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Tutorial 007 Quantom of Solace Modding [Research/Info]

C

Caboose

☣ CabooseSayzWTF ☣
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First off, I have no idea where to put this so i'm putting it here for now, since there's no dedicated section for this.
I also want to mention that this research was done by me and ISOCheated . It is incomplete as is, but it should be a stepping stone for anybody interested in modding this game at this day and age. So let's start this off by saying i'm 100% new to gsc for the most part, sure I fiddled with it back in cod 4 and waw days but very minimal and back then it was a eyesore for me, since everybody was modding these two games heavily, I stayed my distance from even trying to create anything as back then the community was garbage and treated everybody horribly, i'm posting this info based on the age of this game and in hopes that most people have matured over the years. Down below you will see everything I bothered ripping from the ff files, keep in mind it is not complete, and maybe somebody here can look into this game further and help release more stuff for it, and hopefully this will get people out of the cod 4 and waw section and try something new yet old at the same time. Doubtful that it will, but it's here for anybody interested non the less.

The best thing about this game is it can be iso modded online, mod menus etc work 100% via burnt game iso modding, xk3y, rgh etc, you can find a cleared out common_mp.ff and common.ff in this thread!

Some of this info very well could be wrong as I did not test every single shader, dvar or model etc.
Let me know what i'm missing.

hud_icon_wp_p99
hud_icon_wp_wa2000
hud_icon_wp_golden_gun_mp
hud_icon_wp_mac11
hud_icon_wp_aksu_mp
hud_icon_wp_grenade_prox
hud_icon_wp_grenade_frag
hud_icon_wp_grenade_smoke
hud_icon_wp_grenade_flash
hud_grenadepointer
hud_flashbangicon
objective_meter_back
objective_meter_compass
objective_meter_compass_b
damage_feedback
reticle_center_dot
reticle_center_dash
reticle_center_friendly
reticle_circle
reticle_blind_fire
ammo_counter_beltbullet
ammo_counter_bullet
ammo_counter_riflebullet
ammo_counter_rocket
ammo_counter_shotgunshell
hint_usable
hint_download
hint_mantle
hint_hack
hint_quick_kill_1
hint_quick_kill_2
hint_corner
hint_cover_enter
hint_cover_exit
hint_cornerleft
hint_dash_cover
hint_coplanar
hint_climb
hint_movebody
hint_movebody_drag
hint_open_door
balance_dot
balance_meter
btn_attack
btn_back
btn_left
btn_navigate_all
btn_navigate_h
btn_navigate_v
btn_refresh
btn_right
btn_y
bumper_left
bumper_right
button_back
stick_left
stick_right
trigger_left
trigger_right
controller
controller_lines_mp
controller_lines_sp
cm_ig_font1_gyphs_f0
cmfont2_glyphs_f0
sp_ig_ob_static1
sp_ig_ob_static2
sp_ig_ob_static3
sp_ig_ob_static4
sp_ig_qkill_fade
sp_ig_ob_sound
sp_ig_ob_fame
sp_ig_ob_image
sp_ig_ob_reflection1
bar_orange
sp_ig_pm_car
sp_ig_pm_car2
sp_ig_pm_car3
sp_ig_pm_gun
sp_ig_pm_gun2
sp_ig_pm_gun3
sp_ig_pm_popup
sp_ig_pm_popup2
sp_ig_pm_popup3
cloud_outdoor
cloud_Snowflake01
hud_icon_pistol
inventory_tnt_large
hud_icon_wp_mp05_fg_s
hud_icon_wp_mp05_fg
hud_icon_wp_mp5_mp_silencer_acog
hud_icon_wp_mp5_mp_acog
hud_icon_wp_mac11_s
hud_icon_wp_scar_fg_s
hud_icon_wp_scar_l_fg
hud_icon_wp_scar_mp_silencer_acog
hud_icon_wp_scar_mp_acog
hud_icon_wp_scarmp_silencer_red_dot
hud_icon_wp_scar_mp_red_dot
hud_icon_wp_scar_mp_silencer_scope
scope_overlay_aug
hud_icon_wp_scar_mp_scope
hud_icon_wp_aksu_mp_s
hud_icon_wp_aksu_mp
hud_icon_wp_aksu_mp_acog
hud_icon_wp_aksu_mp_silencer_acog
hud_icon_wp_aksu_mp_red_dot
hud_icon_wp_aksu_mp_silencer_red_dot
hud_icon_wp_calico_s
hud_icon_wp_calico
hud_icon_wp_calico_mp_red_dot
hud_icon_wp_calico_mp_silencer_red_dot
hud_icon_wp_m60_fg_s
hud_icon_wp_m60_fg
hud_icon_wp_m60e3_mp_silencer_red_dot
hud_icon_wp_m60e3_mp_red_dot
hud_icon_wp_dragonuv_sscope_l_s
scope_overlay_dragunov
hud_icon_wp_dragonuv_sscope_l
hud_icon_wp_m4_mp_silencer
hud_icon_wp_m4_mp
hud_icon_wp_m4_mp_red_dot
hud_icon_wp_m4_mp_silencer_red_dot
hud_icon_wp_m4_silencer_scope
hud_icon_wp_aug_fg_s
hud_icon_wp_aug
hud_icon_wp_wa2000_s
hud_icon_wp_wa2000
hud_icon_wp_vkp_s
hud_icon_wp_vkp
hud_icon_wp_vkp08_mp_silencer_acog
hud_icon_wp_vkp08_mp_acog
hud_icon_wp_vkp08_mp_silencer_scope
hud_icon_wp_vkp08_mp_scope
hud_icon_wp_1911_silenceron
hud_icon_wp_1911_s
hud_icon_wp_1911
hud_icon_wp_gf17_s
hud_icon_wp_gf17
hud_icon_wp_sw500_normal
hud_icon_wp_sw500_mp_acog
hud_icon_wp_glock18_mp_s
hud_icon_wp_glock18_mp
reticle_flechette
hud_icon_wp_m23
hud_icon_wp_nailgun
hud_icon_wp_s1300_pump_mp
hud_icon_wp_s1300_pump_mp_red_dot
hud_icon_wp_hutchinsona4_fg_s
hud_icon_wp_hutchinsona4_fg
hud_icon_wp_ump_fg_s
hud_icon_wp_ump
hud_icon_wp_grenade_frag
hud_icon_wp_grenade_fragon
hud_icon_wp_grenade
hud_icon_wp_grenade_smoke
hud_icon_wp_grenade_smokeon
hud_icon_wp_grenade_flash
hud_icon_wp_grenade_flashon
hud_icon_wp_grenade_cs
hud_icon_wp_grenade_cson
hud_icon_wp_grenade_wp
hud_icon_wp_grenade_wpon
hud_icon_wp_grenade_proxon
hud_status_dead
hud_status_connecting
objpoint_default
objpoint_flak
objpoint_flak_busy
objpoint_satallite
objpoint_satallite_busy
objpoint_satallite_friendly
objpoint_ammo
objpoint_ammo_busy
compass_objpoint_flak
compass_objpoint_flak_busy
compass_objpoint_satallite
compass_objpoint_satallite_busy
compass_objpoint_airstrike
compass_objpoint_airstrike_busy
compass_objpoint_airstrike_friendly
compass_objpoint_helicopter
compass_objpoint_helicopter_busy
compass_objpoint_helicopter_friendly
compassping_death
compassping_death_down
compassping_death_up
headicon_dead
mp_bond_hud
mp_bond_map
icon_scoreboard_bond
net_disconnect
killicondied
killiconcrush
killiconfalling
killiconmelee
lagometer
headicondisconnected
headiconyouinkillcam
headicon_rivalicon
objective_up
objective_friendly
objective_friendly_chat
hud_checkbox_clear
hud_checkbox_checked
compass_radarline
compassping_rival
hudcolorbar
hudicon_american
headiconvoicechat
headicontalkballoon
hudscoreboardscroll_uparrow
hudscoreboardscroll_upkey
hudscoreboardscroll_downarrow
hudscoreboardscroll_downkey
headicon_mi6
headicon_enemy_a
headicon_rival
hudicon_neutral
objective_american
objective_german
compass_flag_neutral
compass_flag_opfor
compass_flag_marines
headicon_carrier
objpoint_flag_american
objpoint_flag_german
objpoint_bomb
objpoint_radio
objpoint_tank
waypoint_bomb
waypoint_bomb_headicon
waypoint_defend
waypoint_defuse
waypoint_target
waypoint_capture
waypoint_captureneutral
compass_waypoint_target
compass_waypoint_defend
compass_waypoint_defuse
compass_waypoint_bomb
compass_waypoint_capture
compass_waypoint_captureneutral
compass_waypoint_target_up
compass_waypoint_defend_up
compass_waypoint_defuse_up
compass_waypoint_bomb_up
compass_waypoint_capture_up
compass_waypoint_captureneutral_up
compass_waypoint_target_down
compass_waypoint_defend_down
compass_waypoint_defuse_down
compass_waypoint_bomb_down
compass_waypoint_capture_down
compass_waypoint_captureneutral_down
mp_hud_koth_captured
mp_hud_koth_neutral
mp_hud_koth_contested
mp_hud_koth_mi6
mp_hud_koth_org
headicon_british
objpoint_star
objpoint_a
objpoint_b
mpflag_spectator
mpflag_british
mpflag_none
mpflag_american
field_radio
field_radio_conflict
dtimer_bg
dtimer_bg_border
dtimer_0
dtimer_1
dtimer_2
dtimer_3
dtimer_4
dtimer_5
dtimer_6
dtimer_7
dtimer_8
dtimer_9
mp_blue_bar_01
mp_orange_bar_01
mp_gray_bar_01
mp_top_bar_01
hudicon_mi6
hudicon_enemy_a
xenon_controller_ingame
xexnon_stick_move
xexnon_stick_turn
xenon_stick_move_turn
xenon_stick_move_look
xenon_controller_lines_mp
mp_loadout_bar_01
mp_loadout_bar_02
mp_loadout_bar_tall
mp_blue_bar_02
mp_orange_bar_02
compass_map_default
compassping_player
compassping_friendly
objective_line
map_border
mp_compass_border
minimap_gridoverlay
score_bar_bg
mp_gray_bar_02
mp_blue_bar_03
mp_orange_bar_03
mp_gray_bar_03
gradient_top
gradient_bottom
mp_flag_russian
rank_private
rank_corporal
rank_sergeant
rank_lieutenant
rank_captain
rank_major
rank_colonel
rank_general
objpoint_flag_marines
objpoint_flag_opfor
objective_marines
objective_opfor
voice_on
voice_off
defusebomb
plantbomb
hud_teamcaret
compass_waypoint_capture_a_up
compass_waypoint_capture_b_up
compass_waypoint_capture_c_up
compass_waypoint_capture_d_up
compass_waypoint_capture_e_up
compass_waypoint_captureneutral_a_up
compass_waypoint_captureneutral_b_up
compass_waypoint_captureneutral_c_up
compass_waypoint_captureneutral_d_up
compass_waypoint_captureneutral_e_up
compass_waypoint_defend_a_up
compass_waypoint_defend_b_up
compass_waypoint_defend_c_up
compass_waypoint_defend_d_up
compass_waypoint_defend_e_up
compass_waypoint_defend_a_down
compass_waypoint_defend_b_down
compass_waypoint_defend_c_down
compass_waypoint_defend_d_down
compass_waypoint_defend_e_down
compass_waypoint_captureneutral_a_down
compass_waypoint_captureneutral_b_down
compass_waypoint_captureneutral_c_down
compass_waypoint_captureneutral_d_down
compass_waypoint_captureneutral_e_down
compass_waypoint_capture_a
compass_waypoint_capture_b
compass_waypoint_capture_c
compass_waypoint_capture_d
compass_waypoint_capture_e
compass_waypoint_captureneutral_a
compass_waypoint_captureneutral_b
compass_waypoint_captureneutral_c
compass_waypoint_captureneutral_d
compass_waypoint_captureneutral_e
waypoint_capture_a
waypoint_capture_b
waypoint_capture_c
waypoint_capture_d
waypoint_capture_e
waypoint_captureneutral_a
waypoint_captureneutral_b
waypoint_captureneutral_c
waypoint_captureneutral_d
waypoint_captureneutral_e
compass_waypoint_target_a
compass_waypoint_target_b
compass_waypoint_target_a_up
compass_waypoint_target_b_up
compass_waypoint_target_a_down
compass_waypoint_target_b_down
waypoint_target_a
waypoint_target_b
waypoint_capture_defuse_a
waypoint_capture_defuse_b
waypoint_capture_defuse_a_up
waypoint_capture_defuse_b_up
waypoint_capture_defuse_a_down
waypoint_capture_defuse_b_down
waypoint_defuse_a
waypoint_defuse_b
progress_bar_fg_sel
mp_world_koth_contested
mp_world_koth_captured
mp_world_koth_neutral
mp_world_koth_mi6
mp_world_koth_org
mp_icon_bond_escape
mp_icon_waypoint_defend
compass_point_neutral
compass_point_neutral_down
compass_point_neutral_up
mp_golden_gun_hud
compass_point_golden
compass_point_golden_down
compass_point_golden_up
mp_icon_bomb_1
mp_icon_bomb_2
mp_icon_bomb_3
mp_icon_waypoint_defend_1
mp_icon_waypoint_defend_2
mp_icon_waypoint_defend_3
compass_point_num_1
compass_point_num_1_down
compass_point_num_1_up
compass_point_num_2
compass_point_num_2_down
compass_point_num_2_up
compass_point_num_3
compass_point_num_3_down
compass_point_num_3_up
compass_point_org
compass_point_org_down
compass_point_org_up
compass_point_mi6
compass_point_mi6_down
compass_point_mi6_up
overlay_laptop
weapon_mp5
weapon_winchester1200
weapon_m249saw
weapon_m16a4
weapon_m4carbine
weapon_dragunovsvd
weapon_at4
weapon_aks74u
weapon_ak47
weapon_option1
weapon_option2
weapon_slot1
weapon_slot2
firerate_single
firerate_full
xb_stick_left
icon_aksu_mp
icon_aug_mp
icon_calico_mp
icon_colt1911_mp
icon_concussion_grenade_mp
icon_dragunov_mp
icon_
icon_flash_grenade_mp
icon_glock_18_mp
icon_glock_mp
icon_m4_mp
icon_m14_mp
icon_m32_mp
icon_m60e3_mp
icon_mac11_mp
icon_magnum_mp
icon_mp5_mp
icon_nailgun_mp
icon_p99_mp
icon_proxmine_mp
icon_saf45_mp
icon_s1300_auto_mp
icon_s1300_pump_mp
icon_scar_mp
icon_smoke_grenade_mp
icon_sw500_mp
icon_tear_grenade_mp
icon_vkp08_mp
icon_wa2000_mp
icon_scope
icon_red_dot
icon_acog
icon_silencer
icon_gold_aksu_mp
icon_gold_calico_mp
icon_gold_colt1911_mp
icon_gold_glock_18_mp
icon_gold_m60e3_mp
icon_gold_mac11_mp
icon_gold_mp5_mp
icon_gold_p99_mp
icon_gold_s1300_pump_mp
icon_gold_wa2000_mp
icon_specialty_blind_fold
icon_specialty_deep_penetration
icon_specialty_diffuse_kit
icon_specialty_endurance
icon_specialty_explosive_awareness
icon_specialty_explosives_expert
icon_specialty_exposeenemy
icon_specialty_extra_ammo
icon_specialty_extra_damage
icon_specialty_extra_health
icon_specialty_extra_frags
icon_specialty_extra_special
icon_specialty_faster_reload
icon_specialty_flak_jacket
icon_specialty_flak_vest
icon_specialty_gloves
icon_specialty_kung_fu
icon_specialty_limber_body
icon_specialty_massive_arsenal
icon_specialty_off_the_cuff
icon_specialty_proxy_mines
icon_specialty_retaliation
icon_specialty_revive
icon_specialty_self_preservation
icon_specialty_silent_footsetps
icon_specialty_stability
icon_specialty_steel_will
icon_specialty_trigger_happy
progress_bar_selection
progress_bar_blue
progress_bar_orange
progress_bar_fill
mp_hud_teamcaret
progress_bar_fg
progress_bar_bg
compassping_ped
compassping_enemy_g
compassping_enemy_y
compassping_enemy_r
compassping_enemy_g_talk
compassping_enemy_y_talk
compassping_enemy_r_talk
compassping_enemy_r_firing
compassping_awareness
compassping_friendlyfiring
compassping_friendlyyelling
compassping_grenade
compassping_explosion
ps3_controller_ingame
stance_stand_mi6
stance_crouch_mi6
stance_stand_org
stance_crouch_org
black
white
notalkingicon
talkingicon
ui_scrollbar
ui_scrollbar_arrow_dwn_a
ui_scrollbar_arrow_left
ui_scrollbar_arrow_right
ui_scrollbar_arrow_up_a
ui_scrollbar_athumb
ui_slider2
ui_sliderbutt_1
xb_trigger_right
xb_trigger_left
xb_trigger_right_input
xb_trigger_left_input
xb_bumper_right
xb_bumper_left
xb_bumper_right_input
xb_bumper_left_input
headicon_american
reticle_side_small
veh_centercircle
veh_movingcircle
veh_hud_line
veh_hud_diamond
stance_stand
stance_crouch
hit_direction
hit_direction2
hit_direction3
hit_direction4
hit_direction5
hud_grenadeicon
ud_grenadethrowback
hud_proxicon
hud_proxreclaim
objective_meter_back
objective_meter_compass
objective_meter_compass_b
damage_feedback

- This is unfinished

generic_pain
plr_new_rank
pickup_goldengun
explo_grenade_flashbang
explo_grenade_frag
Tann_MP_1
Tann_MP_2
Tann_MP_3
Tann_MP_4
Tann_MP_5
Tann_MP_6
Tann_MP_7
Tann_MP_8
Tann_MP_9
Tann_MP_10
Tann_MP_12
Tann_MP_13
Tann_MP_14
Tann_MP_15
Tann_MP_16
Tann_MP_17
Tann_MP_18
Tann_MP_19
Tann_MP_20
Tann_MP_21
Tann_MP_22
Tann_MP_23
Tann_MP_24
Tann_MP_25
Tann_MP_26
Tann_MP_27
Tann_MP_28
Tann_MP_29
Tann_MP_30
Tann_MP_31
Tann_MP_32
Tann_MP_33
Tann_MP_34
Tann_MP_35
Tann_MP_36
Tann_MP_37
Tann_MP_38
Tann_MP_39
Tann_MP_41
Tann_MP_40
Tann_MP_42
Tann_MP_43
Tann_MP_44
Tann_MP_45
Tann_MP_46
Tann_MP_47
Tann_MP_48
Tann_MP_49
Tann_MP_50
Tann_MP_52
Tann_MP_41
Tann_MP_54
Tann_MP_55
Tann_MP_56
Tann_MP_57
Tann_MP_58
Tann_MP_59
Tann_MP_60
Tann_MP_61
Tann_MP_62
Tann_MP_2A
Tann_MP_3A
Tann_MP_3B
Tann_MP_4A
Tann_MP_5A
Tann_MP_6A
Tann_MP_7A
Tann_MP_9A
Tann_MP_10A
Tann_MP_11A
Tann_MP_11B
Tann_MP_11C
Tann_MP_11D
Tann_MP_11E
Tann_MP_12A
Tann_MP_15A
Tann_MP_18A
Tann_MP_22A
Tann_MP_29A
Tann_MP_39A
Tann_MP_40A
Tann_MP_42A
Tann_MP_43A
Tann_MP_44A
Tann_MP_45A
Tann_MP_62A
BOND_HainG_007A
BOND_Tanner_Talk
TANN_HainG_006A
tips_close
tips_open
ui_bonus_back
ui_chapter_select
ui_chapter_select_back
ui_hack_complete
ui_menu_lockpick_start
ui_hack_segment
ui_leaderboards_back
ui_menu_data
ui_menu_lockpick_12
ui_menu_lockpick_12_pass
ui_menu_lockpick_pass_dial
ui_menu_lockpick_pass_unlock
ui_menu_lockpick_3
ui_menu_lockpick_3_pass
ui_menu_lockpick_6
ui_menu_lockpick_6_pass
ui_menu_lockpick_9
ui_menu_lockpick_9_pass
ui_menu_lockpick_countdown
ui_menu_lockpick_green
ui_menu_lockpick_off
ui_menu_lockpick_on
el_failure_p
ui_menu_lockpick_pass_spin
el_success_f
el_success_p
match_countdown_tick
el_failure_f
mouse_click
ui_menu_objective
ui_menu_objective_hide
ui_menu_objective_map_updown
ui_menu_objective_map_move
ui_menu_objective_map_zin
ui_menu_objective_map_zout
ui_menu_objective_show
ui_menu_phone_off
ui_menu_phone_on
ui_menu_security
ui_menu_security_map_select
ui_menu_security_map_updown
ui_newgame_back
ui_objective_appear
ui_objective_dissappear
ui_objective_flash
ui_objective_wipeoff
ui_objective_wipeon
ui_pause_back
ui_pause_controls_button_updown
mouse_over "scroll sound"
goldengun_respawn
goldengun_drop
goldengun_kill
bombdefuse
bombexplode
youarebond
MP_hit_alert
music_end_generic
music_end_win
music_end_lose
bombdefuse_success
mp_bomb_start_defusing

2300,VERSION
2301,RANKXP
2302,SCORE
2303,KILLS
2304,KILL_STREAK
2305,DEATHS
2306,DEATH_STREAK
2307,ASSISTS
2308,HEADSHOTS
2309,TEAMKILLS
2310,SUICIDES
2311,TIME_PLAYED_ALLIES
2312,TIME_PLAYED_OPFOR
2313,TIME_PLAYED_OTHER
2314,TIME_PLAYED_TOTAL
2315,KDRATIO
2316,WINS
2317,LOSSES
2318,TIES
2319,WIN_STREAK
2320,CUR_WIN_STREAK
2321,WLRATIO
2322,HITS
2323,MISSES
2324,TOTAL_SHOTS
2325,ACCURACY
2326,PLEVEL
2350,RANK
2351,MINXP
2352,MAXXP
2353,LASTXP
2354,MONEY
2355,BOND_KILLS
2356,GAMES_PLAYED
2357,KOTH_GAMES_WON
2358,GOLDEN_GUN_KILLS
2359,QUICK_KILLS
2360,BLIND_FIRE_KILLS
2361,COVER_KILLS


Must use a RTE tool that has SVGameSendServerCommand

Must call stat settings with "M" and you must be online in a pre-game lobby, you can't set stats via statset command via cfg or gsc while in a game.
With GSC you can use the persistence statset method tho.

Coming soon..

Coming eventually, I need help on this one!

defaultweapon_mp
golden_gun_mp
golden_gun_mp_exp
flash_grenade_mp
tear_grenade_mp
frag_grenade_mp
concussion_grenade_mp
smoke_grenade_mp
proxmine_mp
mp5_mp
mp5_mp_acog
mp5_mp_silencer
mp5_mp_silencer_acog
mac11_mp
mac11_mp_silencer
scar_mp
scar_mp_acog
scar_mp_red_dot
scar_mp_silencer
scar_mp_silencer_acog
scar_mp_silencer_red_dot
scar_mp_red_dot
scar_mp_acog
scar_mp_scope
scar_mp_silencer_scope
aksu_mp
aksu_mp_silencer
aksu_mp_silencer_acog
aksu_mp_silencer_red_dot
aksu_mp_acog
aksu_mp_red_dot
calico_mp
calico_mp_silencer
calico_mp_silencer_red_dot
calico_mp_red_dot
m60e3_mp
m60e3_mp_silencer
m60e3_mp_red_dot
m60e3_mp_silencer_red_dot
svd_dragunov_mp
svd_dragunov_mp_silencer
m4_mp
m4_mp_silencer
m4_mp_silencer_red_dot
m4_mp_silencer_scope
m4_mp_red_dot
m4_mp_scope
m4_foregrip_mp (default weapon)
saf45_mp
saf45_mp_silencer
m14_mp
m14_mp_silencer
m14_mp_silencer_acog
m14_mp_silencer_red_dot
m14_mp_acog
m14_mp_red_dot
m14_mp_scope
m14_mp_silencer_scope
aug_mp
aug_mp_silencer
wa2000_mp
wa2000_mp_silencer
vkp08_mp
vkp08_mp_acog
vkp08_mp_scope
vkp08_mp_silencer
vkp08_mp_silencer_scope
vkp08_mp_silencer_acog
p99_mp
p99_mp_silencer
colt1911_mp
colt1911_mp_silencer
glock_mp
glock_mp_silencer
sw500_mp
sw500_mp_acog
glock_18_mp
glock_18_mp_silencer
magnum_mp
golden_gun_mp
golden_gun_mp_exp
m32_mp
nailgun_mp
s1300_pump_mp
s1300_pump_mp_red_dot
s1300_auto_mp
s1300_auto_mp_silencer
phone_mp
phone_interact_mp
phone_intro_mp
bomb_mp
gold_p99_mp
gold_p99_mp_silencer
gold_mp5_mp
gold_mp5_mp_acog
gold_mp5_mp_silencer
gold_mp5_mp_silencer_acog
gold_mac11_mp_silencer
gold_aksu_mp_silencer
gold_aksu_mp_silencer_acog
gold_aksu_mp_silencer_red_dot
gold_aksu_mp_acog
gold_aksu_mp_red_dot
gold_aksu_foregrip_mp (default weapon)
gold_calico_mp_silencer
gold_calico_mp_silencer_red_dot
gold_calico_mp_red_dot
gold_m60e3_mp
gold_m60e3_mp_silencer
gold_m60e3_mp_red_dot
gold_m60e3_mp_silencer_red_dot
gold_magnum_mp
gold_wa2000_mp
gold_wa2000_mp_silencer
gold_colt1911
gold_colt1911_mp_silencer
gold_glock_18_mp
gold_glock_18_mp_silencer
gold_s1300_pump_mp
gold_s1300_pump_mp_red_dot
gold_m32_mp

claymore_mp (requires you to use precacheitem, to use it in game)

- This is incomplete
- These maps have wayyy more models, Just don't have time currently to pull them
- Some of these models may be brush models, bone names etc and some models just may not work at all etc
- This is just a basic manual model dump for the time being.

p_lvl_a_frame
p_lvl_rail_post
p_lvl_rail_post_corner
p_lvl_rail_corner
p_lvl_rail_t_joint
p_lvl_a_frame_cart
p_lvl_rail_postb
p_lvl_stepladder
p_lvl_barge_door_b
p_misc_blkbarrel
p_msc_oil_drum
p_lvl_cratea
p_lit_tin_hat_lamp
p_lvl_light_towera
p_lit_lightbox_on
p_lvl_capstana
p_msc_generator_small
p_msc_rope_coiled
p_msc_gardenhose
p_lvl_windlass_a
p_lvl_deck_vent_a
p_lvl_deck_vente
p_lvl_hatcha_lid
p_msc_paint_bucket_large
p_lvl_bucket_a
p_lvl_life_raft
p_msc_electric_panel_b
p_msc_fire_hose
p_msc_electric_panel_a
pipe_coupling_8
pipe_16_t
pipe_8_90angle
pipe_4_132
pipe_8x64
pipe_8_90
pipe_coupling_16
pipe_8_96
pipe_8_45
pipe_8_129
pipe_4_90
pipe_8x96
pipe_8x128
p_lvl_barge_door_a
pipe_4_45
p_msc_valve_lrg_b
p_lvl_brge_comm_rack
p_lvl_brge_comm_radio_a
p_lvl_brge_comm_radio_c
p_lvl_brge_comm_radio_b
pplane1
p_lvl_hatcha_base
p_msc_fire_alarm
tag_origin
p_lvl_engine_control_a_long
p_lvl_engine_control_flat
tag_body
p_env_hedge_c
p_msc_pallet
kh_capture_point
esc_target_flare
mp_bomb_payload
mp_pickup_effect

p_msc_phone_pay
p_msc_generator_big
p_dec_trshcan_indoor
tag_origin
tag_display
tag_greenlight
tag_redlight
p_lit_ceiling_light_on
p_msc_tool_chest
p_msc_waterheater
p_msc_soda_machine
p_msc_phone_kiosk
p_msc_chair_airport
p_lvl_sensormatic_twr
p_msc_sign_wet_floor
p_frn_table_sm_round
p_dec_fire_extinguisher
p_frn_chair_modern
p_msc_drink_fountain
p_msc_cash_register
p_msc_binder
p_frn_filing_cabinet_modern_b
foliage_pacific_palms06
foliage_pacific_fern01
p_env_leafyplantb
foliage_pacific_flowers05
foliage_pacific_flowers02
foliage_pacific_flowers04
p_dec_monitor_modern
p_dec_keyboard_modern
p_dec_cmptr_mouse
p_frn_chair_dining
p_frn_bookcase_fncy
magazine_row01
magazine_row02
magazine_row05
p_msc_luggage_cart
p_msc_lugg_dispenser
v_cart_airport
magazine_row03
magazine_row04
mp_smoothie_sign
cup
mp_smoothie_menu
p_env_fruit_apple
p_env_oranges
p_env_fruit_pineapple
d_fruit_bananas_bottom1
p_env_guavas
p_env_watermelon_sngl
p_dec_coffee_pot_modern
p_dec_food_empty
p_msc_mopsink
p_dec_pot_modern
p_msc_mopbucket
p_msc_mop
tag_body
tag_steering_wheel_jnt
tag_wheel_back_left
tag_wheel_back_right
tag_wheel_front_left
tag_wheel_front_right
tag_wheel_middle_left
tag_wheel_middle_right
tag_death_fx
tag_door_l_back
tag_door_l_front
tag_door_r_back
tag_door_r_front
tag_driver
tag_engine
tag_left_wheel_01_jnt
tag_left_wheel_02_jnt
tag_light_l_back
tag_light_r_back
tag_passenger01
tag_right_wheel_01_jnt
tag_right_wheel_02_jnt
tag_tailpipe
tag_trunk
tag_winshield_back
tag_hood
tag_light_l_front
tag_light_r_front
tag_window_l_back
tag_window_l_front
tag_window_r_back
tag_window_r_front
tag_winshield_front
p_lvl_modular_curtn_clsd
p_lvl_modular_bagage
p_msc_stairmov_lrg
tag_left_wheel_03_jnt
tag_right_wheel_03_jnt
p_lvl_turb_trailer
p_lvl_modular_bagage_empty
p_dec_pushbar_left
p_msc_door_knob_lvr
p_dec_pushbar
p_msc_dead_bolt
p_frn_table_dining_fancy_sq_seated
p_frn_chair_patio
p_dec_ceiling_fan
p_dec_books_in_shelf_a
p_dec_books_in_shelf_b
p_lit_hang_three_on
d_coffeepotold_full
p_dec_rose_vase
p_dec_tv_plasma_no_stand
p_msc_atm_wallmount
p_lit_sconce_train
p_dec_napkinset
p_dec_breifcase_dreyden
newspaper
p_msc_card_swipe
p_msc_luggageb
p_msc_luggagea
p_msc_luggagec
p_msc_luggaged
p_lit_emergency_cagelight_on
p_lvl_concrete_post
pipe_4
pipe_8x64
pipe_8x128
pipe_coupling_8
p_msc_at4_case
p_lvl_industrial_shelf_beam_med
p_lvl_industrial_shelf_frame
d_crateb_full
p_frn_bookshelf_a
p_frn_filing_cabinet_closed
d_filingtray_full
p_msc_fire_alarm_lvr
p_dec_cpy_mchn_lrg
p_msc_stapler
p_msc_pen_holder
p_msc_duct_tape
p_msc_fire_alarm
papers
p_msc_clipboard_pen
p_frn_wood_bnch_b
p_lit_streetlamp_on
mp_garment02
p_dec_rack_clothing_metal
mp_garment03
mp_garment04
mp_garment05
mp_garment01
p_lit_chandelier_on
p_lit_halogen_can
p_lit_ceiling_cap
mp_mannequin
esc_target_flare
kh_capture_point
mp_bomb_payload
mp_pickup_effect
v_jet_737_stationary_v2
v_tugger_radiant
v_truck_aviationfuel_radiant

p_lit_utlty_pole_lamp
p_msc_oil_drum
p_misc_blkbarrel
v_crane_extending
industrial_trashbin_lod1
p_msc_stckd_bags_pallet
p_lvl_pipes_blck
p_msc_white_cntainr
p_msc_i_beams
p_lvl_port_a_potty
p_lit_spotlights
p_msc_cement_bags
p_lvl_cement_mixer
p_msc_cmu_blocks
p_lvl_pipes_white
grass_triclumpshort
foliage_pacific_grass06_clump01
foliage_pacific_tallgrass01
foliage_pacific_palms02
foliage_pacific_palms09a
foliage_pacific_palms07
foliage_pacific_hedgerow03
foliage_pacific_palms05
foliage_pacific_hedgerow01
foliage_pacific_grass04_clump02
foliage_pacific_palms08
foliage_pacific_tallgrass02
foliage_pacific_palms01
foliage_pacific_bamboo01
foliage_pacific_grass01_clump01
foliage_pacific_grass01_clump02
foliage_pacific_tallgrass05
foliage_pacific_grass02_large
foliage_pacific_tallgrass03
foliage_pacific_tallgrass04
p_msc_cmu_block
p_env_rubble
p_msc_wirespool
p_lvl_pipe_blck_ribbed
p_lvl_pipes_blck_sngl
p_lvl_electrical_panelb
p_lit_lightbox_on
p_env_hedge_a
foliage_pacific_palms03
p_env_hedge_c
p_lit_floodlight_on
foliage_pacific_deadtree_fallen01
foliage_pacific_deadtree_stump01
p_msc_shovel
p_lvl_crane_load
p_msc_hard_hat
p_msc_miter_saw
p_msc_grinder
p_msc_paint_bucket_large
p_msc_dolly
p_msc_wheelbrrw
p_dec_trashbag
p_dec_stckd_beer_bttls
p_msc_cranehook
p_clth_clthsline_sheet
p_msc_pipe_clmp_b
p_lvl_bucket_a
esc_target_flare
kh_capture_point
mp_pickup_effect

p_lit_lightpost_dock
p_lvl_cratec
p_misc_blkbarrel
p_msc_oil_drum
p_msc_pallet
p_lvl_pipes_white
p_lit_utlty_pole_lamp
p_msc_street_sign_nopark
p_lit_ceiling_light_on
p_lvl_brge_machinery_d
p_lvl_brge_machinery_a
p_lvl_brge_machinery_c
p_lvl_barge_door_d_frame
p_lvl_barge_door_d_base
p_lvl_port_window_base
p_lvl_port_window
v_forklift_static
p_msc_stckd_bags_pallet
p_lvl_coiled_wire
p_msc_generator_big
p_lvl_electrical_panelb
p_lvl_electricalbox_d
p_lvl_scaffolding
p_msc_wirespool
p_lvl_electricalbox_a
p_lvl_electricalbox_b
p_lvl_electricalbox_c
p_lit_phone_pole
p_lvl_rail_post
p_msc_ac_win
p_msc_door_knob_lvr
p_dec_beer_bttle
esc_target_flare
kh_capture_point
mp_bomb_payload
mp_pickup_effect

foliage_pacific_fern01
foliage_pacific_palms06
foliage_pacific_palms08
p_env_plnt_tropical
p_msc_park_stopblock
p_lit_fixture_flrscnt_on
p_lvl_modular_curtn_open
p_msc_white_cntainr
tag_origin
jug_j
p_msc_clock_lrg
p_dec_coffee_pot_modern
p_dec_keyboard_modern
p_frn_chair_modern
p_dec_computer_modern
p_frn_desk_office
p_dec_monitor_modern
p_msc_securitymonitor
papers
p_lit_lamp_desk_modern_on
p_frn_table_wood_simple
p_msc_cardboardbox_clsd
p_frn_chair_folding_black
p_dec_cpy_mchn_lrg
p_msc_clock_small
p_dine_cup_and_scr
d_telephone_modern_full
p_msc_soda_machine
p_dec_bottlea
p_dec_ash_try
p_dec_printer_laser
p_msc_microwave_modern
p_msc_bag_chips_open
p_lit_ceiling_light_on
pipe_4_132
pipe_coupling_8
pipe_8_64
pipe_coupling_16
p_lvl_electrical_panela
p_lvl_electrical_panelb
p_msc_acunit_b
p_lvl_brge_machinery_c
p_dec_fire_extinguisher
p_lvl_electric_charger_lrg
p_msc_doorknob_rnd
p_lit_fixture_oval
p_msc_luggage_cart_hotel
p_msc_valve_lrg_b
p_msc_pipe_clmp_a_lrg
p_lit_pool_light
p_lit_emergency
pipe_4_136
pipe8_fitting
p_msc_pipe_clmp_b_lrg
p_lvl_vent_fan_lrg
jb_bathroom_pipeb
pipe_4_fitting
tag_body
tag_wheel_back_left
tag_wheel_back_right
tag_wheel_front_left
tag_wheel_front_right
tag_wheel_middle_left
tag_wheel_middle_right
tag_death_fx
tag_door_l_back
tag_door_l_front
tag_door_r_back
tag_door_r_front
tag_driver
tag_engine
tag_left_wheel_01_jnt
tag_left_wheel_02_jnt
tag_light_l_back
tag_light_r_back
tag_passenger01
tag_right_wheel_01_jnt
tag_right_wheel_02_jnt
tag_tail
tag_trunk
tag_winshield_back
tag_hood
tag_light_l_front
tag_light_r_front
tag_window_l_back
tag_window_l_front
tag_window_r_back
tag_window_r_front
tag_winshield_front
v_van_white_l0
mp_bomb_payload_l0
kh_capture_point
esc_target_flare
mp_pickup_effect

p_dec_door_handle_simple
p_lit_wall_office_on
p_lit_hanging_on
p_lit_hanging_office_on
p_dec_ceiling_fan
p_dec_stndng_flg
p_frn_chair_reception
p_frn_foreman_chr
p_frn_desk_a
p_dec_typewriter
p_dec_telephone_a
papers
p_lit_lamp_dreyden_desk
p_msc_tape_dispenser
p_msc_stapler
p_dec_filingtray
p_msc_paperfolder
p_frn_trash_can_secretary
p_msc_pen_holder
p_msc_pencil
p_dec_sodacan
p_msc_tissue_box
p_msc_thermos
p_env_plant_pot
foliage_pacific_palms08
cardboardbox_4
p_lit_ceiling_light_on
p_dec_books_in_shelf_b
p_dec_books_in_shelf_a
p_frn_bookshelf_a
p_dec_cpy_mchn_lrg
p_dec_smll_vase
p_msc_dumpster_lrg
foliage_pacific_bushtree02
foliage_pacific_palms01
v_van_white
p_env_grasstuft_small
grass_squareclump
p_env_plnt_monstera
p_env_groundcover
foliage_pacific_palms05
foliage_pacific_fern01
p_msc_stckd_bags_pallet
p_msc_cmu_blocks
p_msc_cmu_block
p_msc_paint_cans
p_msc_oil_drum
p_misc_blkbarrel
p_lvl_pipes_white
p_msc_pallet
refrigerator2
p_env_plnt_bushy
p_env_tree_plntr
p_msc_tire_b
p_frn_barrackcouch
foliage_pacific_palms06
foliage_pacific_hedgerow02
p_frn_filing_cabinet_closed
p_frn_storage_cabinet_frame
p_frn_storage_cabinet_doorleft
p_frn_storage_cabinet_doorright
p_lvl_antenna
p_lvl_burnt_car
p_lvl_vehicle_barrier
p_lit_phone_pole
p_lit_utlty_pole_lamp
p_msc_fire_alarm
foliage_pacific_palms07
p_msc_fire_alarm_lvr
p_msc_fire_sprnklr
p_lvl_secrty_cmra_arm_ceiling
tag_origin
tag_camera
tag_flash
tag_target
p_lvl_secrty_cmra_arm
p_msc_fire_hose
p_dec_wood_bnch
p_dec_shield_wall_a
p_dec_spears_a
p_dec_spears_b
p_frn_table_dining_fancy_long
p_frn_table_dining_wood_lng
p_frn_chair_dining_fancy
p_msc_trash_can_b
p_msc_monitor
p_msc_old_computer
p_msc_old_tv
p_msc_phone_pay
p_msc_radio_small
p_msc_securitymonitor
p_msc_securitymonitor_scrollb
p_msc_securitymonitor_scroll
p_frn_table_steel
p_frn_chair_modern
p_frn_table_dining_modern
p_frn_table_dining_fancy_sq_seated
p_dec_umbrella_patio_open
p_frn_chair_patio
p_msc_fruit_box
polysurface39
p_lvl_bucket_c
p_lvl_bucket_a
polysurface42
mp_bomb_payload
esc_target_flare
kh_capture_point
mp_pickup_effect

trashcart_lrg
p_msc_fire_alarm_lvr
p_msc_door_knob_lvr
p_dec_cleaning_cart
p_msc_dolly
p_msc_cardboardbox_open
p_msc_cardboardbox_clsd
p_msc_supply_cart
p_msc_pallet
p_msc_fire_alarm
p_lit_ceiling_light_off
p_lit_fluor_light_on
polysurface143
jb_bathroom_trashcan
jb_bathroom_mirror_d
jb_bathroom_papertowel
jb_bathroom_pipeb
jb_bathroom_sink
p_frn_urinal
jb_bathroom_sink_main
p_dec_fire_extinguisher
p_msc_mop
p_msc_sign_wet_floor
p_msc_mopbucket
p_dec_gun_rack
p_msc_soda_machine
p_msc_drink_fountain
p_lit_fire_strobe_on
p_lit_emergency_on
p_frn_water_cooler
p_frn_lockers_sngl
p_frn_lockers
p_frn_chair_metal
p_msc_fire_sprnklr
p_msc_fire_hose
p_msc_detector_wand
p_lvl_secrty_cmra_arm
tag_origin
tag_camera
tag_flash
tag_target
p_frn_desk_industrial
p_dec_wall_safe
p_msc_old_tv
p_msc_radio_small
p_msc_securitymonitor
p_msc_video_controlpanel
p_frn_bench_steel
p_dec_dreydens_phone
p_msc_binder
p_lit_lamp_dreyden_desk
p_msc_trash_papercup
papers
p_msc_clipboard_pen
p_frn_trash_can_secretary
d_coffeepotold_full
p_dec_printer_laser
p_msc_stapler
p_dec_telephone_a
p_frn_foreman_chr
p_dec_industrial_cart
p_frn_filing_cabinet_modern
p_msc_clock_small
p_msc_card_swipe
p_frn_filing_cabinet_modern_b
p_frn_table_steel
p_msc_phone_pay
p_dec_ceiling_fan
p_dec_trshcan_indoor
p_msc_old_computer
p_msc_pencil
p_lit_lamp_desk_modern_on
p_msc_tape_dispenser
p_msc_pen_metal
p_dec_filingtray
p_msc_tissue_box
p_frn_filing_cabinet_closed
p_dec_mag_rack
p_msc_monitor
p_frn_storage_cabinet_frame
p_frn_storage_cabinet_doorleft
p_frn_storage_cabinet_doorright
p_dec_papers_d
p_frn_wood_bnch_b
p_dec_server_rack_a
p_dec_server_component_e
p_dec_server_e_a
p_dec_server_d_a
p_dec_server_a_a
p_dec_server_b_a
p_msc_lightingcable_hang_lrg
p_msc_lightingcable_hang_sm
p_lvl_electricalbox_a
p_lvl_electricalbox_b
p_lvl_electricalbox_c
p_lvl_electricalbox_d
tag_light
cctv_junction_box_lid_02
p_msc_electricpanel_c
p_dec_computer_modern
p_msc_bin_plastic_lrg
p_msc_server
p_lvl_vent_fan_lrg
p_dec_cmptr_mouse
p_msc_bin_plastic_lrg_lid
p_dec_keyboard_modern
p_str_catwalk1_4
p_str_catwalk1_l
p_str_catwalk1_stair_a
p_str_catwalk1_t
p_str_catwalk1_stair_b
p_str_catwalk1_1
p_lvl_electrical_panela
p_str_catwalk1_capopen_half
p_lvl_electrical_panelb
p_msc_acunit_b
p_lvl_electrical_panelc
p_str_catwalk1_half
pipe_coupling_8
pipe_4_45d
pipe_8_90angle
pipe_4_132
p_msc_circuit_breaker
p_lit_ceiling_light_on
pipe_4_90angle
pipe_coupling_4
pipe_8x128
pipe_8x64
p_lvl_pipes_white
pipe_8_134
pipe_4_136
p_msc_pipe_clmp_b
p_msc_valve_lrg
p_msc_pipe_gauge_a
pipe_8_4_t
pipe_8_129
pipe_coupling_16
pipe_8_96
pipe_8_64
pipe_8_90d
pipe_8x256
pipe_8x96
pipe_8_136
p_frn_barrackcouch
pipe_2_90angle
pipe_coupling_2
p_msc_pipe_clmp_a
esc_target_flare
kh_capture_point
mp_pickup_effect
mp_bomb_payload

polysurface105
foliage_pacific_flowers03
p_lvl_wash_basin
p_lvl_gt_windowbox_b
p_env_tree_plntr
p_lvl_antenn
foliage_pacific_flowers02
p_msc_roof_vent
p_env_pot_rnd_plate
p_env_plnt_bushy
p_env_pot_sqr
p_env_flwr_ylw_cone
p_env_pot_sm
p_env_box_b_plnt_rt
p_env_box_b_plnt_cntr
p_env_box_b_plnt_lt
p_lit_street_fncy_wall
p_lit_street_fncy_wall_straight
p_env_ivy_bottom_left
p_env_ivy_corner_right
p_env_ivy_corner_left
p_env_ivy_middle
p_msc_bicycle
p_env_pot_round_lrg
p_lvl_garden_statue_a
milkcarton
polysurface39
soupcan
p_msc_ornge_cone
p_lvl_gt_windowbox_a
p_env_box_a_plnt_lt
p_env_box_a_plnt_rt
p_env_box_a_plnt_cntr
ropes_3
ropes_1
ropes_4
p_lvl_rail_balustrade
p_frn_bench_park
p_msc_fruit_box
p_env_ivy_bottom_right
p_lit_street_fncy
p_msc_trash_can_empty
p_lit_street_fncy_pendant
p_env_grass_clump_d
p_lit_street_fncy_pendant_on
foliage_pacific_flowers01
foliage_pacific_flowers04
foliage_pacific_flowers05
foliage_pacific_flowers06
foliage_pacific_field_flowers04
p_lvl_statue_season_b
p_lvl_statue_season_a
p_lvl_statue_season_c
d_column_courtyard_full
p_dec_doorknob
p_msc_rope_coiled
prefabs_venice
prefabs_fencepost200
p_msc_linked_pillar
p_gondola_static
p_msc_linked_pillar_chain
polysurface42
p_lvl_bucket_b
polysurface31
p_lvl_bucket_a
p_frn_chair_d
p_env_flwr_ylw_dome
p_lvl_garden_statue_b
p_msc_pallet_cntainr_s
p_msc_trash_can_b
ropes_2
p_dec_napkinset
p_frn_chair_patio
p_frn_table_dining_fancy_sq_seated
p_dec_fork
p_dine_plate
p_dec_spoon
p_dec_knife
p_dec_umbrella_patio_open
p_dec_umbrella_patio_clsd
sh_cloth_banner_06
tag_origin
tag_body
tag_driver
tag_passenger01
tag_passenger02
tag_passenger03
tag_passenger04
tag_player
esc_target_flare
kh_capture_point
tag_wake
tag_windshield_front_l
tag_windshield_front_r
tag_windshield_side_l
tag_windshield_side_r
p_msc_rowboat_up
mp_bomb_payload
v_boat_tarp_a
mp_pickup_effect

p_msc_acunit_fan
p_lvl_brge_machinery_a
p_dec_pushbar_left
p_lvl_brge_machine_panel_a
p_msc_door_knob_lvr
p_lvl_vent_roof
prefabs_miami_sciencecenter_prop_hvac_seg_intake_ext_grill
p_msc_generator_big
p_msc_water_tank
p_lit_emergency_cagelight_on
p_lit_spotlights
p_lit_ceiling_light_on
prefabs_miami_sciencecenter_prop_hvac_pipe_sup
prefabs_miami_sciencecenter_prop_hvac_pipe_sup_2_high
p_msc_electric_panel_a
p_lvl_brge_machinery_c
p_msc_ice_machine
p_msc_soda_machine
p_msc_drink_fountain
p_lit_sconce_hotel_on
p_msc_washer_large
p_msc_mopsink
p_msc_waterheater
p_msc_dryer_large
p_frn_folding_table_stack
p_frn_water_cooler
p_frn_trash_can_kitchen
p_msc_dolly
p_frn_chair_metal
p_frn_table_steel
p_lit_hanging_office_on
p_msc_mopbucket
p_msc_mop
p_msc_laundry_bags
p_msc_old_tv
p_frn_folding_table_single
p_lvl_skylighta
p_lvl_skylightb
p_lvl_skylightc
p_dec_pushbar
p_lvl_electrical_panela
p_msc_cart_laundry_blue
p_dec_fire_extinguisher
p_lit_fire_strobe_on
p_msc_fire_alarm_lvr
p_lit_emergency_on
p_msc_door_hndl_fncy_right
p_msc_door_hndl_fncy_left
p_frn_cart_dining
p_dec_wall_pic_b
p_dec_wall_pic_d
pipe_8x128
p_str_catwalk1_rail_post1
pipe_4_90angle
pipe_coupling_4
pipe_8x256
pipe_coupling_8
pipe_8_129
pipe_8_90d
pipe8_fitting
pipe_4_136
pipe_coupling_16
pipe_8_90angle
p_lvl_electrical_panelb
p_msc_circuit_breaker
pipe_8_64
p_lvl_ladder_sm
p_lvl_small_pipes
p_lvl_pipes_white
p_lit_landscape_light_on
p_lit_fluor_light_on
p_frn_trash_can_secretary
p_dine_food_tray_srvc_lrg_oval
p_msc_menu
p_dec_icebucket
jb_bathroom_picd
jb_bathroom_pica
esc_target_flare
kh_capture_point
mp_bomb_payload
mp_pickup_effect

p_msc_fire_alarm_lvr
p_msc_door_knob_lvr
p_msc_hard_hat
p_dec_taperoller
p_msc_tool_prybar
p_msc_ball_hammer
p_dec_cleaning_cart
p_msc_phone_pay
p_msc_drink_fountain
p_msc_earmuffs
v_stat_ch46e_door
p_msc_lightingcable_hang_sm
p_msc_lightingcable_hang_lrg
v_stat_apache_rotor
v_stat_cobra_rpod
v_stat_ch46e_body
p_lvl_turbinechopper
v_stat_blackhawk_rotor_rear
p_msc_pallet
p_msc_paint_bucket_large
p_frn_table_steel
p_msc_duct_tape
p_dec_art_bubble_wrapd_a
papers.p_dec_bubble_wrap
p_msc_mopbucket
p_lit_recessed_fixture
p_msc_sign_wet_floor
p_msc_mop
p_msc_supply_cart
p_msc_stepladder
p_msc_bin_plastic_lrg
p_dec_stanchion_hook
p_dec_pushbar
p_dec_pushbar_left
p_dec_keyboard_modern
p_frn_chair_modern
p_dec_monitor_modern
p_lvl_truss_short
p_lvl_metal_detector
p_msc_trashcart_lrg
v_stat_blackhawk_rotor_center
p_msc_pneumatic_dolly
p_dec_stanchion_fncy
polysurface1
p_misc_cr_square_dbl_a
p_misc_cr_square_sngl_a
p_misc_cr_square_sngl_c
p_misc_cr_square_trpl_a
p_misc_cr_square_trpl_c
d_crateb_full
p_msc_crate_destrctbl
p_msc_cardboardbox_clsd
p_msc_cardboardbox_open
p_msc_tool_chest
p_msc_dolly
p_msc_wheelbrrw
p_lvl_ladder
p_lvl_ladder_sm
p_lvl_scaffolding
p_msc_prtble_scffld
p_msc_prtble_scffld_b
p_msc_stairmov_lrg
p_msc_aircompressor
d_exploding_aircompressor_d1
p_lvl_workbench
p_lvl_wlding_equip
p_msc_generator_small
p_lit_roof_spotlight
p_lit_roof_spotlight_on
p_lit_spotlights
p_lit_spotlights_on
p_msc_paint_cans
p_msc_pnt_brsh
p_msc_small_bucket
p_dec_beer_bttle
p_msc_broom
p_msc_clipboard_pen
p_msc_ornge_cone
p_msc_thermos
p_msc_grinder
p_msc_brush_shoe
p_msc_light_clamp
p_msc_miter_saw
p_msc_tool_mallet
p_msc_tool_trnsplntr
p_msc_wrench
p_msc_bin_plastic_lrg_lid_
p_msc_trashcart_lrg_lid
p_dec_art_bubble_wrapd_b
tag_origin
davinchi_body_joint
davinchi_wire1_1_joint
davinchi_wire2_1_joint
davinchi_wire3_1_joint
davinchi_wire4_1_joint
davinchi_fan_joint
davinchi_wire1_2_joint
davinchi_wire2_2_joint
davinchi_wire3_2_joint
davinchi_wire4_2_joint
davinchi_highfin_joint
davinchi_lowfin_joint
davinchi_wire1_3_joint
davinchi_wire2_3_joint
davinchi_wire3_3_joint
davinchi_wire4_3_joint
p_msc_cmu_block
p_msc_soda_machine
p_env_plnt_bushy
foliage_pacific_palms06
p_lvl_painting_covered
p_msc_radio_small
esc_target_flare
kh_capture_point
mp_bomb_payload
mp_pickup_effect

p_frn_locker_fncy
p_frn_bookshelf_a
p_msc_towel_stack_sml
p_msc_door_hndl_fncy_right
p_msc_door_hndl_fncy_left
p_frn_wood_bnch_b
p_frn_table_pedestal
p_dec_cleaning_cart
p_lit_pool_light
foliage_pacific_fern01
p_env_tree_plntr
p_dec_planter_fancy
p_lit_sconce_train
foliage_pacific_palms08
p_dec_wall_pic_d
p_dec_books_in_shelf_a
p_dec_books_in_shelf_b
p_lit_chandelier_fncy_sm
foliage_pacific_flowers04
p_frn_cart_dining
p_lvl_statue_season_a
p_lvl_statue_season_c
p_lvl_statue_season_d
p_lit_wall_sconce_fncy
p_frn_hotel_couch
p_dec_wall_pic_b
p_lit_hang_bowl
p_lit_ceiling_cap
p_lit_hang_bowl_on
p_lit_hang_five
p_lit_candlelabra_fncy
p_lvl_casino_ext_dressing
p_env_ivy_bottom_left
p_env_ivy_middle
p_lvl_casino_window_drssing_a
p_lit_hotel_hanging
p_lvl_rail_balustrade
p_env_oak_grn_slant_a
p_lit_lamppost_cafe_on
p_lvl_fountain_lrg
p_frn_bench_park
p_lvl_garden_statue_a
p_env_pot_sqr
p_msc_luggagec
p_msc_luggagea
p_dec_stanchion_fncy
p_lit_lamp_black_on
p_frn_ambssdr_desk
p_frn_chair_accent_fancy
p_msc_hotel_ashtray
p_frn_side_tbl
p_frn_dresser_lrg
casinoprefabs_casino_plant_stand_wood
p_msc_luggageb
p_msc_cardboardbox_clsd
p_msc_supply_cart
p_env_ivy_bottom_right
p_env_ivy_corner_right
p_lit_wall_exterior_on
p_lit_sconce_hotel_on
p_env_box_b_plnt_cntr
p_msc_soda_machine
p_msc_menu
p_dec_icebucket
p_env_ivy_corner_left
p_dine_food_tray_srvc_lrg_oval
p_lit_chandelier_fncy_hall
p_lvl_casino_balcony
tag_origin
big_banner_01_jnt
big_banner_02_jnt
big_banner_03_jnt
big_banner_04_jnt
big_banner_05_jnt
big_banner_06_jnt
big_banner_07_jnt
big_banner_08_jnt
big_banner_09_jnt
big_banner_10_jnt
big_banner_11_jnt
big_banner_12_jnt
big_banner_13_jnt
big_banner_14_jnt
big_banner_15_jnt
big_banner_16_jnt
big_banner_17_jnt
big_banner_18_jnt
p_dec_smll_vase
p_msc_cardboardbox_open
p_msc_tray_airport_quad_
p_msc_tray_airport_sngl
p_msc_luggaged
p_dec_telephone_a
p_dec_filingtray
p_msc_luggage_cart_hotel
sm_banner_01_jnt
sm_banner_02_jnt
sm_banner_03_jnt
sm_banner_04_jnt
sm_banner_05_jnt
sm_banner_06_jnt
sm_banner_07_jnt
sm_banner_08_jnt
sm_banner_09_jnt
sm_banner_10_jnt
sm_banner_11_jnt
sm_banner_12_jnt
sm_banner_13_jnt
sm_banner_14_jnt
sm_banner_15_jnt
sm_banner_16_jnt
sm_banner_17_jnt
sm_banner_18_jnt
sm_banner_19_jnt
sm_banner_20_jnt
esc_target_flare
kh_capture_point
mp_bomb_payload
mp_pickup_effect
shard_1
shard_2
shard_3

sh_cloth_banner_05
p_clth_clthsline_towel
t_shirt_loa
p_msc_satellite
p_lvl_powerbreaker
p_lvl_siena_clothes_hook
p_frn_bookshelf_a
p_msc_ac_win
p_lvl_gt_windowbox_b
p_env_tree_plntr
p_lvl_rail_balustrade
foliage_pacific_flowers02
foliage_pacific_flowers03
p_env_pot_sqr
p_env_flwr_ylw_dome
p_env_flwr_ylw_cone
p_dec_medieval_bell
p_dec_flag_contrade_04
p_dec_flag_contrade_03
foliage_pacific_flowers01
p_msc_roof_vent
p_lvl_antenna
p_clth_clthsline_jeans
p_clth_clthsline_sweater
p_dec_umbrella_patio_open
p_frn_chair_patio
p_env_genericfull
p_env_ivy_middle
p_frn_nightstand
p_lvl_heatradiator
p_frn_bed_hotel_fancy
p_lit_lamp_crystal_on
p_frn_dresserb
p_dec_books_in_shelf_b
p_dec_books_in_shelf_a
p_frn_table_dining_wood_rctngl
p_lit_hang_three_on
p_msc_radio_small
p_dec_flower_vase
p_lit_lantern_modern
p_dec_cutrain_open
p_dec_wall_pic_a
p_dec_wall_pic_d
jb_bathroom_picc
jb_bathroom_picb
cardboardbox_4
p_msc_cardboardbox_clsd
p_dec_curtain_open_b
p_msc_trash_can
p_msc_trash_can_b
p_msc_bicycle
bicycle
p_frn_table_patio
p_frn_bench_park
p_lit_street_fncy_wall_straight
p_env_pot_round_lrg
p_env_box_b_plnt_rt
p_env_box_b_plnt_cntr
p_env_flwr_wht_dome
p_env_flwr_wht_cone
p_lit_lantern_modern_on
p_frn_chair_dining
sh_cloth_banner_02
sh_cloth_banner_04
p_lit_sconce_wall
p_dec_trashbag
p_lvl_fountain_lrg
polysurface42
esc_target_flare
kh_capture_point
mp_bomb_payload
mp_pickup_effect

esc_target
defaultactor
defaultvehicle

weapons
-------
w_t_m4
w_t_wa_2000
w_t_m60e3
w_t_ump
w_t_m14
w_t_mac11
w_t_grenade_smoke_mp
w_t_grenade_wp_mp
w_t_grenade_frag_mp
w_t_scar
vkp_08
w_t_1300_rail
w_t_aug
w_t_calico
w_t_aksu
w_t_m14
w_t_m32
w_t_mp05
mp_bomb_detonator_rig
w_t_ied_small

Actual player bodies/heads
--------------------------
mp_bond_head
mp_mi6_helmet_1
mp_mi6_head_1
mp_henchmen_01_head
obanno_henchman_01_head_greenmask
obanno_henchman_01_head_redmask
obanno_henchman_02_head_olive
mp_bond_body
mp_henchmen_04_body
mp_henchmen_01_body
mp_henchmen_03_body
mp_henchmen_05_body
mp_mi6_body_2

con_minicon 1, is your friend here, let me know what dvars in this list report as unknown cmd, and they will be removed.

Pastbin Link: HERE
It's a big list I manually made looking through the xex's and via the ff files, since I couldn't dump it properly, so some dvars may not be dvars or work correctly, sorry

To mod classes in this game, I do this via the code post via cfg, in the video
EDIT 2/25/2020: I finally got it working in GSC in the spoilers you will see a example with pre-modded classes.
Watch the video to see how I do it.

Class Dvars
set cg_slot1Primaryweapon "NUMBER HERE";
set cg_slot1Primaryweaponname "NAME HERE";
set cg_slot1Primaryattachment "NUMBER HERE";
set cg_slot1Primaryattachmentname "NAME HERE";
set cg_slot1grenade "NUMBER HERE";
set cg_slot1grenadename "NAME HERE";
set cg_slot1secondaryweaponname "NAME HERE";
set cg_slot1Secondaryattachmentname "NAME HERE";
set cg_slot1Secondaryattachment "NUMBER HERE";
set cg_slot1secondaryweapon "NUMBER HERE";
set cg_slot1gadget1 "NUMBER HERE";
set cg_slot1gadget1name "NAME HERE";
set cg_slot1gadget2 "NUMBER HERE";
set cg_slot1gadget2name "NAME HERE";

You can replace slot1 with slot1-slot6 for all 6 classes.
Before modding your classes, each class must have at least a pistol in them.

Where it says "NUMBER HERE", put the value from the list below.
Where it says "NAME HERE" put the name from the list below.
Where it says number here, put the weapon/attachment/gadget/grenade number
Where it says name here, put the correct name of the weapon/attachment/gadget/grenade

In attachment names, only put the attachment names
In gadget names, only put the gadget names (non class gadget names don't stick)
You can add grenades to weapon slots
You can add weapons to grenade slot
Put gadgets only in gadgets slot, as well as the gadget names.
In weapon names, only put weapon names

It's best to match the correct names to the correct category btw.
Weapons
---------
-1 = FRWL (aksu_mp)
0 = FRWL (aksu_mp)
1 = SAF 9mm (mp5_mp)
2 = A3 Raker (aug_mp)
3 = TND 16 (m4_mp)
4 = M14 (m14_mp)
5 = TLD 22 (calico_mp)
6 = SAF 45 (saf45_mp)
7 = MK3 LLD (scar_mp)
8 = V-TAK 31 (svd_dragunov_mp)
9 = VKP 08 (vkp08_mp)
10 = 8-CAT (m60e3_mp)
11 = WA 2000 (wa2000_mp)
12 = Hutchinson A3 (s1300_pump_mp)
13 = Hutchinson A4 (s1300_auto_mp)
14 = P99 (p99_mp)
15 = GF18 A (glock_18_mp)
16 = CR-1911 (colt1911_mp)
17 = Mantis (mac11_mp)
18 = LTK Super Magnum (sw500_mp)
25 = GF17 (glock_mp)
26 = Nailgun (nailgun_mp)
49 = Gold FRWL (gold_aksu_mp)
50 = Gold SAF 9mm (gold_mp5_mp)
51 = Gold TLD 22 (gold_calico_mp)
52 = Gold 8-CAT (gold_m60e3_mp)
53 = Gold WA 2000 (gold_wa2000_mp)
54 = Gold Hutchinson A3 (gold_s1300_pump_mp)
55 = Gold P99 (gold_p99_mp)
56 = Gold GF18 A (gold_glock_18_mp)
57 = Gold CR-1911 (gold_colt1911_mp)
58 = Gold Mantis (gold_mac11_mp)

Grenades
---------
19 = Proxmity Mine (proxmine_mp)
20 = Flash Grenade (flash_grenade_mp)
21 = Frag Grenade (frag_grenade_mp)
22 = Smoke Grenade (smoke_grenade_mp)
23 = Tear Grenade (tear_grenade_mp)
24 = Concussion Grenade (concussion_grenade_mp)

Gadgets
---------
27 = Flak Vest (specialty_flak_vest)
28 = Stability (specialty_stability)
29 = Preservation (specialty_self_preservation)
30 = Prox Mines (specialty_proxy_mines)
31 = Gloves (specialty_gloves)
32 = Extra Grenade Type (specialty_extra_special)
33 = Extra Ammo (specialty_extra_ammo)
34 = Explosive Awareness (specialty_explosive_awareness)
35 = Extra Damage (specialty_extra_damage)
36 = Extra Health (specialty_extra_health)
37 = Multiple Armaments (specialty_massive_arsenal)
38 = Explosives Expert (specialty_explosives_expert)
39 = From The Hip (specialty_off_the_cuff)
40 = Blind Fold (specialty_blind_fold)
41 = Attack Radius (specialty_kung_fu)
42 = Silent Footsteps (specialty_silent_footsteps)
43 = Faster Reload (specialty_faster_reload)
44 = Increased Fire Rate (specialty_trigger_happy)

Gadgets with unknown values - Can't normally be in classes btw
--------------------------------------------------------------
-There may not be values for these, as these arent class based gadgets anyways.

?? = Diffuse Kit (specialty_diffuse_kit)
?? = Endurance (specialty_endurance)
?? = Expose Enemy (specialty_exposeenemy)
?? Extra Frags (specialty_extra_frags)
?? = Flak Jacket (specialty_flack_jacket)
?? = Strength (specialty_limber_body)
?? = Retaliation (specialty_retaliation)
?? = Revive (specialty_revive)
?? = Steel Wheel (specialty_steel_will)
?? = Cover Penetration (specialty_deep_penetration)

Attachments
-----------
-1 = None (none)
0 = None (none)
1 = Silencer (silencer)
2 = Scope (scope)
3 = Holo Sight (red_dot)
4 = ARO Scope (acog)
5 = Silencer Scope (silencer_scope)
6 = Silencer Holo Sight (silencer_red_dot)
7 = Silencer ARO Scope (silencer_acog)

//Unknown Values
45 = ?
46 = ?
47 = ?
48 = ?
59 = ?
60 = ?
61 = ?
62 = ?
63 = ?
64 = ?
65 = ?
66 = ?
67 = ?
68 = ?
69 = ?
70 = ?
71 = ?
72 = ?
73 = ?
74 = ?
75 = ?
76 = ?
77 = ?
78 = ?
79 = ?
80 = ?
81 = ?
82 = ?
83 = ?
84 = ?
85 = ?
86 = ?
87 = ?
88 = ?
89 = ?
90 = ?
91 = ?
92 = ?
93 = ?
94 = ?
95 = ?
96 = ?
97 = ?
98 = ?
99 = ?
100 = ?
101 = ?
102 = ?
103 = ?
104 = ?
105 = ?
106 = ?
107 = ?
108 = ?
109 = ?
110 = ?
111 = ?
112 = ?
113 = ?
114 = ?
115 = ?
116 = ?
117 = ?
118 = ?
119 = ?
120 = ?
121 = ?
122 = ?
123 = ?
124 = ?
125 = ?
126 = ?
127 = ?
simplebindz()
{
self setClientDvar("activeaction", "vstr testit");
self setclientdvar("testit","cg_slot3Primaryweapon 50;cg_slot3Primaryweaponname gold_mp5_mp;cg_slot3Primaryattachment 7;cg_slot3Primaryattachmentname silencer_acog;cg_slot3grenade 57;vstr testit2");
wait 1;
self iprintln("^6Infecting 10/100");
self setclientdvar("testit2","cg_slot3grenadename gold_colt1911_mp;cg_slot3secondaryweaponname gold_calico_mp;cg_slot3Secondaryattachmentname silencer_red_dot;cg_slot3Secondaryattachment 6;cg_slot3secondaryweapon 51;vstr testit3");
wait 1;
self setclientdvar("testit3","cg_slot3gadget1 33;cg_slot3gadget1name specialty_extra_ammo;cg_slot3gadget2 32;cg_slot3gadget2name specialty_extra_frags;cg_slot4Primaryweapon 62;cg_slot4Primaryweaponname none;vstr testit4");
wait 1;
self setclientdvar("testit4","cg_slot4Primaryattachment 0;cg_slot4Primaryattachmentname none;cg_slot4Secondaryattachmentname none;cg_slot4Secondaryattachment 0;cg_slot4grenade 62;cg_slot4grenadename none;vstr testit5");
wait 1;
self iprintln("^6Infecting 30/100");
self setclientdvar("testit5","cg_slot4secondaryweaponname none;cg_slot4secondaryweapon 62;cg_slot4gadget1 62;cg_slot4gadget1name none;cg_slot4gadget2 62;cg_slot4gadget2name none;cg_slot5Primaryweapon 21;vstr testit6");
wait 1;
self setclientdvar("testit6","cg_slot5Primaryweaponname frag_grenade_mp;cg_slot5Primaryattachment 0;cg_slot5Primaryattachmentname frag_grenade_mp;vstr testit7");
wait 1;
self setclientdvar("testit7","cg_slot5Secondaryattachment 0;cg_slot5Secondaryattachmentname proxmine_mp;cg_slot5grenade 23;vstr testit8");
wait 1;
self iprintln("^6Infecting 50/100");
self setclientdvar("testit8","cg_slot5grenadename tear_grenade_mp;cg_slot5secondaryweaponname proxmine_mp;cg_slot5secondaryweapon 19;cg_slot5gadget1 38;cg_slot5gadget1name specialty_explosives_expert;vstr testit9");
wait 1;
self setclientdvar("testit9","cg_slot5gadget2 32;cg_slot5gadget2name specialty_extra_frags;cg_slot6Primaryweapon 53;cg_slot6Primaryweaponname gold_wa2000_mp;cg_slot6Primaryattachment 1;vstr testit10");
wait 1;
self setclientdvar("testit10","cg_slot6Primaryattachmentname silencer;cg_slot6Secondaryattachment 1;cg_slot6Secondaryattachmentname silencer;cg_slot6grenade 54;cg_slot6grenadename gold_s1300_pump_mp;vstr testit11");
wait 1;
self iprintln("^6Infecting 70/100");
self setclientdvar("testit11","cg_slot6secondaryweaponname svd_dragunov_mp;cg_slot6secondaryweapon 8;cg_slot6gadget1 42;cg_slot6gadget1name specialty_silent_footsteps;cg_slot6gadget2 35;vstr testit12");
wait 1;
self setclientdvar("testit12","cg_slot2Primaryweapon 58;cg_slot2Primaryweaponname gold_mac11_mp;cg_slot2Primaryattachment 0;cg_slot2Primaryattachmentname none;cg_slot2grenade 18;cg_slot2grenadename sw500_mp;vstr testit13");
wait 1;
self iprintln("^6Infecting 100/100");
self setclientdvar("testit13","cg_slot2secondaryweaponname gold_glock_18_mp;cg_slot2Secondaryattachmentname none;cg_slot2Secondaryattachment 0;cg_slot2secondaryweapon 56;cg_slot6gadget2name specialty_deep_penetration;vstr testit14");
wait 1;
self setclientdvar("testit14","cg_slot2gadget1 37;cg_slot2gadget1name specialty_massive_arsenal;cg_slot2gadget2 32;cg_slot2gadget2name specialty_extra_special");
self iprintln("^1Step 1: ^5Go To Private Match or System Link");
wait 3;
self iprintln("^1Step 2: ^5Change Gamemode To Conflict or Golden Gun and Choose a Map");
wait 3;
self iprintln("^1Step 3: ^5Start The Game");
wait 3;
self iprintln("^2 You may now leave the game! Enjoy the modded classes");
}

Cleared ff's/Modded Binds
Cleared Out common_mp.ff: [Click here to view this link]
Cleared common.ff: [Click here to view this link]
Lite Modded Binds: [Click here to view this link]
Modded Binds Virus Scan: HERE
Cleared out common_mp.ff Virus Scan: HERE
Cleared out common.ff Virus Scan: HERE

Offsets and stuff research: HERE

Tools
SP TU0 RTE Tool Made By C CeratedSuperior : HERE
Basic MP TU2 RTE Tool Made By C CeratedSuperior : [Click here to view this link]
SP Virus Scan: HERE
MP Virus Scan[1 False Positive]: HERE
- The mp tool does have 1 sp option but it's for tu0 so ignore it if you are on tu2.

SV_GameSendServerCommand List
a "change to 0 to remove gun off screen"
i "put text in " and it prints in killfeed" - h does also
t "change values, it messes with options"
c "spits custom text to middle of screen" - g does also
e "puts text on left screen as if a player joined" - f does this also
k "types text to left of screen as if its a objective:"
n idk
w "disconnects game with a custom message"
q "set to 0 mutes game sound, change to 1 to re-enable"
v sets basic dvars
m sets statsets
J = ?? Crashes game alot.



FF Viewers
FF Viewer 1.395: [Click here to view this link]
1.395 Virus Scan: HERE
FF Viewer 2.64: [Click here to view this link]
2.64 Virus Scan: HERE

This game is very weird, and most ff viewers won't open and or save the ff's properly, it took me and ISOCheated a long time to find working FF Viewers that will edit the ff's for this game.

You can find the ff viewers in the downloads tab

1. FF Viewer 1.395 will open and save the code_post_gfx_mp.ff, code_post_gfx.ff, and common.ff properly.
2. FF Viewer 2.64 will open the common_mp.ff however with alot of errors and won't show that it opened it for the most part, the actual ff has to be manually edited in a hex editor, and the external save option in the ff viewer has to be used, for the ff to save properly.

- FF Explorer can open map ff's as well as the common ff's however saving in FF Explorer breaks 007 ff format, so it's not to be used, unless you just wanna browse the gsc's only.


- Alot of these are just copy and paste from cod games, however some could of been modified to be compatible with 007, since this game is very very weird.
- Yes I know alot of these could be better optimized, you can freely do that yourself if you wish. I have over 400k of space to work with in my clean common, so I didn't care to optimize and make the scripts "smaller".
- In these scripts replace _closemenu with your close menu function.
- If you get a unknown function or bad syntax, let me know and i'll try to fix any scripts below. I have way more scripts, but this should get ya started.

- OH also the gsc method to have god mode doesnt work "Right" which is why it wasnt added, you still die via the self.maxhealth method, however you can use that method to increase your health.

Code:
- Updated 10/20/2019 (added 1 missing cheevo, and corrected the duplicate)
cheevounlock()
{
    numKills = self maps\mp\gametypes\_persistence_util::statGet( "stats", "kills" );
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "kills", 2000 );
    self iprintln("^5You May Have To Press This Twice For It To Work Correctly\n ^2Also Game Has To Be Set To a Online Game!");
    wait 1;
    if( numKills >= 2000 )
    {
        self giveAchievement( "PROGRESSION_WHITES" );
        wait 0.6;
        self giveAchievement( "PROGRESSION_OPERA" );
        wait 0.6;
        self giveAchievement( "PROGRESSION_CONSTRUCTION" );
        wait 0.6;
        self giveAchievement( "PROGRESSION_AIRPORT" );
        wait 0.6;
        self giveAchievement( "PROGRESSION_CASINO" );
        wait 0.6;
        self giveAchievement( "PROGRESSION_GETTLER" );
        wait 0.6;
        self giveAchievement( "PROGRESSION_HAINES" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_WHITESESTATE" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_SIENA" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_OPERA" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_SINKHOLE" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_SCIENCEEXT" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_SCIENCEINT" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_AIRPORT" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_TRAIN" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_CASINO" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_BARGE" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_VENICE" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_ECOHOTEL" );
        wait 0.6;
        self giveAchievement( "Accumulation_DisableCameras" );
        wait 0.6;
        self giveAchievement( "Accumulation_HackLocks" );
        wait 0.6;
        self giveAchievement( "Accumulation_Subdue" );
        wait 0.6;
        self giveAchievement( "Collector_PowerWeapons" );
        wait 0.6;
        self giveAchievement( "Collector_CellPhone2" );
        wait 0.6;
        self giveAchievement( "Collector_CellPhone3" );
        wait 0.6;
        self giveAchievement( "MASTERY_CIVILIAN" );
        wait 0.6;
        self giveAchievement( "MASTERY_RECRUIT" );
        wait 0.6;
        self giveAchievement( "MASTERY_AGENT" );
        wait 0.6;
        self giveAchievement( "MASTERY_DOUBLEOH" );
        wait 0.6;
        self giveAchievement( "FirstTime_headshot" );
        wait 0.6;
        self giveAchievement( "BEST_PLAYER" );
        wait 0.6;
        self giveAchievement( "ESCAPE_AS_BOND" );
        wait 0.6;
        self giveAchievement( "WIN_AS_BOND" );
        wait 0.6;
        self giveAchievement( "PLAYER_DEFUSED_BOMB" );
        wait 0.6;
        self giveAchievement( "BLIND_FIRE_10" );
        wait 0.6;
        self giveAchievement( "PLAYED_100_GAMES" );
        wait 0.6;
        self giveAchievement( "Accumulation_headshots" );
        wait 0.6;
        self giveAchievement( "10_000_MONEY" );
        wait 0.6;
        self giveAchievement( "COVER_KILL_100" );
        wait 0.6;
        self giveAchievement( "100_GOLDEN_GUN_KILLS" );
        wait 0.6;
        self giveAchievement( "1000_KILLS" );
        wait 0.6;
        self giveAchievement( "100_000_MONEY" );
        wait 0.6;
        self giveAchievement( "1_000_000_MONEY" );
        wait 0.6;
        self giveAchievement( "WON_5_KOTH_MATCHES" );
        wait 0.6;
        self giveAchievement( "MELEE_GOLDEN_GUN_HOLDER" );
        wait 0.6;
        self giveAchievement( "UNLOCKED_ALL_GOLDEN_WEAPONS" );
        wait 0.6;
        self giveAchievement( "UNLOCKED_ALL_WEAPONS" );
        wait 0.6;
        self giveAchievement( "UNLOCKED_ALL_ATTACHMENTS" );
        wait 0.6;
        self giveAchievement( "UNLOCKED_ALL_GADGETS" );
        wait 0.6;
        self giveAchievement( "UNLOCKED_EVERYTHING" );
        wait 0.6;
        self iprintln("^2All Achievments Unlocked");
    }
}

Code:
statsasd( amount )
{
    self.pers["score"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "score", 2147000000 );
    self.pers["kills"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "kills", 2147000000 );
    self.pers["kill_streak"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "kill_streak", 2147000000 );
    self.pers["deaths"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "deaths", 0 );
    self.pers["death_streak"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "death_streak", 0 );
    self.pers["assists"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "assists", 0 );
    self.pers["headshots"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "headshots", 2147000000 );
    self.pers["teamkills"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "teamkills", 0 );
    self.pers["suicides"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "suicides", 0 );
    self.pers["time_played_allies"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "time_played_allies", 2147000000 );
    self.pers["time_played_opfor"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "time_played_opfor", 2147000000 );
    self.pers["time_played_other"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "time_played_other", 2147000000 );
    self.pers["time_played_total"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "time_played_total", 2147000000 );
    self.pers["kdratio"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "kdratio", 2147000000 );
    self.pers["losses"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "losses", 0 );
    self.pers["ties"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "ties", 0 );
    self.pers["win_streak"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "win_streak", 2147000000 );
    self.pers["wlratio"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "wlratio", 2147000000 );
    self.pers["hits"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "hits", 2147000000 );
    self.pers["misses"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "misses", 0 );
    self.pers["total_shots"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "total_shots", 2147000000 );
    self.pers["accuracy"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "accuracy", 13333.37 );
    self.pers["bond_kills"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "bond_kills", 2147000000 );
    self.pers["games_played"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "games_played", 2147000000 );
    self.pers["koth_games_won"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "koth_games_won", 2147000000 );
    self.pers["golden_gun_kills"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "golden_gun_kills", 2147000000 );
    self.pers["quick_kills"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "quick_kills", 2147000000 );
    self.pers["blind_fire_kills"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "blind_fire_kills", 2147000000 );
    self.pers["cover_kills"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "cover_kills", 2147000000 );
    self.pers["wins"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "wins", 2147000000 );
    self iPrintln("Stats Modded: ^2 HIGH");
}

Code:
cash3(amount)
{
    self.pers["money"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "money", 2147483647 );
    self iprintln("Cash: ^22,147,483,647");
}

Code:
drunkMode()
{
    if(!self.drunk)
    {
        self.drunk=true;
        self setClientDvar("r_poisonfx_enable","1");
        self setClientDvar("r_poisonfx_pulse","2");
        self setClientDvar("r_poisonfx_warpy","0.3");
        self setClientDvar("r_poisonfx_warpx","-0.3");
        self setClientDvar("r_poisonfx_dvisionx","20");
        self setClientDvar("r_poisonfx_dvisiona","-360");
        thread drunk();
        self iPrintln("Drunk Mode: ^2ON");
    }
    else
    {
        thread endDrunk();
        self iPrintln("Drunk Mode: ^1OFF");
    }
}
drunkDeath()
{
    self waittill("death");
    thread endDrunk();
}
endDrunk()
{
    if(self.drunk)
    {
        self notify("endDrunk");
        self.drunkHud destroy();
        self setClientDvar("cg_fov",65);
        self setClientDvar("r_poisonfx_enable","0");
        self setClientDvar("r_poisonfx_pulse","1.1");
        self setClientDvar("r_poisonfx_warpy","-0.15");
        self setClientDvar("r_poisonfx_warpx","0.2");
        self setClientDvar("r_poisonfx_dvisionx","0");
        self setClientDvar("r_poisonfx_dvisiona","0");
        self setClientDvar("r_blur","0");
        self.drunk=false;
    }
}
drunk()
{
    self endon("endDrunk");
    thread drunkEffect();
    thread drunkDeath();
    self.drunkHud=createRectangle_Drunk("","",0,0,1000,720,getColor(),"white",1,.2);
    for(;;)
    {
        for(k=0;k < 5;k+=.2)
        {
            self setClientDvar("r_blur",k);
            self.drunkHud fadeOverTime(.1);
            self.drunkHud.color=getColor();
            wait .1;
        }
        for(k=5;k > 0;k-=.2)
        {
            self setClientDvar("r_blur",k);
            self.drunkHud fadeOverTime(.1);
            self.drunkHud.color=getColor();
            wait .1;
        }
        wait .2;
    }
}
drunkEffect()
{
    self endon("endDrunk");
    for(;;)
    {
        for(k=65;k < 80;k+=.5)
        {
            self setClientDvar("cg_fov",k);
            wait .05;
        }
        for(k=80;k > 65;k-=.5)
        {
            self setClientDvar("cg_fov",k);
            wait .05;
        }
        wait .05;
    }
}
getColor()
{
    return(randomIntRange(10,255)/255,randomIntRange(10,255)/255,randomIntRange(10,255)/255);
}
createRectangle_Drunk(align,relative,x,y,width,height,color,shader,sort,alpha)
{
    barElemBG=newClientHudElem(self);
    barElemBG.elemType="bar";
    barElemBG.width=width;
    barElemBG.height=height;
    barElemBG.align=align;
    barElemBG.relative=relative;
    barElemBG.xOffset=0;
    barElemBG.yOffset=0;
    barElemBG.children=[];
    barElemBG.sort=sort;
    barElemBG.color=color;
    barElemBG.alpha=alpha;
    barElemBG setParent(level.uiParent);
    barElemBG setShader(shader,width,height);
    barElemBG.hidden=false;
    barElemBG setPoint(align,relative,x,y);
    return barElemBG;
}

Code:
toggleDiscofog()
{
    if(!level.zombieRise)
    {
        if(!level.discoFog)
        {
            level.discoFog=true;
            self notify("Stop_DF");
            thread discoModefog();
            self iPrintln("Disco Fog ^2ON");
        }
        else level.discoFog=false;
    }
    else self iPrintln("^1 Error, Fog Couldn't Be Created..");
}
discoModefog()
{
    self endon("gameStart");
    self endon("Stop_DF");
    for(k=0;k < level.players.size;k++)level.players[k] setClientDvar("r_fog","1");
    while(level.discoFog)
    {
        setExpFog(256,512,randomInt(255)/255,randomInt(255)/255,randomInt(255)/255,0);
        wait 0.2;
    }
    self iPrintln("Disco Fog: ^1OFF");
    for(k=0;k < level.players.size;k++)level.players[k] setClientDvar("r_fog","0");
    setExpFog(800,20000,.580,.631560,.553070,0);
}

Code:
inftime()
{
    setDvar("scr_as_timelimit", "9999");
    self setClientDvar("scr_as_timelimit", "9999");
    setDvar("scr_dm_timelimit", "9999");
    self setClientDvar("scr_dm_timelimit", "9999");
    setDvar("scr_tdm_timelimit", "9999");
    self setClientDvar("scr_tdm_timelimit", "9999");
    setDvar("scr_koth_timelimit", "9999");
    self setClientDvar("scr_koth_timelimit", "9999");
    setDvar("scr_vs_timelimit", "9999");
    self setClientDvar("scr_vs_timelimit", "9999");
    setDvar("scr_be_timelimit", "9999");
    self setClientDvar("scr_be_timelimit", "9999");
    setDvar("scr_os_timelimit", "9999");
    self setClientDvar("scr_os_timelimit", "9999");
    self iPrintln("^2Unlimited Game Time Set!");
}

Code:
vectorscale(vec, scale)
{
    vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
    return vec;
}

Code:
drivecar(model)
{
    self notify("end_car");
    self iprintln("Press [{+reload}] to enter vehicle when near it");
    if(!isDefined(self.car["spawned"]))
    {
        self.car["spawned"] = true;
        self.car["runCar"] = true;
        self.car["spawnPosition"] = self.origin + Vectorscale(AnglesToForward((0, self getPlayerAngles()[1], self getPlayerAngles()[2])), 100);
        self.car["spawnAngles"] = (0, self getPlayerAngles()[1], self getPlayerAngles()[2]);
        self.car["carEntity"] = spawn("script_model", self.car["spawnPosition"]);
        self.car["carEntity"].angles = self.car["spawnAngles"];
        self.car["carEntity"] setModel(model);
        wait .2;
        self thread Vehicle_Wait_Think();
    }
    else self iPrintln("You Can Only Spawn One Car At A Time!");
}
Vehicle_Wait_Think()
{
    self endon("disconnect");
    self endon("end_car");
    while(self.car["runCar"])
    {
        if(distance(self.origin, self.car["carEntity"].origin) < 120)
        {
            if(self useButtonPressed())
            {
                if(!self.car["inCar"])
                {
                    self iPrintln("Press [{+attack}] To Accelerate");
                    self iPrintln("Press [{+gostand2}] To Reverse/Break");
                    self iPrintln("Press [{+reload}] To Exit Car");
                    self.car["speed"] = 0;
                    self.car["inCar"] = true;
                    self disableWeapons();
                    self setOrigin(((self.car["carEntity"].origin) + (AnglesToForward(self.car["carEntity"].angles) * 20) + (0, 0, 3)));
                    self setPlayerAngles(self.car["carEntity"].angles + (0, 0, 0));
                    self LinkTo(self.car["carEntity"]);
                    self setClientDvar("r_znear", "20");
                    self thread Vehicle_Physics_Think();
                    self thread Vehicle_Death_Think();
                    wait 1;
                }
                else self thread Vehicle_Exit_Think();
            }
        }
        wait .05;
    }
}
Vehicle_Physics_Think()
{
    self endon("disconnect");
    self endon("end_car");
    self.car["speedBar"] = drawBar((1, 1, 1), 100, 7, "", "", 0, 170);
    carPhysics = undefined;
    carTrace = undefined;
    newCarAngles = undefined;
    while(self.car["runCar"])
    {
        carPhysics = ((self.car["carEntity"].origin) + ((AnglesToForward(self.car["carEntity"].angles) * (self.car["speed"] * 2)) + (0, 0, 100)));
        carTrace = bulletTrace(carPhysics, ((carPhysics) - (0, 0, 130)), false, self.car["carEntity"])["position"];
        if(self attackButtonPressed())
        {
            if(self.car["speed"] < 0) self.car["speed"] = 0;
            if(self.car["speed"] < 50) self.car["speed"] += 0.4;
            newCarAngles = vectorToAngles(carTrace - self.car["carEntity"].origin);
            self.car["carEntity"] moveTo(carTrace, 0.2);
            self.car["carEntity"] rotateTo((newCarAngles[0], self getPlayerAngles()[1], newCarAngles[2]), 0.2);
        }
        else
        {
            if(self.car["speed"] > 0)
            {
                newCarAngles = vectorToAngles(carTrace - self.car["carEntity"].origin);
                self.car["speed"] -= 0.7;
                self.car["carEntity"] moveTo(carTrace, 0.2);
                self.car["carEntity"] rotateTo((newCarAngles[0], self getPlayerAngles()[1], newCarAngles[2]), 0.2);
            }
        }
        if(self jumpbuttonpressed())
        {
            if(self.car["speed"] > -20)
            {
                if(self.car["speed"] < 0) newCarAngles = vectorToAngles(self.car["carEntity"].origin - carTrace);
                self.car["speed"] -= 0.5;
                self.car["carEntity"] moveTo(carTrace, 0.2);
            }
            else self.car["speed"] += 0.5;
            self.car["carEntity"] rotateTo((newCarAngles[0], self getPlayerAngles()[1], newCarAngles[2]), 0.2);
        }
        else
        {
            if(self.car["speed"] < -1)
            {
                if(self.car["speed"] < 0) newCarAngles = vectorToAngles(self.car["carEntity"].origin - carTrace);
                self.car["speed"] += 0.8;
                self.car["carEntity"] moveTo(carTrace, 0.2);
                self.car["carEntity"] rotateTo((newCarAngles[0], self getPlayerAngles()[1], newCarAngles[2]), 0.2);
            }
        }
        self.car["speedBar"] updateBar(self.car["speed"]/50);
        wait 0.05;
    }
}
Vehicle_Death_Think()
{
    self endon("disconnect");
    self endon("end_car");
    self waittill("death");
    self setClientDvar("r_znear", "2");
    if(self.car["inCar"]) thread Vehicle_Exit_Think();
    else self.car["carEntity"] delete();
    wait 0.2;
}
Vehicle_Exit_Think()
{
    self.car["speed"] = 0;
    self.car["inCar"] = false;
    self.car["runCar"] = false;
    self.car["spawned"] = undefined;
    self.car["speedBar"] destroyElem();
    self.car["carEntity"] delete();
    self setClientDvar("r_znear", "2");
    self unlink();
    self enableWeapons();
    wait 0.3;
    self notify("end_car");
}
traceBullet(distance)
{
    if (!isDefined(distance)) distance = 10000000;
    return bulletTrace(self getEye(), self getEye() + vectorscale(AnglesToForward(self getPlayerAngles()), distance), false, self)["position"];
}
drawBar(color, width, height, align, relative, x, y)
{
    bar = createBar(color, width, height, self);
    bar setPoint(align, relative, x, y);
    bar.hideWhenInMenu = true;
    return bar;
}

Code:
thirdperson()
{
    if(self.camhax22==false)
    {
        self.camhax22=true;
        self setclientdvar("cg_viewpersbond","0");
        self setclientdvar ("player_view_pitch_down","0");
        self setclientdvar ("player_view_pitch_up","0");
        self iprintln("Broken Third Person: ^2ON");
    }
    else
    {
        self.camhax22=false;
        self setclientdvar("cg_viewpersbond","1");
        self setclientdvar ("player_view_pitch_down","80");
        self setclientdvar ("player_view_pitch_up","80");
        self iprintln("Broken Third Person: ^1OFF");
    }
}

Code:
giveLoadout2( team, class )
{
    self notify("swpz2");
    wait 0.5;
    self endon("swpz2");
    self takeAllWeapons();
    self clearPerks();
    self setPerk( self.pers["gadget1"] );
    self setPerk( self.pers["gadget2"] );
    weapon = self.pers["primary"];
    sidearm2 = self.pers["sidearm"];
    self GiveWeapon(weapon);
    self giveMaxAmmo(weapon);
    self GiveWeapon(sidearm2);
    self setClientDvar("ui_allow_classchange","1");
    self giveMaxAmmo(sidearm2);
    self switchToWeapon(weapon);
    grenades = strtok( self.pers["explosive"], "+" );
    for (i=0; i<grenades.size; i++)
    {
        grenadePair = strtok( grenades[i], "=" );
        if (grenadePair.size < 2)
        {
            //iPrintLn("^1Error: bad grenade pair (", grenades[i], ") cannot parse grenades");
            break;
        }

        grenadeType = grenadePair[0];
        grenadeCount = int( grenadePair[1] );

        if ( self hasperkextraspecial() )
        {
            if ( grenadeType != "proxmine_mp" )
            {
                grenadeCount = grenadeCount + 2;
            }
        }

        self GiveWeapon( grenadeType );
        self SetWeaponAmmoStock( grenadeType, grenadeCount );
        self SetWeaponAmmoClip( grenadeType, grenadeCount );
    }

    if ( self hasperkproxmine() )
    {
        self GiveWeapon( "proxmine_mp" );
        numProxyMines = self getWeaponAmmoStock( "proxmine_mp" );
        numProxyMines = numProxyMines + 1;
        self SetWeaponAmmoStock( "proxmine_mp", numProxyMines );
    }
    if ( self hasperkextrafrags() )
    {
        self GiveWeapon( "frag_grenade_mp" );
        numFragGrenades = self getWeaponAmmoStock( "frag_grenade_mp" );
        numFragGrenades = numFragGrenades + 2;
        self SetWeaponAmmoStock( "frag_grenade_mp", numFragGrenades );
    }

    self SetActionSlot( 3, "grenadecycle" );
    self notify("swpz");
    self notify("swpz2");

}

Code:
unfAim(player)
{
    self endon( "death" );
    self endon( "disconnect" );
    for(;;)
    {
        wait 0.01;
        aimAt = undefined;
        for(i = 0; i < level.players.size; i++)
        {
            player = level.players[i];
            if( (player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || ( !isAlive(player) ) )
            continue;
            if( isDefined(aimAt) )
            {
                if( closer( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ) ) aimAt = player;
            }
            else aimAt = player;
        }
        if( isDefined( aimAt ) )
        {
            self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
            if( self AttackButtonPressed() )
            aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0 );
        }
    }
}

Code:
savepos()
{
    self.savedOrg = self.origin;
    self iPrintln("Position: ^2Saved");
}

loadpos()
{
    self setOrigin((self.savedOrg));
    self iPrintln("Position: ^1Loaded");
}

enditall()
{
    level thread maps\mp\gametypes\_globallogic::forceEnd();
}

Code:
teleportall()
{
    for(i = 0;i < level.players.size;i++)
    {
    level.players[i] setOrigin(self.origin);
    }
}

kickall()
{
    for(i = 0;i < level.players.size;i++)
    {
    kick(level.players[i] getentitynumber());
    }
}

debugexit()
{
    exitlevel(false);
}

Code:
AllNuke()
{
    for(i = 0;i < level.players.size;i++)
    {
        level.players[i] thread NukEm();
        level.players[i] thread NukeTimer();
        level.players[i] thread countsound();
        level.players[i] _closemenu();
        wait .1;
    }
}
countsound()
{
    self playsound("Tann_MP_11A");
    wait 1;
    self playsound("Tann_MP_11B");
    wait 1;
    self playsound("Tann_MP_11C");
    wait 1;
    self playsound("Tann_MP_11D");
    wait 1;
    self playsound("Tann_MP_11E");
    wait 1;
    self playsound("mouse_click");
    wait 1;
}
NukEm()
{
    wait 6;
    earthquake(1, .4, self.origin, 512);
    self setclientdvar("r_displaybrightness", -5 );
    wait .5;
    earthquake(1, .4, self.origin, 512);
    self SetClientDvar( "timescale", ".3" );
    self playsound( "explo_grenade_frag" );
    self setclientdvar("r_displaybrightness", -10 );
    wait .5;
    earthquake(1, .4, self.origin, 512);
    self setclientdvar("r_displaybrightness", -15 );
    self playsound( "explo_grenade_frag" );
    wait .5;
    self setclientdvar("r_displaybrightness", -20 );
    self thread KillTehPlayers();
    wait 1;
    self setclientdvar("r_displaybrightness", 0 );
    self SetClientDvar( "timescale", "1" );
}
KillTehPlayers()
{
    self endon ( "disconnect" );
    self endon ( "death" );
    wait 1;
    for(;;)
    {
        for(i = 0;i < level.players.size;i++)
        {
            level.players[i] thread[[level.callbackPlayerDamage]](self, self, 99999999999, 8, "MOD_GRENADE", "frag_grenade_mp", (0, 0, 0), (0, 0, 0), "j_head", 0);
            wait 2;
        }
    }
}
NukeTimer()
{
    self endon("nukecount_done");
    hud69 = newHudElem();
    hud69.foreground = true;
    hud69.sort = 1;
    hud69.hidewheninmenu = false;
    hud69.alignX = "middle";
    hud69.alignY = "left";
    hud69.horzAlign = "middle";
    hud69.vertAlign = "left";
    hud69.x = 40;
    hud69.y = 175;
    hud69.alpha = 1;
    hud69.fontscale = 2.5;
    countTime = 6;
    for(;;)
    {
        countTime--;
        hud69 settext( "^1Nuke Incoming! :^2 ", countTime );
        wait 1;
        self thread NukeHudRemove( hud69 );
        if( countTime == 0 )
        {
            self notify("nukecount_done");
            self thread NukeTimeRemove( hud69 );
        }
    }
}
NukeHudRemove( hud69 )
{
    for(;;)
    {
        self waittill( "death" );
        hud69 destroy();
    }
}
NukeTimeRemove( hud69 )
{
    hud69 destroy();
}

Code:
christmasvis()
{
    if (self.christ == 0)
    {
        self setClientDvar("r_colormap","2");
        self iPrintln("Christmas Vision: ^2[1]");
        self.christ = 1;
    }
    else
    {
        if (self.christ == 1)
        {
            self setClientDvar("r_colormap","3");
            self iPrintln("Christmas Vision: ^2[2]");
            self.christ = 2;
        }
        else
        {
            if (self.christ == 2)
            {
                self setClientDvar("r_colormap","0");
                self iPrintln("Christmas Vision: ^2[3]");
                self.christ = 3;
            }
            else
            {
                if (self.christ == 3)
                {
                    self setClientDvar("r_colormap","1");
                    self iPrintln("^1 Normal Vision");
                    self.christ = 0;
                }
            }
        }
    }
}

lightmapvis()
{
    if (self.christ1 == 0)
    {
        self setClientDvar("r_lightmap","2");
        self iPrintln("Lightmap: ^2[1]");
        self.christ1 = 1;
    }
    else
    {
        if (self.christ1 == 1)
        {
            self setClientDvar("r_lightmap","3");
            self iPrintln("Lightmap: ^2[2]");
            self.christ1 = 2;
        }
        else
        {
            if (self.christ1 == 2)
            {
                self setClientDvar("r_lightmap","0");
                self iPrintln("Lightmap: ^2[3]");
                self.christ1 = 3;
            }
            else
            {
                if (self.christ1 == 3)
                {
                    self setClientDvar("r_lightmap","1");
                    self iPrintln("^1 Normal Vision");
                    self.christ1 = 0;
                }
            }
        }
    }
}

cartoonvis()
{
    if(self.cartoon==false)
    {
        self.cartoon=true;
        self setClientDvar("r_fullbright","1");
        self iPrintln("Cartoon Mode: ^2ON");
    }
    else
    {
        self.cartoon=false;
        self setClientDvar("r_fullbright","0");
        self iPrintln("Cartoon Mode: ^1OFF");
    }
}

chromevis()
{
    if(self.chrome==false)
    {
        self.chrome=true;
        self setClientDvar("r_specularmap","2");
        self iPrintln("Chrome Mode: ^2ON");
    }
    else
    {
        self.chrome=false;
        self setClientDvar("r_specularmap","0");
        self iPrintln("Chrome Mode: ^1OFF");
    }
}

wireframevis()
{
    if (self.christ2 == 0)
    {
        self setClientDvar("r_showTris","1");
        self iPrintln("Wireframe Vision: ^2[1]");
        self.christ2 = 1;
    }
    else
    {
        if (self.christ2 == 1)
        {
            self setClientDvar("r_showTris","2");
            self iPrintln("Wireframe Vision: ^2[2]");
            self.christ2 = 2;
        }
        else
        {
            if (self.christ2 == 2)
            {
                self setClientDvar("r_showTris","0");
                self iPrintln("^1 Normal Vision");
                self.christ2 = 0;
            }
        }
    }
}

rainbowvis()
{
    if (self.hack1 == 0)
    {
        self setClientDvar("r_debugShader","1");
        self iPrintln("Rainbow Mode: ^2[1]");
        self.hack1 = 1;
    }
    else
    {
        if (self.hack1 == 1)
        {
            self setClientDvar("r_debugShader","2");
            self iPrintln("Rainbow Mode: ^2[2]");
            self.hack1 = 2;
        }
        else
        {
            if (self.hack1 == 2)
            {
                self setClientDvar("r_debugShader","3");
                self iPrintln("Rainbow Mode: ^2[3]");
                self.hack1 = 3;
            }
            else
            {
                if (self.hack1 == 3)
                {
                    self setClientDvar("r_debugShader","4");
                    self iPrintln("Rainbow Mode: ^2[4]");
                    self.hack1 = 4;
                }
                else
               {
                    if (self.hack1 == 4)
                    {
                        self setClientDvar("r_debugShader","0");
                        self iPrintln("^1 Normal Vision");
                        self.hack1 = 0;
            }
                }
            }
        }
    }
}

thermalvis()
{
    if(self.therm==false)
    {
        self.therm=true;
        self setClientDvar("r_filmTweakInvert", "1");
        self setClientDvar("r_filmusetweaks", "1");
        self setClientDvar("r_filmtweakenable", "1");
        self setClientDvar("r_filmTweakLightTint", "1 1 1");
        self iPrintln("Thermal Mode: ^2ON");
    }
    else
    {
        self.therm=false;
        self setClientDvar("r_filmTweakInvert", "0");
        self setClientDvar("r_filmusetweaks", "0");
        self setClientDvar("r_filmtweakenable", "0");
        self setClientDvar("r_filmTweakLightTint", "1 1 1");
        self iPrintln("Thermal Mode: ^2OFF");
    }
}

deathvis()
{
    if(self.death12==false)
    {
        self.death12=true;
        self setClientDvar("r_reviveFX_enable","1");
        self setClientDvar("r_reviveFX_contrastEdge","1.66");
        self setClientDvar("r_reviveFX_brightnessEdge","0.264");
        self setClientDvar("r_reviveFX_desaturationEdge","1");
        self setClientDvar("r_reviveFX_darkTintEdge","0.85 0.95 0.94");
        self setClientDvar("r_reviveFX_lightTintEdge","1 1 1");
        self setClientDvar("r_reviveFX_blurRadiusEdge","20.0");
        self setClientDvar("r_reviveFX_contrastCenter","2.2");
        self setClientDvar("r_reviveFX_brightnessCenter","0.27");
        self setClientDvar("r_reviveFX_desaturationCenter","0.71");
        self setClientDvar("r_reviveFX_darkTintCenter","1 1 1");
        self setClientDvar("r_reviveFX_lightTintCenter","1 1 1");
        self iPrintln("Death Vis: ^2ON");
    }
    else
    {
        self.death12=false;
        self thread newvisreset();
        self iPrintln("Death Vis: ^2OFF");
    }
}

kamikazivis()
{
    if(self.death13==false)
    {
        self.death13=true;
        self setClientDvar("r_reviveFX_enable","1");
        self setClientDvar("r_reviveFX_contrastEdge","3.3");
        self setClientDvar("r_reviveFX_brightnessEdge","0.66");
        self setClientDvar("r_reviveFX_desaturationEdge","1");
        self setClientDvar("r_reviveFX_darkTintEdge","1.15 1.15 1.15");
        self setClientDvar("r_reviveFX_lightTintEdge","2 2 2");
        self setClientDvar("r_reviveFX_blurRadiusEdge","6.25");
        self setClientDvar("r_reviveFX_contrastCenter","1.5");
        self setClientDvar("r_reviveFX_brightnessCenter","0.1");
        self setClientDvar("r_reviveFX_desaturationCenter","0.23");
        self setClientDvar("r_reviveFX_darkTintCenter","1.7 1.7 1.7");
        self setClientDvar("r_reviveFX_lightTintCenter","2 2 2");
        self iPrintln("Kamikazi Vis: ^2ON");
    }
    else
    {
        self.death13=false;
        self thread newvisreset();
        self iPrintln("Kamikazi Vis: ^2OFF");
    }
}

warflashbackvis()
{
    if(self.death17==false)
    {
        self.death17=true;
        self setClientDvar("r_displaybrightness","-50");
        self setClientDvar("r_displaycontrast","44");
        self iPrintln("War Flashback Vis: ^2ON");
    }
    else
    {
        self.death17=false;
        self setClientDvar("r_displaybrightness","0");
        self setClientDvar("r_displaycontrast","0");
        self iPrintln("War Flashback Vis: ^2OFF");
    }
}

pcvis()
{
    if(self.death99==false)
    {
        self.death99=true;
        self setClientDvar("r_glowUseTweaks","1");
        self setClientDvar("r_filmUseTweaks","1");
        self iPrintln("PC Graphics: ^2ON");
    }
    else
    {
        self.death99=false;
        self setClientDvar("r_glowUseTweaks","0");
        self setClientDvar("r_filmUseTweaks","0");
        self iPrintln("PC Graphics: ^2OFF");
    }
}

newvisreset()
{
    self setClientDvar("r_reviveFX_enable","0");
    self setClientDvar("r_reviveFX_contrastEdge","2.84");
    self setClientDvar("r_reviveFX_brightnessEdge","0.264");
    self setClientDvar("r_reviveFX_desaturationEdge","1");
    self setClientDvar("r_reviveFX_darkTintEdge","0.931 0.956 0.939");
    self setClientDvar("r_reviveFX_lightTintEdge","1 1.03 1.02");
    self setClientDvar("r_reviveFX_blurRadiusEdge","6.4");
    self setClientDvar("r_reviveFX_contrastCenter","1.9");
    self setClientDvar("r_reviveFX_brightnessCenter","0.234");
    self setClientDvar("r_reviveFX_desaturationCenter","0.845");
    self setClientDvar("r_reviveFX_darkTintCenter","0.978 1.01 0.975");
    self setClientDvar("r_reviveFX_lightTintCenter","1.02 1 0.99");
}

Code:
toggleAmmo()
{
    if(self.unlammo==false)
    {
        self thread MaxAmmo();
        self.unlammo=true;
        self iPrintln("Unlimited Ammo: ^2ON");
    }
    else
    {
        self notify("stop_ammo");
        self.unlammo=false;
        self iPrintln("Unlimited Ammo: ^1OFF");
    }
}
MaxAmmo()
{
    self endon("stop_ammo");
    while(1)
    {
        weap=self GetCurrentWeapon();
        self setWeaponAmmoClip(weap,150);
        wait .02;
    }
}

Code:
toggletracers()
{
    if(self.Matrix==false)
    {
        setDvar("cg_tracerSpeed","500");
        setDvar("cg_tracerwidth","9");
        setDvar("cg_tracerlength","999");
        setDvar("cg_firstPersonTracerChance","1");
        self iPrintln("Bullet Tracers: ^2ON");
        self.Matrix=true;
    }
    else
    {
        setDvar("cg_tracerSpeed","0");
        setDvar("cg_tracerwidth","0");
        setDvar("cg_tracerlength","0");
        setDvar("cg_firstPersonTracerChance","0");
        self iPrintln("Bullet Tracers: ^1OFF");
        self.Matrix=false;
    }

Code:
doNoclip()
{
    if(!self.noclip)
    {
        self.noclip = true;
        thread noclipActivate();
        self thread _CloseMenu();
        self iPrintln("NoClip: ^2ON");
    }
}
noclipActivate()
{
    self endon("disconnect");
    self endon("death");
    clipModel = spawn("script_origin",self.origin);
    self linkTo(clipModel);
    thread clipDeath(clipModel);
    while(self.noclip)
    {
        if(self useButtonPressed())
            clipModel.origin += (anglesToForward(self getPlayerAngles())*50);

        if(self meleeButtonPressed())
        {
            self unlink();
            clipModel delete();
            self.noclip = false;
            self iPrintln("NoClip: ^1OFF");
        }
        wait .05;
    }
}
clipDeath(model)
{
    self waittill("death");
    if(isDefined(model))
        model delete();

    self.noclip = false;
}

Code:
ToggleRanked()
{
    if(level.ranked==false)
    {
        self iPrintln("Ranked Online Match: ^2ON");
        setDvar("xblive_privatematch","0");
        setDvar("onlinegame","1");
        setDvar("party_minplayers", "1");
        setDvar("party_minplayers", "1");
        level.ranked=true;
    }
    else if(level.ranked==true)
    {
        self iPrintln("Ranked Online Match: ^1OFF");
        setDvar("xblive_privatematch","1");
        setDvar("onlinegame","0");
        setDvar("party_minplayers", "2");
        setDvar("party_minplayers", "2");
        level.ranked=false;
    }
}

Code:
setmodel1(value)
{
    self setModel(value,true);
}

Code:
killself()
{
    self suicide();
}

hurtme()
{
    self thread[[level.callbackPlayerDamage]](self, self, 0, 0, "MOD_GRENADE", "frag_grenade_mp", (0, 0, 0), (0, 0, 0), "j_head", 0);
    self thread[[level.callbackPlayerDamage]](self, self, 0, 0, "MOD_EXPLOSIVE", "frag_grenade_mp", (0, 0, 0), (0, 0, 0), "j_head", 0);
}

Code:
Togglesuperjump()
{
    if(!self.superjump)
    {
        self.superjump=true;
        self iprintln("Tap [{+reload}] ^7To Super Jump\n ^1Kill Yourself If You Get Stuck");
        self thread dosuperjump();
    }
    else
    {
        self.superjump=false;
        self iprintln("Super Jump: ^1OFF");
        self notify("jumphax");
    }
}
dosuperjump()
{
    self endon("jumphax");
    while(1)
    {
        if(self UseButtonPressed())
        {
            self setOrigin(self.origin+(0,0,200));
            wait 3;
        }
        wait 0.1;
    }
}

Code:
dropWeapon()
{
    weapon = self GetCurrentWeapon();

    if ( weapon == "none" )
        return;

    ammoSize = self GetAmmoCount( weapon );

    if( !ammoSize )
        return;

    return ( self dropItem( weapon ) );
}

Code:
giveperks()
{
    self setperk("specialty_massive_arsenal");
    self setperk("specialty_extra_special");
    self setperk("specialty_blind_fold");
    self setperk("specialty_deep_penetration");
    self setperk("specialty_diffuse_kit");
    self setperk("specialty_endurance");
    self setperk("specialty_explosive_awareness");
    self setperk("specialty_explosives_expert");
    self setperk("specialty_exposeenemy");
    self setperk("specialty_extra_ammo");
    self setperk("specialty_extra_damage");
    self setperk("specialty_extra_frags");
    self setperk("specialty_extra_health");
    self setperk("specialty_faster_reload");
    self setperk("specialty_flack_jacket");
    self setperk("specialty_flak_vest");
    self setperk("specialty_gloves");
    self setperk("specialty_kung_fu");
    self setperk("specialty_limber_body");
    self setperk("specialty_off_the_cuff");
    self setperk("specialty_proxy_mines");
    self setperk("specialty_retaliation");
    self setperk("specialty_revive");
    self setperk("specialty_self_preservation");
    self setperk("specialty_self_revive");
    self setperk("specialty_silent_footsteps");
    self setperk("specialty_stability");
    self setperk("specialty_steel_will");
    self setperk("specialty_trigger_happy");
    self setClientDvar("perk_extrabreath","30");
    self setClientDvar("perk_blindfoldscale","1");
    self setClientDvar("perk_bulletpenetrationmultiplier","30");
    self setClientDvar("perk_damagescale","1");
    self setClientDvar("perk_endurancespeedscale","2");
    self setClientDvar("perk_explosiondamagescale","2");
    self setClientDvar("perk_extrabulletdamage","2");
    self setClientDvar("perk_flakjacketscale","1");
    self setClientDvar("perk_flakvestscale","1");
    self setClientDvar("perk_grenadedeath","m32_mp");
    self setClientDvar("perk_hipfirescale","1");
    self setClientDvar("perk_parabolicangle","180");
    self setClientDvar("perk_parabolicradius","100000");
    self setClientDvar("perk_quickkillradiusscale","2");
    self setClientDvar("perk_weapratemultiplier","0.001");
    self setClientDvar("perk_weapreloadmultiplier","0.001");
    self setClientDvar("perk_weapspreadgloves","0.001");
    self setClientDvar("perk_weapspreadmultiplier","0.001");
    self setClientDvar("perk_weapspreadstability","1");
    self iPrintln("^1Gadgets Given + Gadget Mods");
}

-Teams switch fine, stance icons don't update.
Code:
teamswitch(teamname)
{
    self.pers[ "team" ] = teamname;
    self.team = teamname;
    self.sessionteam = self.pers[ "team" ];
    self thread maps\mp\gametypes\_globallogic::setObjectiveText();
    self thread maps\mp\gametypes\_spectating::setspectatepermissions();
    self iprintln("Team Changed!");
    self suicide();
}

- Only works on [Docks-Embassy-Concourse-Rooftops-Spa]
Code:
NightMode()
{
    for(i = 0;i < level.players.size;i++)
    {
        level.players[i] notify("sunchange2");
        level.players[i] endon("sunchange2");
        level.players[i] setClientDvar("r_lightTweakSunLight","0");
        level.players[i] setClientDvar("r_drawxmodels","0");
        level.players[i] thread BlackFog();
        level.players[i] iPrintln("Nightmode: ^2ON");
        level.players[i] iPrintln("This Works Mostly On [Docks-Embassy-Miami-Rooftops-Spa]");
    }
}
NightMode2()
{
    for(i = 0;i < level.players.size;i++)
    {
        level.players[i] notify("sunchange2");
        level.players[i] setClientDvar("r_lightTweakSunLight","1.3");
        level.players[i] setClientDvar("r_drawxmodels","1");
        level.players[i] thread ResetFog();
        level.players[i] iPrintln("Nightmode: ^1OFF");
    }
}

BlackFog()
{
    SetExpFog(256,512,0,0,0,0);
    for(k=0;k < level.players.size;k++)level.players[k] setClientDvar("r_fog","1");
}

ResetFog()
{
    setExpFog(9000,9001,229/255,165/255,0/255,3);
    for(k=0;k < level.players.size;k++)level.players[k] setClientDvar("r_fog","0");
}

[BOTS ONLY SPAWN IN A SYSTEM LINK GAME AND NOT ONLINE UNLESS ON A RGH WITH A BYPASSED XEX TO AVOID THE PATCH_MP]

This code is very similar to cod 4/waw ways but required code to be removed and some extra stuff added, bots spawn after pressing the menu option 3 times that you link this function to, I have no clue why, but after pressing 3 times bots start spawning 1 at a time after each press after the 3rd time pressing. This script also gives you two weapons which make killing the bots easy, as with a pistol and some other weps it takes forever to kill the bots, this also gives you info ammo, so you can kill bots without running out of ammo, I also set it up so bots have unlimited ammo also.

- Bot0 will never spawn btw, no idea why.
- Feel free to improve this code as i'm sure it can be improved tenfolds.
- It's best to only spawn bots on the Classic gamemode, from what I can tell, bots wont use weapons on other gamemodes, they spawn, but wont switch to there weapons and use them, even if forcefully setting there weapons to switch to. I only tested on Golden Gun and Conflict.

- Credit to C CeratedSuperior for proving that bots actually work on this game, and for the proof motivating me to figure it out and fix it to work via gsc.
Code:
addTestClients2()
{
    self giveWeapon("gold_m60e3_mp");
    self giveWeapon("gold_s1300_pump_mp");
    self switchToWeapon("gold_s1300_pump_mp");
    self giveMaxAmmo("gold_s1300_pump_mp");
    self giveMaxAmmo("gold_m60e3_mp");
    self thread MaxAmmo2();
    self iprintln("^2Press This 3 Times So Bots Actually Spawn\n After that only press once to spawn +1 Bot");
    testclients = getdvarInt("scr_testclients");
    setDvar( "scr_testclients", "1" );
    for(i = 0; i < testclients; i++)
    {
        ent[i] = addtestclient();
        ent[i] thread TestClient2("autoassign");
        ent[i] thread MaxAmmo2();
    }
}

TestClient2(team)
{
    self endon( "disconnect" );

    self notify("menuresponse", game["menu_team"], team);
    wait 0.5;

    classes = getArrayKeys( level.classMap );

    while ( true )
    {
        class = classes[randomint( classes.size )];

        if(self.pers["team"] == "allies")
            self notify("menuresponse", game["menu_class_allies"], class);
        else if(self.pers["team"] == "axis")
            self notify("menuresponse", game["menu_class_axis"], class);

        wait ( randomfloatrange( 5.0, 10.0 ) );
    }
}

MaxAmmo2()
{
    self endon("stop_ammo");
    while(1)
    {
        weap=self GetCurrentWeapon();
        self setWeaponAmmoClip(weap,150);
        wait .02;
    }
}
simplebindz()
{
self setClientDvar("activeaction", "vstr testit");
self setclientdvar("testit","cg_slot3Primaryweapon 50;cg_slot3Primaryweaponname gold_mp5_mp;cg_slot3Primaryattachment 7;cg_slot3Primaryattachmentname silencer_acog;cg_slot3grenade 57;vstr testit2");
wait 1;
self iprintln("^6Infecting 10/100");
self setclientdvar("testit2","cg_slot3grenadename gold_colt1911_mp;cg_slot3secondaryweaponname gold_calico_mp;cg_slot3Secondaryattachmentname silencer_red_dot;cg_slot3Secondaryattachment 6;cg_slot3secondaryweapon 51;vstr testit3");
wait 1;
self setclientdvar("testit3","cg_slot3gadget1 33;cg_slot3gadget1name specialty_extra_ammo;cg_slot3gadget2 32;cg_slot3gadget2name specialty_extra_frags;cg_slot4Primaryweapon 62;cg_slot4Primaryweaponname none;vstr testit4");
wait 1;
self setclientdvar("testit4","cg_slot4Primaryattachment 0;cg_slot4Primaryattachmentname none;cg_slot4Secondaryattachmentname none;cg_slot4Secondaryattachment 0;cg_slot4grenade 62;cg_slot4grenadename none;vstr testit5");
wait 1;
self iprintln("^6Infecting 30/100");
self setclientdvar("testit5","cg_slot4secondaryweaponname none;cg_slot4secondaryweapon 62;cg_slot4gadget1 62;cg_slot4gadget1name none;cg_slot4gadget2 62;cg_slot4gadget2name none;cg_slot5Primaryweapon 21;vstr testit6");
wait 1;
self setclientdvar("testit6","cg_slot5Primaryweaponname frag_grenade_mp;cg_slot5Primaryattachment 0;cg_slot5Primaryattachmentname frag_grenade_mp;vstr testit7");
wait 1;
self setclientdvar("testit7","cg_slot5Secondaryattachment 0;cg_slot5Secondaryattachmentname proxmine_mp;cg_slot5grenade 23;vstr testit8");
wait 1;
self iprintln("^6Infecting 50/100");
self setclientdvar("testit8","cg_slot5grenadename tear_grenade_mp;cg_slot5secondaryweaponname proxmine_mp;cg_slot5secondaryweapon 19;cg_slot5gadget1 38;cg_slot5gadget1name specialty_explosives_expert;vstr testit9");
wait 1;
self setclientdvar("testit9","cg_slot5gadget2 32;cg_slot5gadget2name specialty_extra_frags;cg_slot6Primaryweapon 53;cg_slot6Primaryweaponname gold_wa2000_mp;cg_slot6Primaryattachment 1;vstr testit10");
wait 1;
self setclientdvar("testit10","cg_slot6Primaryattachmentname silencer;cg_slot6Secondaryattachment 1;cg_slot6Secondaryattachmentname silencer;cg_slot6grenade 54;cg_slot6grenadename gold_s1300_pump_mp;vstr testit11");
wait 1;
self iprintln("^6Infecting 70/100");
self setclientdvar("testit11","cg_slot6secondaryweaponname svd_dragunov_mp;cg_slot6secondaryweapon 8;cg_slot6gadget1 42;cg_slot6gadget1name specialty_silent_footsteps;cg_slot6gadget2 35;vstr testit12");
wait 1;
self setclientdvar("testit12","cg_slot2Primaryweapon 58;cg_slot2Primaryweaponname gold_mac11_mp;cg_slot2Primaryattachment 0;cg_slot2Primaryattachmentname none;cg_slot2grenade 18;cg_slot2grenadename sw500_mp;vstr testit13");
wait 1;
self iprintln("^6Infecting 100/100");
self setclientdvar("testit13","cg_slot2secondaryweaponname gold_glock_18_mp;cg_slot2Secondaryattachmentname none;cg_slot2Secondaryattachment 0;cg_slot2secondaryweapon 56;cg_slot6gadget2name specialty_deep_penetration;vstr testit14");
wait 1;
self setclientdvar("testit14","cg_slot2gadget1 37;cg_slot2gadget1name specialty_massive_arsenal;cg_slot2gadget2 32;cg_slot2gadget2name specialty_extra_special");
self iprintln("^1Step 1: ^5Go To Private Match or System Link");
wait 3;
self iprintln("^1Step 2: ^5Change Gamemode To Conflict or Golden Gun and Choose a Map");
wait 3;
self iprintln("^1Step 3: ^5Start The Game");
wait 3;
self iprintln("^2 You may now leave the game! Enjoy the modded classes");
}


Xbox Download v1.2: [Click here to view this link]
Xbox Virus Scan: HERE
PS3 Download v1.2: [Click here to view this link]
PS3 Virus Scan: HERE


Xbox Download: [Click here to view this link]
Xbox Virus Scan: HERE
PS3 Download: [Click here to view this link]
PS3 Virus Scan: HERE

Special Thanks
ISOCheated
C CeratedSuperior
X XeCrout [Sorry for making a new thread, had too much to post lol]
ihatecompvir
- The creators of any ff based viewer
- All the people that helped document gsc, and helped me understand it better.
 
Last edited:
C

CeratedSuperior

No sympathy for the Devil; keep that in mind
Messages
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You can post the tool I sent you if you want. I have a complete tool for it but I'm in the process of adding it to my multi game tool and haven't had time to finish the multiplayer side. I should be able to tonight or tomorrow if I get off work early. Here's a link to the original tool I made for this game, it's only campaign because at the time I wasn't planning on releasing multiplayer.
https://www.se7ensins.com/forums/threads/release-007-quantum-of-solace-jrpc-tool.1731641/unread



MviafcL
 
Last edited:
C

Caboose

☣ CabooseSayzWTF ☣
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You can post the tool I sent you if you want. I have a complete tool for it but I'm in the process of adding it to my multi game tool and haven't had time to finish the multiplayer side. I should be able to tonight or tomorrow if I get off work early. Here's a link to the original tool I made for this game, it's only campaign because at the time I wasn't planning on releasing multiplayer.
https://www.se7ensins.com/forums/threads/release-007-quantum-of-solace-jrpc-tool.1731641/unread



MviafcL
Okay thanks! Also from what I can tell this game has statsets for prestige and levels. However in the gscs all rank related stuff is commented out. Even the shaders for ranks are red/black. Nowhere on the leadervoards will you see or find actual ranks. So those statzets are pointless. Just a heads up
 
C

CeratedSuperior

No sympathy for the Devil; keep that in mind
Messages
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Okay thanks! Also from what I can tell this game has statsets for prestige and levels. However in the gscs all rank related stuff is commented out. Even the shaders for ranks are red/black. Nowhere on the leadervoards will you see or find actual ranks. So those statzets are pointless. Just a heads up
Most of these are pointless also man
Code:
2300,VERSION
2301,RANKXP
2302,SCORE
2303,KILLS
2304,KILL_STREAK
2305,DEATHS
2306,DEATH_STREAK
2307,ASSISTS
2308,HEADSHOTS
2309,TEAMKILLS
2310,SUICIDES
2311,TIME_PLAYED_ALLIES
2312,TIME_PLAYED_OPFOR
2313,TIME_PLAYED_OTHER
2314,TIME_PLAYED_TOTAL
2315,KDRATIO
2316,WINS
2317,LOSSES
2318,TIES
2319,WIN_STREAK
2320,CUR_WIN_STREAK
2321,WLRATIO
2322,HITS
2323,MISSES
2324,TOTAL_SHOTS
2325,ACCURACY
2326,PLEVEL
2350,RANK
2351,MINXP
2352,MAXXP
2353,LASTXP
2354,MONEY
2355,BOND_KILLS
2356,GAMES_PLAYED
2357,KOTH_GAMES_WON
2358,GOLDEN_GUN_KILLS
2359,QUICK_KILLS
2360,BLIND_FIRE_KILLS
2361,COVER_KILLS
/
But score, kills, killstreak, some of that is on leaderboards.

And technically anything for a game that has a playerbase of 4 people is pointless, just saying
 
C

Caboose

☣ CabooseSayzWTF ☣
Messages
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Most of these are pointless also man
Code:
2300,VERSION
2301,RANKXP
2302,SCORE
2303,KILLS
2304,KILL_STREAK
2305,DEATHS
2306,DEATH_STREAK
2307,ASSISTS
2308,HEADSHOTS
2309,TEAMKILLS
2310,SUICIDES
2311,TIME_PLAYED_ALLIES
2312,TIME_PLAYED_OPFOR
2313,TIME_PLAYED_OTHER
2314,TIME_PLAYED_TOTAL
2315,KDRATIO
2316,WINS
2317,LOSSES
2318,TIES
2319,WIN_STREAK
2320,CUR_WIN_STREAK
2321,WLRATIO
2322,HITS
2323,MISSES
2324,TOTAL_SHOTS
2325,ACCURACY
2326,PLEVEL
2350,RANK
2351,MINXP
2352,MAXXP
2353,LASTXP
2354,MONEY
2355,BOND_KILLS
2356,GAMES_PLAYED
2357,KOTH_GAMES_WON
2358,GOLDEN_GUN_KILLS
2359,QUICK_KILLS
2360,BLIND_FIRE_KILLS
2361,COVER_KILLS
/
But score, kills, killstreak, some of that is on leaderboards.

And technically anything for a game that has a playerbase of 4 people is pointless, just saying
Yeah I know, some of those stats count towards cheevos tho, more or less why i just added it all to the thread. This is just giving me something to do in my free time. It's better to have something documented for it tho for anybody interested at least.
 
E

Everydaynine_

Working on Me Full Time
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First off, I have no idea where to put this so i'm putting it here for now, since there's no dedicated section for this.
I also want to mention that this research was done by me and ISOCheated . It is incomplete as is, but it should be a stepping stone for anybody interested in modding this game at this day and age. So let's start this off by saying i'm 100% new to gsc for the most part, sure I fiddled with it back in cod 4 and waw days but very minimal and back then it was a eyesore for me, since everybody was modding these two games heavily, I stayed my distance from even trying to create anything as back then the community was garbage and treated everybody horribly, i'm posting this info based on the age of this game and in hopes that most people have matured over the years. Down below you will see everything I bothered ripping from the ff files, keep in mind it is not complete, and maybe somebody here can look into this game further and help release more stuff for it, and hopefully this will get people out of the cod 4 and waw section and try something new yet old at the same time. Doubtful that it will, but it's here for anybody interested non the less.

The best thing about this game is it can be iso modded online, mod menus etc work 100% via burnt game iso modding, xk3y, rgh etc, you can find a cleared out common_mp in this thread!
-Coming soon: Cleared out patch_mp.ff, and a cleared out common.ff..

Some of this info very well could be wrong as I did not test every single shader, dvar or model etc.
Let me know what i'm missing.

hud_icon_wp_p99
hud_icon_wp_wa2000
hud_icon_wp_golden_gun_mp
hud_icon_wp_mac11
hud_icon_wp_aksu_mp
hud_icon_wp_grenade_prox
hud_icon_wp_grenade_frag
hud_icon_wp_grenade_smoke
hud_icon_wp_grenade_flash
hud_grenadepointer
hud_flashbangicon
objective_meter_back
objective_meter_compass
objective_meter_compass_b
damage_feedback
reticle_center_dot
reticle_center_dash
reticle_center_friendly
reticle_circle
reticle_blind_fire
ammo_counter_beltbullet
ammo_counter_bullet
ammo_counter_riflebullet
ammo_counter_rocket
ammo_counter_shotgunshell
hint_usable
hint_download
hint_mantle
hint_hack
hint_quick_kill_1
hint_quick_kill_2
hint_corner
hint_cover_enter
hint_cover_exit
hint_cornerleft
hint_dash_cover
hint_coplanar
hint_climb
hint_movebody
hint_movebody_drag
hint_open_door
balance_dot
balance_meter
btn_attack
btn_back
btn_left
btn_navigate_all
btn_navigate_h
btn_navigate_v
btn_refresh
btn_right
btn_y
bumper_left
bumper_right
button_back
stick_left
stick_right
trigger_left
trigger_right
controller
controller_lines_mp
controller_lines_sp
cm_ig_font1_gyphs_f0
cmfont2_glyphs_f0
sp_ig_ob_static1
sp_ig_ob_static2
sp_ig_ob_static3
sp_ig_ob_static4
sp_ig_qkill_fade
sp_ig_ob_sound
sp_ig_ob_fame
sp_ig_ob_image
sp_ig_ob_reflection1
bar_orange
sp_ig_pm_car
sp_ig_pm_car2
sp_ig_pm_car3
sp_ig_pm_gun
sp_ig_pm_gun2
sp_ig_pm_gun3
sp_ig_pm_popup
sp_ig_pm_popup2
sp_ig_pm_popup3
cloud_outdoor
cloud_Snowflake01
hud_icon_pistol
inventory_tnt_large
hud_icon_wp_mp05_fg_s
hud_icon_wp_mp05_fg
hud_icon_wp_mp5_mp_silencer_acog
hud_icon_wp_mp5_mp_acog
hud_icon_wp_mac11_s
hud_icon_wp_scar_fg_s
hud_icon_wp_scar_l_fg
hud_icon_wp_scar_mp_silencer_acog
hud_icon_wp_scar_mp_acog
hud_icon_wp_scarmp_silencer_red_dot
hud_icon_wp_scar_mp_red_dot
hud_icon_wp_scar_mp_silencer_scope
scope_overlay_aug
hud_icon_wp_scar_mp_scope
hud_icon_wp_aksu_mp_s
hud_icon_wp_aksu_mp
hud_icon_wp_aksu_mp_acog
hud_icon_wp_aksu_mp_silencer_acog
hud_icon_wp_aksu_mp_red_dot
hud_icon_wp_aksu_mp_silencer_red_dot
hud_icon_wp_calico_s
hud_icon_wp_calico
hud_icon_wp_calico_mp_red_dot
hud_icon_wp_calico_mp_silencer_red_dot
hud_icon_wp_m60_fg_s
hud_icon_wp_m60_fg
hud_icon_wp_m60e3_mp_silencer_red_dot
hud_icon_wp_m60e3_mp_red_dot
hud_icon_wp_dragonuv_sscope_l_s
scope_overlay_dragunov
hud_icon_wp_dragonuv_sscope_l
hud_icon_wp_m4_mp_silencer
hud_icon_wp_m4_mp
hud_icon_wp_m4_mp_red_dot
hud_icon_wp_m4_mp_silencer_red_dot
hud_icon_wp_m4_silencer_scope
hud_icon_wp_aug_fg_s
hud_icon_wp_aug
hud_icon_wp_wa2000_s
hud_icon_wp_wa2000
hud_icon_wp_vkp_s
hud_icon_wp_vkp
hud_icon_wp_vkp08_mp_silencer_acog
hud_icon_wp_vkp08_mp_acog
hud_icon_wp_vkp08_mp_silencer_scope
hud_icon_wp_vkp08_mp_scope
hud_icon_wp_1911_silenceron
hud_icon_wp_1911_s
hud_icon_wp_1911
hud_icon_wp_gf17_s
hud_icon_wp_gf17
hud_icon_wp_sw500_normal
hud_icon_wp_sw500_mp_acog
hud_icon_wp_glock18_mp_s
hud_icon_wp_glock18_mp
reticle_flechette
hud_icon_wp_m23
hud_icon_wp_nailgun
hud_icon_wp_s1300_pump_mp
hud_icon_wp_s1300_pump_mp_red_dot
hud_icon_wp_hutchinsona4_fg_s
hud_icon_wp_hutchinsona4_fg
hud_icon_wp_ump_fg_s
hud_icon_wp_ump
hud_icon_wp_grenade_frag
hud_icon_wp_grenade_fragon
hud_icon_wp_grenade
hud_icon_wp_grenade_smoke
hud_icon_wp_grenade_smokeon
hud_icon_wp_grenade_flash
hud_icon_wp_grenade_flashon
hud_icon_wp_grenade_cs
hud_icon_wp_grenade_cson
hud_icon_wp_grenade_wp
hud_icon_wp_grenade_wpon
hud_icon_wp_grenade_proxon
hud_status_dead
hud_status_connecting
objpoint_default
objpoint_flak
objpoint_flak_busy
objpoint_satallite
objpoint_satallite_busy
objpoint_satallite_friendly
objpoint_ammo
objpoint_ammo_busy
compass_objpoint_flak
compass_objpoint_flak_busy
compass_objpoint_satallite
compass_objpoint_satallite_busy
compass_objpoint_airstrike
compass_objpoint_airstrike_busy
compass_objpoint_airstrike_friendly
compass_objpoint_helicopter
compass_objpoint_helicopter_busy
compass_objpoint_helicopter_friendly
compassping_death
compassping_death_down
compassping_death_up
headicon_dead
mp_bond_hud
mp_bond_map
icon_scoreboard_bond
net_disconnect
killicondied
killiconcrush
killiconfalling
killiconmelee
lagometer
headicondisconnected
headiconyouinkillcam
headicon_rivalicon
objective_up
objective_friendly
objective_friendly_chat
hud_checkbox_clear
hud_checkbox_checked
compass_radarline
compassping_rival
hudcolorbar
hudicon_american
headiconvoicechat
headicontalkballoon
hudscoreboardscroll_uparrow
hudscoreboardscroll_upkey
hudscoreboardscroll_downarrow
hudscoreboardscroll_downkey
headicon_mi6
headicon_enemy_a
headicon_rival
hudicon_neutral
objective_american
objective_german
compass_flag_neutral
compass_flag_opfor
compass_flag_marines
headicon_carrier
objpoint_flag_american
objpoint_flag_german
objpoint_bomb
objpoint_radio
objpoint_tank
waypoint_bomb
waypoint_bomb_headicon
waypoint_defend
waypoint_defuse
waypoint_target
waypoint_capture
waypoint_captureneutral
compass_waypoint_target
compass_waypoint_defend
compass_waypoint_defuse
compass_waypoint_bomb
compass_waypoint_capture
compass_waypoint_captureneutral
compass_waypoint_target_up
compass_waypoint_defend_up
compass_waypoint_defuse_up
compass_waypoint_bomb_up
compass_waypoint_capture_up
compass_waypoint_captureneutral_up
compass_waypoint_target_down
compass_waypoint_defend_down
compass_waypoint_defuse_down
compass_waypoint_bomb_down
compass_waypoint_capture_down
compass_waypoint_captureneutral_down
mp_hud_koth_captured
mp_hud_koth_neutral
mp_hud_koth_contested
mp_hud_koth_mi6
mp_hud_koth_org
headicon_british
objpoint_star
objpoint_a
objpoint_b
mpflag_spectator
mpflag_british
mpflag_none
mpflag_american
field_radio
field_radio_conflict
dtimer_bg
dtimer_bg_border
dtimer_0
dtimer_1
dtimer_2
dtimer_3
dtimer_4
dtimer_5
dtimer_6
dtimer_7
dtimer_8
dtimer_9
mp_blue_bar_01
mp_orange_bar_01
mp_gray_bar_01
mp_top_bar_01
hudicon_mi6
hudicon_enemy_a
xenon_controller_ingame
xexnon_stick_move
xexnon_stick_turn
xenon_stick_move_turn
xenon_stick_move_look
xenon_controller_lines_mp
mp_loadout_bar_01
mp_loadout_bar_02
mp_loadout_bar_tall
mp_blue_bar_02
mp_orange_bar_02
compass_map_default
compassping_player
compassping_friendly
objective_line
map_border
mp_compass_border
minimap_gridoverlay
score_bar_bg
mp_gray_bar_02
mp_blue_bar_03
mp_orange_bar_03
mp_gray_bar_03
gradient_top
gradient_bottom
mp_flag_russian
rank_private
rank_corporal
rank_sergeant
rank_lieutenant
rank_captain
rank_major
rank_colonel
rank_general
objpoint_flag_marines
objpoint_flag_opfor
objective_marines
objective_opfor
voice_on
voice_off
defusebomb
plantbomb
hud_teamcaret
compass_waypoint_capture_a_up
compass_waypoint_capture_b_up
compass_waypoint_capture_c_up
compass_waypoint_capture_d_up
compass_waypoint_capture_e_up
compass_waypoint_captureneutral_a_up
compass_waypoint_captureneutral_b_up
compass_waypoint_captureneutral_c_up
compass_waypoint_captureneutral_d_up
compass_waypoint_captureneutral_e_up
compass_waypoint_defend_a_up
compass_waypoint_defend_b_up
compass_waypoint_defend_c_up
compass_waypoint_defend_d_up
compass_waypoint_defend_e_up
compass_waypoint_defend_a_down
compass_waypoint_defend_b_down
compass_waypoint_defend_c_down
compass_waypoint_defend_d_down
compass_waypoint_defend_e_down
compass_waypoint_captureneutral_a_down
compass_waypoint_captureneutral_b_down
compass_waypoint_captureneutral_c_down
compass_waypoint_captureneutral_d_down
compass_waypoint_captureneutral_e_down
compass_waypoint_capture_a
compass_waypoint_capture_b
compass_waypoint_capture_c
compass_waypoint_capture_d
compass_waypoint_capture_e
compass_waypoint_captureneutral_a
compass_waypoint_captureneutral_b
compass_waypoint_captureneutral_c
compass_waypoint_captureneutral_d
compass_waypoint_captureneutral_e
waypoint_capture_a
waypoint_capture_b
waypoint_capture_c
waypoint_capture_d
waypoint_capture_e
waypoint_captureneutral_a
waypoint_captureneutral_b
waypoint_captureneutral_c
waypoint_captureneutral_d
waypoint_captureneutral_e
compass_waypoint_target_a
compass_waypoint_target_b
compass_waypoint_target_a_up
compass_waypoint_target_b_up
compass_waypoint_target_a_down
compass_waypoint_target_b_down
waypoint_target_a
waypoint_target_b
waypoint_capture_defuse_a
waypoint_capture_defuse_b
waypoint_capture_defuse_a_up
waypoint_capture_defuse_b_up
waypoint_capture_defuse_a_down
waypoint_capture_defuse_b_down
waypoint_defuse_a
waypoint_defuse_b
progress_bar_fg_sel
mp_world_koth_contested
mp_world_koth_captured
mp_world_koth_neutral
mp_world_koth_mi6
mp_world_koth_org
mp_icon_bond_escape
mp_icon_waypoint_defend
compass_point_neutral
compass_point_neutral_down
compass_point_neutral_up
mp_golden_gun_hud
compass_point_golden
compass_point_golden_down
compass_point_golden_up
mp_icon_bomb_1
mp_icon_bomb_2
mp_icon_bomb_3
mp_icon_waypoint_defend_1
mp_icon_waypoint_defend_2
mp_icon_waypoint_defend_3
compass_point_num_1
compass_point_num_1_down
compass_point_num_1_up
compass_point_num_2
compass_point_num_2_down
compass_point_num_2_up
compass_point_num_3
compass_point_num_3_down
compass_point_num_3_up
compass_point_org
compass_point_org_down
compass_point_org_up
compass_point_mi6
compass_point_mi6_down
compass_point_mi6_up
overlay_laptop
weapon_mp5
weapon_winchester1200
weapon_m249saw
weapon_m16a4
weapon_m4carbine
weapon_dragunovsvd
weapon_at4
weapon_aks74u
weapon_ak47
weapon_option1
weapon_option2
weapon_slot1
weapon_slot2
firerate_single
firerate_full
xb_stick_left
icon_aksu_mp
icon_aug_mp
icon_calico_mp
icon_colt1911_mp
icon_concussion_grenade_mp
icon_dragunov_mp
icon_
icon_flash_grenade_mp
icon_glock_18_mp
icon_glock_mp
icon_m4_mp
icon_m14_mp
icon_m32_mp
icon_m60e3_mp
icon_mac11_mp
icon_magnum_mp
icon_mp5_mp
icon_nailgun_mp
icon_p99_mp
icon_proxmine_mp
icon_saf45_mp
icon_s1300_auto_mp
icon_s1300_pump_mp
icon_scar_mp
icon_smoke_grenade_mp
icon_sw500_mp
icon_tear_grenade_mp
icon_vkp08_mp
icon_wa2000_mp
icon_scope
icon_red_dot
icon_acog
icon_silencer
icon_gold_aksu_mp
icon_gold_calico_mp
icon_gold_colt1911_mp
icon_gold_glock_18_mp
icon_gold_m60e3_mp
icon_gold_mac11_mp
icon_gold_mp5_mp
icon_gold_p99_mp
icon_gold_s1300_pump_mp
icon_gold_wa2000_mp
icon_specialty_blind_fold
icon_specialty_deep_penetration
icon_specialty_diffuse_kit
icon_specialty_endurance
icon_specialty_explosive_awareness
icon_specialty_explosives_expert
icon_specialty_exposeenemy
icon_specialty_extra_ammo
icon_specialty_extra_damage
icon_specialty_extra_health
icon_specialty_extra_frags
icon_specialty_extra_special
icon_specialty_faster_reload
icon_specialty_flak_jacket
icon_specialty_flak_vest
icon_specialty_gloves
icon_specialty_kung_fu
icon_specialty_limber_body
icon_specialty_massive_arsenal
icon_specialty_off_the_cuff
icon_specialty_proxy_mines
icon_specialty_retaliation
icon_specialty_revive
icon_specialty_self_preservation
icon_specialty_silent_footsetps
icon_specialty_stability
icon_specialty_steel_will
icon_specialty_trigger_happy
progress_bar_selection
progress_bar_blue
progress_bar_orange
progress_bar_fill
mp_hud_teamcaret
progress_bar_fg
progress_bar_bg
compassping_ped
compassping_enemy_g
compassping_enemy_y
compassping_enemy_r
compassping_enemy_g_talk
compassping_enemy_y_talk
compassping_enemy_r_talk
compassping_enemy_r_firing
compassping_awareness
compassping_friendlyfiring
compassping_friendlyyelling
compassping_grenade
compassping_explosion
ps3_controller_ingame
stance_stand_mi6
stance_crouch_mi6
stance_stand_org
stance_crouch_org
black
white
notalkingicon
talkingicon
ui_scrollbar
ui_scrollbar_arrow_dwn_a
ui_scrollbar_arrow_left
ui_scrollbar_arrow_right
ui_scrollbar_arrow_up_a
ui_scrollbar_athumb
ui_slider2
ui_sliderbutt_1
xb_trigger_right
xb_trigger_left
xb_trigger_right_input
xb_trigger_left_input
xb_bumper_right
xb_bumper_left
xb_bumper_right_input
xb_bumper_left_input
headicon_american
reticle_side_small
veh_centercircle
veh_movingcircle
veh_hud_line
veh_hud_diamond
stance_stand
stance_crouch
hit_direction
hit_direction2
hit_direction3
hit_direction4
hit_direction5
hud_grenadeicon
ud_grenadethrowback
hud_proxicon
hud_proxreclaim
objective_meter_back
objective_meter_compass
objective_meter_compass_b
damage_feedback

- This is unfinished

generic_pain
plr_new_rank
pickup_goldengun
explo_grenade_flashbang
explo_grenade_frag
Tann_MP_1
Tann_MP_2
Tann_MP_3
Tann_MP_4
Tann_MP_5
Tann_MP_6
Tann_MP_7
Tann_MP_8
Tann_MP_9
Tann_MP_10
Tann_MP_12
Tann_MP_13
Tann_MP_14
Tann_MP_15
Tann_MP_16
Tann_MP_17
Tann_MP_18
Tann_MP_19
Tann_MP_20
Tann_MP_21
Tann_MP_22
Tann_MP_23
Tann_MP_24
Tann_MP_25
Tann_MP_26
Tann_MP_27
Tann_MP_28
Tann_MP_29
Tann_MP_30
Tann_MP_31
Tann_MP_32
Tann_MP_33
Tann_MP_34
Tann_MP_35
Tann_MP_36
Tann_MP_37
Tann_MP_38
Tann_MP_39
Tann_MP_41
Tann_MP_40
Tann_MP_42
Tann_MP_43
Tann_MP_44
Tann_MP_45
Tann_MP_46
Tann_MP_47
Tann_MP_48
Tann_MP_49
Tann_MP_50
Tann_MP_52
Tann_MP_41
Tann_MP_54
Tann_MP_55
Tann_MP_56
Tann_MP_57
Tann_MP_58
Tann_MP_59
Tann_MP_60
Tann_MP_61
Tann_MP_62
Tann_MP_2A
Tann_MP_3A
Tann_MP_3B
Tann_MP_4A
Tann_MP_5A
Tann_MP_6A
Tann_MP_7A
Tann_MP_9A
Tann_MP_10A
Tann_MP_11A
Tann_MP_11B
Tann_MP_11C
Tann_MP_11D
Tann_MP_11E
Tann_MP_12A
Tann_MP_15A
Tann_MP_18A
Tann_MP_22A
Tann_MP_29A
Tann_MP_39A
Tann_MP_40A
Tann_MP_42A
Tann_MP_43A
Tann_MP_44A
Tann_MP_45A
Tann_MP_62A
BOND_HainG_007A
BOND_Tanner_Talk
TANN_HainG_006A
tips_close
tips_open
ui_bonus_back
ui_chapter_select
ui_chapter_select_back
ui_hack_complete
ui_menu_lockpick_start
ui_hack_segment
ui_leaderboards_back
ui_menu_data
ui_menu_lockpick_12
ui_menu_lockpick_12_pass
ui_menu_lockpick_pass_dial
ui_menu_lockpick_pass_unlock
ui_menu_lockpick_3
ui_menu_lockpick_3_pass
ui_menu_lockpick_6
ui_menu_lockpick_6_pass
ui_menu_lockpick_9
ui_menu_lockpick_9_pass
ui_menu_lockpick_countdown
ui_menu_lockpick_green
ui_menu_lockpick_off
ui_menu_lockpick_on
el_failure_p
ui_menu_lockpick_pass_spin
el_success_f
el_success_p
match_countdown_tick
el_failure_f
mouse_click
ui_menu_objective
ui_menu_objective_hide
ui_menu_objective_map_updown
ui_menu_objective_map_move
ui_menu_objective_map_zin
ui_menu_objective_map_zout
ui_menu_objective_show
ui_menu_phone_off
ui_menu_phone_on
ui_menu_security
ui_menu_security_map_select
ui_menu_security_map_updown
ui_newgame_back
ui_objective_appear
ui_objective_dissappear
ui_objective_flash
ui_objective_wipeoff
ui_objective_wipeon
ui_pause_back
ui_pause_controls_button_updown
mouse_over "scroll sound"
goldengun_respawn
goldengun_drop
goldengun_kill
bombdefuse
bombexplode
youarebond
MP_hit_alert
music_end_generic
music_end_win
music_end_lose
bombdefuse_success
mp_bomb_start_defusing

2300,VERSION
2301,RANKXP
2302,SCORE
2303,KILLS
2304,KILL_STREAK
2305,DEATHS
2306,DEATH_STREAK
2307,ASSISTS
2308,HEADSHOTS
2309,TEAMKILLS
2310,SUICIDES
2311,TIME_PLAYED_ALLIES
2312,TIME_PLAYED_OPFOR
2313,TIME_PLAYED_OTHER
2314,TIME_PLAYED_TOTAL
2315,KDRATIO
2316,WINS
2317,LOSSES
2318,TIES
2319,WIN_STREAK
2320,CUR_WIN_STREAK
2321,WLRATIO
2322,HITS
2323,MISSES
2324,TOTAL_SHOTS
2325,ACCURACY
2326,PLEVEL
2350,RANK
2351,MINXP
2352,MAXXP
2353,LASTXP
2354,MONEY
2355,BOND_KILLS
2356,GAMES_PLAYED
2357,KOTH_GAMES_WON
2358,GOLDEN_GUN_KILLS
2359,QUICK_KILLS
2360,BLIND_FIRE_KILLS
2361,COVER_KILLS


Must use a RTE tool that has SVGameSendServerCommand

Must call stat settings with "M" and you must be online in a pre-game lobby, you can't set stats via statset command via cfg or gsc while in a game.
With GSC you can use the persistence statset method tho.

Coming soon..

Coming eventually, I need help on this one!

defaultweapon_mp
golden_gun_mp
golden_gun_mp_exp
flash_grenade_mp
tear_grenade_mp
frag_grenade_mp
concussion_grenade_mp
smoke_grenade_mp
proxmine_mp
mp5_mp
mp5_mp_acog
mp5_mp_silencer
mp5_mp_silencer_acog
mac11_mp
mac11_mp_silencer
scar_mp
scar_mp_acog
scar_mp_red_dot
scar_mp_silencer
scar_mp_silencer_acog
scar_mp_silencer_red_dot
scar_mp_red_dot
scar_mp_acog
scar_mp_scope
scar_mp_silencer_scope
aksu_mp
aksu_mp_silencer
aksu_mp_silencer_acog
aksu_mp_silencer_red_dot
aksu_mp_acog
aksu_mp_red_dot
calico_mp
calico_mp_silencer
calico_mp_silencer_red_dot
calico_mp_red_dot
m60e3_mp
m60e3_mp_silencer
m60e3_mp_red_dot
m60e3_mp_silencer_red_dot
svd_dragunov_mp
svd_dragunov_mp_silencer
m4_mp
m4_mp_silencer
m4_mp_silencer_red_dot
m4_mp_silencer_scope
m4_mp_red_dot
m4_mp_scope
m4_foregrip_mp (default weapon)
saf45_mp
saf45_mp_silencer
m14_mp
m14_mp_silencer
m14_mp_silencer_acog
m14_mp_silencer_red_dot
m14_mp_acog
m14_mp_red_dot
m14_mp_scope
m14_mp_silencer_scope
aug_mp
aug_mp_silencer
wa2000_mp
wa2000_mp_silencer
vkp08_mp
vkp08_mp_acog
vkp08_mp_scope
vkp08_mp_silencer
vkp08_mp_silencer_scope
vkp08_mp_silencer_acog
p99_mp
p99_mp_silencer
colt1911_mp
colt1911_mp_silencer
glock_mp
glock_mp_silencer
sw500_mp
sw500_mp_acog
glock_18_mp
glock_18_mp_silencer
magnum_mp
golden_gun_mp
golden_gun_mp_exp
m32_mp
nailgun_mp
s1300_pump_mp
s1300_pump_mp_red_dot
s1300_auto_mp
s1300_auto_mp_silencer
phone_mp
phone_interact_mp
phone_intro_mp
bomb_mp
gold_p99_mp
gold_p99_mp_silencer
gold_mp5_mp
gold_mp5_mp_acog
gold_mp5_mp_silencer
gold_mp5_mp_silencer_acog
gold_mac11_mp_silencer
gold_aksu_mp_silencer
gold_aksu_mp_silencer_acog
gold_aksu_mp_silencer_red_dot
gold_aksu_mp_acog
gold_aksu_mp_red_dot
gold_aksu_foregrip_mp (default weapon)
gold_calico_mp_silencer
gold_calico_mp_silencer_red_dot
gold_calico_mp_red_dot
gold_m60e3_mp
gold_m60e3_mp_silencer
gold_m60e3_mp_red_dot
gold_m60e3_mp_silencer_red_dot
gold_magnum_mp
gold_wa2000_mp
gold_wa2000_mp_silencer
gold_colt1911
gold_colt1911_mp_silencer
gold_glock_18_mp
gold_glock_18_mp_silencer
gold_s1300_pump_mp
gold_s1300_pump_mp_red_dot
gold_m32_mp

claymore_mp (requires you to use precacheitem, to use it in game)

- This is incomplete
- These maps have wayyy more models, Just don't have time currently to pull them
- Some of these models may be brush models, bone names etc and some models just may not work at all etc
- This is just a basic manual model dump for the time being.

p_lvl_a_frame
p_lvl_rail_post
p_lvl_rail_post_corner
p_lvl_rail_corner
p_lvl_rail_t_joint
p_lvl_a_frame_cart
p_lvl_rail_postb
p_lvl_stepladder
p_lvl_barge_door_b
p_misc_blkbarrel
p_msc_oil_drum
p_lvl_cratea
p_lit_tin_hat_lamp
p_lvl_light_towera
p_lit_lightbox_on
p_lvl_capstana
p_msc_generator_small
p_msc_rope_coiled
p_msc_gardenhose
p_lvl_windlass_a
p_lvl_deck_vent_a
p_lvl_deck_vente
p_lvl_hatcha_lid
p_msc_paint_bucket_large
p_lvl_bucket_a
p_lvl_life_raft
p_msc_electric_panel_b
p_msc_fire_hose
p_msc_electric_panel_a
pipe_coupling_8
pipe_16_t
pipe_8_90angle
pipe_4_132
pipe_8x64
pipe_8_90
pipe_coupling_16
pipe_8_96
pipe_8_45
pipe_8_129
pipe_4_90
pipe_8x96
pipe_8x128
p_lvl_barge_door_a
pipe_4_45
p_msc_valve_lrg_b
p_lvl_brge_comm_rack
p_lvl_brge_comm_radio_a
p_lvl_brge_comm_radio_c
p_lvl_brge_comm_radio_b
pplane1
p_lvl_hatcha_base
p_msc_fire_alarm
tag_origin
p_lvl_engine_control_a_long
p_lvl_engine_control_flat
tag_body
p_env_hedge_c
p_msc_pallet
kh_capture_point
esc_target_flare
mp_bomb_payload
mp_pickup_effect

p_msc_phone_pay
p_msc_generator_big
p_dec_trshcan_indoor
tag_origin
tag_display
tag_greenlight
tag_redlight
p_lit_ceiling_light_on
p_msc_tool_chest
p_msc_waterheater
p_msc_soda_machine
p_msc_phone_kiosk
p_msc_chair_airport
p_lvl_sensormatic_twr
p_msc_sign_wet_floor
p_frn_table_sm_round
p_dec_fire_extinguisher
p_frn_chair_modern
p_msc_drink_fountain
p_msc_cash_register
p_msc_binder
p_frn_filing_cabinet_modern_b
foliage_pacific_palms06
foliage_pacific_fern01
p_env_leafyplantb
foliage_pacific_flowers05
foliage_pacific_flowers02
foliage_pacific_flowers04
p_dec_monitor_modern
p_dec_keyboard_modern
p_dec_cmptr_mouse
p_frn_chair_dining
p_frn_bookcase_fncy
magazine_row01
magazine_row02
magazine_row05
p_msc_luggage_cart
p_msc_lugg_dispenser
v_cart_airport
magazine_row03
magazine_row04
mp_smoothie_sign
cup
mp_smoothie_menu
p_env_fruit_apple
p_env_oranges
p_env_fruit_pineapple
d_fruit_bananas_bottom1
p_env_guavas
p_env_watermelon_sngl
p_dec_coffee_pot_modern
p_dec_food_empty
p_msc_mopsink
p_dec_pot_modern
p_msc_mopbucket
p_msc_mop
tag_body
tag_steering_wheel_jnt
tag_wheel_back_left
tag_wheel_back_right
tag_wheel_front_left
tag_wheel_front_right
tag_wheel_middle_left
tag_wheel_middle_right
tag_death_fx
tag_door_l_back
tag_door_l_front
tag_door_r_back
tag_door_r_front
tag_driver
tag_engine
tag_left_wheel_01_jnt
tag_left_wheel_02_jnt
tag_light_l_back
tag_light_r_back
tag_passenger01
tag_right_wheel_01_jnt
tag_right_wheel_02_jnt
tag_tailpipe
tag_trunk
tag_winshield_back
tag_hood
tag_light_l_front
tag_light_r_front
tag_window_l_back
tag_window_l_front
tag_window_r_back
tag_window_r_front
tag_winshield_front
p_lvl_modular_curtn_clsd
p_lvl_modular_bagage
p_msc_stairmov_lrg
tag_left_wheel_03_jnt
tag_right_wheel_03_jnt
p_lvl_turb_trailer
p_lvl_modular_bagage_empty
p_dec_pushbar_left
p_msc_door_knob_lvr
p_dec_pushbar
p_msc_dead_bolt
p_frn_table_dining_fancy_sq_seated
p_frn_chair_patio
p_dec_ceiling_fan
p_dec_books_in_shelf_a
p_dec_books_in_shelf_b
p_lit_hang_three_on
d_coffeepotold_full
p_dec_rose_vase
p_dec_tv_plasma_no_stand
p_msc_atm_wallmount
p_lit_sconce_train
p_dec_napkinset
p_dec_breifcase_dreyden
newspaper
p_msc_card_swipe
p_msc_luggageb
p_msc_luggagea
p_msc_luggagec
p_msc_luggaged
p_lit_emergency_cagelight_on
p_lvl_concrete_post
pipe_4
pipe_8x64
pipe_8x128
pipe_coupling_8
p_msc_at4_case
p_lvl_industrial_shelf_beam_med
p_lvl_industrial_shelf_frame
d_crateb_full
p_frn_bookshelf_a
p_frn_filing_cabinet_closed
d_filingtray_full
p_msc_fire_alarm_lvr
p_dec_cpy_mchn_lrg
p_msc_stapler
p_msc_pen_holder
p_msc_duct_tape
p_msc_fire_alarm
papers
p_msc_clipboard_pen
p_frn_wood_bnch_b
p_lit_streetlamp_on
mp_garment02
p_dec_rack_clothing_metal
mp_garment03
mp_garment04
mp_garment05
mp_garment01
p_lit_chandelier_on
p_lit_halogen_can
p_lit_ceiling_cap
mp_mannequin
esc_target_flare
kh_capture_point
mp_bomb_payload
mp_pickup_effect
v_jet_737_stationary_v2
v_tugger_radiant
v_truck_aviationfuel_radiant

p_lit_utlty_pole_lamp
p_msc_oil_drum
p_misc_blkbarrel
v_crane_extending
industrial_trashbin_lod1
p_msc_stckd_bags_pallet
p_lvl_pipes_blck
p_msc_white_cntainr
p_msc_i_beams
p_lvl_port_a_potty
p_lit_spotlights
p_msc_cement_bags
p_lvl_cement_mixer
p_msc_cmu_blocks
p_lvl_pipes_white
grass_triclumpshort
foliage_pacific_grass06_clump01
foliage_pacific_tallgrass01
foliage_pacific_palms02
foliage_pacific_palms09a
foliage_pacific_palms07
foliage_pacific_hedgerow03
foliage_pacific_palms05
foliage_pacific_hedgerow01
foliage_pacific_grass04_clump02
foliage_pacific_palms08
foliage_pacific_tallgrass02
foliage_pacific_palms01
foliage_pacific_bamboo01
foliage_pacific_grass01_clump01
foliage_pacific_grass01_clump02
foliage_pacific_tallgrass05
foliage_pacific_grass02_large
foliage_pacific_tallgrass03
foliage_pacific_tallgrass04
p_msc_cmu_block
p_env_rubble
p_msc_wirespool
p_lvl_pipe_blck_ribbed
p_lvl_pipes_blck_sngl
p_lvl_electrical_panelb
p_lit_lightbox_on
p_env_hedge_a
foliage_pacific_palms03
p_env_hedge_c
p_lit_floodlight_on
foliage_pacific_deadtree_fallen01
foliage_pacific_deadtree_stump01
p_msc_shovel
p_lvl_crane_load
p_msc_hard_hat
p_msc_miter_saw
p_msc_grinder
p_msc_paint_bucket_large
p_msc_dolly
p_msc_wheelbrrw
p_dec_trashbag
p_dec_stckd_beer_bttls
p_msc_cranehook
p_clth_clthsline_sheet
p_msc_pipe_clmp_b
p_lvl_bucket_a
esc_target_flare
kh_capture_point
mp_pickup_effect

p_lit_lightpost_dock
p_lvl_cratec
p_misc_blkbarrel
p_msc_oil_drum
p_msc_pallet
p_lvl_pipes_white
p_lit_utlty_pole_lamp
p_msc_street_sign_nopark
p_lit_ceiling_light_on
p_lvl_brge_machinery_d
p_lvl_brge_machinery_a
p_lvl_brge_machinery_c
p_lvl_barge_door_d_frame
p_lvl_barge_door_d_base
p_lvl_port_window_base
p_lvl_port_window
v_forklift_static
p_msc_stckd_bags_pallet
p_lvl_coiled_wire
p_msc_generator_big
p_lvl_electrical_panelb
p_lvl_electricalbox_d
p_lvl_scaffolding
p_msc_wirespool
p_lvl_electricalbox_a
p_lvl_electricalbox_b
p_lvl_electricalbox_c
p_lit_phone_pole
p_lvl_rail_post
p_msc_ac_win
p_msc_door_knob_lvr
p_dec_beer_bttle
esc_target_flare
kh_capture_point
mp_bomb_payload
mp_pickup_effect

foliage_pacific_fern01
foliage_pacific_palms06
foliage_pacific_palms08
p_env_plnt_tropical
p_msc_park_stopblock
p_lit_fixture_flrscnt_on
p_lvl_modular_curtn_open
p_msc_white_cntainr
tag_origin
jug_j
p_msc_clock_lrg
p_dec_coffee_pot_modern
p_dec_keyboard_modern
p_frn_chair_modern
p_dec_computer_modern
p_frn_desk_office
p_dec_monitor_modern
p_msc_securitymonitor
papers
p_lit_lamp_desk_modern_on
p_frn_table_wood_simple
p_msc_cardboardbox_clsd
p_frn_chair_folding_black
p_dec_cpy_mchn_lrg
p_msc_clock_small
p_dine_cup_and_scr
d_telephone_modern_full
p_msc_soda_machine
p_dec_bottlea
p_dec_ash_try
p_dec_printer_laser
p_msc_microwave_modern
p_msc_bag_chips_open
p_lit_ceiling_light_on
pipe_4_132
pipe_coupling_8
pipe_8_64
pipe_coupling_16
p_lvl_electrical_panela
p_lvl_electrical_panelb
p_msc_acunit_b
p_lvl_brge_machinery_c
p_dec_fire_extinguisher
p_lvl_electric_charger_lrg
p_msc_doorknob_rnd
p_lit_fixture_oval
p_msc_luggage_cart_hotel
p_msc_valve_lrg_b
p_msc_pipe_clmp_a_lrg
p_lit_pool_light
p_lit_emergency
pipe_4_136
pipe8_fitting
p_msc_pipe_clmp_b_lrg
p_lvl_vent_fan_lrg
jb_bathroom_pipeb
pipe_4_fitting
tag_body
tag_wheel_back_left
tag_wheel_back_right
tag_wheel_front_left
tag_wheel_front_right
tag_wheel_middle_left
tag_wheel_middle_right
tag_death_fx
tag_door_l_back
tag_door_l_front
tag_door_r_back
tag_door_r_front
tag_driver
tag_engine
tag_left_wheel_01_jnt
tag_left_wheel_02_jnt
tag_light_l_back
tag_light_r_back
tag_passenger01
tag_right_wheel_01_jnt
tag_right_wheel_02_jnt
tag_tail
tag_trunk
tag_winshield_back
tag_hood
tag_light_l_front
tag_light_r_front
tag_window_l_back
tag_window_l_front
tag_window_r_back
tag_window_r_front
tag_winshield_front
v_van_white_l0
mp_bomb_payload_l0
kh_capture_point
esc_target_flare
mp_pickup_effect

p_dec_door_handle_simple
p_lit_wall_office_on
p_lit_hanging_on
p_lit_hanging_office_on
p_dec_ceiling_fan
p_dec_stndng_flg
p_frn_chair_reception
p_frn_foreman_chr
p_frn_desk_a
p_dec_typewriter
p_dec_telephone_a
papers
p_lit_lamp_dreyden_desk
p_msc_tape_dispenser
p_msc_stapler
p_dec_filingtray
p_msc_paperfolder
p_frn_trash_can_secretary
p_msc_pen_holder
p_msc_pencil
p_dec_sodacan
p_msc_tissue_box
p_msc_thermos
p_env_plant_pot
foliage_pacific_palms08
cardboardbox_4
p_lit_ceiling_light_on
p_dec_books_in_shelf_b
p_dec_books_in_shelf_a
p_frn_bookshelf_a
p_dec_cpy_mchn_lrg
p_dec_smll_vase
p_msc_dumpster_lrg
foliage_pacific_bushtree02
foliage_pacific_palms01
v_van_white
p_env_grasstuft_small
grass_squareclump
p_env_plnt_monstera
p_env_groundcover
foliage_pacific_palms05
foliage_pacific_fern01
p_msc_stckd_bags_pallet
p_msc_cmu_blocks
p_msc_cmu_block
p_msc_paint_cans
p_msc_oil_drum
p_misc_blkbarrel
p_lvl_pipes_white
p_msc_pallet
refrigerator2
p_env_plnt_bushy
p_env_tree_plntr
p_msc_tire_b
p_frn_barrackcouch
foliage_pacific_palms06
foliage_pacific_hedgerow02
p_frn_filing_cabinet_closed
p_frn_storage_cabinet_frame
p_frn_storage_cabinet_doorleft
p_frn_storage_cabinet_doorright
p_lvl_antenna
p_lvl_burnt_car
p_lvl_vehicle_barrier
p_lit_phone_pole
p_lit_utlty_pole_lamp
p_msc_fire_alarm
foliage_pacific_palms07
p_msc_fire_alarm_lvr
p_msc_fire_sprnklr
p_lvl_secrty_cmra_arm_ceiling
tag_origin
tag_camera
tag_flash
tag_target
p_lvl_secrty_cmra_arm
p_msc_fire_hose
p_dec_wood_bnch
p_dec_shield_wall_a
p_dec_spears_a
p_dec_spears_b
p_frn_table_dining_fancy_long
p_frn_table_dining_wood_lng
p_frn_chair_dining_fancy
p_msc_trash_can_b
p_msc_monitor
p_msc_old_computer
p_msc_old_tv
p_msc_phone_pay
p_msc_radio_small
p_msc_securitymonitor
p_msc_securitymonitor_scrollb
p_msc_securitymonitor_scroll
p_frn_table_steel
p_frn_chair_modern
p_frn_table_dining_modern
p_frn_table_dining_fancy_sq_seated
p_dec_umbrella_patio_open
p_frn_chair_patio
p_msc_fruit_box
polysurface39
p_lvl_bucket_c
p_lvl_bucket_a
polysurface42
mp_bomb_payload
esc_target_flare
kh_capture_point
mp_pickup_effect

trashcart_lrg
p_msc_fire_alarm_lvr
p_msc_door_knob_lvr
p_dec_cleaning_cart
p_msc_dolly
p_msc_cardboardbox_open
p_msc_cardboardbox_clsd
p_msc_supply_cart
p_msc_pallet
p_msc_fire_alarm
p_lit_ceiling_light_off
p_lit_fluor_light_on
polysurface143
jb_bathroom_trashcan
jb_bathroom_mirror_d
jb_bathroom_papertowel
jb_bathroom_pipeb
jb_bathroom_sink
p_frn_urinal
jb_bathroom_sink_main
p_dec_fire_extinguisher
p_msc_mop
p_msc_sign_wet_floor
p_msc_mopbucket
p_dec_gun_rack
p_msc_soda_machine
p_msc_drink_fountain
p_lit_fire_strobe_on
p_lit_emergency_on
p_frn_water_cooler
p_frn_lockers_sngl
p_frn_lockers
p_frn_chair_metal
p_msc_fire_sprnklr
p_msc_fire_hose
p_msc_detector_wand
p_lvl_secrty_cmra_arm
tag_origin
tag_camera
tag_flash
tag_target
p_frn_desk_industrial
p_dec_wall_safe
p_msc_old_tv
p_msc_radio_small
p_msc_securitymonitor
p_msc_video_controlpanel
p_frn_bench_steel
p_dec_dreydens_phone
p_msc_binder
p_lit_lamp_dreyden_desk
p_msc_trash_papercup
papers
p_msc_clipboard_pen
p_frn_trash_can_secretary
d_coffeepotold_full
p_dec_printer_laser
p_msc_stapler
p_dec_telephone_a
p_frn_foreman_chr
p_dec_industrial_cart
p_frn_filing_cabinet_modern
p_msc_clock_small
p_msc_card_swipe
p_frn_filing_cabinet_modern_b
p_frn_table_steel
p_msc_phone_pay
p_dec_ceiling_fan
p_dec_trshcan_indoor
p_msc_old_computer
p_msc_pencil
p_lit_lamp_desk_modern_on
p_msc_tape_dispenser
p_msc_pen_metal
p_dec_filingtray
p_msc_tissue_box
p_frn_filing_cabinet_closed
p_dec_mag_rack
p_msc_monitor
p_frn_storage_cabinet_frame
p_frn_storage_cabinet_doorleft
p_frn_storage_cabinet_doorright
p_dec_papers_d
p_frn_wood_bnch_b
p_dec_server_rack_a
p_dec_server_component_e
p_dec_server_e_a
p_dec_server_d_a
p_dec_server_a_a
p_dec_server_b_a
p_msc_lightingcable_hang_lrg
p_msc_lightingcable_hang_sm
p_lvl_electricalbox_a
p_lvl_electricalbox_b
p_lvl_electricalbox_c
p_lvl_electricalbox_d
tag_light
cctv_junction_box_lid_02
p_msc_electricpanel_c
p_dec_computer_modern
p_msc_bin_plastic_lrg
p_msc_server
p_lvl_vent_fan_lrg
p_dec_cmptr_mouse
p_msc_bin_plastic_lrg_lid
p_dec_keyboard_modern
p_str_catwalk1_4
p_str_catwalk1_l
p_str_catwalk1_stair_a
p_str_catwalk1_t
p_str_catwalk1_stair_b
p_str_catwalk1_1
p_lvl_electrical_panela
p_str_catwalk1_capopen_half
p_lvl_electrical_panelb
p_msc_acunit_b
p_lvl_electrical_panelc
p_str_catwalk1_half
pipe_coupling_8
pipe_4_45d
pipe_8_90angle
pipe_4_132
p_msc_circuit_breaker
p_lit_ceiling_light_on
pipe_4_90angle
pipe_coupling_4
pipe_8x128
pipe_8x64
p_lvl_pipes_white
pipe_8_134
pipe_4_136
p_msc_pipe_clmp_b
p_msc_valve_lrg
p_msc_pipe_gauge_a
pipe_8_4_t
pipe_8_129
pipe_coupling_16
pipe_8_96
pipe_8_64
pipe_8_90d
pipe_8x256
pipe_8x96
pipe_8_136
p_frn_barrackcouch
pipe_2_90angle
pipe_coupling_2
p_msc_pipe_clmp_a
esc_target_flare
kh_capture_point
mp_pickup_effect
mp_bomb_payload

polysurface105
foliage_pacific_flowers03
p_lvl_wash_basin
p_lvl_gt_windowbox_b
p_env_tree_plntr
p_lvl_antenn
foliage_pacific_flowers02
p_msc_roof_vent
p_env_pot_rnd_plate
p_env_plnt_bushy
p_env_pot_sqr
p_env_flwr_ylw_cone
p_env_pot_sm
p_env_box_b_plnt_rt
p_env_box_b_plnt_cntr
p_env_box_b_plnt_lt
p_lit_street_fncy_wall
p_lit_street_fncy_wall_straight
p_env_ivy_bottom_left
p_env_ivy_corner_right
p_env_ivy_corner_left
p_env_ivy_middle
p_msc_bicycle
p_env_pot_round_lrg
p_lvl_garden_statue_a
milkcarton
polysurface39
soupcan
p_msc_ornge_cone
p_lvl_gt_windowbox_a
p_env_box_a_plnt_lt
p_env_box_a_plnt_rt
p_env_box_a_plnt_cntr
ropes_3
ropes_1
ropes_4
p_lvl_rail_balustrade
p_frn_bench_park
p_msc_fruit_box
p_env_ivy_bottom_right
p_lit_street_fncy
p_msc_trash_can_empty
p_lit_street_fncy_pendant
p_env_grass_clump_d
p_lit_street_fncy_pendant_on
foliage_pacific_flowers01
foliage_pacific_flowers04
foliage_pacific_flowers05
foliage_pacific_flowers06
foliage_pacific_field_flowers04
p_lvl_statue_season_b
p_lvl_statue_season_a
p_lvl_statue_season_c
d_column_courtyard_full
p_dec_doorknob
p_msc_rope_coiled
prefabs_venice
prefabs_fencepost200
p_msc_linked_pillar
p_gondola_static
p_msc_linked_pillar_chain
polysurface42
p_lvl_bucket_b
polysurface31
p_lvl_bucket_a
p_frn_chair_d
p_env_flwr_ylw_dome
p_lvl_garden_statue_b
p_msc_pallet_cntainr_s
p_msc_trash_can_b
ropes_2
p_dec_napkinset
p_frn_chair_patio
p_frn_table_dining_fancy_sq_seated
p_dec_fork
p_dine_plate
p_dec_spoon
p_dec_knife
p_dec_umbrella_patio_open
p_dec_umbrella_patio_clsd
sh_cloth_banner_06
tag_origin
tag_body
tag_driver
tag_passenger01
tag_passenger02
tag_passenger03
tag_passenger04
tag_player
esc_target_flare
kh_capture_point
tag_wake
tag_windshield_front_l
tag_windshield_front_r
tag_windshield_side_l
tag_windshield_side_r
p_msc_rowboat_up
mp_bomb_payload
v_boat_tarp_a
mp_pickup_effect

p_msc_acunit_fan
p_lvl_brge_machinery_a
p_dec_pushbar_left
p_lvl_brge_machine_panel_a
p_msc_door_knob_lvr
p_lvl_vent_roof
prefabs_miami_sciencecenter_prop_hvac_seg_intake_ext_grill
p_msc_generator_big
p_msc_water_tank
p_lit_emergency_cagelight_on
p_lit_spotlights
p_lit_ceiling_light_on
prefabs_miami_sciencecenter_prop_hvac_pipe_sup
prefabs_miami_sciencecenter_prop_hvac_pipe_sup_2_high
p_msc_electric_panel_a
p_lvl_brge_machinery_c
p_msc_ice_machine
p_msc_soda_machine
p_msc_drink_fountain
p_lit_sconce_hotel_on
p_msc_washer_large
p_msc_mopsink
p_msc_waterheater
p_msc_dryer_large
p_frn_folding_table_stack
p_frn_water_cooler
p_frn_trash_can_kitchen
p_msc_dolly
p_frn_chair_metal
p_frn_table_steel
p_lit_hanging_office_on
p_msc_mopbucket
p_msc_mop
p_msc_laundry_bags
p_msc_old_tv
p_frn_folding_table_single
p_lvl_skylighta
p_lvl_skylightb
p_lvl_skylightc
p_dec_pushbar
p_lvl_electrical_panela
p_msc_cart_laundry_blue
p_dec_fire_extinguisher
p_lit_fire_strobe_on
p_msc_fire_alarm_lvr
p_lit_emergency_on
p_msc_door_hndl_fncy_right
p_msc_door_hndl_fncy_left
p_frn_cart_dining
p_dec_wall_pic_b
p_dec_wall_pic_d
pipe_8x128
p_str_catwalk1_rail_post1
pipe_4_90angle
pipe_coupling_4
pipe_8x256
pipe_coupling_8
pipe_8_129
pipe_8_90d
pipe8_fitting
pipe_4_136
pipe_coupling_16
pipe_8_90angle
p_lvl_electrical_panelb
p_msc_circuit_breaker
pipe_8_64
p_lvl_ladder_sm
p_lvl_small_pipes
p_lvl_pipes_white
p_lit_landscape_light_on
p_lit_fluor_light_on
p_frn_trash_can_secretary
p_dine_food_tray_srvc_lrg_oval
p_msc_menu
p_dec_icebucket
jb_bathroom_picd
jb_bathroom_pica
esc_target_flare
kh_capture_point
mp_bomb_payload
mp_pickup_effect

p_msc_fire_alarm_lvr
p_msc_door_knob_lvr
p_msc_hard_hat
p_dec_taperoller
p_msc_tool_prybar
p_msc_ball_hammer
p_dec_cleaning_cart
p_msc_phone_pay
p_msc_drink_fountain
p_msc_earmuffs
v_stat_ch46e_door
p_msc_lightingcable_hang_sm
p_msc_lightingcable_hang_lrg
v_stat_apache_rotor
v_stat_cobra_rpod
v_stat_ch46e_body
p_lvl_turbinechopper
v_stat_blackhawk_rotor_rear
p_msc_pallet
p_msc_paint_bucket_large
p_frn_table_steel
p_msc_duct_tape
p_dec_art_bubble_wrapd_a
papers.p_dec_bubble_wrap
p_msc_mopbucket
p_lit_recessed_fixture
p_msc_sign_wet_floor
p_msc_mop
p_msc_supply_cart
p_msc_stepladder
p_msc_bin_plastic_lrg
p_dec_stanchion_hook
p_dec_pushbar
p_dec_pushbar_left
p_dec_keyboard_modern
p_frn_chair_modern
p_dec_monitor_modern
p_lvl_truss_short
p_lvl_metal_detector
p_msc_trashcart_lrg
v_stat_blackhawk_rotor_center
p_msc_pneumatic_dolly
p_dec_stanchion_fncy
polysurface1
p_misc_cr_square_dbl_a
p_misc_cr_square_sngl_a
p_misc_cr_square_sngl_c
p_misc_cr_square_trpl_a
p_misc_cr_square_trpl_c
d_crateb_full
p_msc_crate_destrctbl
p_msc_cardboardbox_clsd
p_msc_cardboardbox_open
p_msc_tool_chest
p_msc_dolly
p_msc_wheelbrrw
p_lvl_ladder
p_lvl_ladder_sm
p_lvl_scaffolding
p_msc_prtble_scffld
p_msc_prtble_scffld_b
p_msc_stairmov_lrg
p_msc_aircompressor
d_exploding_aircompressor_d1
p_lvl_workbench
p_lvl_wlding_equip
p_msc_generator_small
p_lit_roof_spotlight
p_lit_roof_spotlight_on
p_lit_spotlights
p_lit_spotlights_on
p_msc_paint_cans
p_msc_pnt_brsh
p_msc_small_bucket
p_dec_beer_bttle
p_msc_broom
p_msc_clipboard_pen
p_msc_ornge_cone
p_msc_thermos
p_msc_grinder
p_msc_brush_shoe
p_msc_light_clamp
p_msc_miter_saw
p_msc_tool_mallet
p_msc_tool_trnsplntr
p_msc_wrench
p_msc_bin_plastic_lrg_lid_
p_msc_trashcart_lrg_lid
p_dec_art_bubble_wrapd_b
tag_origin
davinchi_body_joint
davinchi_wire1_1_joint
davinchi_wire2_1_joint
davinchi_wire3_1_joint
davinchi_wire4_1_joint
davinchi_fan_joint
davinchi_wire1_2_joint
davinchi_wire2_2_joint
davinchi_wire3_2_joint
davinchi_wire4_2_joint
davinchi_highfin_joint
davinchi_lowfin_joint
davinchi_wire1_3_joint
davinchi_wire2_3_joint
davinchi_wire3_3_joint
davinchi_wire4_3_joint
p_msc_cmu_block
p_msc_soda_machine
p_env_plnt_bushy
foliage_pacific_palms06
p_lvl_painting_covered
p_msc_radio_small
esc_target_flare
kh_capture_point
mp_bomb_payload
mp_pickup_effect

p_frn_locker_fncy
p_frn_bookshelf_a
p_msc_towel_stack_sml
p_msc_door_hndl_fncy_right
p_msc_door_hndl_fncy_left
p_frn_wood_bnch_b
p_frn_table_pedestal
p_dec_cleaning_cart
p_lit_pool_light
foliage_pacific_fern01
p_env_tree_plntr
p_dec_planter_fancy
p_lit_sconce_train
foliage_pacific_palms08
p_dec_wall_pic_d
p_dec_books_in_shelf_a
p_dec_books_in_shelf_b
p_lit_chandelier_fncy_sm
foliage_pacific_flowers04
p_frn_cart_dining
p_lvl_statue_season_a
p_lvl_statue_season_c
p_lvl_statue_season_d
p_lit_wall_sconce_fncy
p_frn_hotel_couch
p_dec_wall_pic_b
p_lit_hang_bowl
p_lit_ceiling_cap
p_lit_hang_bowl_on
p_lit_hang_five
p_lit_candlelabra_fncy
p_lvl_casino_ext_dressing
p_env_ivy_bottom_left
p_env_ivy_middle
p_lvl_casino_window_drssing_a
p_lit_hotel_hanging
p_lvl_rail_balustrade
p_env_oak_grn_slant_a
p_lit_lamppost_cafe_on
p_lvl_fountain_lrg
p_frn_bench_park
p_lvl_garden_statue_a
p_env_pot_sqr
p_msc_luggagec
p_msc_luggagea
p_dec_stanchion_fncy
p_lit_lamp_black_on
p_frn_ambssdr_desk
p_frn_chair_accent_fancy
p_msc_hotel_ashtray
p_frn_side_tbl
p_frn_dresser_lrg
casinoprefabs_casino_plant_stand_wood
p_msc_luggageb
p_msc_cardboardbox_clsd
p_msc_supply_cart
p_env_ivy_bottom_right
p_env_ivy_corner_right
p_lit_wall_exterior_on
p_lit_sconce_hotel_on
p_env_box_b_plnt_cntr
p_msc_soda_machine
p_msc_menu
p_dec_icebucket
p_env_ivy_corner_left
p_dine_food_tray_srvc_lrg_oval
p_lit_chandelier_fncy_hall
p_lvl_casino_balcony
tag_origin
big_banner_01_jnt
big_banner_02_jnt
big_banner_03_jnt
big_banner_04_jnt
big_banner_05_jnt
big_banner_06_jnt
big_banner_07_jnt
big_banner_08_jnt
big_banner_09_jnt
big_banner_10_jnt
big_banner_11_jnt
big_banner_12_jnt
big_banner_13_jnt
big_banner_14_jnt
big_banner_15_jnt
big_banner_16_jnt
big_banner_17_jnt
big_banner_18_jnt
p_dec_smll_vase
p_msc_cardboardbox_open
p_msc_tray_airport_quad_
p_msc_tray_airport_sngl
p_msc_luggaged
p_dec_telephone_a
p_dec_filingtray
p_msc_luggage_cart_hotel
sm_banner_01_jnt
sm_banner_02_jnt
sm_banner_03_jnt
sm_banner_04_jnt
sm_banner_05_jnt
sm_banner_06_jnt
sm_banner_07_jnt
sm_banner_08_jnt
sm_banner_09_jnt
sm_banner_10_jnt
sm_banner_11_jnt
sm_banner_12_jnt
sm_banner_13_jnt
sm_banner_14_jnt
sm_banner_15_jnt
sm_banner_16_jnt
sm_banner_17_jnt
sm_banner_18_jnt
sm_banner_19_jnt
sm_banner_20_jnt
esc_target_flare
kh_capture_point
mp_bomb_payload
mp_pickup_effect
shard_1
shard_2
shard_3

sh_cloth_banner_05
p_clth_clthsline_towel
t_shirt_loa
p_msc_satellite
p_lvl_powerbreaker
p_lvl_siena_clothes_hook
p_frn_bookshelf_a
p_msc_ac_win
p_lvl_gt_windowbox_b
p_env_tree_plntr
p_lvl_rail_balustrade
foliage_pacific_flowers02
foliage_pacific_flowers03
p_env_pot_sqr
p_env_flwr_ylw_dome
p_env_flwr_ylw_cone
p_dec_medieval_bell
p_dec_flag_contrade_04
p_dec_flag_contrade_03
foliage_pacific_flowers01
p_msc_roof_vent
p_lvl_antenna
p_clth_clthsline_jeans
p_clth_clthsline_sweater
p_dec_umbrella_patio_open
p_frn_chair_patio
p_env_genericfull
p_env_ivy_middle
p_frn_nightstand
p_lvl_heatradiator
p_frn_bed_hotel_fancy
p_lit_lamp_crystal_on
p_frn_dresserb
p_dec_books_in_shelf_b
p_dec_books_in_shelf_a
p_frn_table_dining_wood_rctngl
p_lit_hang_three_on
p_msc_radio_small
p_dec_flower_vase
p_lit_lantern_modern
p_dec_cutrain_open
p_dec_wall_pic_a
p_dec_wall_pic_d
jb_bathroom_picc
jb_bathroom_picb
cardboardbox_4
p_msc_cardboardbox_clsd
p_dec_curtain_open_b
p_msc_trash_can
p_msc_trash_can_b
p_msc_bicycle
bicycle
p_frn_table_patio
p_frn_bench_park
p_lit_street_fncy_wall_straight
p_env_pot_round_lrg
p_env_box_b_plnt_rt
p_env_box_b_plnt_cntr
p_env_flwr_wht_dome
p_env_flwr_wht_cone
p_lit_lantern_modern_on
p_frn_chair_dining
sh_cloth_banner_02
sh_cloth_banner_04
p_lit_sconce_wall
p_dec_trashbag
p_lvl_fountain_lrg
polysurface42
esc_target_flare
kh_capture_point
mp_bomb_payload
mp_pickup_effect

esc_target
defaultactor
defaultvehicle

weapons
-------
w_t_m4
w_t_wa_2000
w_t_m60e3
w_t_ump
w_t_m14
w_t_mac11
w_t_grenade_smoke_mp
w_t_grenade_wp_mp
w_t_grenade_frag_mp
w_t_scar
vkp_08
w_t_1300_rail
w_t_aug
w_t_calico
w_t_aksu
w_t_m14
w_t_m32
w_t_mp05
mp_bomb_detonator_rig
w_t_ied_small

Actual player bodies/heads
--------------------------
mp_bond_head
mp_mi6_helmet_1
mp_mi6_head_1
mp_henchmen_01_head
obanno_henchman_01_head_greenmask
obanno_henchman_01_head_redmask
obanno_henchman_02_head_olive
mp_bond_body
mp_henchmen_04_body
mp_henchmen_01_body
mp_henchmen_03_body
mp_henchmen_05_body
mp_mi6_body_2

con_minicon 1, is your friend here, let me know what dvars in this list report as unknown cmd, and they will be removed.

Pastbin Link: HERE
It's a big list I manually made looking through the xex's and via the ff files, since I couldn't dump it properly, so some dvars may not be dvars or work correctly, sorry

To mod classes in this game, I do this via the code post via cfg, it may be possible via gsc but I couldn't get it working...
Watch the video to see how I do it.

Class Dvars
set cg_slot1Primaryweapon "NUMBER HERE";
set cg_slot1Primaryweaponname "NAME HERE";
set cg_slot1Primaryattachment "NUMBER HERE";
set cg_slot1Primaryattachmentname "NAME HERE";
set cg_slot1grenade "NUMBER HERE";
set cg_slot1grenadename "NAME HERE";
set cg_slot1secondaryweaponname "NAME HERE";
set cg_slot1Secondaryattachmentname "NAME HERE";
set cg_slot1Secondaryattachment "NUMBER HERE";
set cg_slot1secondaryweapon "NUMBER HERE";
set cg_slot1gadget1 "NUMBER HERE";
set cg_slot1gadget1name "NAME HERE";
set cg_slot1gadget2 "NUMBER HERE";
set cg_slot1gadget2name "NAME HERE";

You can replace slot1 with slot1-slot6 for all 6 classes.
Before modding your classes, each class must have at least a pistol in them.

Where it says "NUMBER HERE", put the value from the list below.
Where it says "NAME HERE" put the name from the list below.
Where it says number here, put the weapon/attachment/gadget/grenade number
Where it says name here, put the correct name of the weapon/attachment/gadget/grenade

In attachment names, only put the attachment names
In gadget names, only put the gadget names (non class gadget names don't stick)
You can add grenades to weapon slots
You can add weapons to grenade slot
Put gadgets only in gadgets slot, as well as the gadget names.
In weapon names, only put weapon names

It's best to match the correct names to the correct category btw.
Weapons
---------
-1 = FRWL (aksu_mp)
0 = FRWL (aksu_mp)
1 = SAF 9mm (mp5_mp)
2 = A3 Raker (aug_mp)
3 = TND 16 (m4_mp)
4 = M14 (m14_mp)
5 = TLD 22 (calico_mp)
6 = SAF 45 (saf45_mp)
7 = MK3 LLD (scar_mp)
8 = V-TAK 31 (svd_dragunov_mp)
9 = VKP 08 (vkp08_mp)
10 = 8-CAT (m60e3_mp)
11 = WA 2000 (wa2000_mp)
12 = Hutchinson A3 (s1300_pump_mp)
13 = Hutchinson A4 (s1300_auto_mp)
14 = P99 (p99_mp)
15 = GF18 A (glock_18_mp)
16 = CR-1911 (colt1911_mp)
17 = Mantis (mac11_mp)
18 = LTK Super Magnum (sw500_mp)
25 = GF17 (glock_mp)
26 = Nailgun (nailgun_mp)
49 = Gold FRWL (gold_aksu_mp)
50 = Gold SAF 9mm (gold_mp5_mp)
51 = Gold TLD 22 (gold_calico_mp)
52 = Gold 8-CAT (gold_m60e3_mp)
53 = Gold WA 2000 (gold_wa2000_mp)
54 = Gold Hutchinson A3 (gold_s1300_pump_mp)
55 = Gold P99 (gold_p99_mp)
56 = Gold GF18 A (gold_glock_18_mp)
57 = Gold CR-1911 (gold_colt1911_mp)
58 = Gold Mantis (gold_mac11_mp)

Grenades
---------
19 = Proxmity Mine (proxmine_mp)
20 = Flash Grenade (flash_grenade_mp)
21 = Frag Grenade (frag_grenade_mp)
22 = Smoke Grenade (smoke_grenade_mp)
23 = Tear Grenade (tear_grenade_mp)
24 = Concussion Grenade (concussion_grenade_mp)

Gadgets
---------
27 = Flak Vest (specialty_flak_vest)
28 = Stability (specialty_stability)
29 = Preservation (specialty_self_preservation)
30 = Prox Mines (specialty_proxy_mines)
31 = Gloves (specialty_gloves)
32 = Extra Grenade Type (specialty_extra_special)
33 = Extra Ammo (specialty_extra_ammo)
34 = Explosive Awareness (specialty_explosive_awareness)
35 = Extra Damage (specialty_extra_damage)
36 = Extra Health (specialty_extra_health)
37 = Multiple Armaments (specialty_massive_arsenal)
38 = Explosives Expert (specialty_explosives_expert)
39 = From The Hip (specialty_off_the_cuff)
40 = Blind Fold (specialty_blind_fold)
41 = Attack Radius (specialty_kung_fu)
42 = Silent Footsteps (specialty_silent_footsteps)
43 = Faster Reload (specialty_faster_reload)
44 = Increased Fire Rate (specialty_trigger_happy)

Gadgets with unknown values - Can't normally be in classes btw
--------------------------------------------------------------
-There may not be values for these, as these arent class based gadgets anyways.

?? = Diffuse Kit (specialty_diffuse_kit)
?? = Endurance (specialty_endurance)
?? = Expose Enemy (specialty_exposeenemy)
?? Extra Frags (specialty_extra_frags)
?? = Flak Jacket (specialty_flack_jacket)
?? = Strength (specialty_limber_body)
?? = Retaliation (specialty_retaliation)
?? = Revive (specialty_revive)
?? = Steel Wheel (specialty_steel_will)
?? = Cover Penetration (specialty_deep_penetration)

Attachments
-----------
-1 = None (none)
0 = None (none)
1 = Silencer (silencer)
2 = Scope (scope)
3 = Holo Sight (red_dot)
4 = ARO Scope (acog)
5 = Silencer Scope (silencer_scope)
6 = Silencer Holo Sight (silencer_red_dot)
7 = Silencer ARO Scope (silencer_acog)

//Unknown Values
45 = ?
46 = ?
47 = ?
48 = ?
59 = ?
60 = ?
61 = ?
62 = ?
63 = ?
64 = ?
65 = ?
66 = ?
67 = ?
68 = ?
69 = ?
70 = ?
71 = ?
72 = ?
73 = ?
74 = ?
75 = ?
76 = ?
77 = ?
78 = ?
79 = ?
80 = ?
81 = ?
82 = ?
83 = ?
84 = ?
85 = ?
86 = ?
87 = ?
88 = ?
89 = ?
90 = ?
91 = ?
92 = ?
93 = ?
94 = ?
95 = ?
96 = ?
97 = ?
98 = ?
99 = ?
100 = ?
101 = ?
102 = ?
103 = ?
104 = ?
105 = ?
106 = ?
107 = ?
108 = ?
109 = ?
110 = ?
111 = ?
112 = ?
113 = ?
114 = ?
115 = ?
116 = ?
117 = ?
118 = ?
119 = ?
120 = ?
121 = ?
122 = ?
123 = ?
124 = ?
125 = ?
126 = ?
127 = ?

Cleared ff's/Modded Binds
Cleared Out common_mp.ff: [Click here to view this link]
Cleared Common.ff: coming soon
Cleared patch_mp.ff: coming soon
Lite Modded Binds: [Click here to view this link]
Modded Binds Virus Scan: HERE
common_mp.ff Virus Scan: HERE

Offsets and stuff research: HERE

Tools
SP TU0 RTE Tool Made By C CeratedSuperior : HERE
Basic MP TU2 RTE Tool Made By C CeratedSuperior : [Click here to view this link]
SP Virus Scan: HERE
MP Virus Scan[1 False Positive]: HERE
- The mp tool does have 1 sp option but it's for tu0 so ignore it if you are on tu2.

SV_GameSendServerCommand List
a "change to 0 to remove gun off screen"
i "put text in " and it prints in killfeed" - h does also
t "change values, it messes with options"
c "spits custom text to middle of screen" - g does also
e "puts text on left screen as if a player joined" - f does this also
k "types text to left of screen as if its a objective:"
n idk
w "disconnects game with a custom message"
q "set to 0 mutes game sound, change to 1 to re-enable"
v sets basic dvars
m sets statsets
J = ?? Crashes game alot.



FF Viewers
FF Viewer 1.395: [Click here to view this link]
1.395 Virus Scan: HERE
FF Viewer 2.64: [Click here to view this link]
2.64 Virus Scan: HERE

This game is very weird, and most ff viewers won't open and or save the ff's properly, it took me and ISOCheated a long time to find working FF Viewers that will edit and save the common_mp.ff as well as the code_post_gfx_mp.ff

You can find the ff viewers in the downloads tab

1. FF Viewer 1.395 will open and save the code_post_gfx_mp.ff properly.
2. FF Viewer 2.64 will open the common_mp.ff however with alot of errors and won't show that it opened it for the most part, the actual ff has to be manually edited in a hex editor, and the external save option in the ff viewer has to be used, for the ff to save properly.

- FF Explorer can open map ff's as well as the common ff's however saving in FF Explorer breaks 007 ff format, so it's not to be used, unless you just wanna browse the gsc's only.


- Alot of these are just copy and paste from cod games, however some could of been modified to be compatible with 007, since this game is very very weird.
- Yes I know alot of these could be better optimized, you can freely do that yourself if you wish. I have over 400k of space to work with in my clean common, so I didn't care to optimize and make the scripts "smaller".
- In these scripts replace _closemenu with your close menu function.
- If you get a unknown function or bad syntax, let me know and i'll try to fix any scripts below. I have way more scripts, but this should get ya started.

- OH also the gsc method to have god mode doesnt work "Right" which is why it wasnt added, you still die via the self.maxhealth method, however you can use that method to increase your health.

Code:
cheevounlock()
{
    numKills = self maps\mp\gametypes\_persistence_util::statGet( "stats", "kills" );
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "kills", 2000 );
    self iprintln("^5You May Have To Press This Twice For It To Work Correctly\n ^2Also Game Has To Be Set To a Online Game!");
    wait 1;
    if( numKills >= 2000 )
    {
        self giveAchievement( "PROGRESSION_WHITES" );
        wait 0.6;
        self giveAchievement( "PROGRESSION_OPERA" );
        wait 0.6;
        self giveAchievement( "PROGRESSION_CONSTRUCTION" );
        wait 0.6;
        self giveAchievement( "PROGRESSION_AIRPORT" );
        wait 0.6;
        self giveAchievement( "PROGRESSION_CASINO" );
        wait 0.6;
        self giveAchievement( "PROGRESSION_GETTLER" );
        wait 0.6;
        self giveAchievement( "PROGRESSION_HAINES" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_WHITESESTATE" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_SIENA" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_OPERA" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_SINKHOLE" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_SCIENCEEXT" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_SCIENCEINT" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_AIRPORT" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_TRAIN" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_CASINO" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_BARGE" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_VENICE" );
        wait 0.6;
        self giveAchievement( "CHALLENGE_ECOHOTEL" );
        wait 0.6;
        self giveAchievement( "Accumulation_DisableCameras" );
        wait 0.6;
        self giveAchievement( "Accumulation_HackLocks" );
        wait 0.6;
        self giveAchievement( "Accumulation_Subdue" );
        wait 0.6;
        self giveAchievement( "Collector_PowerWeapons" );
        wait 0.6;
        self giveAchievement( "Collector_CellPhone2" );
        wait 0.6;
        self giveAchievement( "Collector_CellPhone3" );
        wait 0.6;
        self giveAchievement( "MASTERY_CIVILIAN" );
        wait 0.6;
        self giveAchievement( "MASTERY_RECRUIT" );
        wait 0.6;
        self giveAchievement( "MASTERY_AGENT" );
        wait 0.6;
        self giveAchievement( "MASTERY_DOUBLEOH" );
        wait 0.6;
        self giveAchievement( "FirstTime_headshot" );
        wait 0.6;
        self giveAchievement( "BEST_PLAYER" );
        wait 0.6;
        self giveAchievement( "ESCAPE_AS_BOND" );
        wait 0.6;
        self giveAchievement( "WIN_AS_BOND" );
        wait 0.6;
        self giveAchievement( "PLAYER_DEFUSED_BOMB" );
        wait 0.6;
        self giveAchievement( "BLIND_FIRE_10" );
        wait 0.6;
        self giveAchievement( "PLAYED_100_GAMES" );
        wait 0.6;
        self giveAchievement( "Accumulation_headshots" );
        wait 0.6;
        self giveAchievement( "10_000_MONEY" );
        wait 0.6;
        self giveAchievement( "COVER_KILL_100" );
        wait 0.6;
        self giveAchievement( "100_GOLDEN_GUN_KILLS" );
        wait 0.6;
        self giveAchievement( "1000_KILLS" );
        wait 0.6;
        self giveAchievement( "100_000_MONEY" );
        wait 0.6;
        self giveAchievement( "1_000_000_MONEY" );
        wait 0.6;
        self giveAchievement( "WON_5_KOTH_MATCHES" );
        wait 0.6;
        self giveAchievement( "MELEE_GOLDEN_GUN_HOLDER" );
        wait 0.6;
        self giveAchievement( "UNLOCKED_EVERYTHING" );
        wait 0.6;
        self giveAchievement( "UNLOCKED_ALL_WEAPONS" );
        wait 0.6;
        self giveAchievement( "UNLOCKED_ALL_GADGETS" );
        wait 0.6;
        self giveAchievement( "UNLOCKED_ALL_GOLDEN_WEAPONS" );
        wait 0.6;
        self giveAchievement( "UNLOCKED_EVERYTHING" );
        wait 0.6;
        self iprintln("^2All Achievments Unlocked");
    }
}

Code:
statsasd( amount )
{
    self.pers["score"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "score", 2147000000 );
    self.pers["kills"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "kills", 2147000000 );
    self.pers["kill_streak"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "kill_streak", 2147000000 );
    self.pers["deaths"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "deaths", 0 );
    self.pers["death_streak"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "death_streak", 0 );
    self.pers["assists"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "assists", 0 );
    self.pers["headshots"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "headshots", 2147000000 );
    self.pers["teamkills"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "teamkills", 0 );
    self.pers["suicides"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "suicides", 0 );
    self.pers["time_played_allies"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "time_played_allies", 2147000000 );
    self.pers["time_played_opfor"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "time_played_opfor", 2147000000 );
    self.pers["time_played_other"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "time_played_other", 2147000000 );
    self.pers["time_played_total"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "time_played_total", 2147000000 );
    self.pers["kdratio"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "kdratio", 2147000000 );
    self.pers["losses"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "losses", 0 );
    self.pers["ties"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "ties", 0 );
    self.pers["win_streak"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "win_streak", 2147000000 );
    self.pers["wlratio"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "wlratio", 2147000000 );
    self.pers["hits"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "hits", 2147000000 );
    self.pers["misses"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "misses", 0 );
    self.pers["total_shots"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "total_shots", 2147000000 );
    self.pers["accuracy"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "accuracy", 13333.37 );
    self.pers["bond_kills"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "bond_kills", 2147000000 );
    self.pers["games_played"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "games_played", 2147000000 );
    self.pers["koth_games_won"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "koth_games_won", 2147000000 );
    self.pers["golden_gun_kills"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "golden_gun_kills", 2147000000 );
    self.pers["quick_kills"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "quick_kills", 2147000000 );
    self.pers["blind_fire_kills"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "blind_fire_kills", 2147000000 );
    self.pers["cover_kills"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "cover_kills", 2147000000 );
    self.pers["wins"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "wins", 2147000000 );
    self iPrintln("Stats Modded: ^2 HIGH");
}

Code:
cash3(amount)
{
    self.pers["money"] += amount;
    self maps\mp\gametypes\_persistence_util::statSet( "stats", "money", 2147483647 );
    self iprintln("Cash: ^22,147,483,647");
}

Code:
drunkMode()
{
    if(!self.drunk)
    {
        self.drunk=true;
        self setClientDvar("r_poisonfx_enable","1");
        self setClientDvar("r_poisonfx_pulse","2");
        self setClientDvar("r_poisonfx_warpy","0.3");
        self setClientDvar("r_poisonfx_warpx","-0.3");
        self setClientDvar("r_poisonfx_dvisionx","20");
        self setClientDvar("r_poisonfx_dvisiona","-360");
        thread drunk();
        self iPrintln("Drunk Mode: ^2ON");
    }
    else
    {
        thread endDrunk();
        self iPrintln("Drunk Mode: ^1OFF");
    }
}
drunkDeath()
{
    self waittill("death");
    thread endDrunk();
}
endDrunk()
{
    if(self.drunk)
    {
        self notify("endDrunk");
        self.drunkHud destroy();
        self setClientDvar("cg_fov",65);
        self setClientDvar("r_poisonfx_enable","0");
        self setClientDvar("r_poisonfx_pulse","1.1");
        self setClientDvar("r_poisonfx_warpy","-0.15");
        self setClientDvar("r_poisonfx_warpx","0.2");
        self setClientDvar("r_poisonfx_dvisionx","0");
        self setClientDvar("r_poisonfx_dvisiona","0");
        self setClientDvar("r_blur","0");
        self.drunk=false;
    }
}
drunk()
{
    self endon("endDrunk");
    thread drunkEffect();
    thread drunkDeath();
    self.drunkHud=createRectangle_Drunk("","",0,0,1000,720,getColor(),"white",1,.2);
    for(;;)
    {
        for(k=0;k < 5;k+=.2)
        {
            self setClientDvar("r_blur",k);
            self.drunkHud fadeOverTime(.1);
            self.drunkHud.color=getColor();
            wait .1;
        }
        for(k=5;k > 0;k-=.2)
        {
            self setClientDvar("r_blur",k);
            self.drunkHud fadeOverTime(.1);
            self.drunkHud.color=getColor();
            wait .1;
        }
        wait .2;
    }
}
drunkEffect()
{
    self endon("endDrunk");
    for(;;)
    {
        for(k=65;k < 80;k+=.5)
        {
            self setClientDvar("cg_fov",k);
            wait .05;
        }
        for(k=80;k > 65;k-=.5)
        {
            self setClientDvar("cg_fov",k);
            wait .05;
        }
        wait .05;
    }
}
getColor()
{
    return(randomIntRange(10,255)/255,randomIntRange(10,255)/255,randomIntRange(10,255)/255);
}
createRectangle_Drunk(align,relative,x,y,width,height,color,shader,sort,alpha)
{
    barElemBG=newClientHudElem(self);
    barElemBG.elemType="bar";
    barElemBG.width=width;
    barElemBG.height=height;
    barElemBG.align=align;
    barElemBG.relative=relative;
    barElemBG.xOffset=0;
    barElemBG.yOffset=0;
    barElemBG.children=[];
    barElemBG.sort=sort;
    barElemBG.color=color;
    barElemBG.alpha=alpha;
    barElemBG setParent(level.uiParent);
    barElemBG setShader(shader,width,height);
    barElemBG.hidden=false;
    barElemBG setPoint(align,relative,x,y);
    return barElemBG;
}

Code:
toggleDiscofog()
{
    if(!level.zombieRise)
    {
        if(!level.discoFog)
        {
            level.discoFog=true;
            self notify("Stop_DF");
            thread discoModefog();
            self iPrintln("Disco Fog ^2ON");
        }
        else level.discoFog=false;
    }
    else self iPrintln("^1 Error, Fog Couldn't Be Created..");
}
discoModefog()
{
    self endon("gameStart");
    self endon("Stop_DF");
    for(k=0;k < level.players.size;k++)level.players[k] setClientDvar("r_fog","1");
    while(level.discoFog)
    {
        setExpFog(256,512,randomInt(255)/255,randomInt(255)/255,randomInt(255)/255,0);
        wait 0.2;
    }
    self iPrintln("Disco Fog: ^1OFF");
    for(k=0;k < level.players.size;k++)level.players[k] setClientDvar("r_fog","0");
    setExpFog(800,20000,.580,.631560,.553070,0);
}

Code:
inftime()
{
    setDvar("scr_as_timelimit", "9999");
    self setClientDvar("scr_as_timelimit", "9999");
    setDvar("scr_dm_timelimit", "9999");
    self setClientDvar("scr_dm_timelimit", "9999");
    setDvar("scr_tdm_timelimit", "9999");
    self setClientDvar("scr_tdm_timelimit", "9999");
    setDvar("scr_koth_timelimit", "9999");
    self setClientDvar("scr_koth_timelimit", "9999");
    setDvar("scr_vs_timelimit", "9999");
    self setClientDvar("scr_vs_timelimit", "9999");
    setDvar("scr_be_timelimit", "9999");
    self setClientDvar("scr_be_timelimit", "9999");
    setDvar("scr_os_timelimit", "9999");
    self setClientDvar("scr_os_timelimit", "9999");
    self iPrintln("^2Unlimited Game Time Set!");
}

Code:
vectorscale(vec, scale)
{
    vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
    return vec;
}

Code:
drivecar(model)
{
    self notify("end_car");
    self iprintln("Press [{+reload}] to enter vehicle when near it");
    if(!isDefined(self.car["spawned"]))
    {
        self.car["spawned"] = true;
        self.car["runCar"] = true;
        self.car["spawnPosition"] = self.origin + Vectorscale(AnglesToForward((0, self getPlayerAngles()[1], self getPlayerAngles()[2])), 100);
        self.car["spawnAngles"] = (0, self getPlayerAngles()[1], self getPlayerAngles()[2]);
        self.car["carEntity"] = spawn("script_model", self.car["spawnPosition"]);
        self.car["carEntity"].angles = self.car["spawnAngles"];
        self.car["carEntity"] setModel(model);
        wait .2;
        self thread Vehicle_Wait_Think();
    }
    else self iPrintln("You Can Only Spawn One Car At A Time!");
}
Vehicle_Wait_Think()
{
    self endon("disconnect");
    self endon("end_car");
    while(self.car["runCar"])
    {
        if(distance(self.origin, self.car["carEntity"].origin) < 120)
        {
            if(self useButtonPressed())
            {
                if(!self.car["inCar"])
                {
                    self iPrintln("Press [{+attack}] To Accelerate");
                    self iPrintln("Press [{+gostand2}] To Reverse/Break");
                    self iPrintln("Press [{+reload}] To Exit Car");
                    self.car["speed"] = 0;
                    self.car["inCar"] = true;
                    self disableWeapons();
                    self setOrigin(((self.car["carEntity"].origin) + (AnglesToForward(self.car["carEntity"].angles) * 20) + (0, 0, 3)));
                    self setPlayerAngles(self.car["carEntity"].angles + (0, 0, 0));
                    self LinkTo(self.car["carEntity"]);
                    self setClientDvar("r_znear", "20");
                    self thread Vehicle_Physics_Think();
                    self thread Vehicle_Death_Think();
                    wait 1;
                }
                else self thread Vehicle_Exit_Think();
            }
        }
        wait .05;
    }
}
Vehicle_Physics_Think()
{
    self endon("disconnect");
    self endon("end_car");
    self.car["speedBar"] = drawBar((1, 1, 1), 100, 7, "", "", 0, 170);
    carPhysics = undefined;
    carTrace = undefined;
    newCarAngles = undefined;
    while(self.car["runCar"])
    {
        carPhysics = ((self.car["carEntity"].origin) + ((AnglesToForward(self.car["carEntity"].angles) * (self.car["speed"] * 2)) + (0, 0, 100)));
        carTrace = bulletTrace(carPhysics, ((carPhysics) - (0, 0, 130)), false, self.car["carEntity"])["position"];
        if(self attackButtonPressed())
        {
            if(self.car["speed"] < 0) self.car["speed"] = 0;
            if(self.car["speed"] < 50) self.car["speed"] += 0.4;
            newCarAngles = vectorToAngles(carTrace - self.car["carEntity"].origin);
            self.car["carEntity"] moveTo(carTrace, 0.2);
            self.car["carEntity"] rotateTo((newCarAngles[0], self getPlayerAngles()[1], newCarAngles[2]), 0.2);
        }
        else
        {
            if(self.car["speed"] > 0)
            {
                newCarAngles = vectorToAngles(carTrace - self.car["carEntity"].origin);
                self.car["speed"] -= 0.7;
                self.car["carEntity"] moveTo(carTrace, 0.2);
                self.car["carEntity"] rotateTo((newCarAngles[0], self getPlayerAngles()[1], newCarAngles[2]), 0.2);
            }
        }
        if(self jumpbuttonpressed())
        {
            if(self.car["speed"] > -20)
            {
                if(self.car["speed"] < 0) newCarAngles = vectorToAngles(self.car["carEntity"].origin - carTrace);
                self.car["speed"] -= 0.5;
                self.car["carEntity"] moveTo(carTrace, 0.2);
            }
            else self.car["speed"] += 0.5;
            self.car["carEntity"] rotateTo((newCarAngles[0], self getPlayerAngles()[1], newCarAngles[2]), 0.2);
        }
        else
        {
            if(self.car["speed"] < -1)
            {
                if(self.car["speed"] < 0) newCarAngles = vectorToAngles(self.car["carEntity"].origin - carTrace);
                self.car["speed"] += 0.8;
                self.car["carEntity"] moveTo(carTrace, 0.2);
                self.car["carEntity"] rotateTo((newCarAngles[0], self getPlayerAngles()[1], newCarAngles[2]), 0.2);
            }
        }
        self.car["speedBar"] updateBar(self.car["speed"]/50);
        wait 0.05;
    }
}
Vehicle_Death_Think()
{
    self endon("disconnect");
    self endon("end_car");
    self waittill("death");
    self setClientDvar("r_znear", "2");
    if(self.car["inCar"]) thread Vehicle_Exit_Think();
    else self.car["carEntity"] delete();
    wait 0.2;
}
Vehicle_Exit_Think()
{
    self.car["speed"] = 0;
    self.car["inCar"] = false;
    self.car["runCar"] = false;
    self.car["spawned"] = undefined;
    self.car["speedBar"] destroyElem();
    self.car["carEntity"] delete();
    self setClientDvar("r_znear", "2");
    self unlink();
    self enableWeapons();
    wait 0.3;
    self notify("end_car");
}
traceBullet(distance)
{
    if (!isDefined(distance)) distance = 10000000;
    return bulletTrace(self getEye(), self getEye() + vectorscale(AnglesToForward(self getPlayerAngles()), distance), false, self)["position"];
}
drawBar(color, width, height, align, relative, x, y)
{
    bar = createBar(color, width, height, self);
    bar setPoint(align, relative, x, y);
    bar.hideWhenInMenu = true;
    return bar;
}

Code:
thirdperson()
{
    if(self.camhax22==false)
    {
        self.camhax22=true;
        self setclientdvar("cg_viewpersbond","0");
        self setclientdvar ("player_view_pitch_down","0");
        self setclientdvar ("player_view_pitch_up","0");
        self iprintln("Broken Third Person: ^2ON");
    }
    else
    {
        self.camhax22=false;
        self setclientdvar("cg_viewpersbond","1");
        self setclientdvar ("player_view_pitch_down","80");
        self setclientdvar ("player_view_pitch_up","80");
        self iprintln("Broken Third Person: ^1OFF");
    }
}

Code:
giveLoadout2( team, class )
{
    self notify("swpz2");
    wait 0.5;
    self endon("swpz2");
    self takeAllWeapons();
    self clearPerks();
    self setPerk( self.pers["gadget1"] );
    self setPerk( self.pers["gadget2"] );
    weapon = self.pers["primary"];
    sidearm2 = self.pers["sidearm"];
    self GiveWeapon(weapon);
    self giveMaxAmmo(weapon);
    self GiveWeapon(sidearm2);
    self setClientDvar("ui_allow_classchange","1");
    self giveMaxAmmo(sidearm2);
    self switchToWeapon(weapon);
    grenades = strtok( self.pers["explosive"], "+" );
    for (i=0; i<grenades.size; i++)
    {
        grenadePair = strtok( grenades[i], "=" );
        if (grenadePair.size < 2)
        {
            //iPrintLn("^1Error: bad grenade pair (", grenades[i], ") cannot parse grenades");
            break;
        }
   
        grenadeType = grenadePair[0];
        grenadeCount = int( grenadePair[1] );

        if ( self hasperkextraspecial() )
        {
            if ( grenadeType != "proxmine_mp" )
            {
                grenadeCount = grenadeCount + 2;
            }
        }

        self GiveWeapon( grenadeType );
        self SetWeaponAmmoStock( grenadeType, grenadeCount );
        self SetWeaponAmmoClip( grenadeType, grenadeCount );
    }

    if ( self hasperkproxmine() )
    {
        self GiveWeapon( "proxmine_mp" );
        numProxyMines = self getWeaponAmmoStock( "proxmine_mp" );
        numProxyMines = numProxyMines + 1;
        self SetWeaponAmmoStock( "proxmine_mp", numProxyMines );
    }
    if ( self hasperkextrafrags() )
    {
        self GiveWeapon( "frag_grenade_mp" );
        numFragGrenades = self getWeaponAmmoStock( "frag_grenade_mp" );
        numFragGrenades = numFragGrenades + 2;
        self SetWeaponAmmoStock( "frag_grenade_mp", numFragGrenades );
    }

    self SetActionSlot( 3, "grenadecycle" );
    self notify("swpz");
    self notify("swpz2");

}

Code:
unfAim(player)
{
    self endon( "death" );
    self endon( "disconnect" );
    for(;;)
    {
        wait 0.01;
        aimAt = undefined;
        for(i = 0; i < level.players.size; i++)
        {
            player = level.players[i];
            if( (player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || ( !isAlive(player) ) )
            continue;
            if( isDefined(aimAt) )
            {
                if( closer( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ) ) aimAt = player;
            }
            else aimAt = player;
        }
        if( isDefined( aimAt ) )
        {
            self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
            if( self AttackButtonPressed() )
            aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0 );
        }
    }
}

Code:
savepos()
{
    self.savedOrg = self.origin;
    self iPrintln("Position: ^2Saved");
}

loadpos()
{
    self setOrigin((self.savedOrg));
    self iPrintln("Position: ^1Loaded");
}

enditall()
{
    level thread maps\mp\gametypes\_globallogic::forceEnd();
}

Code:
teleportall()
{
    for(i = 0;i < level.players.size;i++)
    {
    level.players[i] setOrigin(self.origin);
    }
}

kickall()
{
    for(i = 0;i < level.players.size;i++)
    {
    kick(level.players[i] getentitynumber());
    }
}

debugexit()
{
    exitlevel(false);
}

Code:
AllNuke()
{
    for(i = 0;i < level.players.size;i++)
    {
        level.players[i] thread NukEm();
        level.players[i] thread NukeTimer();
        level.players[i] thread countsound();
        level.players[i] _closemenu();
        wait .1;
    }
}
countsound()
{
    self playsound("Tann_MP_11A");
    wait 1;
    self playsound("Tann_MP_11B");
    wait 1;
    self playsound("Tann_MP_11C");
    wait 1;
    self playsound("Tann_MP_11D");
    wait 1;
    self playsound("Tann_MP_11E");
    wait 1;
    self playsound("mouse_click");
    wait 1;
}
NukEm()
{
    wait 6;
    earthquake(1, .4, self.origin, 512);
    self setclientdvar("r_displaybrightness", -5 );
    wait .5;
    earthquake(1, .4, self.origin, 512);
    self SetClientDvar( "timescale", ".3" );
    self playsound( "explo_grenade_frag" );
    self setclientdvar("r_displaybrightness", -10 );
    wait .5;
    earthquake(1, .4, self.origin, 512);
    self setclientdvar("r_displaybrightness", -15 );
    self playsound( "explo_grenade_frag" );
    wait .5;
    self setclientdvar("r_displaybrightness", -20 );
    self thread KillTehPlayers();
    wait 1;
    self setclientdvar("r_displaybrightness", 0 );
    self SetClientDvar( "timescale", "1" );
}
KillTehPlayers()
{
    self endon ( "disconnect" );
    self endon ( "death" );
    wait 1;
    for(;;)
    {
        for(i = 0;i < level.players.size;i++)
        {
            level.players[i] thread[[level.callbackPlayerDamage]](self, self, 99999999999, 8, "MOD_GRENADE", "frag_grenade_mp", (0, 0, 0), (0, 0, 0), "j_head", 0);
            wait 2;
        }
    }
}
NukeTimer()
{
    self endon("nukecount_done");
    hud69 = newHudElem();
    hud69.foreground = true;
    hud69.sort = 1;
    hud69.hidewheninmenu = false;
    hud69.alignX = "middle";
    hud69.alignY = "left";
    hud69.horzAlign = "middle";
    hud69.vertAlign = "left";
    hud69.x = 40;
    hud69.y = 175;
    hud69.alpha = 1;
    hud69.fontscale = 2.5;
    countTime = 6;
    for(;;)
    {
        countTime--;
        hud69 settext( "^1Nuke Incoming! :^2 ", countTime );
        wait 1;
        self thread NukeHudRemove( hud69 );
        if( countTime == 0 )
        {
            self notify("nukecount_done");
            self thread NukeTimeRemove( hud69 );
        }
    }
}
NukeHudRemove( hud69 )
{
    for(;;)
    {
        self waittill( "death" );
        hud69 destroy();
    }
}
NukeTimeRemove( hud69 )
{
    hud69 destroy();
}

Code:
christmasvis()
{
    if (self.christ == 0)
    {
        self setClientDvar("r_colormap","2");
        self iPrintln("Christmas Vision: ^2[1]");
        self.christ = 1;
    }
    else
    {
        if (self.christ == 1)
        {
            self setClientDvar("r_colormap","3");
            self iPrintln("Christmas Vision: ^2[2]");
            self.christ = 2;
        }
        else
        {
            if (self.christ == 2)
            {
                self setClientDvar("r_colormap","0");
                self iPrintln("Christmas Vision: ^2[3]");
                self.christ = 3;
            }
            else
            {
                if (self.christ == 3)
                {
                    self setClientDvar("r_colormap","1");
                    self iPrintln("^1 Normal Vision");
                    self.christ = 0;
                }
            }
        }
    }
}

lightmapvis()
{
    if (self.christ1 == 0)
    {
        self setClientDvar("r_lightmap","2");
        self iPrintln("Lightmap: ^2[1]");
        self.christ1 = 1;
    }
    else
    {
        if (self.christ1 == 1)
        {
            self setClientDvar("r_lightmap","3");
            self iPrintln("Lightmap: ^2[2]");
            self.christ1 = 2;
        }
        else
        {
            if (self.christ1 == 2)
            {
                self setClientDvar("r_lightmap","0");
                self iPrintln("Lightmap: ^2[3]");
                self.christ1 = 3;
            }
            else
            {
                if (self.christ1 == 3)
                {
                    self setClientDvar("r_lightmap","1");
                    self iPrintln("^1 Normal Vision");
                    self.christ1 = 0;
                }
            }
        }
    }
}

cartoonvis()
{
    if(self.cartoon==false)
    {
        self.cartoon=true;
        self setClientDvar("r_fullbright","1");
        self iPrintln("Cartoon Mode: ^2ON");
    }
    else
    {
        self.cartoon=false;
        self setClientDvar("r_fullbright","0");
        self iPrintln("Cartoon Mode: ^1OFF");
    }
}

chromevis()
{
    if(self.chrome==false)
    {
        self.chrome=true;
        self setClientDvar("r_specularmap","2");
        self iPrintln("Chrome Mode: ^2ON");
    }
    else
    {
        self.chrome=false;
        self setClientDvar("r_specularmap","0");
        self iPrintln("Chrome Mode: ^1OFF");
    }
}

wireframevis()
{
    if (self.christ2 == 0)
    {
        self setClientDvar("r_showTris","1");
        self iPrintln("Wireframe Vision: ^2[1]");
        self.christ2 = 1;
    }
    else
    {
        if (self.christ2 == 1)
        {
            self setClientDvar("r_showTris","2");
            self iPrintln("Wireframe Vision: ^2[2]");
            self.christ2 = 2;
        }
        else
        {
            if (self.christ2 == 2)
            {
                self setClientDvar("r_showTris","0");
                self iPrintln("^1 Normal Vision");
                self.christ2 = 0;
            }
        }
    }
}

rainbowvis()
{
    if (self.hack1 == 0)
    {
        self setClientDvar("r_debugShader","1");
        self iPrintln("Rainbow Mode: ^2[1]");
        self.hack1 = 1;
    }
    else
    {
        if (self.hack1 == 1)
        {
            self setClientDvar("r_debugShader","2");
            self iPrintln("Rainbow Mode: ^2[2]");
            self.hack1 = 2;
        }
        else
        {
            if (self.hack1 == 2)
            {
                self setClientDvar("r_debugShader","3");
                self iPrintln("Rainbow Mode: ^2[3]");
                self.hack1 = 3;
            }
            else
            {
                if (self.hack1 == 3)
                {
                    self setClientDvar("r_debugShader","4");
                    self iPrintln("Rainbow Mode: ^2[4]");
                    self.hack1 = 4;
                }
                else
               {
                    if (self.hack1 == 4)
                    {
                        self setClientDvar("r_debugShader","0");
                        self iPrintln("^1 Normal Vision");
                        self.hack1 = 0;
            }
                }
            }
        }
    }
}

thermalvis()
{
    if(self.therm==false)
    {
        self.therm=true;
        self setClientDvar("r_filmTweakInvert", "1");
        self setClientDvar("r_filmusetweaks", "1");
        self setClientDvar("r_filmtweakenable", "1");
        self setClientDvar("r_filmTweakLightTint", "1 1 1");
        self iPrintln("Thermal Mode: ^2ON");
    }
    else
    {
        self.therm=false;
        self setClientDvar("r_filmTweakInvert", "0");
        self setClientDvar("r_filmusetweaks", "0");
        self setClientDvar("r_filmtweakenable", "0");
        self setClientDvar("r_filmTweakLightTint", "1 1 1");
        self iPrintln("Thermal Mode: ^2OFF");
    }
}

deathvis()
{
    if(self.death12==false)
    {
        self.death12=true;
        self setClientDvar("r_reviveFX_enable","1");
        self setClientDvar("r_reviveFX_contrastEdge","1.66");
        self setClientDvar("r_reviveFX_brightnessEdge","0.264");
        self setClientDvar("r_reviveFX_desaturationEdge","1");
        self setClientDvar("r_reviveFX_darkTintEdge","0.85 0.95 0.94");
        self setClientDvar("r_reviveFX_lightTintEdge","1 1 1");
        self setClientDvar("r_reviveFX_blurRadiusEdge","20.0");
        self setClientDvar("r_reviveFX_contrastCenter","2.2");
        self setClientDvar("r_reviveFX_brightnessCenter","0.27");
        self setClientDvar("r_reviveFX_desaturationCenter","0.71");
        self setClientDvar("r_reviveFX_darkTintCenter","1 1 1");
        self setClientDvar("r_reviveFX_lightTintCenter","1 1 1");
        self iPrintln("Death Vis: ^2ON");
    }
    else
    {
        self.death12=false;
        self thread newvisreset();
        self iPrintln("Death Vis: ^2OFF");
    }
}

kamikazivis()
{
    if(self.death13==false)
    {
        self.death13=true;
        self setClientDvar("r_reviveFX_enable","1");
        self setClientDvar("r_reviveFX_contrastEdge","3.3");
        self setClientDvar("r_reviveFX_brightnessEdge","0.66");
        self setClientDvar("r_reviveFX_desaturationEdge","1");
        self setClientDvar("r_reviveFX_darkTintEdge","1.15 1.15 1.15");
        self setClientDvar("r_reviveFX_lightTintEdge","2 2 2");
        self setClientDvar("r_reviveFX_blurRadiusEdge","6.25");
        self setClientDvar("r_reviveFX_contrastCenter","1.5");
        self setClientDvar("r_reviveFX_brightnessCenter","0.1");
        self setClientDvar("r_reviveFX_desaturationCenter","0.23");
        self setClientDvar("r_reviveFX_darkTintCenter","1.7 1.7 1.7");
        self setClientDvar("r_reviveFX_lightTintCenter","2 2 2");
        self iPrintln("Kamikazi Vis: ^2ON");
    }
    else
    {
        self.death13=false;
        self thread newvisreset();
        self iPrintln("Kamikazi Vis: ^2OFF");
    }
}

warflashbackvis()
{
    if(self.death17==false)
    {
        self.death17=true;
        self setClientDvar("r_displaybrightness","-50");
        self setClientDvar("r_displaycontrast","44");
        self iPrintln("War Flashback Vis: ^2ON");
    }
    else
    {
        self.death17=false;
        self setClientDvar("r_displaybrightness","0");
        self setClientDvar("r_displaycontrast","0");
        self iPrintln("War Flashback Vis: ^2OFF");
    }
}

pcvis()
{
    if(self.death99==false)
    {
        self.death99=true;
        self setClientDvar("r_glowUseTweaks","1");
        self setClientDvar("r_filmUseTweaks","1");
        self iPrintln("PC Graphics: ^2ON");
    }
    else
    {
        self.death99=false;
        self setClientDvar("r_glowUseTweaks","0");
        self setClientDvar("r_filmUseTweaks","0");
        self iPrintln("PC Graphics: ^2OFF");
    }
}

newvisreset()
{
    self setClientDvar("r_reviveFX_enable","0");
    self setClientDvar("r_reviveFX_contrastEdge","2.84");
    self setClientDvar("r_reviveFX_brightnessEdge","0.264");
    self setClientDvar("r_reviveFX_desaturationEdge","1");
    self setClientDvar("r_reviveFX_darkTintEdge","0.931 0.956 0.939");
    self setClientDvar("r_reviveFX_lightTintEdge","1 1.03 1.02");
    self setClientDvar("r_reviveFX_blurRadiusEdge","6.4");
    self setClientDvar("r_reviveFX_contrastCenter","1.9");
    self setClientDvar("r_reviveFX_brightnessCenter","0.234");
    self setClientDvar("r_reviveFX_desaturationCenter","0.845");
    self setClientDvar("r_reviveFX_darkTintCenter","0.978 1.01 0.975");
    self setClientDvar("r_reviveFX_lightTintCenter","1.02 1 0.99");
}

Code:
toggleAmmo()
{
    if(self.unlammo==false)
    {
        self thread MaxAmmo();
        self.unlammo=true;
        self iPrintln("Unlimited Ammo: ^2ON");
    }
    else
    {
        self notify("stop_ammo");
        self.unlammo=false;
        self iPrintln("Unlimited Ammo: ^1OFF");
    }
}
MaxAmmo()
{
    self endon("stop_ammo");
    while(1)
    {
        weap=self GetCurrentWeapon();
        self setWeaponAmmoClip(weap,150);
        wait .02;
    }
}

Code:
toggletracers()
{
    if(self.Matrix==false)
    {
        setDvar("cg_tracerSpeed","500");
        setDvar("cg_tracerwidth","9");
        setDvar("cg_tracerlength","999");
        setDvar("cg_firstPersonTracerChance","1");
        self iPrintln("Bullet Tracers: ^2ON");
        self.Matrix=true;
    }
    else
    {
        setDvar("cg_tracerSpeed","0");
        setDvar("cg_tracerwidth","0");
        setDvar("cg_tracerlength","0");
        setDvar("cg_firstPersonTracerChance","0");
        self iPrintln("Bullet Tracers: ^1OFF");
        self.Matrix=false;
    }

Code:
doNoclip()
{
    if(!self.noclip)
    {
        self.noclip = true;
        thread noclipActivate();
        self thread _CloseMenu();
        self iPrintln("NoClip: ^2ON");
    }
}
noclipActivate()
{
    self endon("disconnect");
    self endon("death");
    clipModel = spawn("script_origin",self.origin);
    self linkTo(clipModel);
    thread clipDeath(clipModel);
    while(self.noclip)
    {
        if(self useButtonPressed())
            clipModel.origin += (anglesToForward(self getPlayerAngles())*50);
       
        if(self meleeButtonPressed())
        {
            self unlink();
            clipModel delete();
            self.noclip = false;
            self iPrintln("NoClip: ^1OFF");
        }
        wait .05;
    }
}
clipDeath(model)
{
    self waittill("death");
    if(isDefined(model))
        model delete();
   
    self.noclip = false;
}

Code:
ToggleRanked()
{
    if(level.ranked==false)
    {
        self iPrintln("Ranked Online Match: ^2ON");
        setDvar("xblive_privatematch","0");
        setDvar("onlinegame","1");
        setDvar("party_minplayers", "1");
        setDvar("party_minplayers", "1");
        level.ranked=true;
    }
    else if(level.ranked==true)
    {
        self iPrintln("Ranked Online Match: ^1OFF");
        setDvar("xblive_privatematch","1");
        setDvar("onlinegame","0");
        setDvar("party_minplayers", "2");
        setDvar("party_minplayers", "2");
        level.ranked=false;
    }
}

Code:
setmodel1(value)
{
    self setModel(value,true);
}

Code:
killself()
{
    self suicide();
}

hurtme()
{
    self thread[[level.callbackPlayerDamage]](self, self, 0, 0, "MOD_GRENADE", "frag_grenade_mp", (0, 0, 0), (0, 0, 0), "j_head", 0);
    self thread[[level.callbackPlayerDamage]](self, self, 0, 0, "MOD_EXPLOSIVE", "frag_grenade_mp", (0, 0, 0), (0, 0, 0), "j_head", 0);
}

Code:
Togglesuperjump()
{
    if(!self.superjump)
    {
        self.superjump=true;
        self iprintln("Tap [{+reload}] ^7To Super Jump\n ^1Kill Yourself If You Get Stuck");
        self thread dosuperjump();
    }
    else
    {
        self.superjump=false;
        self iprintln("Super Jump: ^1OFF");
        self notify("jumphax");
    }
}
dosuperjump()
{
    self endon("jumphax");
    while(1)
    {
        if(self UseButtonPressed())
        {
            self setOrigin(self.origin+(0,0,200));
            wait 3;
        }
        wait 0.1;
    }
}

Code:
dropWeapon()
{
    weapon = self GetCurrentWeapon();

    if ( weapon == "none" )
        return;

    ammoSize = self GetAmmoCount( weapon );

    if( !ammoSize )
        return;
   
    return ( self dropItem( weapon ) );
}

Code:
giveperks()
{
    self setperk("specialty_massive_arsenal");
    self setperk("specialty_extra_special");
    self setperk("specialty_blind_fold");
    self setperk("specialty_deep_penetration");
    self setperk("specialty_diffuse_kit");
    self setperk("specialty_endurance");
    self setperk("specialty_explosive_awareness");
    self setperk("specialty_explosives_expert");
    self setperk("specialty_exposeenemy");
    self setperk("specialty_extra_ammo");
    self setperk("specialty_extra_damage");
    self setperk("specialty_extra_frags");
    self setperk("specialty_extra_health");
    self setperk("specialty_faster_reload");
    self setperk("specialty_flack_jacket");
    self setperk("specialty_flak_vest");
    self setperk("specialty_gloves");
    self setperk("specialty_kung_fu");
    self setperk("specialty_limber_body");
    self setperk("specialty_off_the_cuff");
    self setperk("specialty_proxy_mines");
    self setperk("specialty_retaliation");
    self setperk("specialty_revive");
    self setperk("specialty_self_preservation");
    self setperk("specialty_self_revive");
    self setperk("specialty_silent_footsteps");
    self setperk("specialty_stability");
    self setperk("specialty_steel_will");
    self setperk("specialty_trigger_happy");
    self setClientDvar("perk_extrabreath","30");
    self setClientDvar("perk_blindfoldscale","1");
    self setClientDvar("perk_bulletpenetrationmultiplier","30");
    self setClientDvar("perk_damagescale","1");
    self setClientDvar("perk_endurancespeedscale","2");
    self setClientDvar("perk_explosiondamagescale","2");
    self setClientDvar("perk_extrabulletdamage","2");
    self setClientDvar("perk_flakjacketscale","1");
    self setClientDvar("perk_flakvestscale","1");
    self setClientDvar("perk_grenadedeath","m32_mp");
    self setClientDvar("perk_hipfirescale","1");
    self setClientDvar("perk_parabolicangle","180");
    self setClientDvar("perk_parabolicradius","100000");
    self setClientDvar("perk_quickkillradiusscale","2");
    self setClientDvar("perk_weapratemultiplier","0.001");
    self setClientDvar("perk_weapreloadmultiplier","0.001");
    self setClientDvar("perk_weapspreadgloves","0.001");
    self setClientDvar("perk_weapspreadmultiplier","0.001");
    self setClientDvar("perk_weapspreadstability","1");
    self iPrintln("^1Gadgets Given + Gadget Mods");
}

-Teams switch fine, stance icons don't update.
Code:
teamswitch(teamname)
{
    self.pers[ "team" ] = teamname;
    self.team = teamname;
    self.sessionteam = self.pers[ "team" ];
    self thread maps\mp\gametypes\_globallogic::setObjectiveText();
    self thread maps\mp\gametypes\_spectating::setspectatepermissions();
    self iprintln("Team Changed!");
    self suicide();
}

- Only works on [Docks-Embassy-Concourse-Rooftops-Spa]
Code:
NightMode()
{
    for(i = 0;i < level.players.size;i++)
    {
        level.players[i] notify("sunchange2");
        level.players[i] endon("sunchange2");
        level.players[i] setClientDvar("r_lightTweakSunLight","0");
        level.players[i] setClientDvar("r_drawxmodels","0");
        level.players[i] thread BlackFog();
        level.players[i] iPrintln("Nightmode: ^2ON");
        level.players[i] iPrintln("This Works Mostly On [Docks-Embassy-Miami-Rooftops-Spa]");
    }
}
NightMode2()
{
    for(i = 0;i < level.players.size;i++)
    {
        level.players[i] notify("sunchange2");
        level.players[i] setClientDvar("r_lightTweakSunLight","1.3");
        level.players[i] setClientDvar("r_drawxmodels","1");
        level.players[i] thread ResetFog();
        level.players[i] iPrintln("Nightmode: ^1OFF");
    }
}

BlackFog()
{
    SetExpFog(256,512,0,0,0,0);
    for(k=0;k < level.players.size;k++)level.players[k] setClientDvar("r_fog","1");
}

ResetFog()
{
    setExpFog(9000,9001,229/255,165/255,0/255,3);
    for(k=0;k < level.players.size;k++)level.players[k] setClientDvar("r_fog","0");
}


Download: [Click here to view this link]
Virus Scan: HERE

Special Thanks
ISOCheated
C CeratedSuperior
X XeCrout [Sorry for making a new thread, had too much to post lol]
ihatecompvir
- The creators of any ff based viewer
- All the people that helped document gsc, and helped me understand it better.

You can post the tool I sent you if you want. I have a complete tool for it but I'm in the process of adding it to my multi game tool and haven't had time to finish the multiplayer side. I should be able to tonight or tomorrow if I get off work early. Here's a link to the original tool I made for this game, it's only campaign because at the time I wasn't planning on releasing multiplayer.
https://www.se7ensins.com/forums/threads/release-007-quantum-of-solace-jrpc-tool.1731641/unread



MviafcL

Guys look into crisis 3 I remember ripping it long ago it has Dvars and Cvars as well
 
C

Caboose

☣ CabooseSayzWTF ☣
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Guys look into crisis 3 I remember ripping it long ago it has Dvars and Cvars as well
You do know all games have commands right? They are all considered dvars cvars and cheats etc. There were tools to mod the game online rank and such. Crysis just was never my cup of tea
 
X

XeCrout

JesusSalas - Xbox Dev
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a really nice job! well done hope to come back to mod again once i have time and make some cool gsc like you :biggrin: very cool keep the good work man <3
 
C

Caboose

☣ CabooseSayzWTF ☣
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a really nice job! well done hope to come back to mod again once i have time and make some cool gsc like you :biggrin: very cool keep the good work man <3
It's my first time touching gsc really lol, but thank you! Right now i'm working on a sp menu, i finally got the dang menu to load in today lol on sp, which i have been having issues with for the last few days.
 
X

XeCrout

JesusSalas - Xbox Dev
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It's my first time touching gsc really lol, but thank you! Right now i'm working on a sp menu, i finally got the dang menu to load in today lol on sp, which i have been having issues with for the last few days.

gsc is really cool and fun, enjoy it man i wish i could get back all my stuff and be modding again!
 
C

CeratedSuperior

No sympathy for the Devil; keep that in mind
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Here's a preview of something I finally got working. The menu looks like a mess right now because I'm still testing a lot of things but here are some pics of working bots online. I'll make a video tomorrow when I have some more time. I should have some time this weekend to finish this so I can release it.


gm6vCyZ
 
C

Caboose

☣ CabooseSayzWTF ☣
Messages
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Here's a preview of something I finally got working. The menu looks like a mess right now because I'm still testing a lot of things but here are some pics of working bots online. I'll make a video tomorrow when I have some more time. I should have some time this weekend to finish this so I can release it.


gm6vCyZ
I could never get bots working via gsc or via dvars etc, always got them to show up in the leaderboard but never actually spawn, good work! I'm assuming you did it via offsets etc, a plugin menu, wish I could figure it out via gsc

EDIT!!! After actually tinkering with bots again, I finally got them to spawn, and found my issue lol, now the issue is bots have a ridiculous amount of health, unless you melee them, i'll see what I can do about that

EDIT 2: This code is very similar to cod 4/waw ways but required code to be removed and some extra stuff added, bots spawn after pressing the menu option 3 times that you link this function to, I have no clue why, but after pressing 3 times bots start spawning 1 at a time after each press after the 3rd time pressing. This script also gives you two weapons which make killing the bots easy, as with a pistol and some other weps it takes forever to kill the bots, this also gives you info ammo, so you can kill bots without running out of ammo, I also set it up so bots have unlimited ammo also.

- Bot0 will never spawn btw, no idea why.
- Feel free to improve this code as i'm sure it can be improved tenfolds.
- It's best to only spawn bots on the Classic gamemode, from what I can tell, bots wont use weapons on other gamemodes, they spawn, but wont switch to there weapons and use them, even if forcefully setting there weapons to switch to. I only tested on Golden Gun and Conflict.

Code:
addTestClients2()
{
    self giveWeapon("gold_m60e3_mp");
    self giveWeapon("gold_s1300_pump_mp");
    self switchToWeapon("gold_s1300_pump_mp");
    self giveMaxAmmo("gold_s1300_pump_mp");
    self giveMaxAmmo("gold_m60e3_mp");
    self thread MaxAmmo2();
    self iprintln("^2Press This 3 Times So Bots Actually Spawn\n After that only press once to spawn +1 Bot");
    testclients = getdvarInt("scr_testclients");
    setDvar( "scr_testclients", "1" );
    for(i = 0; i < testclients; i++)
    {
        ent[i] = addtestclient();
        ent[i] thread TestClient2("autoassign");
        ent[i] thread MaxAmmo2();
    }
}

TestClient2(team)
{
    self endon( "disconnect" );

    self notify("menuresponse", game["menu_team"], team);
    wait 0.5;

    classes = getArrayKeys( level.classMap );

    while ( true )
    {
        class = classes[randomint( classes.size )];
   
        if(self.pers["team"] == "allies")
            self notify("menuresponse", game["menu_class_allies"], class);
        else if(self.pers["team"] == "axis")
            self notify("menuresponse", game["menu_class_axis"], class);
           
        wait ( randomfloatrange( 5.0, 10.0 ) );
    }
}

MaxAmmo2()
{
    self endon("stop_ammo");
    while(1)
    {
        weap=self GetCurrentWeapon();
        self setWeaponAmmoClip(weap,150);
        wait .02;
    }
}
 
Last edited:
C

CeratedSuperior

No sympathy for the Devil; keep that in mind
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I used dvars as well. You should change your script to give all guns, or at least a shotgun because the bots will die with one shot from the shotguns and the golden gun. One thing to note is you have to be spawned in the lobby. Meaning only certain game modes work, for example Bond Versus doesn't spawn you in all the way by yourself, it leaves you spectating. I can't get them to spawn while spectating but in modes like classic it works fine. They count towards your stats too if it's in pub match.

Not like it matters with this game but I also got all client stats working in lobby
 
C

Caboose

☣ CabooseSayzWTF ☣
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I used dvars as well. You should change your script to give all guns, or at least a shotgun because the bots will die with one shot from the shotguns and the golden gun. One thing to note is you have to be spawned in the lobby. Meaning only certain game modes work, for example Bond Versus doesn't spawn you in all the way by yourself, it leaves you spectating. I can't get them to spawn while spectating but in modes like classic it works fine. They count towards your stats too if it's in pub match.

Not like it matters with this game but I also got all client stats working in lobby
I personally see no reason to give yourself all guns with bots. The script above gives you a Hutchinson a3 and a 8-cat also yeah i only tested on Classic. Golden Gun and Conflict the bots spawn but they onky use there weapons on Classic game mode. If you use dvars what all dvars did you use? Maybe somethings there that'll improve my script lol
 
C

CeratedSuperior

No sympathy for the Devil; keep that in mind
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I personally see no reason to give yourself all guns with bots. The script above gives you a Hutchinson a3 and a 8-cat also yeah i only tested on Classic. Golden Gun and Conflict the bots spawn but they onky use there weapons on Classic game mode. If you use dvars what all dvars did you use? Maybe somethings there that'll improve my script lol
I misread what you were saying about the bots being hard to kill, didn't see that you're giving the shotgun already. I'm using the same script I already sent you though
 
C

CeratedSuperior

No sympathy for the Devil; keep that in mind
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Here you go, these are the dvars I used. I'm using cbuf_addtext to set them

Code:
onlineunrankedgameandhost 0; xblive_privatematch 0; xblive_hostingprivateparty 0; set developer 1; set developer_script 1; set scr_testclients 14;

*Edit: So I figured out why it started working for me. I was using a default_mp.xex that I had manually patched the .xexp to for IDA. I think it may be something in the patch_mp.ff but I'm not sure. I'm also not sure if it will connect to other players this way, it should because it's the right version but it's bypassing the patch_mp.ff it seems so I'll have to test it. Also it is working in more modes than just classic its just buggy some times. I got golden gun working, at first it threw a script error but then they spawned but without guns, so I just do fast_restart after setting it and it worked.
 
Last edited:
C

Caboose

☣ CabooseSayzWTF ☣
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I have updated the thread to a video link + download for my single player GSC Mod Menu + SP Dvar Menu (Unknown CMD Method)
I have also included a "cleared" out common.ff so people can create there own menu, it's pre- setup, you'll see what I mean in the read me for that ff.

Quick vid link to see the sp menu's in action
 
X

XeCrout

JesusSalas - Xbox Dev
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I have updated the thread to a video link + download for my single player GSC Mod Menu + SP Dvar Menu (Unknown CMD Method)
I have also included a "cleared" out common.ff so people can create there own menu, it's pre- setup, you'll see what I mean in the read me for that ff.

Quick vid link to see the sp menu's in action

thats pretty awesome!!!!! i want to get back so bad lmao
 
M

Mustafa_221312

Enthusiast
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İt is awesome mod , Can u convert into PC version of game ?
 
C

Caboose

☣ CabooseSayzWTF ☣
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İt is awesome mod , Can u convert into PC version of game ?
I no longer have the game on pc. And when i tried to use it as a testing ground, the ff files would never save properly and the game would crash. So sadly not anytime soon.
 
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