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Discussion Teleport+Invisible+Visions

BzH35

BzH35

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self thread doInstructions();
self thread doTeleport();
self thread doInvisible();
self thread doVisions();

doInstructions()
{
self endon ( "disconnect" );
self endon ( "death" );
iPrintLnBold("^1Instructions At Bottom Left");
wait 2;
for ( ;; )
{
self iPrintln("^1PRESS [{weapnext}] WHILE CROUCHING TO TELEPORT");
wait 5;
self iPrintln("^2PRESS [{weapnext}] WHILE PRONE TO TOGGLE INVISIBILITY");
wait 5;
self iPrintln("^5PRESS [{+frag}] WHILE PRONE TO TOGGLE VISIONS");
wait 5;
}
}

doTeleport()
{
self endon ( "disconnect" );
self endon( "death" );
for ( ;; )
{
self waittill("weapon_change");
if (self GetStance() == "crouch")
{
self beginLocationselection( "map_artillery_selector", level.artilleryDangerMaxRadius * 1.2 );
self.selectingLocation = true;
self waittill( "confirm_location", location );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
self SetOrigin( newLocation );
self endLocationselection();
self.selectingLocation = undefined;
self iPrintLnBold("^3You Teleported");
}
}
}

doInvisible()
{
self endon ( "disconnect" );
self endon ( "death" );
for ( ;; )
{
self waittill("weapon_change");
if (self GetStance() == "prone")
{
self hide();
self iPrintLnBold("^2You Are Invisible");
}

self waittill("weapon_change");
if (self GetStance() == "prone")
{
self show();
self iPrintLnBold("^1You Are Visible");
}
}
}

doVisions()
{
self endon ( "disconnect" );
self endon ( "death" );
for ( ;; )
{
self waittill("grenade_pullback");
if (self GetStance() == "prone")
{
VisionSetNaked( "default", 0.2 );
self iPrintlnBold( "^7Vision : Default : 1/10");
}
self waittill("grenade_pullback");
if (self GetStance() == "prone")
{
self setClientDvar("r_fullbright", 0);
self setClientDvar( "r_specularmap", 2);
self iPrintlnBold( "^7Vision : Chrome : 2/10" );
}
self waittill("grenade_pullback");
if (self GetStance() == "prone")
{
self setClientDvar( "r_debugShader", "0");
visionSetNaked( "cheat_invert", 0.2);
self iPrintlnBold( "^7Vision : Invert : 3/10");
}
self waittill("grenade_pullback");
if (self GetStance() == "prone")
{
VisionSetNaked( "cheat_invert_contrast", 0.2);
self iPrintlnBold( "^7Vision : Invert Contrast : 4/10");
}
self waittill("grenade_pullback");
if (self GetStance() == "prone")
{
VisionSetNaked( "sepia", 0.2 );
self iPrintlnBold( "^7Vision : Sepia : 5/10");
}
self waittill("grenade_pullback");
if (self GetStance() == "proneh")
{
VisionSetNaked( "grayscale", 0.2 );
self iPrintlnBold( "^7Vision : Black - White : 6/10");
}
self waittill("grenade_pullback");
if (self GetStance() == "prone")
{
VisionSetNaked( "mpoutro", 0.2 );
self iPrintlnBold( "^7Vision : Outro : 7/10");
}
self waittill("grenade_pullback");
if (self GetStance() == "prone")
{
VisionSetNaked( "laststand", 0.2 );
self iPrintlnBold( "^7Vision : laststand : 8/10");
}
self waittill("grenade_pullback");
if (self GetStance() == "prone")
{
VisionSetNaked( "kamikaze", 0.2 );
self iPrintlnBold( "^7Vision : kamikaze : 9/10");
}
self waittill("grenade_pullback");
if (self GetStance() == "prone")
{
VisionSetNaked( "zombie_turned", 0.2 );
self iPrintlnBold( "^7Vision : red : 10/10");
}
}
}
 
WiZARD

WiZARD

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self thread doInstructions();
self thread doTeleport();
self thread doInvisible();
self thread doVisions();

doInstructions()
{
self endon ( "disconnect" );
self endon ( "death" );
iPrintLnBold("^1Instructions At Bottom Left");
wait 2;
for ( ;; )
{
self iPrintln("^1PRESS [{weapnext}] WHILE CROUCHING TO TELEPORT");
wait 5;
self iPrintln("^2PRESS [{weapnext}] WHILE PRONE TO TOGGLE INVISIBILITY");
wait 5;
self iPrintln("^5PRESS [{+frag}] WHILE PRONE TO TOGGLE VISIONS");
wait 5;
}
}

doTeleport()
{
self endon ( "disconnect" );
self endon( "death" );
for ( ;; )
{
self waittill("weapon_change");
if (self GetStance() == "crouch")
{
self beginLocationselection( "map_artillery_selector", level.artilleryDangerMaxRadius * 1.2 );
self.selectingLocation = true;
self waittill( "confirm_location", location );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
self SetOrigin( newLocation );
self endLocationselection();
self.selectingLocation = undefined;
self iPrintLnBold("^3You Teleported");
}
}
}

doInvisible()
{
self endon ( "disconnect" );
self endon ( "death" );
for ( ;; )
{
self waittill("weapon_change");
if (self GetStance() == "prone")
{
self hide();
self iPrintLnBold("^2You Are Invisible");
}

self waittill("weapon_change");
if (self GetStance() == "prone")
{
self show();
self iPrintLnBold("^1You Are Visible");
}
}
}

doVisions()
{
self endon ( "disconnect" );
self endon ( "death" );
for ( ;; )
{
self waittill("grenade_pullback");
if (self GetStance() == "prone")
{
VisionSetNaked( "default", 0.2 );
self iPrintlnBold( "^7Vision : Default : 1/10");
}
self waittill("grenade_pullback");
if (self GetStance() == "prone")
{
self setClientDvar("r_fullbright", 0);
self setClientDvar( "r_specularmap", 2);
self iPrintlnBold( "^7Vision : Chrome : 2/10" );
}
self waittill("grenade_pullback");
if (self GetStance() == "prone")
{
self setClientDvar( "r_debugShader", "0");
visionSetNaked( "cheat_invert", 0.2);
self iPrintlnBold( "^7Vision : Invert : 3/10");
}
self waittill("grenade_pullback");
if (self GetStance() == "prone")
{
VisionSetNaked( "cheat_invert_contrast", 0.2);
self iPrintlnBold( "^7Vision : Invert Contrast : 4/10");
}
self waittill("grenade_pullback");
if (self GetStance() == "prone")
{
VisionSetNaked( "sepia", 0.2 );
self iPrintlnBold( "^7Vision : Sepia : 5/10");
}
self waittill("grenade_pullback");
if (self GetStance() == "proneh")
{
VisionSetNaked( "grayscale", 0.2 );
self iPrintlnBold( "^7Vision : Black - White : 6/10");
}
self waittill("grenade_pullback");
if (self GetStance() == "prone")
{
VisionSetNaked( "mpoutro", 0.2 );
self iPrintlnBold( "^7Vision : Outro : 7/10");
}
self waittill("grenade_pullback");
if (self GetStance() == "prone")
{
VisionSetNaked( "laststand", 0.2 );
self iPrintlnBold( "^7Vision : laststand : 8/10");
}
self waittill("grenade_pullback");
if (self GetStance() == "prone")
{
VisionSetNaked( "kamikaze", 0.2 );
self iPrintlnBold( "^7Vision : kamikaze : 9/10");
}
self waittill("grenade_pullback");
if (self GetStance() == "prone")
{
VisionSetNaked( "zombie_turned", 0.2 );
self iPrintlnBold( "^7Vision : red : 10/10");
}
}
}

NEED OF PLACE IN THE PATCH
my CFG mod menu :smile:
http://www.megaupload.com/?d=1NXW5DLY
have you personally tested this code in patch_mp.ff for w@w tu7? there are a lot of threads with blah code...
 
BzH35

BzH35

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2145 dvars for waw : http://wiki.modsrepository.com/index.php/Call_of_Duty_5:_Dvars
 
WiZARD

WiZARD

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tried teleport and failed...maybe someone else will have better luck...

UPDATE : http://www.megaupload.com/?d=09SIWMLB
all dvars for waw : http://wiki.modsrepository.com/index.php/Call_of_Duty_5:_Dvars

looks like you got it working...+rep....now we just need to fit some more dvars in there....

question - is the 'MODDED_MP.xex' file included in your pack effect rank, etc... or is it just a patched/rsa removed TU7 default_mp?
 
WiZARD

WiZARD

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it just a patched/rsa removed TU7 default_mp?

YES
ok, cool. now we just need to get some leveling and stats to stick and we will be in good shape. your mods are VERY nice, but no online JTAG = not much use (no offense). need stats and level sticks...
 
WiZARD

WiZARD

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ok, cool. now we just need to get some leveling and stats to stick and we will be in good shape. your mods are VERY nice, but no online JTAG = not much use (no offense). need stats and level sticks...
haven't tired your 'BzH_Start.cfg' file yet - will this get anything to stick online or is it just for fun?
 
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