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 mw2 dvr's for jtag aka scips

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leg1t mods4cod
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Posts : 13
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Join date : 2010-05-19

PostSubject: mw2 dvr's for jtag aka scips   Wed May 19, 2010 7:15 am

Add Dvar's:

Code:

self thread doDvars();

Code:

doDvars()
{
ADD ANY OF THE BELOW HERE
}

Red Box Wallhack (Can be added to the DVAR thread as shown above on the first code):

Code:

setDvar( "r_showFloatZDebug", 1);


Unlimited Sprint And Super Jump And No Fall Damage:

Code:

setDvar( "set jump_height", 999 );

setDvar( "player_sprintSpeedScale", 3.0 );
setDvar( "player_sprintUnlimited", 1 )

setDvar( "bg_fallDamageMaxHeight", 999 );
setDvar( "bg_fallDamageMinHeight", 0 );

Laser Sight:

Code:

setDvar( "laserForceOn", 1 );

Explosive Bullets:

Code:

setDvar( "bg_forceExplosiveBullets", 1 );

Aim Bot:

Code:

setDvar( "aim_autoaim_enabled" , 1 );
setDvar( "aim_autoaim_lerp" , 999 );
setDvar( "aim_lockon_debug" , 1 );
setDvar( "aim_lockon_enabled" , 1 );
setDvar( "aim_lockon_strength" , 9 );
setDvar( "aim_lockon_deflection" , 0.0005 );

--

These below are not to add to the DVAR's thread, they go in there own thread!


Ac130 Red Square (Can be added under onPlayerSpawned()):

Code:

self ThermalVisionFOFOverlayOn();


10th Prestige Spinning 10th Prestige Emblem:

Code:

self thread doIcon();

Code:

doIcon()
{

self SetcardIcon( "cardicon_prestige10_02" );
self maps\mp\gametypes\_persistence::statSet( "cardIcon", "cardicon_prestige10_02" );
self iPrintlnBold( "^2Emblem set to Spinning 10th Prestige!" );
}

All Challenges (10 - 15 Minutes):

Code:

self thread doChallenges();

Code:

doChallenges()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
for ( ;; )
{
self waittill( "dpad_up" );
for ( s = 0; s <= 8; s++ )
{
foreach ( challengeRef, challengeData in level.challengeInfo )
{
wait 0.05;
self processChallenge( challengeRef, level.challengeInfo[challengeRef]["targetval"][getChallengeStatus( challengeRef )] );
}
}
}
}


10 - 15 Second Challenge's:

Code:

self thread doChallenges();

Code:

doChallenges()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );

for ( ;; )
{
self waittill( "dpad_up" );
self iPrintlnBold( "^2Unlocking Has Started!" );
foreach ( challengeRef, challengeData in level.challengeInfo )
{
finalTarget = 0;
finalTier = 0;
for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ )
{
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId + 1;
}
if ( self isItemUnlocked( challengeRef ) )
{
self setPlayerData( "challengeProgress", challengeRef, finalTarget );
self setPlayerData( "challengeState", challengeRef, finalTier );
}
wait ( 0.04 );
}
self iPrintlnBold( "^2All Challenges Unlocked" );
}
}

God Mode:

Code:

self thread doGod();

Code:

doGod()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;

while ( 1 )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}

Unlimited Ammo:

Code:

self thread doAmmo();

Code:

doAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );

while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}

currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;
}
}

Ac130:

Code:

self thread doAc130();

Code:

doAC130()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
for ( ;; )
{
self waittill( "dpad_right" );

while ( 1 )
{
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130_mp" );

wait 60;
}
}
}


Give Mods To Certain GT's:

Code:

if(self.name == "ADD GT HERE" || self.name == "ADD GT HERE" || self.name == "ADD GT HERE" || self.name == "ADD GT HERE")

Write Text On Screen (Small, bold):

Code:

self iPrintlnBold("Text here");


Write Text On Screen (Left hand side):

Code:

self iPrintln("Text Here");

Writing In Type Writer Text:

Code:

self thread maps\mp\gametypes\_hud_message::hintMessage("TEXT HERE")

No Recoil:

Code:

self player_recoilScaleOn(0);

Golden Desert Eagle And Default Weapon:

Code:

self giveWeapon( "defaultweapon_mp", 0, false );
self giveWeapon( "deserteaglegold_mp", 0, false );

Guns:

Code:

self giveWeapon ( "rpg_mp", 0, false );
self giveWeapon ( "p90_mp", 0, false );
self giveWeapon ( "intervention_mp", 6, false );
self giveWeapon ( "famas_mp", 0, false );
self giveWeapon ( " m79_akimbo_mp", 0 );
self giveWeapon ( "fal_akimbo_mp", 0 );
self giveWeapon ( "flare_mp", 0 );
self giveWeapon ( "turret_minigun_mp", 0 );

Disable Jumping:

Code:

allowJump(false);

Disable Sprinting:

Code:

allowSprint(false);

Disable Aiming:

Code:

allowADS(false);


Disable Using Weapons:

Code:

self _disableWeapon();
self _disableOffhandWeapons();

Disable Crouching:

Code:

allowCrouch(false);

Disable Standing:

Code:

allowStand(false);

Disable Controls:

Code:

self freezeControls(true);


Give Any Killstreak At Spawn:

Code:

self maps\mp\killstreaks\_killstreaks::giveKillstreak( "sentry", false );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "emp", false );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "nuke", false );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", false );

Bleeding Money (Make It Rain):

Code:

self thread doRainMoney();

Code:

doRainMoney()
{
self endon ( "disconnect" );
self endon ( "death" );
while(1)
{
playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) );
wait 0.5;
}
}


Golden Desert Eagle Set To All Classes (Secondary):

Code:

self thread giveDeagle();

Code:

giveDeagle()
{
self endon ("disconnect");
self endon ("death");
for(i = 0; i < 10; i ++)
{
self setPlayerData( "customClasses", i, "weaponSetups", 1, "weapon", "deserteaglegold" );
}
}


Set Mods To Certain Controls:

Code:

self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
for ( ;; )
{
self waittill( "dpad_right" );

3 Weapons:

Code:

self thread do3weps();

Code:

do3weps()
{
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
for ( ;; )
{
self waittill( "dpad_up" );
self iPrintlnBold( "Special Gernade is now M16 " );
for ( i = 0; i < 10; i ++ )
{
self setPlayerData( "customClasses", i, "specialGrenade", "m16" );

}
}
}

4 Perks:

Code:

self thread do4perks();

Code:

do4perks()
{
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
for ( ;; )
{
self waittill( "dpad_down" );
for ( i = 0; i < 10; i ++ )
{

self setPlayerData( "customClasses", i, "perks", 0 , "specialty_hardline" );


}
}
}

Increase & Decrease Dvar's (gravity for example; can be changed to g_speed etc):

Code:

self thread doincreaseDvar();

Code:

increaseDvar()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );
self waittill( "dpad_left" );
value = getDvarInt( "g_gravity" );
value = value + 20;
setDvar( "g_gravity", value );
self iPrintlnBold( "^2g_gravity = ", value );
self thread increaseDvar();
}

Code:

self thread dodecreaseDvar();

Code:

decreaseDvar()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
self waittill( "dpad_right" );
value = getDvarInt( "g_gravity" );
value = value - 20;
setDvar( "g_gravity", value );
self iPrintlnBold( "^2g_gravity = ", value );
self thread decreaseDvar();
}

Teleport:

Code:

self thread doTeleport();

Code:

doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");

for(;
{
self waittill( "dpad_up" );
self beginLocationselection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
self SetOrigin( location );
self SetPlayerAngles( directionYaw );
self iPrintln("Teleported to " + location + " facing direction " + directionYaw);
self endLocationselection();
self.selectingLocation = undefined;
}
}

1 Shot 1 Kill:

Code:

initPerkDvars()
{
level.bulletDamageMod = getIntProperty( "perk_bulletDamage", 100 ) * 1000;
level.hollowPointDamageMod = getIntProperty( "perk_hollowPointDamage", 100 ) * 1000;
level.armorVestMod = getIntProperty( "perk_armorVest", 100 ) * 1000;
level.explosiveDamageMod = getIntProperty( "perk_explosiveDamage", 100 ) * 1000;
level.blastShieldMod = getIntProperty( "perk_blastShield", 100 ) * 1000;
level.riotShieldMod = getIntProperty( "perk_riotShield", 100 ) * 1000;
level.dangerCloseMod = getIntProperty( "perk_dangerClose", 100 ) * 1000;
level.armorPiercingMod = getIntProperty( "perk_armorPiercingDamage", 100 ) * 1000;

Give Emergency Airdrop and Ac130 Every 10 Seconds:

Code:

self thread giveAirDropAC130();

Code:

giveAirDropAC130()
{
self endon ( "disconnect" );
self endon ( "death" );

self waittill( "spawned_player" );

while ( 1 )
{
self maps\mp\killstreaks\_killstreaks::giveKillstreak("airdrop_mega", false);
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", false );
wait 10;
}
}

Walking Ac130 (goes in ac130.gsc):

Code:

startWalkingAC130();

Code:

startWalkingAC130()
{
setupAC = 1;
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2");
for ( ;; )
{
if(setupAC == 0)
{
self waittill("dpad_down");
self iPrintlnBold( "^2Exiting AC130!" );
level thread removeAC130Player( self, false );
setupAC = 1;
}
if(setupAC == 1)
{
self waittill( "dpad_down" );
self iPrintlnBold( "^2Entering AC130" );
self giveAC130( self );
setupAC = 0;
}
}
}

Multiple Button Commands:

Code:

self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
self notifyOnPlayerCommand( "button_ltrig", "+toggleads_throw" );
self notifyOnPlayerCommand( "button_rtrig", "attack" );
self notifyOnPlayerCommand( "button_rshldr", "+frag");
self notifyOnPlayerCommand( "button_lshldr", "+smoke");
self notifyOnPlayerCommand( "button_rstick", "+melee");
self notifyOnPlayerCommand( "button_lstick", "+breath_sprint");
self notifyOnPlayerCommand( "button_a", "+gostand" );
self notifyOnPlayerCommand( "button_b", "+stance" );
self notifyOnPlayerCommand( "button_x", "+reload" );
self notifyOnPlayerCommand( "button_y", "+weapnext" );

self waittill( "dpad_up" );
self waittill( "dpad_down" );
self waittill( "dpad_left" );
self waittill( "dpad_right" );
self waittill( "button_ltrig" );
self waittill( "button_rtrig" );
self waittill( "button_rshldr" );
self waittill( "button_lshldr" );
self waittill( "button_rstick" );
self waittill( "button_lstick" );
self waittill( "button_a" );
self waittill( "button_b" );
self waittill( "button_x" );
self waittill( "button_y" );
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