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<blockquote data-quote="DF_AUS" data-source="post: 13534" data-attributes="member: 2144"><p>Since this thread has been silent for sometime i decided to go ahead and bump with some new stuff,my code is sloppy,but stable,please no hate <img src="/styles/default/xenforo/smilies.emoji/people/smile.emoji.svg" class="smilie" loading="lazy" alt=":grinning:" title="Grinning :grinning:" data-shortname=":grinning:" /></p><p></p><p>Please leave credit if used,i may release more like my Tornado,windmill and others.</p><p></p><p>First,since Liam released the fake host migrate then TCM released the fake connection interrupted,i decided to release my Fake end game code,i still had more plans for this and may update the code in the near future.</p><p></p><p>[CODE]</p><p>Preache These Shaders: "faction_seals" "faction_pmc"</p><p>How to call: e.g. aO("LSM", "Fake End Game", ::FakeEndGame);</p><p></p><p>FakeEndGame()</p><p>{</p><p> self endon("disconnect");</p><p> self endon("FakeEndComplete");</p><p> </p><p> if(!self.FakeEndGame)</p><p> {</p><p> self.FakeEndGame = true;</p><p> foreach(player in level.players)</p><p> {</p><p> if(player isVerified())</p><p> player closeMenu(); // Closes all verified players menu // SET TO YOU'RE CLOSEMENU CODE</p><p> if (player isHost()){}</p><p> else</p><p> {</p><p> player freezecontrols(true); //Freezes all players</p><p> player.menuLocked = undefined; //Use you're lockmenu code to lock all verified players menu whilst code is enabled</p><p> }</p><p> }</p><p> wait 1;</p><p> self Spawn_Huds("server");</p><p> wait 2;</p><p> maps/mp/gametypes/_globallogic_audio::leaderdialog( "round_draw" );</p><p> wait 6;</p><p> foreach(player in level.players)</p><p> {</p><p> player freezecontrols(false); //Unfreezes all players</p><p> player.menuLocked = "Active"; //Unlock all verified players menu</p><p> }</p><p> foreach(hud in self.DF_AUS)</p><p> hud destroyElem();</p><p> self.FakeEndGame = false;</p><p> self notify("FakeEndComplete");</p><p> }</p><p> else</p><p> self iprintLn("^1Waittill Current Fake End Game Completes");</p><p>}</p><p> </p><p>Spawn_Huds(server)</p><p>{</p><p> self.DF_AUS["Draw"] = createHEGText( "CENTER", "CENTER", "default", 3.0, 0, -155, 1, 1, "DRAW", (0.04, 0.66, 0.89), server);</p><p> self.DF_AUS["Heg"] = createHEGText( "CENTER", "CENTER", "default", 2.0, 0, -125, 1, 1, "Host ended game", (1, 1, 1),server );</p><p> self.DF_AUS["Shader1"] = createHEGRectangle("CENTER","CENTER", -50, -53, 72, 75, (255,255,255), "faction_seals", 1, 1, server);</p><p> self.DF_AUS["Shader2"] = createHEGRectangle("CENTER","CENTER", 50, -53, 74, 75, (255,255,255), "faction_pmc", 1, 1, server);</p><p> self.DF_AUS["Score1"] = createHEGText( "CENTER", "CENTER", "default", 3.0, 50, 25, 1, 1, "0", (1, 1, 1), server);</p><p> self.DF_AUS["Score2"] = createHEGText( "CENTER", "CENTER", "default", 3.0, -50, 25, 1, 1, "0", (1, 1, 1), server);</p><p> self.DF_AUS["Draw"] setCOD7DecodeFX(80, 10000, 1000);</p><p>}</p><p></p><p>createHEGText( align, relative, font, fontScale, x, y, sort, alpha, text, color, server)</p><p>{</p><p> if(isDefined(server))</p><p> textElem = self createServerFontString( font, fontScale );</p><p> else</p><p> textElem = self createFontString( font, fontScale );</p><p> textElem setPoint( align, relative, x, y );</p><p> textElem.sort = sort;</p><p> textElem.alpha = alpha;</p><p> textElem.color = color;</p><p> textElem.hideWhenInMenu = true;</p><p> textElem.foreground = true;</p><p> if(self issplitscreen()) hud.x += 100;//make sure to change this when moving huds</p><p> level.result += 1;</p><p> textElem setText(text);</p><p> level notify("textset");</p><p> return textElem;</p><p>}</p><p></p><p>createHEGRectangle(align, relative, x, y, width, height, color, shader, sort, alpha, server)</p><p>{</p><p> if(isDefined(server))</p><p> hud = createServerIcon(shader, width, height);</p><p> else</p><p> hud = newClientHudElem(self);</p><p> hud.elemType = "bar";</p><p> hud.children = [];</p><p> hud.sort = sort;</p><p> hud.color = color;</p><p> hud.alpha = alpha;</p><p> hud.hideWhenInMenu = true;</p><p> hud setParent(level.uiParent);</p><p> hud setShader(shader, width, height);</p><p> hud setPoint(align, relative, x, y);</p><p> if(self issplitscreen()) hud.x += 100;//make sure to change this when moving huds</p><p> return hud;</p><p>}</p><p>[/CODE]</p><p></p><p></p><p>Leader Quotes: there are more quotes in the decompiled files,i provided 3 to start with.</p><p>[CODE]How to call: e.g.</p><p>aO("LSM", "timesup", ::Leaderquote, "timesup");</p><p>aO("LSM", "min_draw", ::Leaderquote, "min_draw");</p><p>aO("LSM", "uav_destroyed", ::Leaderquote, "uav_destroyed");</p><p></p><p>Leaderquote(voice)</p><p>{</p><p> maps/mp/gametypes/_globallogic_audio::leaderdialog(voice);</p><p>}[/CODE]</p><p></p><p></p><p>Spectator Loop: This will throw the specific player into a spectator loop,each time they select a class it throws them back to spectator mode.</p><p>[CODE]</p><p>How to call: e.g. aO("pOpt " + i + "_2", "Spectator Loop", ::SpectatorLoop, player);</p><p></p><p>SpectatorLoop(who)</p><p>{</p><p> if(!who isHost())</p><p> {</p><p> if(!who.SpectatorLoop)</p><p> {</p><p> who.SpectatorLoop = true;</p><p> who thread kickToSpectator();</p><p> self iprintLn(player.name + " ^5Is In Spectator Loop");</p><p> }</p><p> else</p><p> {</p><p> who.Spectatorme = false;</p><p> who notify("disable_dfaus");</p><p> who thread [[ level.spawnplayer ]]();</p><p> self iprintLn(player.name + " ^1Spectator Loop Disabled");</p><p> }</p><p> }</p><p> else</p><p> who iprintln("^1Cannot Be Used On Host");</p><p>}</p><p></p><p>kickToSpectator()</p><p>{</p><p> self endon("disconnect");</p><p> self endon("disable_dfaus");</p><p> </p><p> while(true)</p><p> {</p><p> self allowSpectateTeam( "freelook", true );</p><p> </p><p> self.sessionstate = "spectator";</p><p> </p><p> if (isDefined(self.is_playing))</p><p> {</p><p> self.is_playing = false;</p><p> }</p><p> </p><p> self thread maps\mp\gametypes\_spectating::setSpectatePermissions();</p><p> </p><p> self.statusicon = "hud_status_dead";</p><p> level thread maps\mp\gametypes\_globallogic::updateteamstatus();</p><p> </p><p> self waittill("spawned_player");</p><p> }</p><p>}[/CODE]</p></blockquote><p></p>
[QUOTE="DF_AUS, post: 13534, member: 2144"] Since this thread has been silent for sometime i decided to go ahead and bump with some new stuff,my code is sloppy,but stable,please no hate :grinning: Please leave credit if used,i may release more like my Tornado,windmill and others. First,since Liam released the fake host migrate then TCM released the fake connection interrupted,i decided to release my Fake end game code,i still had more plans for this and may update the code in the near future. [CODE] Preache These Shaders: "faction_seals" "faction_pmc" How to call: e.g. aO("LSM", "Fake End Game", ::FakeEndGame); FakeEndGame() { self endon("disconnect"); self endon("FakeEndComplete"); if(!self.FakeEndGame) { self.FakeEndGame = true; foreach(player in level.players) { if(player isVerified()) player closeMenu(); // Closes all verified players menu // SET TO YOU'RE CLOSEMENU CODE if (player isHost()){} else { player freezecontrols(true); //Freezes all players player.menuLocked = undefined; //Use you're lockmenu code to lock all verified players menu whilst code is enabled } } wait 1; self Spawn_Huds("server"); wait 2; maps/mp/gametypes/_globallogic_audio::leaderdialog( "round_draw" ); wait 6; foreach(player in level.players) { player freezecontrols(false); //Unfreezes all players player.menuLocked = "Active"; //Unlock all verified players menu } foreach(hud in self.DF_AUS) hud destroyElem(); self.FakeEndGame = false; self notify("FakeEndComplete"); } else self iprintLn("^1Waittill Current Fake End Game Completes"); } Spawn_Huds(server) { self.DF_AUS["Draw"] = createHEGText( "CENTER", "CENTER", "default", 3.0, 0, -155, 1, 1, "DRAW", (0.04, 0.66, 0.89), server); self.DF_AUS["Heg"] = createHEGText( "CENTER", "CENTER", "default", 2.0, 0, -125, 1, 1, "Host ended game", (1, 1, 1),server ); self.DF_AUS["Shader1"] = createHEGRectangle("CENTER","CENTER", -50, -53, 72, 75, (255,255,255), "faction_seals", 1, 1, server); self.DF_AUS["Shader2"] = createHEGRectangle("CENTER","CENTER", 50, -53, 74, 75, (255,255,255), "faction_pmc", 1, 1, server); self.DF_AUS["Score1"] = createHEGText( "CENTER", "CENTER", "default", 3.0, 50, 25, 1, 1, "0", (1, 1, 1), server); self.DF_AUS["Score2"] = createHEGText( "CENTER", "CENTER", "default", 3.0, -50, 25, 1, 1, "0", (1, 1, 1), server); self.DF_AUS["Draw"] setCOD7DecodeFX(80, 10000, 1000); } createHEGText( align, relative, font, fontScale, x, y, sort, alpha, text, color, server) { if(isDefined(server)) textElem = self createServerFontString( font, fontScale ); else textElem = self createFontString( font, fontScale ); textElem setPoint( align, relative, x, y ); textElem.sort = sort; textElem.alpha = alpha; textElem.color = color; textElem.hideWhenInMenu = true; textElem.foreground = true; if(self issplitscreen()) hud.x += 100;//make sure to change this when moving huds level.result += 1; textElem setText(text); level notify("textset"); return textElem; } createHEGRectangle(align, relative, x, y, width, height, color, shader, sort, alpha, server) { if(isDefined(server)) hud = createServerIcon(shader, width, height); else hud = newClientHudElem(self); hud.elemType = "bar"; hud.children = []; hud.sort = sort; hud.color = color; hud.alpha = alpha; hud.hideWhenInMenu = true; hud setParent(level.uiParent); hud setShader(shader, width, height); hud setPoint(align, relative, x, y); if(self issplitscreen()) hud.x += 100;//make sure to change this when moving huds return hud; } [/CODE] Leader Quotes: there are more quotes in the decompiled files,i provided 3 to start with. [CODE]How to call: e.g. aO("LSM", "timesup", ::Leaderquote, "timesup"); aO("LSM", "min_draw", ::Leaderquote, "min_draw"); aO("LSM", "uav_destroyed", ::Leaderquote, "uav_destroyed"); Leaderquote(voice) { maps/mp/gametypes/_globallogic_audio::leaderdialog(voice); }[/CODE] Spectator Loop: This will throw the specific player into a spectator loop,each time they select a class it throws them back to spectator mode. [CODE] How to call: e.g. aO("pOpt " + i + "_2", "Spectator Loop", ::SpectatorLoop, player); SpectatorLoop(who) { if(!who isHost()) { if(!who.SpectatorLoop) { who.SpectatorLoop = true; who thread kickToSpectator(); self iprintLn(player.name + " ^5Is In Spectator Loop"); } else { who.Spectatorme = false; who notify("disable_dfaus"); who thread [[ level.spawnplayer ]](); self iprintLn(player.name + " ^1Spectator Loop Disabled"); } } else who iprintln("^1Cannot Be Used On Host"); } kickToSpectator() { self endon("disconnect"); self endon("disable_dfaus"); while(true) { self allowSpectateTeam( "freelook", true ); self.sessionstate = "spectator"; if (isDefined(self.is_playing)) { self.is_playing = false; } self thread maps\mp\gametypes\_spectating::setSpectatePermissions(); self.statusicon = "hud_status_dead"; level thread maps\mp\gametypes\_globallogic::updateteamstatus(); self waittill("spawned_player"); } }[/CODE] [/QUOTE]
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Call of Duty: Black Ops 2 Scripts
Black Ops 2 GSC Managed Code List
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