11-07-2010, 13:25
(This post was last modified: 11-07-2010, 13:28 by SuperNovaAO.)
haaj there here are some mods i never finished P
here is my list
modd 1 : Team Spirit
here is the map edit
Modd 2 RushBase
Modd 3 Total War awsome modd btw!
[mod pack info]
team spirit is done...
tw is done xD
you just ahve to delete some thread's like coordinates and ufo
it also incududes my firt modd and it was leaked from azu xD whahahaha
but rushbase hasnt got a weapon stuff
im aslo not sure if the mods are done..... but they are fun!
modd pack includes... some crap mods i dind fisnish
like custom map's and more !
+ easy to leak/use Nemisiss box function's
Credit's
... i donno xD
TheSaboteur..
special thanks :
{MW2U}Mathieu for teaching
Master313 Teaching
MetPL teaching
RowanFTBL told me about modding xD
Keroc teaching
4Funplayin Giving the best CP/yaahman ofc being my bud and helping
AND ****
not to forget KIllingdyl! who made map making so easy/ty
thanks my m8's
feel free to use/yayz
VS
SS/Vid
well uhmm i am leaking the internet of my neigbors....
so i cant upload...
please someone make a screen for me
EDIT:
sorry only vid i have..... on youtube
well thats it have a nice life suckass!/yea
Cod BO im coming =D
here is my list
modd 1 : Team Spirit
here is the map edit
C++ Code
- //ammo bomb
- CreateAmmoBlock((-6816,3489,1152));
-
-
- //turrets
- mgTurret = spawnTurret( "misc_turret", (-6528, 3555, 1203), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0, 0, 0);
- mgTurret = spawnTurret( "misc_turret", (-6533, 3617, 1203), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0, 0, 0);
- mgTurret = spawnTurret( "misc_turret", (-6072, 3799, 1140), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0, 0, 0);
- mgTurret = spawnTurret( "misc_turret", (-6083, 3331, 1140), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0, 0, 0);
-
-
- createwalls((-7242,3905,1032),(-7242,3137,1092));
- createwalls((-6068,3130,1032),(-6068,3430,1140));
- createwalls((-6068,3920,1032),(-6068,3690,1140));
-
- CreateDoors((-6067, 3776, 1050), (-6057, 3547, 1050), (90, 0, 0), 5, 3, 20, 90);
- CreateDoors((-6503, 3801, 1050), (-6500, 3545, 1050), (90, 0, 0), 5, 3, 20, 90);
- createwalls((-6516,3171,1032),(-6513,3409,1130));
- createwalls((-6504,3678,1032),(-6504,3864,1130));
- createramps((-6129,3889,1112),(-6129,3702,1112));
- createramps((-6150,3239,1115),(-6357,3217,1032));
- createramps((-6147,3846,1108),(-6366,3852,1032));
- CreateGrids((-6545, 3177, 1137), (-6818, 3860, 1137), (0, 0, 0));
- createwalls((-6521,3172,1152),(-6521,3873,1200));
- createramps((-6826,3744,1135),(-7076,3744,1032));
- createramps((-6820,3273,1135),(-7081,3277,1032));
-
- createramps((-6114,3132,1112),(-6114,3422,1112));
-
-
- //obj
- ac1 = spawn("script_model", (-4315, 3564, 1032));
- ac1 setModel( "vehicle_pickup_destructible_mp" );
- ac1 CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
- ac1.angles = (0, 510, 0);
-
- ac1 = spawn("script_model", (-4369, 3691, 1066));
- ac1 setModel( "vehicle_pickup_destructible_mp" );
- ac1 CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
- ac1.angles = (0, 240, 90);
-
- ac1 = spawn("script_model", (-5079, 3647, 1032));
- ac1 setModel( "vehicle_pickup_destructible_mp" );
- ac1 CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
- ac1.angles = (0, 90, 0);
-
- ac1 = spawn("script_model", (-5212, 3305, 1066));
- ac1 setModel( "vehicle_pickup_destructible_mp" );
- ac1 CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
- ac1.angles = (0, 90, 90);
-
-
-
-
- SpawnBoxer((-5119, 3180, 1032), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get a ^5Cover^1Nade", "freezegrenade", "", level.airDropCrateCollision, (0,0,0), "smoke_grenade_mp", (0,0,30));
- SpawnBoxer((-4283, 3786, 1032), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get a ^5Cover^1Nade", "freezegrenade", "", level.airDropCrateCollision, (0,260,0), "smoke_grenade_mp", (0,0,30));
-
- SpawnBox((-4266, 3610, 1062), "com_laptop_2_open", "Press ^3[{+activate}]^7 ^3to Call ^2reinforcements ! ", "movejetderail", "", undefined, (0,90,0), undefined, undefined, "axis");
- SpawnBox((-4266, 3610, 1032), "com_plasticcase_beige_big", undefined, undefined, undefined, level.airDropCrateCollision, (0,0,0)); //predatorbox
-
- //weaponboxes axis
- SpawnBox((-6813, 3865, 1152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get ^1MassiveGrip", "weapon", "", level.airDropCrateCollision, (0,0,0), "m1014_grip_xmags_mp", (0,0,30));
- SpawnBox((-6820, 3187, 1152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get An ^2Improvement", "weapon", "", level.airDropCrateCollision, (0,0,0), "scar_fmj_mp", (0,0,30));
- SpawnBox((-6123, 3181, 1032), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^1Heartbreaker", "weapon", "", level.airDropCrateCollision, (0,0,0), "m21_fmj_heartbeat_mp", (0,0,30));
- SpawnBox((-6560, 3837, 1032), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get ^1Sticky^2Bomb", "weapon", "cardicon_simplegun", level.airDropCrateCollision, (0,0,0), "semtex_mp", (0,0,30));
- SpawnBox((-6123, 3864, 1032), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^1Heartbreaker", "weapon", "", level.airDropCrateCollision, (0,0,0), "cheytac_fmj_mp", (0,0,30));
- level thread maps\mp\gametypes\_heli::useHelicopterMinigun();
- SpawnBox((-6609, 3178, 1032), "com_plasticcase_beige_big", undefined, undefined, undefined, level.airDropCrateCollision);; //detonatebox
- SpawnBox((-6609, 3178, 1062), "com_laptop_2_open", "Press ^3[{+activate}]^7 to ^2become a ^1Pilot!", "podlaczdoheli", "cardicon_helmet_pilot", undefined, (0,86,0));
Modd 2 RushBase
C++ Code
- precacheShader( "compass_waypoint_panic" );
- bombsite = spawn("script_model", (-2473, 20198, 1870) );
- bombsite setModel( "com_bomb_objective" );
- bombsite Solid();
- bombsite.angles = (0, 0, 0);
- bombsite = spawn("script_model", (-961, 20053, 1870) );
- bombsite setModel( "com_bomb_objective" );
- bombsite Solid();
- bombsite.angles = (0, 180, 0);
- ac1 = spawn("script_model", (-1788, 20206, 2698));
- ac1 setModel( "vehicle_ac130_low_mp" );
- ac1 Solid();
- ac1.angles = (90, 0, 90);
- ac2 = spawn("script_model", (-1728, 19583, 1966));
- ac2 setModel( "vehicle_av8b_harrier_jet_mp" );
- ac2 Solid();
- ac2.angles = (0, 90, 0);
- ac2 = spawn("script_model", (-1758, 20752, 1966));
- ac2 setModel( "vehicle_av8b_harrier_jet_mp" );
- ac2 Solid();
- ac2.angles = (0, -90, 0);
-
- // turrets
- mgTurret = spawnTurret( "misc_turret", (-2210, 19853, 1929), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0, 0, 0);
- mgTurret = spawnTurret( "misc_turret", (-2050, 20444, 1929), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0, 0, 0);
- mgTurret = spawnTurret( "misc_turret", (-1382, 20439, 1929), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0, 180, 0);
- mgTurret = spawnTurret( "misc_turret", (-1395, 19779, 1929), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0, 180, 0);
-
- //lower deck hide places
- CreateWalls((-2830, 20291, 1870), (-2840, 19822, 1925)); // allies
- CreateWalls((-633, 19788, 1870), (-614, 20265, 1925)); // axis
-
- // weapon spwan axis
- CreateElevator((-594,19986,1870),(4337,-5425,2640));
- CreateElevator((4857,-5432,2640),(-338,20334,2072));
- self thread SpawnWeapon(undefined,"usp_akimbo_silencer_mp","^1Double luck",(4848,-5098,2661)+(0,0,0),0);
- self thread SpawnWeapon(undefined,"fal_reflex_mp","^1long range",(4864,-5128,2661)+(0,0,0),0);
- createblocks((4861,-5109,2646), (0,125,0));
- // weapon spwan allies
-
- CreateElevator((-2907,20056,1870),(-5207, 24234,3972));
- CreateElevator((-5912,24217,3972),(-3077,19777,2070));
- createblocks((-5855,24073,3975), (0,125,0));
- self thread SpawnWeapon(undefined,"usp_akimbo_silencer_mp","^1Double luck",(-5860,24096,3990)+(0,0,0),0);
- self thread SpawnWeapon(undefined,"fal_reflex_mp","^1long range",(-5844,24055,3990)+(0,0,0),0);
-
- // minigame to legend top
-
-
-
-
-
- //secret top
-
-
-
- // protectwalls
-
- CreateWalls((-2730, 20439, 2074), (-2782, 19632, 2130)); //spwan wall protect high allies
-
- CreateWalls((-581, 20445, 2074), (-609, 19621, 2130)); //spwan wall protect higher axis
-
- //bridge
- CreateGrids((-1411, 20167, 1840), (-2038, 20194, 1840)); //bridge
-
- //doors
-
- CreateAsc((-1388,20185,1870), (-1382,20070,1870), (90,90,90), 3, 3, 2);
- CreateAsc((-2044,20184,1870), (-2042,20070,1870), (90,90,90), 3, 3, 2);
-
- //walls
- CreateWalls((-2044, 20107, 1870), (-2040, 19990, 1925));
- CreateWalls((-1390, 20108, 1870), (-1403, 19418, 1925));
- CreateWalls((-1389, 20259, 1870), (-1394, 20649, 1925));
- CreateWalls((-2069, 19971, 1870), (-2196, 19863, 1925));
- CreateWalls((-2220, 19841, 1870), (-2200, 19399, 1925));
- CreateWalls((-2063, 20635, 1870), (-2035, 20266, 1925));
-
- // teleports
Modd 3 Total War awsome modd btw!
C++ Code
- //lower naar incommon
- CreateElevator((-3359,-584,146),(-3230,-803,496), (0,0,0), false);
-
-
- //back to the top
- CreateElevator((-3359,-127,424),(-3591,340,19), (0,0,0), false);
- CreateElevator((-4360,1397,370),(-3688,289,87), (0,0,0), false);
- CreateElevator((-1923,594,816),(-3688,289,87), (0,0,0), false);
- CreateElevator((-2498,1053,448),(-3489,328,87), (0,0,0), false);
- // roof naar kerk
- CreateElevator((-3577,-833,600),(-1801,530,808), (0,0,0), false);
- //upper top van dark
- CreateElevator((-3360,-637,288),(-5212,-674,768), (0,0,0), false);
- //dark top
- CreateElevator((-3775,-570,214),(-3423,-730,424), (0,0,0), false);
-
- //verwijzing van dark top
- CreateElevator((-3359,-840,288),(-4863,1504,632), (0,0,0), false);
-
- //block top verwijzing naar scheefe top
- CreateElevator((-4219,1363,632),(-2449,1088,584), (0,0,0), false);
-
- //wapen standaart boxen allies
- SpawnBox((1375, 2136, 152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2Primary Kit^1#2", "weapon", "", level.airDropCrateCollision, (0,0,0), "m16_reflex_mp", (0,0,30));
- SpawnBox((1259, 2136, 152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2Secondary Kit^1#2", "weapon", "", level.airDropCrateCollision, (0,0,0), "coltanaconda_fmj_mp", (0,0,30));
- SpawnBox((1279, 1804, 152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2Primary Kit^1#1", "weapon", "", level.airDropCrateCollision, (0,0,0), "scar_eotech_gl_mp", (0,0,30));
- SpawnBox((1378, 1799, 152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2Secondary Kit^1#1", "weapon", "", level.airDropCrateCollision, (0,0,0), "beretta_akimbo_mp", (0,0,30));
- SpawnBox((1149, 1799, 152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2recon Kit^1#2", "weapon", "", level.airDropCrateCollision, (0,0,0), "cheytac_thermal_xmags_mp", (0,0,30));
- SpawnBox((1156, 2136, 152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2Secondary Kit^1#1", "weapon", "", level.airDropCrateCollision, (0,0,0), "m21_fmj_thermal_mp", (0,0,30));
-
-
-
- //wapen standaart boxen axis
- SpawnBox((1650, 2132, 152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2Primary Kit^1#2", "weapon", "", level.airDropCrateCollision, (0,0,0), "m16_reflex_mp", (0,0,30));
- SpawnBox((1650, 1801, 152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2Secondary Kit^1#2", "weapon", "", level.airDropCrateCollision, (0,0,0), "coltanaconda_fmj_mp", (0,0,30));
- SpawnBox((1732, 1799, 152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2Primary Kit^1#1", "weapon", "", level.airDropCrateCollision, (0,0,0), "scar_eotech_gl_mp", (0,0,30));
- SpawnBox((1732, 2136, 152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2Secondary Kit^1#1", "weapon", "", level.airDropCrateCollision, (0,0,0), "beretta_akimbo_mp", (0,0,30));
- SpawnBox((1861,2136,152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2recon Kit^1#2", "weapon", "", level.airDropCrateCollision, (0,0,0), "cheytac_thermal_xmags_mp", (0,0,30));
- SpawnBox((1861, 1817,152), "com_plasticcase_beige_big", "Press ^3[{+activate}]^7 to get The ^2recom Kit^1#1", "weapon", "", level.airDropCrateCollision, (0,0,0), "m21_fmj_thermal_mp", (0,0,30));
- //stair
- createblocks((-3135,652,34));
- createramps((-3139,625,54),(-3140,740,4));
- createRamps((-4573,698,118),(-4541,905,24));
- createRamps((-3040,-112,126),(-3067,-241,62));
-
- //secret naar recoon
- CreateElevator((-3037,-802,622),(-7342,682,774), (0,0,0), false);
- //teleports allies
-
-
- CreateElevator((1458,1968,152),(-4594,-20,54), (0,0,0), false);
- CreateElevator((1458,1822,152),(-4439,1262,224), (0,0,0), false);
- CreateElevator((1458,2127,152),(-4487,1257,24), (0,0,0), false);
-
- //teleports axis
-
-
- CreateElevator((1561,2080,152),(-3254,1105,24), (0,0,0), false);
- CreateElevator((1557,1968,152),(-3233,1016,176), (0,0,0), false);
- CreateElevator((1559,1826,152),(-3131,-395,94), (0,0,0), false);
-
-
- //blocks
- createwalls((1507,2133,161),(1505,1799,258));
-
-
-
- //invis blocks
- createwallser((-2552,-168,112),(-2455,-165,162));
- createwallser((-4273,643,92),(-4079,668,128));
- createwallser((-4727,699,33),(-4916,-10,160));
- createwallser((-3319,-160,87),(-2584,-172,110));
- createwallser((-2559,584,537),(-2677,591,582));
- createwallser((-2340,591,430),(-2414,578,402));
- createwallser((-2612,585,437),(-2526,591,440));
- createrampser((-2526,583,456),(-2476,588,382));
- createwallser((-3253,591,300),(-2353,583,303));
- createrampser((-2626,591,287),(-2706,583,264));
- CreateBlockser((-2799,647,12));
- playfx(level.spawnGlow["friendly"], (1458,1968,182));
- playfx(level.spawnGlow["friendly"], (1458,1968,182));
- playfx(level.spawnGlow["friendly"], (1458,1822,182));
- playfx(level.spawnGlow["friendly"], (1458,2127,182));
- playfx(level.spawnGlow["friendly"], (1561,2080,182));
- playfx(level.spawnGlow["friendly"], (1557,1968,182));
- playfx(level.spawnGlow["friendly"], (1559,1826,182));
- playfx(level.spawnGlow["friendly"], (-3775,-570,224));
- playfx(level.spawnGlow["friendly"], (-3359,-840,298));
- playfx(level.spawnGlow["friendly"], (-4219,1363,652));
- playfx(level.spawnGlow["enemy"], (-3359,-127,434 ));
- playfx(level.spawnGlow["enemy"], ( -4360,1397,370 ));
-
- playfx(level.spawnGlow["friendly"], (-3577,-833,610 ));
- playfx(level.spawnGlow["enemy"], ( -1923,594,826 ));
- playfx(level.spawnGlow["friendly"], (-3037,-802,642 ));
- playfx(level.spawnGlow["friendly"], (-3359,-584,146 ));
- playfx(level.spawnGlow["enemy"], (-2498,1053,448 ));
- playfx(level.spawnGlow["friendly"], (-3352,-616,298 ));
[mod pack info]
team spirit is done...
tw is done xD
you just ahve to delete some thread's like coordinates and ufo
it also incududes my firt modd and it was leaked from azu xD whahahaha
but rushbase hasnt got a weapon stuff
im aslo not sure if the mods are done..... but they are fun!
modd pack includes... some crap mods i dind fisnish
like custom map's and more !
+ easy to leak/use Nemisiss box function's
Credit's
... i donno xD
TheSaboteur..
special thanks :
{MW2U}Mathieu for teaching
Master313 Teaching
MetPL teaching
RowanFTBL told me about modding xD
Keroc teaching
4Funplayin Giving the best CP/yaahman ofc being my bud and helping
AND ****
not to forget KIllingdyl! who made map making so easy/ty
thanks my m8's
feel free to use/yayz
VS
SS/Vid
well uhmm i am leaking the internet of my neigbors....
so i cant upload...
please someone make a screen for me
EDIT:
sorry only vid i have..... on youtube
well thats it have a nice life suckass!/yea
Cod BO im coming =D