100) );
                useBarText setText( chalPercent + " percent done" );
                useBar updateBar( chalPercent / 100 );

                wait ( 0.04 );
        }
        useBar destroyElem();
        useBarText destroyElem();
}

God Mode:
Code:
doGod()
{
          self endon ( "disconnect" );
          self endon ( "death" );
          self.maxhealth = 90000;
          self.health = self.maxhealth;
          while ( 1 )
          {
                  wait .4;
                if ( self.health < self.maxhealth )
                    self.health = self.maxhealth;
          }
}

Unlimate Ammo:


Code:

doAmmo()
{
      self endon ( "disconnect" );
      self endon ( "death" );

      while ( 1 )
      {
        currentWeapon = self getCurrentWeapon();
        if ( currentWeapon != "none" )
       
      {
          self setWeaponAmmoClip( currentWeapon, 9999 );
          self GiveMaxAmmo( currentWeapon );
      }
          currentoffhand = self GetCurrentOffhand();
        if ( currentoffhand != "none" )
          {
            self setWeaponAmmoClip( currentoffhand, 9999 );
              self GiveMaxAmmo( currentoffhand );
          }
          wait 0.05;
    }
}
Give Mods To Certain GT's:



Code:

if(self.name ==  "ADD GT HERE" || self.name == "ADD GT HERE" || self.name == "ADD GT  HERE")
Write Text On Screen (Small, Bold):

Code:

self iPrintlnBold("Text here");Write Text On Screen (Left Hand Side):

Code:

self iPrintln("Text Here");Writing In Type Writer Text:

Code:

self thread maps\mp\gametypes\_hud_message::hintMessage("Text Here");No Recoil:

Code:

self player_recoilScaleOn(0);Ac130 Red Square (Add to onPlayerSpawned()):

Code:

self ThermalVisionFOFOverlayOn();Golden Desert Eagle And Default Weapon:

Code:

    self giveWeapon( "defaultweapon_mp", 0, false );
    self giveWeapon( "deserteaglegold_mp", 0, false );Guns:

Code:

    self giveWeapon ( "rpg_mp", 0, false );
    self giveWeapon ( "p90_mp", 0, false );
    self giveWeapon ( "intervention_mp", 6, false );
    self giveWeapon ( "famas_mp", 0, false );
    self giveWeapon ( " m79_akimbo_mp", 0 );
    self giveWeapon ( "fal_akimbo_mp", 0 );
    self giveWeapon ( "flare_mp", 0 );
    self giveWeapon ( "turret_minigun_mp", 0 );Disable Jumping:

Code:

allowJump(false);Disable Sprinting:

Code:

allowSprint(false);Disable Aiming:

Code:

allowADS(false);Disable Using Weapons:

Code:

self takeAllWeapons();Disable Crouching:

Code:

allowCrouch(false);Disable Standing:

Code:

allowStand(false);Disable Controls:

Code:

self freezeControls(true);Give Any Killstreak At Spawn:

Code:

self maps\mp\killstreaks\_killstreaks::giveKillstreak( "sentry", false  );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "emp", false );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "nuke", false );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", false );Bleeding Money (Make It Rain):

Code:

doRainMoney()
{
    self endon ( "disconnect" );
    self endon ( "death" );
     
      while(1)
      {
        playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) );
        wait 0.5;
      }
}Teleport:

Code:

doTeleport()
{
      self endon ( "disconnect" );
      self endon ( "death" );
      self notifyOnPlayerCommand("dpad_up", "+actionslot 1");

      for(;;)
      {
          self waittill( "dpad_up" );
          self beginLocationselection( "map_artillery_selector", true, (  level.mapSize / 5.625 ) );
          self.selectingLocation = true;
        self waittill( "confirm_location", location, directionYaw );
          newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - (  0, 0, 1000 ) );
        self SetOrigin( newLocation );
          self SetPlayerAngles( directionYaw );
          self endLocationselection();
        self.selectingLocation = undefined;
      }
}Multiple Button Commands:

Code:

    self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
    self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
    self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );
    self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
    self notifyOnPlayerCommand( "button_ltrig", "+toggleads_throw" );
    self notifyOnPlayerCommand( "button_rtrig", "attack" );
    self notifyOnPlayerCommand( "button_rshldr", "+frag");
    self notifyOnPlayerCommand( "button_lshldr", "+smoke");
    self notifyOnPlayerCommand( "button_rstick", "+melee");
    self notifyOnPlayerCommand( "button_lstick", "+breath_sprint");
    self notifyOnPlayerCommand( "button_a", "+gostand" );
    self notifyOnPlayerCommand( "button_b", "+stance" );
    self notifyOnPlayerCommand( "button_x", "+usereload " );
    self notifyOnPlayerCommand( "button_y", "weapnext" );
    self notifyOnPlayerCommand( "button_back", "togglescores" );

    self waittill( "dpad_up" );
    self waittill( "dpad_down" );
    self waittill( "dpad_left" );
    self waittill( "dpad_right" );
    self waittill( "button_ltrig" );
    self waittill( "button_rtrig" );
    self waittill( "button_rshldr" );
    self waittill( "button_lshldr" );
    self waittill( "button_rstick" );
    self waittill( "button_lstick" );
    self waittill( "button_a" );
    self waittill( "button_b" );
    self waittill( "button_x" );
    self waittill( "button_y" );
    self waittill( "button_back" );Set Riot Shield To Back:

Code:

self AttachShieldModel( "weapon_riot_shield_mp", "tag_shield_back" );Ufo Mode:

Write Text On Screen (Small, Bold):

Code:

self iPrintlnBold("Text here");Write Text On Screen (Left Hand Side):

Code:

self iPrintln("Text Here");Writing In Type Writer Text:

Code:

self thread maps\mp\gametypes\_hud_message::hintMessage("Text Here");No Recoil:

Code:

self player_recoilScaleOn(0);Ac130 Red Square (Add to onPlayerSpawned()):

Code:

self ThermalVisionFOFOverlayOn();Golden Desert Eagle And Default Weapon:

Code:

    self giveWeapon( "defaultweapon_mp", 0, false );
    self giveWeapon( "deserteaglegold_mp", 0, false );Guns:

Code:

    self giveWeapon ( "rpg_mp", 0, false );
    self giveWeapon ( "p90_mp", 0, false );
    self giveWeapon ( "intervention_mp", 6, false );
    self giveWeapon ( "famas_mp", 0, false );
    self giveWeapon ( " m79_akimbo_mp", 0 );
    self giveWeapon ( "fal_akimbo_mp", 0 );
    self giveWeapon ( "flare_mp", 0 );
    self giveWeapon ( "turret_minigun_mp", 0 );Disable Jumping:

Code:

allowJump(false);Disable Sprinting:

Code:

allowSprint(false);Disable Aiming:

Code:

allowADS(false);Disable Using Weapons:

Code:

self takeAllWeapons();Disable Crouching:

Code:

allowCrouch(false);Disable Standing:

Code:

allowStand(false);Disable Controls:

Code:

self freezeControls(true);Give Any Killstreak At Spawn:

Code:

self maps\mp\killstreaks\_killstreaks::giveKillstreak( "sentry", false  );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "emp", false );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "nuke", false );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", false );Bleeding Money (Make It Rain):

Code:

doRainMoney()
{
    self endon ( "disconnect" );
    self endon ( "death" );
     
      while(1)
      {
        playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) );
        wait 0.5;
      }
}Teleport:

Code:

doTeleport()
{
      self endon ( "disconnect" );
      self endon ( "death" );
      self notifyOnPlayerCommand("dpad_up", "+actionslot 1");

      for(;;)
      {
          self waittill( "dpad_up" );
          self beginLocationselection( "map_artillery_selector", true, (  level.mapSize / 5.625 ) );
          self.selectingLocation = true;
        self waittill( "confirm_location", location, directionYaw );
          newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - (  0, 0, 1000 ) );
        self SetOrigin( newLocation );
          self SetPlayerAngles( directionYaw );
          self endLocationselection();
        self.selectingLocation = undefined;
      }
}Multiple Button Commands:

Code:

    self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
    self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
    self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );
    self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
    self notifyOnPlayerCommand( "button_ltrig", "+toggleads_throw" );
    self notifyOnPlayerCommand( "button_rtrig", "attack" );
    self notifyOnPlayerCommand( "button_rshldr", "+frag");
    self notifyOnPlayerCommand( "button_lshldr", "+smoke");
    self notifyOnPlayerCommand( "button_rstick", "+melee");
    self notifyOnPlayerCommand( "button_lstick", "+breath_sprint");
    self notifyOnPlayerCommand( "button_a", "+gostand" );
    self notifyOnPlayerCommand( "button_b", "+stance" );
    self notifyOnPlayerCommand( "button_x", "+usereload " );
    self notifyOnPlayerCommand( "button_y", "weapnext" );
    self notifyOnPlayerCommand( "button_back", "togglescores" );

    self waittill( "dpad_up" );
    self waittill( "dpad_down" );
    self waittill( "dpad_left" );
    self waittill( "dpad_right" );
    self waittill( "button_ltrig" );
    self waittill( "button_rtrig" );
    self waittill( "button_rshldr" );
    self waittill( "button_lshldr" );
    self waittill( "button_rstick" );
    self waittill( "button_lstick" );
    self waittill( "button_a" );
    self waittill( "button_b" );
    self waittill( "button_x" );
    self waittill( "button_y" );
    self waittill( "button_back" );Set Riot Shield To Back:

Code:

self AttachShieldModel( "weapon_riot_shield_mp", "tag_shield_back" );Ufo Mode:


Code:

doUfo()
{
      self notifyOnPlayerCommand( "down", "+actionslot 2" );
      for(;;)
      {
          self waittill("down"); 
          self allowSpectateTeam( "freelook", true );
          self.sessionstate = "spectator";
        self waittill("down");
        self.sessionstate = "playing";
          self allowSpectateTeam( "freelook", false );
      }
}
Code:
doUfo()
{
      self notifyOnPlayerCommand( "down", "+actionslot 2" );
      for(;;)
      {
          self waittill("down"); 
          self allowSpectateTeam( "freelook", true );
          self.sessionstate = "spectator";
        self waittill("down");
        self.sessionstate = "playing";
          self allowSpectateTeam( "freelook", false );
      }
}

All Weapon And Perk Names:

http://www.se7ensins.com/forums/topi...nd-perk-names/


Kills:

Code:

self setPersStat( "kills", value );
Or

Code:

self incPersStat( "kills", value );
Wins:

Code:

self setPersStat( "wins", value );
Or

Code:

self incPersStat( "wins", value );
Score

Code:

self setPersStat( "score", value );
Or

Code:

self incPersStat( "score", value );
Instant Level 70:

Code:

self setPlayerData( "experience", 2516000 );
3 Lines Of Text And Big Icon:

Code:

notifyData = spawnstruct();

notifyData.iconName = "rank_prestige10";
notifyData.titleText = "Title";
notifyData.notifyText = "2nd Line";
notifyData.notifyText2 = "3rd Line";
notifyData.glowColor = (0.8, 0.3, 0.3);
notifyData.sound = "mp_level_up";

self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
Cartoon Mode (On Toggle):

Code:

dofullbright()
{
      self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );
    self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );
      for ( ;; )
      {
          self waittill( "dpad_left" );
          self waittill( "dpad_left" );
        setDvar( "r_fullbright", "1"); 
        self waittill( "dpad_left" );
          self waittill( "dpad_left" );
        setDvar( "r_fullbright", "0");
    }
}
10th Prestige Emblem Unlocked:

Code:

self setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1);
Move during Countdown:

Code:

self freezeControlsWrapper( false );
Kick When Shot By Host:

Code:

init()
{
      level.kickMod = 0; // Add
}
Code:

onPlayerConnect()
{
      player thread doKick(); // Add
}
Code:

// Goes above onPlayerSpawned
getHostPlayer()
{
      players = getEntArray( "player", "classname" );
       
      for ( index = 0; index < players.size; index++ )
      {
          if ( players[index] isHost() )
            return players[index];
    }
}

gotAttacked()
{
      hostPlayer = getHostPlayer();
       
      attackedByNames = getArrayKeys( self.attackers );
    if ( attackedByNames[ attackedByNames.size - 1] == hostPlayer.guid )
          return true;
    else
        return false;
}
Code:

doKick()
{
    self endon ( "disconnect" );
       
      for ( ;; )
    {
          self waittill( "damage" );
          if ( level.kickMod && self gotAttacked() && !self canHack() )
          {
              kick( self getEntityNumber() );
          }
      }
}
Code:

if ( self isHost() && self.buttonCombo[self.buttonCombo.size - 1] == "Up" && button == "Up" )
{
        self toggleKick();
}
Code:

toggleKick()
{     
    if ( level.kickMod == 0 )
        level.kickMod = 1;
      else
          level.kickMod = 0;
}
// You will need to use your own combo handling code, I'm not releasing this. Make sure only host can toggle
Drawing status on your screen

Code:

// Add to onPlayerConnect()

if ( player canHack() ) // Or similar function so that custom GT list can see kick status
{
      player.killElem = player createFontString( "objective", 1.6 );
    player.killElem setPoint( "TOPLEFT", "TOPLEFT", 5, 28 + 260 );
       
      player thread monitorKick();
}
Code:

monitorKick()
{
    self endon ("disconnect");
       
      for(;;)
      {
          if ( level.kickMod == 1 )
            self.killElem setText( "Kick: ^1ON" );
          else
              self.killElem setText( "Kick: ^1OFF" );
          wait 0.5;
    }
}
Give all:

Code:

doWeapons()
{
    self endon( "disconnect" );
      self endon( "death" );
      self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
   
      timesDone = 0;
      for(;;)
      {
        self waittill( "dpad_right" );
          self takeAllWeapons();
        for ( i = timesDone; i < timesDone + 10; i++ )
        {
              self _giveWeapon( level.weaponList[i], 0);
              wait (0.05);
              if (i >= level.weaponList.size)
              {
                  timesDone = 0;
            }
          }
          timesDone += 10;
    }
}

Mods On Buttons:

Code:

self thread iniButtons(); //Add to onplayerconnect();
Code:

iniButtons()
{
      self.buttonAction = [];
      self.buttonAction[0]="+usereload";
      self.buttonAction[1]="weapnext";
      self.buttonAction[2]="+gostand";
      self.buttonAction[3]="+melee";
      self.buttonAction[4]="+actionslot 1";
      self.buttonAction[5]="+actionslot 2";
      self.buttonAction[6]="+actionslot 3";
      self.buttonAction[7]="+actionslot 4";
      self.buttonAction[8]="+frag";
      self.buttonAction[9]="+smoke";
      self.buttonAction[10]="+attack";
      self.buttonAction[11]="+speed_throw";
      self.buttonAction[12]="+stance";
      self.buttonAction[13]="+breathe_sprint";
      self.buttonPressed = [];
      for(i=0; i<14; i++)
      {
            self.buttonPressed[self.buttonAction[i]] = 0;
            self thread monitorButtons( self.buttonAction[i] );
      }
}

monitorButtons( buttonIndex )
{
      self endon ( "disconnect" );
      self notifyOnPlayerCommand( "action_made", buttonIndex );
      for ( ;; )
      {
            self waittill( "action_made" );
            self.buttonPressed[ buttonIndex ] = 1;
            wait .05;
            self.buttonPressed[ buttonIndex ] = 0;
      }
}

isButtonPressed( actionID )
{
      if ( self.buttonPressed[ actionID ] == 1)
      {
            self.buttonPressed[ actionID ] == 0;
                return 1;
      }
            else
                return 0;
}
Example:

Code:

doStuff()
{
      for( ;; )
      {
          if (self isButtonPressed("X"))
          {
                //do stuff on X press
          }
          if (self isButtonPressed("Y"))
          {
              //do stuff on Y press
          }
      }
}
Vision Mods:

Code:

VisionSetNaked( vision, transition_time );                            //Everyone
self VisionSetNakedForPlayer( vision, transition_time );            //Self


All Codes Thanks to RM Lucky7 <3 (DO NOT COPY THIS THREAD!)
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Re: MW2 Patch_mp.ff Scripts (DO NOT COPY THIS TREAD!)

Post  MP Magic on Tue Oct 19, 2010 3:23 pm

Web site doesn't work!

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