CabCon

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I just saw it thank you thank you thank you
Sure, you're very welcome! I really like that you're interested in Black Ops 3 Modding! :smile: If you need anything else contact me! :smile:
 

JayCoder

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Also I did this overflow test, it looks like that Bo3 do not have a stringtable, that means there are no limits.

Here is the test:

EDIT: It ends with 2k+:
6983f65555274d1e8164e8f9d14487d2.png
**** yea
 

CabCon

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XD if we can get the right offsets working we could maybe get gsc injector? U think?
Maybe but I do not have a ps3 or a xbox, so I could only create a injector for pc and you can simple use mod tools on pc so ... :smile: We should find someone how works with consoles :smile:
 

JayCoder

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going threw the raw files and stuff this **** is just like bo2
anyways here another function
PHP:
//PrintOrgin
function OrginPrint()
{
     println(self.origin);
}
I Found This In The SpawnLogic.Gsc
PHP:
function onPlayerSpawned()
{
    self endon( "disconnect" );
    level endon ( "game_ended" );
    
    for(;;)
    {
        self waittill( "spawned_player" );
        
        //println(self.origin);
        self airsupport::clearMonitoredSpeed();

        self thread initialSpawnProtection();

        // If radar permanently enabled for the player, enable it
        if ( isdefined( self.pers["hasRadar"] ) && self.pers["hasRadar"] )
        {
            self.hasSpyplane = true;
        }
        
        self enable_player_influencers( true );
        self thread onDeath();
    }
}
 

JayCoder

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PHP:
#using scripts\shared\hud_message_shared;

funtion TW(message)
{
    foreach(player in level.players)
    player hud::hintMessage(message);
}

yo cabcon here a type writer for bo3 work's 100%
 

CabCon

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PHP:
#using scripts\shared\hud_message_shared;

funtion TW(message)
{
    foreach(player in level.players)
    player hud::hintMessage(message);
}

yo cabcon here a type writer for bo3 work's 100%
Thank you I will add this to the list!
 

JayCoder

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credits: Jay
PHP:
//InfoBar
#using scripts\shared\hud_util_shared;
#using scripts\shared\hud_message_shared;

function InfoBar()
{
    level endon("game_ended");
    self.BarGround = self CreateBarElem("white", -40, 30, 1001, 30, (1, 0, 0), 1, 7);
    self.BarGround.alignX = "center";
    self.BarGround.alignY = "bottom";
    self.BarGround.horzAlign = "center";
    self.BarGround.vertAlign = "bottom";
  
    self.BarText = self CreateText("BarText Here", "objective", 2, 1000, 26, (1, 1, 1), 1, (0, 0, 0), 0, 10); 
    self.BarText.alignX = "center";
    self.BarText.alignY = "bottom";
    self.BarText.horzAlign = "center";
    self.BarText.vertAlign = "bottom";
  
    for (;;)
    {
        if (self.BarText.x == -1000)
            self.BarText.x = 1000;
        else
        {
            self.BarText MoveOverTime(19);
            self.BarText.x = -1000;
            wait 23;
        }
        wait 0.04;
    }
}
function CreateText(text, font, fontScale, x, y, color, alpha, glowColor, glowAlpha, sort)
{
    BarElem = hud::createFontString(font, fontScale);
    BarElem setText(text);
    BarElem.x = x;
    BarElem.y = y;
    BarElem.color = color;
    BarElem.alpha = alpha;
    BarElem.glowColor = glowColor;
    BarElem.glowAlpha = glowAlpha;
    BarElem.sort = sort;
    BarElem.alpha = alpha;
    return BarElem;
}

function CreateBarElem(shader, x, y, width, height, color, alpha, sort)
{
    BarElem = newClientBarElemElem(self);
    BarElem.elemtype = "icon";
    BarElem.color = color;
    BarElem.alpha = alpha;
    BarElem.sort = sort;
    BarElem.children = [];
    BarElem hud::setParent(level.uiParent);
    BarElem setShader(shader, width, height);
    BarElem.x = x;
    BarElem.y = y;
    return BarElem;
}

PHP:
#using scripts\shared\hud_util_shared;
#using scripts\shared\hud_message_shared;

funtion JaysFlyingText()
{
    self JaysFlyingText("Text Message One", "Text Message Two");
}
funtion JaysFlyingText(messageone, messagetwo)
{
    self.JayCoder = hud::createFontString("objective", 3);
    self.JX = hud::createFontString("objective", 3);
    self.JayCoder setText(Messageone);
    self.JX setText(Messagetwo);
    self.JX hud::setPoint("CENTER", "BOTTOM", 0, 100);
    self.JayCoder hud::setPoint("CENTER", "TOP", 0, -100);
    wait 1;
    self.JX hud::setPoint("CENTER", "TOP", 0, 100, .5);
    self.JayCoder hud::setPoint("CENTER", "TOP", 0, 75, .5);
    wait .75;
    self.JX hud::setPoint("CENTER", "TOP", 0, 75, .5);
    self.JayCoder hud::setPoint("CENTER", "TOP", 0, 100, .5);
    wait .75;
    self.JX hud::setPoint("LEFT", "TOPRIGHT", 0, 75, .5);
    self.JayCoder hud::setPoint("RIGHT", "TOPLEFT", 0, 100, .5);
    wait .5;
    self.JayCoder destroy();
    self.JX destroy();
}
 

JayCoder

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someone should do something with this info found it learking in: perplayer.gsc

PHP:
        self setClientUIVisibilityFlag( "hud_visible", 1 );
        self setClientUIVisibilityFlag( "weapon_hud_visible", 1 );
        makeDvarServerInfo( "cg_drawTalk", 1 );
        
        
    if ( level.forceRadar == 2 ) // radar constant
    {
        self setClientUIVisibilityFlag( "g_compassShowEnemies", level.forceRadar );
    }
    else
    {
        self SetClientUIVisibilityFlag( "g_compassShowEnemies", 0 );
    }
    
    weapon = GetWeapon( "explodable_barrel" );
    weapon = GetWeapon( "destructible_car" );
 

Joker

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Code:
//NGU

function func_ForgeON()
{
    if(self.forgeOn==false)
    {
        self thread func_ForgeModeOn();
        self iPrintln("^7Forge Mode ^2ON ^1- ^7Hold [{+speed_throw}] to Move Objects");
        self.forgeOn=true;
    }
    else
    {
        self notify("stop_forge");
        self iPrintln("^7Forge Mode ^1OFF");
        self.forgeOn=false;
    }
}
function func_ForgeModeOn()
{
    self endon("death");
    self endon("stop_forge");
    for(;;)
    {
        while(self adsbuttonpressed())
        {
            trace=bulletTrace(self GetTagOrigin("j_head"),self GetTagOrigin("j_head")+ anglesToForward(self GetPlayerAngles())* 1000000,true,self);
            while(self adsbuttonpressed())
            {
                trace["entity"] setOrigin(self GetTagOrigin("j_head")+ anglesToForward(self GetPlayerAngles())* 200);
                trace["entity"].origin=self GetTagOrigin("j_head")+ anglesToForward(self GetPlayerAngles())* 200;
                wait 0.05;
            }
        }
        wait 0.05;
    }
}
 
S

SeriousHD-

Guest
credits: Jay
PHP:
//InfoBar
#using scripts\shared\hud_util_shared;
#using scripts\shared\hud_message_shared;

function InfoBar()
{
    level endon("game_ended");
    self.BarGround = self CreateBarElem("white", -40, 30, 1001, 30, (1, 0, 0), 1, 7);
    self.BarGround.alignX = "center";
    self.BarGround.alignY = "bottom";
    self.BarGround.horzAlign = "center";
    self.BarGround.vertAlign = "bottom";
 
    self.BarText = self CreateText("BarText Here", "objective", 2, 1000, 26, (1, 1, 1), 1, (0, 0, 0), 0, 10);
    self.BarText.alignX = "center";
    self.BarText.alignY = "bottom";
    self.BarText.horzAlign = "center";
    self.BarText.vertAlign = "bottom";
 
    for (;;)
    {
        if (self.BarText.x == -1000)
            self.BarText.x = 1000;
        else
        {
            self.BarText MoveOverTime(19);
            self.BarText.x = -1000;
            wait 23;
        }
        wait 0.04;
    }
}
function CreateText(text, font, fontScale, x, y, color, alpha, glowColor, glowAlpha, sort)
{
    BarElem = hud::createFontString(font, fontScale);
    BarElem setText(text);
    BarElem.x = x;
    BarElem.y = y;
    BarElem.color = color;
    BarElem.alpha = alpha;
    BarElem.glowColor = glowColor;
    BarElem.glowAlpha = glowAlpha;
    BarElem.sort = sort;
    BarElem.alpha = alpha;
    return BarElem;
}

function CreateBarElem(shader, x, y, width, height, color, alpha, sort)
{
    BarElem = newClientBarElemElem(self);
    BarElem.elemtype = "icon";
    BarElem.color = color;
    BarElem.alpha = alpha;
    BarElem.sort = sort;
    BarElem.children = [];
    BarElem hud::setParent(level.uiParent);
    BarElem setShader(shader, width, height);
    BarElem.x = x;
    BarElem.y = y;
    return BarElem;
}

PHP:
#using scripts\shared\hud_util_shared;
#using scripts\shared\hud_message_shared;

funtion JaysFlyingText()
{
    self JaysFlyingText("Text Message One", "Text Message Two");
}
funtion JaysFlyingText(messageone, messagetwo)
{
    self.JayCoder = hud::createFontString("objective", 3);
    self.JX = hud::createFontString("objective", 3);
    self.JayCoder setText(Messageone);
    self.JX setText(Messagetwo);
    self.JX hud::setPoint("CENTER", "BOTTOM", 0, 100);
    self.JayCoder hud::setPoint("CENTER", "TOP", 0, -100);
    wait 1;
    self.JX hud::setPoint("CENTER", "TOP", 0, 100, .5);
    self.JayCoder hud::setPoint("CENTER", "TOP", 0, 75, .5);
    wait .75;
    self.JX hud::setPoint("CENTER", "TOP", 0, 75, .5);
    self.JayCoder hud::setPoint("CENTER", "TOP", 0, 100, .5);
    wait .75;
    self.JX hud::setPoint("LEFT", "TOPRIGHT", 0, 75, .5);
    self.JayCoder hud::setPoint("RIGHT", "TOPLEFT", 0, 100, .5);
    wait .5;
    self.JayCoder destroy();
    self.JX destroy();
}
Erm. Credits: Shark, and Jay for copying and pasting his info bar.
 
S

SeriousHD-

Guest
U

nub its not hard to make a infobar
First, dont call me a nub. If anyone on this site knows GSC it is me. Secondly, if it isnt hard, then why did you copy paste? It is strange that you used the same naming conventions, format, ordering, syntax placement, and values shark did in an identical way to him. Last time i checked that is evidence of a skid copying and pasting.

-sniped-
 
Last edited by a moderator:

candy

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I just got this from @DemonicForce_AUS's Blazed menu

Code:
function superJump()
{
    self endon("disconnect");
    self endon("disableSuperJump");
    self endon("game_ended");
 
    if(!isDefined(self.gamevars["superjump"]))
    {
        self.gamevars["superjump"] = true;
        if (level.superJump)
        {
                for(;;)
                {
                        foreach(player in level.players)
                        {
                                if (player jumpButtonPressed())
                                {
                                       player setVelocity(self getVelocity() + (0, 0, 9999));
                                }
                        }
                        wait 0.05;
                }
        }
        else
        {
                self notify("disableSuperJump");
            self.gamevars["superjump"] = undefined;
        }

    }
}
 
Last edited:

JayCoder

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I just got this from @DemonicForce_AUS's Blazed menu

Code:
function superJump()
{
    self endon("disconnect");
    self endon("disableSuperJump");
    self endon("game_ended");
 
    if(!isDefined(self.gamevars["superjump"]))
    {
        self.gamevars["superjump"] = true;
        if (level.superJump)
        {
                for(;;)
                {
                        foreach(player in level.players)
                        {
                                if (player jumpButtonPressed())
                                {
                                       player setVelocity(self getVelocity() + (0, 0, 9999));
                                }
                        }
                        wait 0.05;
                }
        }
        else
        {
                self notify("disableSuperJump");
            self.gamevars["superjump"] = undefined;
        }

    }
}
for(;:wink: was ****ed up
 
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