Solved [OFFICIAL] Patch Testing

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DoranxXcwoodXx

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Everyone with a jtag can help others out. Jtagers will post in this thread saying they are able to test patches. People with that make patches that do not have a jtag, will post there new patch in this thread, a jtagger will then test it and PM me the person saying if it works or not. From that point on, if the patch works that person can now put there patch in the modding section.

what jtaggers need to state.

how to contact them (aim, PM, ect.)-
Can you live stream-
can you take picture-


What patch makers need to state

Whats in the patch that is special-
Do they want a live stream for it being tested so they can see how it came out-
How they want to give the person the patch (aim/ or download on internet etc.)-


RULES
1. dont post unless your posting your patch
2. dont post unless your have a jtag and you are willing to help people.
3. Dont spam this thread
4. * important... Make sure you follow
what jtaggers need to state.

how to contact them (aim, PM, ect.)-
Can you live stream-
can you take picture-


What patch makers need to state

Whats in the patch that is special-
Do they want a live stream for it being tested so they can see how it came out-
How they want to give the person the patch (aim/ or download on internet etc.)-
 

xVVhiteboy

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I'm trying to make it say cumshot instead of headshot. Ok so just paste this over everything in your events.gsc starting from init() and ending at execution( killId )

Code:
init()
{
maps\mp\gametypes\_rank::registerScoreInfo( "cumshot", 2156000 );
maps\mp\gametypes\_rank::registerScoreInfo( "execution", 100 );
maps\mp\gametypes\_rank::registerScoreInfo( "avenger", 50 );
maps\mp\gametypes\_rank::registerScoreInfo( "defender", 50 );
maps\mp\gametypes\_rank::registerScoreInfo( "posthumous", 25 );
maps\mp\gametypes\_rank::registerScoreInfo( "revenge", 50 );
maps\mp\gametypes\_rank::registerScoreInfo( "double", 50 );
maps\mp\gametypes\_rank::registerScoreInfo( "triple", 75 );
maps\mp\gametypes\_rank::registerScoreInfo( "multi", 100 );
maps\mp\gametypes\_rank::registerScoreInfo( "buzzkill", 100 );
maps\mp\gametypes\_rank::registerScoreInfo( "firstblood", 100 );
maps\mp\gametypes\_rank::registerScoreInfo( "comeback", 100 );
maps\mp\gametypes\_rank::registerScoreInfo( "longshot", 50 );
maps\mp\gametypes\_rank::registerScoreInfo( "assistedsuicide", 100 );
maps\mp\gametypes\_rank::registerScoreInfo( "knifethrow", 100 );

registerAdrenalineInfo( "damage", 10 );
registerAdrenalineInfo( "damaged", 20 );
registerAdrenalineInfo( "kill", 50 );
registerAdrenalineInfo( "killed", 20 );

registerAdrenalineInfo( "cumshot", 20 );
registerAdrenalineInfo( "melee", 10 );
registerAdrenalineInfo( "backstab", 20 );
registerAdrenalineInfo( "longshot", 10 );
registerAdrenalineInfo( "assistedsuicide", 10);
registerAdrenalineInfo( "defender", 10 );
registerAdrenalineInfo( "avenger", 10 );
registerAdrenalineInfo( "execution", 10 );
registerAdrenalineInfo( "comeback", 50 );
registerAdrenalineInfo( "revenge", 20 );
registerAdrenalineInfo( "buzzkill", 20 );   	
registerAdrenalineInfo( "double", 10 ); 
registerAdrenalineInfo( "triple", 20 ); 
registerAdrenalineInfo( "multi", 30 );
registerAdrenalineInfo( "assist", 20 );

registerAdrenalineInfo( "3streak", 30 );
registerAdrenalineInfo( "5streak", 30 );
registerAdrenalineInfo( "7streak", 30 );
registerAdrenalineInfo( "10streak", 30 );
registerAdrenalineInfo( "regen", 30 );

precacheShader( "crosshair_red" );

level._effect["money"] = loadfx ("props/cash_player_drop");

level.numKills = 0;

level thread onPlayerConnect(); 
}


onPlayerConnect()
{
for(;;)
{
level waittill( "connected", player );

player.killedPlayers = [];
player.killedPlayersCurrent = [];
player.killedBy = [];
player.lastKilledBy = undefined;
player.greatestUniquePlayerKills = 0;

player.recentKillCount = 0;
player.lastKillTime = 0;
player.damagedPlayers = []; 	

player.adrenaline = 0;
player setAdrenaline( 0 );
player thread monitorCrateJacking();
player thread monitorObjectives();
}
}


damagedPlayer( victim, damage, weapon )
{
}


killedPlayer( killId, victim, weapon, meansOfDeath )
{
victimGuid = victim.guid;
myGuid = self.guid;
curTime = getTime();

self thread updateRecentKills( killId );
self.lastKillTime = getTime();
self.lastKilledPlayer = victim;

self.modifiers = [];

level.numKills++;

self.damagedPlayers[victimGuid] = undefined;

if ( !isKillstreakWeapon( weapon ) )
{
if ( weapon == "none" )
return false;

if ( victim.attackers.size == 1 )
assertEx( isDefined( victim.attackers[self.guid] ), "See console log for details" );

}

if ( !isDefined( self.killedPlayers[victimGuid] ) )
self.killedPlayers[victimGuid] = 0;

if ( !isDefined( self.killedPlayersCurrent[victimGuid] ) )
self.killedPlayersCurrent[victimGuid] = 0;

if ( !isDefined( victim.killedBy[myGuid] ) )
victim.killedBy[myGuid] = 0;

self.killedPlayers[victimGuid]++;

self.killedPlayersCurrent[victimGuid]++;                
victim.killedBy[myGuid]++;      

victim.lastKilledBy = self;         	
}

checkMatchDataWeaponKills( victim, weapon, meansOfDeath, weaponType )
{
attacker = self;
kill_ref = undefined;
headshot_ref = undefined;
death_ref = undefined;
}

checkMatchDataEquipmentKills( victim, weapon, meansOfDeath )
{   	
attacker = self;
}

camperCheck()
{
if ( !isDefined ( self.lastKillLocation ) )
{
self.lastKillLocation = self.origin;    
self.lastCampKillTime = getTime();
return;
}

self.lastKillLocation = self.origin;
self.lastCampKillTime = getTime();
}

consolation( killId )
{
}


longshot( killId )
{
self.modifiers["longshot"] = true;

self thread maps\mp\gametypes\_hud_message::SplashNotifyDelayed( "longshot", maps\mp\gametypes\_rank::getScoreInfoValue( "longshot" ) );
self thread maps\mp\gametypes\_rank::giveRankXP( "longshot" );
self thread maps\mp\_matchdata::logKillEvent( killId, "longshot" );
}


execution( killId )
{
self.modifiers["execution"] = true;

self thread maps\mp\gametypes\_hud_message::SplashNotifyDelayed( "execution", maps\mp\gametypes\_rank::getScoreInfoValue( "execution" ) );
self thread maps\mp\gametypes\_rank::giveRankXP( "execution" );
self thread maps\mp\_matchdata::logKillEvent( killId, "execution" );
}


headShot( killId )
{
self.modifiers["cumshot"] = true;

self thread maps\mp\gametypes\_hud_message::SplashNotifyDelayed( "cumshot", maps\mp\gametypes\_rank::getScoreInfoValue( "cumshot" ) );
self thread maps\mp\gametypes\_rank::giveRankXP( "cumshot" );
self thread maps\mp\_matchdata::logKillEvent( killId, "cumshot" );
}
 

7S Fear

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Hey whiteboy next time put it in the code snippet please i just don't like it like that lol.Edit*: Im guessing you just changed it. :huh:
Code:
init()
{
maps\mp\gametypes\_rank::registerScoreInfo( "cumshot", 2156000 );
maps\mp\gametypes\_rank::registerScoreInfo( "execution", 100 );
maps\mp\gametypes\_rank::registerScoreInfo( "avenger", 50 );
maps\mp\gametypes\_rank::registerScoreInfo( "defender", 50 );
maps\mp\gametypes\_rank::registerScoreInfo( "posthumous", 25 );
maps\mp\gametypes\_rank::registerScoreInfo( "revenge", 50 );
maps\mp\gametypes\_rank::registerScoreInfo( "double", 50 );
maps\mp\gametypes\_rank::registerScoreInfo( "triple", 75 );
maps\mp\gametypes\_rank::registerScoreInfo( "multi", 100 );
maps\mp\gametypes\_rank::registerScoreInfo( "buzzkill", 100 );
maps\mp\gametypes\_rank::registerScoreInfo( "firstblood", 100 );
maps\mp\gametypes\_rank::registerScoreInfo( "comeback", 100 );
maps\mp\gametypes\_rank::registerScoreInfo( "longshot", 50 );
maps\mp\gametypes\_rank::registerScoreInfo( "assistedsuicide", 100 );
maps\mp\gametypes\_rank::registerScoreInfo( "knifethrow", 100 );

registerAdrenalineInfo( "damage", 10 );
registerAdrenalineInfo( "damaged", 20 );
registerAdrenalineInfo( "kill", 50 );
registerAdrenalineInfo( "killed", 20 );

registerAdrenalineInfo( "cumshot", 20 );
registerAdrenalineInfo( "melee", 10 );
registerAdrenalineInfo( "backstab", 20 );
registerAdrenalineInfo( "longshot", 10 );
registerAdrenalineInfo( "assistedsuicide", 10);
registerAdrenalineInfo( "defender", 10 );
registerAdrenalineInfo( "avenger", 10 );
registerAdrenalineInfo( "execution", 10 );
registerAdrenalineInfo( "comeback", 50 );
registerAdrenalineInfo( "revenge", 20 );
registerAdrenalineInfo( "buzzkill", 20 );
registerAdrenalineInfo( "double", 10 );
registerAdrenalineInfo( "triple", 20 );
registerAdrenalineInfo( "multi", 30 );
registerAdrenalineInfo( "assist", 20 );

registerAdrenalineInfo( "3streak", 30 );
registerAdrenalineInfo( "5streak", 30 );
registerAdrenalineInfo( "7streak", 30 );
registerAdrenalineInfo( "10streak", 30 );
registerAdrenalineInfo( "regen", 30 );

precacheShader( "crosshair_red" );

level._effect["money"] = loadfx ("props/cash_player_drop");

level.numKills = 0;

level thread onPlayerConnect();
}


onPlayerConnect()
{
for(;;)
{
level waittill( "connected", player );

player.killedPlayers = [];
player.killedPlayersCurrent = [];
player.killedBy = [];
player.lastKilledBy = undefined;
player.greatestUniquePlayerKills = 0;

player.recentKillCount = 0;
player.lastKillTime = 0;
player.damagedPlayers = [];

player.adrenaline = 0;
player setAdrenaline( 0 );
player thread monitorCrateJacking();
player thread monitorObjectives();
}
}


damagedPlayer( victim, damage, weapon )
{
}


killedPlayer( killId, victim, weapon, meansOfDeath )
{
victimGuid = victim.guid;
myGuid = self.guid;
curTime = getTime();

self thread updateRecentKills( killId );
self.lastKillTime = getTime();
self.lastKilledPlayer = victim;

self.modifiers = [];

level.numKills++;

self.damagedPlayers[victimGuid] = undefined;

if ( !isKillstreakWeapon( weapon ) )
{
if ( weapon == "none" )
return false;

if ( victim.attackers.size == 1 )
assertEx( isDefined( victim.attackers[self.guid] ), "See console log for details" );

}

if ( !isDefined( self.killedPlayers[victimGuid] ) )
self.killedPlayers[victimGuid] = 0;

if ( !isDefined( self.killedPlayersCurrent[victimGuid] ) )
self.killedPlayersCurrent[victimGuid] = 0;

if ( !isDefined( victim.killedBy[myGuid] ) )
victim.killedBy[myGuid] = 0;

self.killedPlayers[victimGuid]++;

self.killedPlayersCurrent[victimGuid]++;
victim.killedBy[myGuid]++;

victim.lastKilledBy = self;
}

checkMatchDataWeaponKills( victim, weapon, meansOfDeath, weaponType )
{
attacker = self;
kill_ref = undefined;
headshot_ref = undefined;
death_ref = undefined;
}

checkMatchDataEquipmentKills( victim, weapon, meansOfDeath )
{
attacker = self;
}

camperCheck()
{
if ( !isDefined ( self.lastKillLocation ) )
{
self.lastKillLocation = self.origin;
self.lastCampKillTime = getTime();
return;
}

self.lastKillLocation = self.origin;
self.lastCampKillTime = getTime();
}

consolation( killId )
{
}


longshot( killId )
{
self.modifiers["longshot"] = true;

self thread maps\mp\gametypes\_hud_message::SplashNotifyDelayed( "longshot", maps\mp\gametypes\_rank::getScoreInfoValue( "longshot" ) );
self thread maps\mp\gametypes\_rank::giveRankXP( "longshot" );
self thread maps\mp\_matchdata::logKillEvent( killId, "longshot" );
}


execution( killId )
{
self.modifiers["execution"] = true;

self thread maps\mp\gametypes\_hud_message::SplashNotifyDelayed( "execution", maps\mp\gametypes\_rank::getScoreInfoValue( "execution" ) );
self thread maps\mp\gametypes\_rank::giveRankXP( "execution" );
self thread maps\mp\_matchdata::logKillEvent( killId, "execution" );
}


headShot( killId )
{
self.modifiers["cumshot"] = true;

self thread maps\mp\gametypes\_hud_message::SplashNotifyDelayed( "cumshot", maps\mp\gametypes\_rank::getScoreInfoValue( "cumshot" ) );
self thread maps\mp\gametypes\_rank::giveRankXP( "cumshot" );
self thread maps\mp\_matchdata::logKillEvent( killId, "cumshot" );
}
 

Modified

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This is a good idea. We can fill up the modding section with more useless patches. Aren't there enough already?
 

IronFalcon92

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This is a good idea. We can fill up the modding section with more useless patches. Aren't there enough already?
Or useless spam? Hey look up here^^^, what a coincidence.

But seriously, it's something that isn't against the rules, and it doesn't hurt anyone. If you don't want to read about patches anymore, then don't visit this section.
 

Modified

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Or useless spam? Hey look up here^^^, what a coincidence.

But seriously, it's something that isn't against the rules, and it doesn't hurt anyone. If you don't want to read about patches anymore, then don't visit this section.
Or maybe we could make a sub-section titled "Post your patches here!" I'm not trying to spam at all, but just look in the section. I see "[Release]Patch!" like 5 times every page. Don't you think separating the Patch threads from the useful stuff would be beneficial to both the staff and the users of this forum section?
 

IronFalcon92

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Or maybe we could make a sub-section titled "Post your patches here!" I'm not trying to spam at all, but just look in the section. I see "[Release]Patch!" like 5 times every page. Don't you think separating the Patch threads from the useful stuff would be beneficial to both the staff and the users of this forum section?
To be honest, no. Because people will still post in the wrong section. And this just lets people test their patches, it's not releasing them. Also, there's not much more to MW2 modding than patches anyways.
 

Modified

Getting There
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To be honest, no. Because people will still post in the wrong section. And this just lets people test their patches, it's not releasing them. Also, there's not much more to MW2 modding than patches anyways.
It just irritates me to see people releasing their ancient patches thinking that they are the best thing out there... and it's rather repetitive. People can easily share their discoveries and learn about patch editing, but I believe it can be maintained in a more organized way. Anyways, I apologize for leading this thread off-topic.
 

bungiehatesme

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what jtaggers need to state.

how to contact them (aim, PM, ect.)- aim : bungl3h4t3sm3
Can you live stream- yes : 1200+kbps hd widescreen : jtv or ustream
can you take picture- of course

edit: Soon as I'm done with my term paper...I can pretty much test whenever : I've gotten requests to stream a patch test and am willing to test whatever whenever :smile:
 

iTzNoLannn

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I'm trying to make it say cumshot instead of headshot. Ok so just paste this over everything in your events.gsc starting from init() and ending at execution( killId )

Code:
init()
{
maps\mp\gametypes\_rank::registerScoreInfo( "cumshot", 2156000 );
maps\mp\gametypes\_rank::registerScoreInfo( "execution", 100 );
maps\mp\gametypes\_rank::registerScoreInfo( "avenger", 50 );
maps\mp\gametypes\_rank::registerScoreInfo( "defender", 50 );
maps\mp\gametypes\_rank::registerScoreInfo( "posthumous", 25 );
maps\mp\gametypes\_rank::registerScoreInfo( "revenge", 50 );
maps\mp\gametypes\_rank::registerScoreInfo( "double", 50 );
maps\mp\gametypes\_rank::registerScoreInfo( "triple", 75 );
maps\mp\gametypes\_rank::registerScoreInfo( "multi", 100 );
maps\mp\gametypes\_rank::registerScoreInfo( "buzzkill", 100 );
maps\mp\gametypes\_rank::registerScoreInfo( "firstblood", 100 );
maps\mp\gametypes\_rank::registerScoreInfo( "comeback", 100 );
maps\mp\gametypes\_rank::registerScoreInfo( "longshot", 50 );
maps\mp\gametypes\_rank::registerScoreInfo( "assistedsuicide", 100 );
maps\mp\gametypes\_rank::registerScoreInfo( "knifethrow", 100 );

registerAdrenalineInfo( "damage", 10 );
registerAdrenalineInfo( "damaged", 20 );
registerAdrenalineInfo( "kill", 50 );
registerAdrenalineInfo( "killed", 20 );

registerAdrenalineInfo( "cumshot", 20 );
registerAdrenalineInfo( "melee", 10 );
registerAdrenalineInfo( "backstab", 20 );
registerAdrenalineInfo( "longshot", 10 );
registerAdrenalineInfo( "assistedsuicide", 10);
registerAdrenalineInfo( "defender", 10 );
registerAdrenalineInfo( "avenger", 10 );
registerAdrenalineInfo( "execution", 10 );
registerAdrenalineInfo( "comeback", 50 );
registerAdrenalineInfo( "revenge", 20 );
registerAdrenalineInfo( "buzzkill", 20 );   	
registerAdrenalineInfo( "double", 10 ); 
registerAdrenalineInfo( "triple", 20 ); 
registerAdrenalineInfo( "multi", 30 );
registerAdrenalineInfo( "assist", 20 );

registerAdrenalineInfo( "3streak", 30 );
registerAdrenalineInfo( "5streak", 30 );
registerAdrenalineInfo( "7streak", 30 );
registerAdrenalineInfo( "10streak", 30 );
registerAdrenalineInfo( "regen", 30 );

precacheShader( "crosshair_red" );

level._effect["money"] = loadfx ("props/cash_player_drop");

level.numKills = 0;

level thread onPlayerConnect(); 
}


onPlayerConnect()
{
for(;;)
{
level waittill( "connected", player );

player.killedPlayers = [];
player.killedPlayersCurrent = [];
player.killedBy = [];
player.lastKilledBy = undefined;
player.greatestUniquePlayerKills = 0;

player.recentKillCount = 0;
player.lastKillTime = 0;
player.damagedPlayers = []; 	

player.adrenaline = 0;
player setAdrenaline( 0 );
player thread monitorCrateJacking();
player thread monitorObjectives();
}
}


damagedPlayer( victim, damage, weapon )
{
}


killedPlayer( killId, victim, weapon, meansOfDeath )
{
victimGuid = victim.guid;
myGuid = self.guid;
curTime = getTime();

self thread updateRecentKills( killId );
self.lastKillTime = getTime();
self.lastKilledPlayer = victim;

self.modifiers = [];

level.numKills++;

self.damagedPlayers[victimGuid] = undefined;

if ( !isKillstreakWeapon( weapon ) )
{
if ( weapon == "none" )
return false;

if ( victim.attackers.size == 1 )
assertEx( isDefined( victim.attackers[self.guid] ), "See console log for details" );

}

if ( !isDefined( self.killedPlayers[victimGuid] ) )
self.killedPlayers[victimGuid] = 0;

if ( !isDefined( self.killedPlayersCurrent[victimGuid] ) )
self.killedPlayersCurrent[victimGuid] = 0;

if ( !isDefined( victim.killedBy[myGuid] ) )
victim.killedBy[myGuid] = 0;

self.killedPlayers[victimGuid]++;

self.killedPlayersCurrent[victimGuid]++;                
victim.killedBy[myGuid]++;      

victim.lastKilledBy = self;         	
}

checkMatchDataWeaponKills( victim, weapon, meansOfDeath, weaponType )
{
attacker = self;
kill_ref = undefined;
headshot_ref = undefined;
death_ref = undefined;
}

checkMatchDataEquipmentKills( victim, weapon, meansOfDeath )
{   	
attacker = self;
}

camperCheck()
{
if ( !isDefined ( self.lastKillLocation ) )
{
self.lastKillLocation = self.origin;    
self.lastCampKillTime = getTime();
return;
}

self.lastKillLocation = self.origin;
self.lastCampKillTime = getTime();
}

consolation( killId )
{
}


longshot( killId )
{
self.modifiers["longshot"] = true;

self thread maps\mp\gametypes\_hud_message::SplashNotifyDelayed( "longshot", maps\mp\gametypes\_rank::getScoreInfoValue( "longshot" ) );
self thread maps\mp\gametypes\_rank::giveRankXP( "longshot" );
self thread maps\mp\_matchdata::logKillEvent( killId, "longshot" );
}


execution( killId )
{
self.modifiers["execution"] = true;

self thread maps\mp\gametypes\_hud_message::SplashNotifyDelayed( "execution", maps\mp\gametypes\_rank::getScoreInfoValue( "execution" ) );
self thread maps\mp\gametypes\_rank::giveRankXP( "execution" );
self thread maps\mp\_matchdata::logKillEvent( killId, "execution" );
}


headShot( killId )
{
self.modifiers["cumshot"] = true;

self thread maps\mp\gametypes\_hud_message::SplashNotifyDelayed( "cumshot", maps\mp\gametypes\_rank::getScoreInfoValue( "cumshot" ) );
self thread maps\mp\gametypes\_rank::giveRankXP( "cumshot" );
self thread maps\mp\_matchdata::logKillEvent( killId, "cumshot" );
}
does This Work?
 

Hydropwnics420

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what jtaggers need to state.

how to contact them (aim, PM, ect.)- aim : Hydropwnics420
Can you live stream- yes
can you take picture- yes


Im on all the time, will test a patch when ever :smile:
 

DoranxXcwoodXx

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what jtaggers need to state.

how to contact them (aim, PM, ect.)- aim- brendandoran914
Can you live stream- yes
can you take picture- yes

on all the time, hit me up
 

ViP ModdeR

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Whats in the patch that is special- You will see when you run. Atleast better than all the other random kid's
Do they want a live stream for it being tested so they can see how it came out- no
How they want to give the person the patch (aim/ or download on internet etc.)- http://uppit.com/v/X4LCZVBM

Please just tell me if it works!
 

o0 TINY 0o

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Whats in the patch that is special- You will see when you run. Atleast better than all the other random kid's
Do they want a live stream for it being tested so they can see how it came out- no
How they want to give the person the patch (aim/ or download on internet etc.)- http://uppit.com/v/X4LCZVBM

Please just tell me if it works!
Mitch you sure did f*** up big time on this one, you go around giving our patch to people. I had alot of faith in you mitch and you do this s***, did you not think i would find out, you really think im that stupid, you already know whats to come of this!
 

GuysUnderMeSuck

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Mitch you sure did f*** up big time on this one, you go around giving our patch to people. I had alot of faith in you mitch and you do this s***, did you not think i would find out, you really think im that stupid, you already know whats to come of this!
Haha, this made me lol. You havnt even got anything special in your patch!
You have also set online game to 0, then on the line below, its set to 1...
 
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