Credits:
iHc James
edited by d0h!
Contents:
Fastfile Editing:
Getting Started
- Creating a Bar
- Creating a Font String
Working with _hud_util.gsc - Modifying
- setPoint
- hideElem
- showElem
- destroyElem
- setWidth
- setHeight
- setSize
- setParent
- setText
Working with _hud_util.gsc - Examples
- Example Bar Creation
- Example Font String Creation
Working with _hud_message.gsc
- oldNotifyMessage
- hintMessage
- notifyMessage
- Other Text
- - iPrintIn
- - iPrintInBold
Pre Cache / Loading
- setDvar
- setClientDvar
Dvar Dump
Models
- Origin
- Angles
Script Model Functions
- Show
- Hide
- Solid
- Notsolid
Some Model Names
Sounds
- Functions to Play
- Examples
Some Sound Names
Weapons
- Some Killstreak Names
Misc Functions
- Name
- Health
Level
- Hostname
Examples
- Username Check
- Hostname Check
- Hostname -- Username Comparison
Programs
Other:
Zombie "use" Strings
Fastfile Editing:
Getting Started:
Editing Black Ops Files:
The Fastfile (.ff) contains numerous files, Think of it as a .zip / package.
The most popular file within a Fastfile is the GSC,
Idk wtf that stands for, Game Script Code or something :D?
Anyway on the list to the left of either of the programs will be the GSC's inside
they fille be formatted in folders.
The recommended GSC to edit is the _challenges.gsc which is located:
so just click it and it will open.
Now you can edit the code.
Once you have that mastered, You are ready to continue :D
Coding Basics for Black Ops:
Functions:
Functions are a group of code, you can execute them from other function and even send them values
A function looks like this
FunctionName - This is the name of the function, you will use this to "call" it,
Calling a function means starting it.
Arguments - Argument is a value that can be passed to the function when calling it,
Arguments can be found between the () after the function name,
Each argument is seperated by commas. You don't have to use arguments,
a function without arguments would look like:
{ } - These are the symbols that will contain all the function code.
Comments:
Comments are a section within coding that will get ignored, to start a comment just type:
And everything after that would be ignored until the start of the next line.
You can also make group comments, group comments start with:
and will only end when it gets to:
Here and example of how comments can be used:
In most Black Ops GSC's you will find a function with the name onPlayerConnect,
It will look like this:
Anywhere under:
you can put your code, this will execute after you connect (game starts)
you are able to make a function that will execute whenever you spawn by:
Adding:
into the OnPlayerConnect function
So it will look like this:
Now you will need to create a function after this so start a new line and put:
When making code withing OnPlayerConnect,
You will reference to yourself as "player"
But elsewhere you will reference yourself as "self"
At the top of GSC's is a function with the name init,
This is the initialization function, which will load/prepare stuff for the game,
such as caching models (loading models),
In the init function may notice:
This is what starts OnPlayerConnect
Endon Function:
To stop your functions messing up when you die / disconnect you can add either of these to the start of a function:
Wait:
Wait is a simple line of code that will wait however long you want like so:
Calling Functions:
you can call a function like so:
Obviously dependant on where you are calling it from.
You can call functions from other GSC's by:
Remember you dont put .gsc in this statement
Variables:
A variable is a stored value that you can set and get.
You can create a variable with a piece of simple code like this:
String - Strings will hold a text value
Integer - Integers will only hold a numeric value
Boolean - Booleans are a true/false value
Array - Arrays is a group of values
If I create a variable within a function, I am unable to access it from another function:
So how do we get around this?
You can save Variables to a self, player or level.
by simply adding it like so:
When setting a variable that you are able to access it anywhere.
If Statements:
An If statement if a group of code that will only execute if the check matches
heres the structure:
The check will compare 2 values, like so
There are different operators that changes the comparison check
With If statements you can also have else which will execute if the check returns false
heres an example of an if with an else:
Select Case Statements:
The select statement is your #1 solution for not using lots of if statements,
for example:
Can be easily transfered to a select statement like so:
While Statements:
A While statement is a group of code that will repeat forever, or until you want it to stop
While statements look like so:
The code within it will keep repeating if the boolean = true;
heres an example of a continously running while statement:
For Statements:
A For statement is like a while, but has my precise repeating checks
so lets look at the top
for(i=1; i<=3; i++)
i=1; - Will declare the variable i, value 1
i<=3; - This is like the while check, if i is less than or equal to 3 it will execute
i++ - Wether the variable will increase or decrease every time it repeats ( i-- is to decrease )
Final:
Heres an example using some of the stuff above,
What that will do, Is every second, it will make your origin 100 units higher,
until 10 seconds in, Then every second, it will make your origin 250 units higher,
Can you figure that out?
Hope this part has helped some people :D
HUD / Text:
Working with _hud_util.gsc - Creation
Creating a bar:
This will create a box with gradient, youll have to try to see what I mean, until I take a screenshot.
Function Header:
Usage:
Creating a Font String:
Create a font string, this will create a text element which you can display on screen
Function Header:
Usage:
Working with _hud_util.gsc - Modifying
setPoint
Sets the point (location) of the element that calls it
Function Header:
Usage:
hideElem
Hides the element that calls it
Usage:
showElem
Shows the element that calls it
Usage:
destroyElem
Destroys the element that calls it
Usage:
setWidth
Sets the width of the element that calls it
Function Header:
Usage:
setHeight
Sets the height of the element that calls it
Function Header:
Usage:
setSize
Sets the width and height of the element that calls it
Function Header:
Usage:
setParent
Sets the parent of the element that calls it
Function Header:
Usage:
getParent
Returns the parent of the element that calls it
Usage:
setText
Sets the text of the element that calls it
Function Header:
Usage:
Working with _hud_util.gsc - Examples
Example Bar Creation
Creates a black bar, size 250w, 250h
Example Font String Creation
Creates a Font String, Font as Objective, Scale as 1
Sets the point to 50, 50 from the top left of the screen
Sets the text to "Text"
Working with _hud_message.gsc
oldNotifyMessage
Modern Warfare 2 Styled Notify Message
Function Header:
Usage:
hintMessage
Typewriter Styled Text
Function Header:
Usage:
notifyMessage
Notify Message, Like Challenge Unlock
You have to spawn the struct and pass it as an argument
Function Header:
Usage:
Example Function
Other Text
iPrintln
Shows text at bottom left of screen
Usage:
iPrintlnBold
Shows text at top of screen
Usage:
Pre Cache / Loading:
Sometimes you will need to Pre Cache / Load something before you can use it
You would put this in the init() function
Example:
DVARS:
Using Dvars:
setDvar
Sets a Dvars value
Function Header:
Example
setClientDvar
Sets a Clients Dvars value inside the lobby and for clients outside the lobby
Function Header:
Example
Dvar Dump (w/ Descriptions):
//the complete dvardump can be found by using the boardseach
Models:
Basics:
Spawning a Script Model:
Setting the Model:
Script Model Properties:
Origin - Sets or Gets the Origin of the Script Model
Structure: ( X, Y, Z )
Angles - Sets or Gets the Angles of the Script Model
Structure: ( X, Y, Z )
Script Model Functions:
Show
Shows The Model
Hide
Hides The Model
Solid
Makes the model solid
Notsolid
Makes the model not solid
Some Model Names:
Sounds:
Playing Sounds
Functions to Play
Functions you can use to play sounds
Examples:
Some Sound Names:
Weapons:
giveWeapon
Give weapon to player
Function header:
Example use:
switchToWeapon
Switch players current weapon
Function header:
Example use:
_disableWeapon
Disables weapons
_enableWeapon
Enabled weapons
isWeaponEnabled
return ( !self.disabledWeapon );
Some Weapon Names: // the full list can be found by using the boardsearch
Button Binding:
OnPlayerConnect:
Monitor Function:
// all PC buttons are
Waiters:
//all possible keybinds can be used!
Function Example:
Small Mods:
giveKillstreak
Gives you a Killstreak
Function Header:
Usage:
Some Killstreak Names //rest can be found by using the boardsearch
Misc Functions:
Here are some misc functions that are already in the game:
cointoss()
return RandomInt( 100 ) >= 50 ;
isFlashed
return GetTime() < self.flashEndTime;
wait
Delays the code in seconds
realWait
Delays the code in seconds
getGameLength
Returns how long the game is
get_player_height
return 70;
Useless, but if you wanna make you code look nice you can use it somewhere
detatchAll
Detatch your head :o
Some Variables:
Here are some misc variables that may come in helpful
Self
self.name
Gets / Sets the Name of the player (Profile Name / Gamertag)
self.health
Gets / Sets the health of the player
Level
level.hostname
Gets / Sets Name of the game host (Profile Name / Gamertag)
Examples
Username Check
Checks the Username
Hostname Check
Checks the Username
Hostname == Username Comparison Check
Checks the Username
Programs:
Here are some programs
ItsModsLoader
Use this to load custom maps into Call of Duty Black Ops
http://www.itsmods.com
Notepad++
Notepad++ is a program that always comes in handy,
Just a nice notepad to use.
http://notepad-plus-plus.org/
Other:
Zombie "use" Strings
Some Interesting Ones :) //add this into the config.cfg at the end || a full list of weapons can be found by using the boardsearch
iHc James
edited by d0h!
Contents:
Fastfile Editing:
Getting Started
- Editing Black Ops Files
- Functions
- Comments
- Endon Function
- Wait
- Calling Functions
- Variables
- If Statements
- Select Case Statements
- While Statements
- For Statements
- Final
- Working with _hud_util.gsc - Creation
- Explanation
- Example
- Using Dvars
- Basics
- Script Model Properties
- Playing Sounds
- giveWeapon
- switchToWeapon
- _disableWeapon
- _enableWeapon
- isWeaponEnabled
- Some Weapon Names
- OnPlayerConnect
- Monitor Function
- Waiters
- Function Example
- giveKillstreak
- Coin Toss
- isFlashed
- wait
- realWait
- getGameLength
- get_player_height
- detatchAll
- Self
Programs
- ItsModsLoader
- Notepad++
Zombie "use" Strings
Fastfile Editing:
Getting Started:
Editing Black Ops Files:
The Fastfile (.ff) contains numerous files, Think of it as a .zip / package.
The most popular file within a Fastfile is the GSC,
Idk wtf that stands for, Game Script Code or something :D?
Anyway on the list to the left of either of the programs will be the GSC's inside
they fille be formatted in folders.
The recommended GSC to edit is the _challenges.gsc which is located:
PHP Code:
maps/mp/_challenges.gsc
Now you can edit the code.
Once you have that mastered, You are ready to continue :D
Coding Basics for Black Ops:
Functions:
Functions are a group of code, you can execute them from other function and even send them values
A function looks like this
PHP Code:
FunctionName( Argument1, Argument2, Argument3 )
{
}
Calling a function means starting it.
Arguments - Argument is a value that can be passed to the function when calling it,
Arguments can be found between the () after the function name,
Each argument is seperated by commas. You don't have to use arguments,
a function without arguments would look like:
PHP Code:
FunctionName()
{
}
Comments:
Comments are a section within coding that will get ignored, to start a comment just type:
PHP Code:
//
You can also make group comments, group comments start with:
PHP Code:
/*
PHP Code:
*/
PHP Code:
/* Here is a comment group
Remember groups dont end after a new
line it will only end when it finds */
Function1()
{
//Heres a line comment
}
It will look like this:
PHP Code:
onPlayerConnect()
{
for(;;)
{
level waittill( "connected", player );
// The Code Differs Here
}
}
PHP Code:
level waittill( "connected", player );
you are able to make a function that will execute whenever you spawn by:
Adding:
PHP Code:
player thread OnPlayerSpawn();
So it will look like this:
PHP Code:
onPlayerConnect()
{
for(;;)
{
level waittill( "connected", player );
// The Code Differs Here
player thread OnPlayerSpawn();
}
}
PHP Code:
onPlayerSpawn()
{
for(;;)
{
self waittill( "spawned_player" );
// Code Here gets executed on spawn
}
}
You will reference to yourself as "player"
But elsewhere you will reference yourself as "self"
At the top of GSC's is a function with the name init,
This is the initialization function, which will load/prepare stuff for the game,
such as caching models (loading models),
In the init function may notice:
PHP Code:
level thread onPlayerConnect();
Endon Function:
To stop your functions messing up when you die / disconnect you can add either of these to the start of a function:
PHP Code:
self endon ("disconnect");
self endon ("death");
Wait:
Wait is a simple line of code that will wait however long you want like so:
PHP Code:
wait 1; //Waits 1 second
wait 0.5;
wait 0.05;
Calling Functions:
you can call a function like so:
PHP Code:
level thread functionName(); //Use this whenever
player thread functionName(); //Use this OnPlayerConnect
self thread functionName(); //Use this in your own functions
You can call functions from other GSC's by:
PHP Code:
self maps\mp\location\_gscname::Function();
Variables:
A variable is a stored value that you can set and get.
You can create a variable with a piece of simple code like this:
PHP Code:
String = "This Is The Value";
Integer = 5;
Boolean = true;
Array = ( 100, 200, 500 );
Array2 = ( "hello", "hey", "hi" );
Integer - Integers will only hold a numeric value
Boolean - Booleans are a true/false value
Array - Arrays is a group of values
If I create a variable within a function, I am unable to access it from another function:
PHP Code:
function1()
{
MyVariable = ( 0, 0, 0 ); // Sets the Varaible named MyVariable
}
function2()
{
self thread CallingAFunction( MyVariable ); // Tries to call a function with MyVariable as an argument
//This wont work as it wont have access to the variable as its within another function.
}
You can save Variables to a self, player or level.
by simply adding it like so:
PHP Code:
self.Variable = "Hey";
level.Variable = "Oh Hai Der";
player.Variable = 1337;
If Statements:
An If statement if a group of code that will only execute if the check matches
heres the structure:
PHP Code:
if ( check )
{
}
PHP Code:
if ( self.Variable == 1 )
{
//This will only execute if self.Variable = 1
}
PHP Code:
== // If its equal to
!= // If its not equal to
< // If its less than
<= // If its less than or equal to
> // If its more than
>= // If its more than or equal to
heres an example of an if with an else:
PHP Code:
if ( self.Variable == 1 )
{
//This will only execute if self.Variable = 1
}
else
{
//This will only execute if self.Variable != 1
}
Select Case Statements:
The select statement is your #1 solution for not using lots of if statements,
for example:
PHP Code:
if ( self.Variable == 0 )
{
// 0
}
if ( self.Variable == 1 )
{
// 1
}
if ( self.Variable == 2 )
{
// 2
}
PHP Code:
switch( self.Variable )
{
case 0:
//0
break;
case 1:
//1
break;
case 2:
//2
break;
}
While Statements:
A While statement is a group of code that will repeat forever, or until you want it to stop
While statements look like so:
PHP Code:
while ( Boolean )
{
}
heres an example of a continously running while statement:
PHP Code:
while ( 1 )
{
//Repeated Code
wait 0.05; //You need to put a short wait so it dont work like a b****
}
For Statements:
A For statement is like a while, but has my precise repeating checks
PHP Code:
for( i=1; i<=3; i++ )
{
//This code will get executed 3 times, with a 3 second delay between
wait 3;
}
for(i=1; i<=3; i++)
i=1; - Will declare the variable i, value 1
i<=3; - This is like the while check, if i is less than or equal to 3 it will execute
i++ - Wether the variable will increase or decrease every time it repeats ( i-- is to decrease )
Final:
Heres an example using some of the stuff above,
PHP Code:
onPlayerConnect()
{
for(;;)
{
level waittill( "connected", player );
// The Code Differs Here
player thread OnPlayerSpawn();
}
}
onPlayerSpawn()
{
for(;;)
{
self waittill("spawned_player");
self.Variable = false;
self thread Function1();
self thread Function2();
}
}
Function1()
{
self endon ("disconnect");
self endon ("death");
wait 10;
self.Variable = true;
}
Function2()
{
self endon ("disconnect");
self endon ("death");
while ( 1 )
{
if (self.Variable = true)
{
self.origin = self.origin + ( 0, 100, 0 );
}
else
{
self.origin = self.origin + ( 0, 250 ,0 );
}
wait 1;
}
}
What that will do, Is every second, it will make your origin 100 units higher,
until 10 seconds in, Then every second, it will make your origin 250 units higher,
Can you figure that out?
Hope this part has helped some people :D
HUD / Text:
Working with _hud_util.gsc - Creation
Creating a bar:
This will create a box with gradient, youll have to try to see what I mean, until I take a screenshot.
Function Header:
PHP Code:
createBar( color, width, height, <optional> flashFrac )
PHP Code:
BarName = self createBar( "black", 300, 10 ); // Creates a Black box, Size: 300w, 10h
//Dont Forget to setPoint
Create a font string, this will create a text element which you can display on screen
Function Header:
PHP Code:
createFontString( font, fontScale )
PHP Code:
StringName = self createFontString( "objective", 1 ); // Creates a Font String, Font is Objective, and Scale is 1
//Another font is "default" without quotes
setPoint
Sets the point (location) of the element that calls it
Function Header:
PHP Code:
setPoint( point, relativePoint, xOffset, yOffset, moveTime )
PHP Code:
ElementName setPoint( "TOP LEFT", "TOP LEFT", 0, 50 ); // Sets Elements Point to 0,50 from the Top Left
//point references: TOP, BOTTOM, LEFT, RIGHT
Hides the element that calls it
Usage:
PHP Code:
ElementName hideElem(); // Hides Element
Shows the element that calls it
Usage:
PHP Code:
ElementName showElem(); // Shows Element
Destroys the element that calls it
Usage:
PHP Code:
ElementName destroyElem(); // BOOM
Sets the width of the element that calls it
Function Header:
PHP Code:
setWidth( width )
PHP Code:
ElementName setWidth( 500 ); // Sets Elements width to 500
Sets the height of the element that calls it
Function Header:
PHP Code:
setHeight( height )
PHP Code:
ElementName setHeight( 500 ); // Sets Elements Height to 500
Sets the width and height of the element that calls it
Function Header:
PHP Code:
setSize( width, height )
PHP Code:
ElementName setSize( 250, 300 ); //Sets Elements width to 250, and height to 300
Sets the parent of the element that calls it
Function Header:
PHP Code:
setParent( element )
PHP Code:
ElementName setParent( level.uiParent ); // Sets Elements parent to level.uiParent
Returns the parent of the element that calls it
Usage:
PHP Code:
ElementName setParent(); // Returned value is parents name
Sets the text of the element that calls it
Function Header:
PHP Code:
setText( Text )
PHP Code:
ElementName setText( "Text" ); // Sets Elements Text
Example Bar Creation
Creates a black bar, size 250w, 250h
PHP Code:
BarExample = self createBar( "black", 250, 250 );
BarExample setPoint( "TOP LEFT", "TOP LEFT", 30, 50 );
Creates a Font String, Font as Objective, Scale as 1
Sets the point to 50, 50 from the top left of the screen
Sets the text to "Text"
PHP Code:
FontStringExample = createFontString("objective", 1 );
FontStringExample setPoint( "TOP LEFT", "TOP LEFT", 50, 50 );
FontStringExample setText( "Text" );
oldNotifyMessage
Modern Warfare 2 Styled Notify Message
Function Header:
PHP Code:
oldNotifyMessage( titleText, notifyText, iconName, glowColor, sound, duration )
PHP Code:
self maps\mp\gametypes\_hud_message::oldNotifyMessage( "Main Text", "Sub Text", "rank_prestige15", "black", "mp_level_up", 5);
Typewriter Styled Text
Function Header:
PHP Code:
hintMessage( hintText, duration )
PHP Code:
self maps\mp\gametypes\_hud_message::hintMessage( "Text", 5 );
Notify Message, Like Challenge Unlock
You have to spawn the struct and pass it as an argument
Function Header:
PHP Code:
notifyMessage( notifyData )
PHP Code:
notifyData = spawnStruct();
notifyData.titleText = "Main Text";
notifyData.notifyText = "Sub Text";
notifyData.iconName = "rank_prestige15";
notifyData.glowColor = "black"
notifyData.sound = "mp_level_up";
notifyData.duration = 5;
self maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
PHP Code:
ShowMessage( titleText, notifyText, iconName, glowColor, sound, duration )
{
notifyData = spawnStruct();
notifyData.titleText = titleText;
notifyData.notifyText = notifyText;
notifyData.iconName = iconName;
notifyData.glowColor = glowColor;
notifyData.sound = sound;
notifyData.duration = duration;
self maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
}
iPrintln
Shows text at bottom left of screen
Usage:
PHP Code:
self iPrintln("Text");
Shows text at top of screen
Usage:
PHP Code:
self iPrintlnBold("Text");
Pre Cache / Loading:
Sometimes you will need to Pre Cache / Load something before you can use it
PHP Code:
preCacheItem( item );
preCacheModel( model );
PreCacheString( string );
PreCacheShader( shader );
PreCacheVehicle( vehicle );
PreCacheRumble( rumble );
loadFx( fx );
loadTreadFx( treadfx );
Example:
PHP Code:
preCacheModel( "mp_supplydrop_boobytrapped" );
DVARS:
Using Dvars:
setDvar
Sets a Dvars value
Function Header:
PHP Code:
setDvar( name, value );
PHP Code:
self setDvar( "cg_thirdperson", 1 );
Sets a Clients Dvars value inside the lobby and for clients outside the lobby
Function Header:
PHP Code:
setClientDvar( name, value );
PHP Code:
self setClientDvar( "cg_thirdperson", 1 );
Dvar Dump (w/ Descriptions):
//the complete dvardump can be found by using the boardseach
Models:
Basics:
Spawning a Script Model:
PHP Code:
ScriptModel = spawn( "script_model", self.origin ); // Spawns a Script Model at Your Origin (Location)
PHP Code:
ScriptModel setModel( "name" ); // Sets the Model of the Script Model - Where name = The Model Name
Origin - Sets or Gets the Origin of the Script Model
Structure: ( X, Y, Z )
PHP Code:
ScriptModel.origin = ( 0, 0, 0 ); // Sets the Origin to 0, 0, 0
ScriptModel.origin = ( 0, 100, 0 ); //Sets the Origin to 0, 100, 0
ScriptModel.origin = self.origin; //Sets the Origin to match yours
ScriptModel.origin = self.origin + ( 0, 100, 0 ); //Sets the Origin to match yours + 0, 100, 0
self.origin = ScriptModel.origin; //Gets the ScriptModel's Origin, And sets your Origin to it
Structure: ( X, Y, Z )
PHP Code:
ScriptModel.angles = ( 0, 0, 0 ); // Sets the Angles to 0, 0, 0
ScriptModel.angles = ( 0, 100, 0 ); //Sets the Angles to 0, 100, 0
ScriptModel.angles = self.angles; //Sets the Angles to match Your Characters
ScriptModel.angles = self.angles + ( 0, 100, 0 ); //Sets the Angles to match Your Characters + 0, 100, 0
self.angles = ScriptModel.angles; //Gets the ScriptModel's Angles, And sets your Angles to it
Show
Shows The Model
PHP Code:
ScriptModel show();
Hides The Model
PHP Code:
ScriptModel hide();
Makes the model solid
PHP Code:
ScriptModel solid();
Makes the model not solid
PHP Code:
ScriptModel notsolid();
Some Model Names:
PHP Code:
"mp_supplydrop_ally" // Ally Care Package
"mp_supplydrop_axis" // Enemy Care Package
"mp_supplydrop_boobytrapped" // Black Care Package with Red Skull and Crossbones
"weapon_claymore_detect"
"weapon_c4_mp_detect"
"t5_weapon_acoustic_sensor_world_detect"
"t5_weapon_scrambler_world_detect"
"t5_weapon_camera_spike_world_detect"
"t5_weapon_camera_head_world_detect"
"t5_weapon_tactical_insertion_world_detect"
"t5_weapon_camera_head_world"
Sounds:
Playing Sounds
Functions to Play
Functions you can use to play sounds
PHP Code:
playLocalSound( "name" ); //Plays sound local to the caller
playSound( "name" ); //Plays sound once
playLoopSound( "name" ); //Continuously Plays a sound
PHP Code:
self playLocalSound("mpl_player_heartbeat");
//Plays Heartbeat Sound, Local to you Character
PHP Code:
ScriptModel = spawn( "script_model", self.origin );
ScriptModel playSound ( "mpl_kls_napalm_exlpo" );
ScriptModel playLoopSound ( "mpl_kls_napalm_fire" );
//Spawns a Script Model, At your origin
//Plays Napalm Explosion Sound
//Loops Burning Sound
Some Sound Names:
PHP Code:
"mpl_player_heartbeat" //Heartbeat Noise
"mpl_kls_napalm_exlpo" //Napalm Explosion
"mpl_kls_napalm_fire" //Napalm Burning
Weapons:
giveWeapon
Give weapon to player
Function header:
PHP Code:
giveWeapon( name );
PHP Code:
self giveWeapon( "crossbow_explosive_mp" );
Switch players current weapon
Function header:
PHP Code:
switchToWeapon( name );
PHP Code:
self switchToWeapon( "crossbow_explosive_mp" );
Disables weapons
PHP Code:
self _disableWeapon();
Enabled weapons
PHP Code:
self _enableWeapon();
return ( !self.disabledWeapon );
PHP Code:
WeaponTest = self isWeaponEnabled();
PHP Code:
"crossbow_explosive_mp"
"m1911_mp"
"python_mp"
"cz75_mp"
"m14_mp"
"m16_mp"
"g11_lps_mp"
"famas_mp"
"ak74u_mp"
"mp5k_mp"
"mpl_mp"
"pm63_mp"
"spectre_mp"
"cz75dw_mp"
"ithaca_mp"
"rottweil72_mp"
"spas_mp"
"hs10_mp"
"aug_mp"
"galil_mp"
"commando_mp"
"fnfal_mp"
"dragunov_mp"
"l96a1_mp"
"rpk_mp"
"hk21_mp"
"m72_law_mp"
"frag_grenade_mp"
"claymore_mp"
"china_lake_mp"
"knife_ballistic_mp"
Button Binding:
OnPlayerConnect:
PHP Code:
player thread MonitorButtons();
PHP Code:
MonitorButtons()
{
self endon("disconnect");
for(;;)
{
if(self ActionSlotOneButtonPressed()) self notify("dpad_up");
if(self ActionSlotTwoButtonPressed()) self notify("dpad_down");
if(self ActionSlotThreeButtonPressed()) self notify ("dpad_left");
if(self ActionSlotFourButtonPressed()) self notify ("dpad_right");
if(self SecondaryOffHandButtonPressed()) self notify("LB");
if(self FragButtonPressed()) self notify("RB");
if(self MeleeButtonPressed()) self notify("RS");
if(self ADSButtonPressed()) self notify ("left_trigger");
if(self AttackButtonPressed()) self notify ("right_trigger");
if(self JumpButtonPressed()) self notify("button_a");
if(self UseButtonPressed()) self notify ("button_x");
if(self ChangeSeatButtonPressed()) self notify ("button_y");
if(self ThrowButtonPressed()) self notify ("button_b");
wait 0.05;
}
}
// all PC buttons are
PHP Code:
bind TAB "+scores"
bind ESCAPE "togglemenu"
bind SPACE "+gostand"
bind 1 "weapnext"
bind 4 "+smoke"
bind 5 "+actionslot 3"
bind 6 "+actionslot 4"
bind 7 "+actionslot 2"
bind A "+moveleft"
bind B "mp_QuickMessage"
bind C "togglecrouch"
bind D "+moveright"
bind E "+leanright"
bind F "+melee"
bind G "+activate"
bind Q "+leanleft"
bind R "+reload"
bind S "+back"
bind T "chatmodepublic"
bind V "+melee"
bind W "+forward"
bind X "+actionslot 1"
bind Y "chatmodeteam"
bind Z "+talk"
bind PAUSE "toggle cl_paused"
bind CTRL "toggleprone"
bind SHIFT "+breath_sprint"
bind F1 "vote yes"
bind F2 "vote no"
bind F3 "toggleview"
bind F10 "acceptinvitation"
bind F12 "screenshotJPEG"
bind MOUSE1 "+attack"
bind2 MOUSE1 "+vehicleattack"
bind MOUSE2 "+toggleads_throw"
bind MOUSE3 "+frag"
bind2 MOUSE3 "+vehicleattacksecond"
bind MWHEELDOWN "weapnext"
bind MWHEELUP "weapnext"
PHP Code:
self waittill("+actionslot 1");
self waittill("+actionslot 2");
self waittill("+actionslot 3");
self waittill("+actionslot 4");
self waittill("+melee");
self waittill("forward");
self waittill("crouch");
self waittill("back");
self waittill("talk");
//all possible keybinds can be used!
Function Example:
PHP Code:
actionslot 1()
{
self endon("disconnect");
for(;;)
{
self waittill("+actionslot 1");
//Code Executed On X Press
wait 0.05;
}
}
Small Mods:
giveKillstreak
Gives you a Killstreak
Function Header:
PHP Code:
giveKillstreak( killstreakType, streak, suppressNotification, noXP )
PHP Code:
self maps\mp\gametypes\_hardpoints::giveKillstreak( "dogs_mp" );
//Where dogs_mp is Killstreak given
PHP Code:
radar_mp
dogs_mp
rcbomb_mp
helicopter_comlink_mp
helicopter_player_firstperson_mp
helicopter_gunner_mp
supplydrop_mp
minigun_drop_mp
Misc Functions:
Here are some misc functions that are already in the game:
cointoss()
return RandomInt( 100 ) >= 50 ;
PHP Code:
CoinTossTest = self cointoss();
return GetTime() < self.flashEndTime;
PHP Code:
FlashedTest = self isFlashed();
Delays the code in seconds
PHP Code:
wait( 2 ); //Waits 2 Settings
Delays the code in seconds
PHP Code:
realWait( 2 ); //Waits 2 Settings
Returns how long the game is
PHP Code:
TimeTest = self getGameLength();
return 70;
Useless, but if you wanna make you code look nice you can use it somewhere
PHP Code:
HeightTest = self get_player_height();
Detatch your head :o
PHP Code:
self detachAll();
Some Variables:
Here are some misc variables that may come in helpful
Self
self.name
Gets / Sets the Name of the player (Profile Name / Gamertag)
PHP Code:
GetName = self.name;
self.name = "James";
Gets / Sets the health of the player
PHP Code:
GetHealth = self.health;
self.health = 9999;
level.hostname
Gets / Sets Name of the game host (Profile Name / Gamertag)
PHP Code:
GetHostName = level.hostname;
level.hostname = "James";
Username Check
Checks the Username
PHP Code:
if ( self.name == "iHc James" )
{
// Your Name is iHc James
}
Checks the Username
PHP Code:
if ( level.hostname == "iHc James" )
{
// You Have a Cool Host!?
}
Checks the Username
PHP Code:
if ( level.hostname == self.name )
{
// You are the Host!
}
Programs:
Here are some programs
ItsModsLoader
Use this to load custom maps into Call of Duty Black Ops
http://www.itsmods.com
Notepad++
Notepad++ is a program that always comes in handy,
Just a nice notepad to use.
http://notepad-plus-plus.org/
Other:
Zombie "use" Strings
Some Interesting Ones :) //add this into the config.cfg at the end || a full list of weapons can be found by using the boardsearch
PHP Code:
bind O "god"
bind 8 "sf_use_ignoreammo 1"
bind 9 "player_sustainammo 1"
bind 0 "give thundergun_upgraded_zm"