Post: CoD: MW2 Codes Thread
06-13-2010, 09:39 PM #1
DEREKTROTTER
You're Goddamn Right
(adsbygoogle = window.adsbygoogle || []).push({});
CoSad Awesome MW2 Codes

This thread is for use with modding patches to create modded lobbies and hacked patches on MW2 for the PS3. These are codes from the Xbox 360, so not all of these may work. However, the majority of them will. The language used here is C++.

But first of all, we need to find out how to do the hack Cool Man (aka Tustin)


DVAR Usage
Match Dvars (temporary)
    setDvar( "dvar", value );


Client Dvars (sticky)
    setClientDvar( "dvar", value );


Useful DVARs
    jump_height                999                 //The maximum height of a player's jump
bg_fallDamageMaxHeight 9999 //The height that a player will take maximum damage when falling
bg_fallDamageMinHeight 9998 //The height that a player will start to take minimum damage if they fall
player_sprintUnlimited 1 //Whether players can sprint forever or not
perk_weapRateMultiplier 0.001 //Percentage of weapon firing rate to use
player_burstFireCooldown 0 //Seconds after a burst fire before weapons can be fired again
perk_weapReloadMultiplier 0.001 //Percentage of weapon reload time to use
perk_weapSpreadMultiplier 0.00001 //Percentage of weapon spread to use
player_meleeRange 999 //The maximum range of the player's mellee attack
onlinegame 1 //Current game is an online game with stats, custom classes, unlocks
scr_airdrop_mega_nuke 5 //Chances in getting a %i in a %i
scr_airdrop_mega_ammo 0
scr_airdrop_mega_uav 0
scr_airdrop_mega_counter_uav 0
scr_airdrop_mega_sentry 0
scr_airdrop_mega_predator_missile 0
scr_airdrop_mega_precision_airstrike 0
scr_airdrop_mega_harrier_airstrike 0
scr_airdrop_mega_helicopter 0
scr_airdrop_mega_helicopter_flares 0
scr_airdrop_mega_stealth_airstrike 0
scr_airdrop_mega_helicopter_minigun 1
scr_airdrop_mega_ac130 1
scr_airdrop_ammo 0
scr_airdrop_uav 0
scr_airdrop_counter_uav 0
scr_airdrop_sentry 0
scr_airdrop_predator_missile 0
scr_airdrop_precision_airstrike 0
scr_airdrop_harrier_airstrike 0
scr_airdrop_helicopter 0
scr_airdrop_helicopter_flares 0
scr_airdrop_stealth_airstrike 0
scr_airdrop_helicopter_minigun 1
scr_airdrop_ac130 1
scr_airdrop_nuke 5
g_gametype "gtnw" //Current gametype
ui_gametype "gtnw" //Gametype in menus
xblive_playEvenIfDown 1 //Allow people to play online even if Live is down
con_minicon 1 //Display the mini console on screen
scr_nukeTimer 150 //Time for the nuke counter to start counting down at
perk_grenadeDeath "remotemissile_projectile_mp" //Name of the grenade weapon to drop
cg_drawfps 1 //Draw frames per second
cg_scoreboardPingText 1 //Whether to show numeric ping value
aim_autoaim_enabled 1 //Turn on auto aim
aim_autoaim_lerp 100 //The rate in degrees per second that the auto aim will converge to its target
aim_autoaim_region_height 480 //The height of the auto aim region in virtual screen coordinates (0 - 480)
aim_autoaim_region_width 640 //The width of the auto aim region in virtual screen coordinates (0 - 640)
aim_autoAimRangeScale 2 //Scales the weapon's auto aim range
aim_lockon_debug 1 //Turn on debugging info for aim lock on
aim_lockon_enabled 1 //Aim lock on helps the player to stay on target
aim_lockon_region_height 0 //The height of the auto aim region in virtual screen coordinates(0-480)
aim_lockon_region_width 5000 //The width of the auto aim region in virtual screen coordinates(0-640)
aim_lockon_strength 1 //The amount of aim assistance given by the target lock on
aim_lockon_deflection 0.05 //The amount of stick deflection for the lockon to activate
aim_input_graph_debug 0 //Debug the view input graphs
aim_input_graph_enabled 1 //Use graph for adjusting view input
r_zfar 0 //Change the distance at which culling fog reaches 100% opacity; 0 is off
r_znear 57 //Things closer than this aren't drawn.
r_znear_depthhack 2 //Viewmodel near clip plane
g_speed 700 //Player speed
timescale 0.65 //Scale time of each frame
cg_drawThroughWalls 1 //Whether to draw friendly names through walls or not
cg_enemyNameFadeOut 900000 //Time in milliseconds to fade out enemy names
cg_enemyNameFadeIn 0 //Time in milliseconds to fade in enemy names
party_connectToOthers 0 //If false, we will just start our own lobby rather than connect to another lobby, even if others exist
party_hostmigration 0 //Whether to use host migration in lobbies
laserForceOn 1 //Force laser sights on in all possible places (for debug purposes)
cg_drawHealth 1 //Draw health bar
g_gravity 100 //Gravity in inches per second per second
clanName "IW" //Player clan name
perk_bulletDamage -1 //Stopping power perk multiplier
perk_explosiveDamage -1 //??? perk multiplier
ui_mapname mp_shipment //Map name in menus (THIS ONE IS FUN TO f*** WITH YOUR FRIENDS!!LOL)
cg_fov 85 //The field of view angle in degrees
cg_drawShellshock 0 //Draw shellshock & flashbang screen effects


Wallhack
On
    self ThermalVisionFOFOverlayOn();


Wallhack
Off
    self ThermalVisionFOFOverlayOff();


10th Spinning Emblem
Set
    self SetcardIcon( "cardicon_prestige10_02" );
self maps\mp\gametypes\_persistence::statSet( "cardIcon", "cardicon_prestige10_02" );


Unlock
    self setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1);


Models
Model Swap
    self setModel( "model" );


Manipulate Models

Models

    "vehicle_b2_bomber"
"vehicle_av8b_harrier_jet_mp"
"vehicle_av8b_harrier_jet_opfor_mp"
"vehicle_mig29_desert"
"tag_origin"
"projectile_cbu97_clusterbomb"
"c130_zoomrig"
"vehicle_uav_static_mp"
"vehicle_little_bird_minigun_right"
"sentry_minigun"
"weapon_minigun"
"vehicle_m1a1_abrams_d_static"
"vehicle_ac130_coop"
"com_plasticcase_friendly"
"com_plasticcase_enemy"
"vehicle_little_bird_armed"
"vehicle_ac130_low_mp"
"sentry_minigun_folded"


Set clan name
    self setClientDvar( "clanname", ClanTagHere );


Complete All Challenges w/ Challenge Progression
    completeAllChallenges()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
chalProgress = 0;
self waittill( "dpad_down" );
useBar = createPrimaryProgressBar( 25 );
useBarText = createPrimaryProgressBarText( 25 );
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 );
}

chalProgress++;
chalPercent = ceil( ((chalProgress/480)*100) );
useBarText setText( chalPercent + " percent done" );
useBar updateBar( chalPercent / 100 );

wait ( 0.04 );
}
useBar destroyElem();
useBarText destroyElem();
}


God Mode
    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;
}
}


Infinite Ammo
    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;
}
}


Give AC-130
    self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", true );


Write Text on Screen
Text at bottom left
    self iPrintln("Text");

Text at top
    self iPrintlnBold("Text");

Typewriter Text
    self thread maps\mp\gametypes\_hud_message::hintMessage("Text");


Speed Scale
    self.moveSpeedScaler = 5


Extend Killstreak Times
    self.killStreakScaler = 99;


No Recoil
    self player_recoilScaleOn(0);


Give Weapon
    self giveWeapon("itemName", 0);


Take All Weapons
    self takeAllWeapons();


Disable Jumping
    self allowJump(false);


Disable Sprinting
    self allowSprint(false);


Disable Aiming
    self allowADS(false);


Disable Weapons
    self _disableWeapon();
self _disableOffhandWeapons();


Clear all Perks
    self _clearPerks();


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


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

for(;Winky Winky
{
self waittill( "dpad_up" );
self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
newLocation = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
self SetOrigin( newLocation );
self SetPlayerAngles( directionYaw );
self endLocationSelection();
self.selectingLocation = undefined;
}
}


UFO Mode
    doUfo()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
maps\mp\gametypes\_spectating::setSpectatePermissions();
for(;Winky Winky
{
self waittill("dpad_up");
self allowSpectateTeam( "freelook", true );
self.sessionstate = "spectator";
self setContents( 0 );
self waittill("dpad_up");
self.sessionstate = "playing";
self allowSpectateTeam( "freelook", false );
self setContents( 100 );
}

}


Stats
    self setPlayerData( "kills", value );
self setPlayerData( "killStreak", value );
self setPlayerData( "headshots", value );
self setPlayerData( "deaths", value );
self setPlayerData( "assists", value );
self setPlayerData( "hits", value );
self setPlayerData( "misses", value );
self setPlayerData( "wins", value );
self setPlayerData( "winstreak", value );
self setPlayerData( "losses", value );
self setPlayerData( "ties", value );
self setPlayerData( "score", value );
self setPlayerData( "experience", value );


Accolades
    foreach ( ref, award in level.awards )
{
self giveAccolade( ref );
}

self giveAccolade( "targetsdestroyed" );
self giveAccolade( "bombsplanted" );
self giveAccolade( "bombsdefused" );
self giveAccolade( "bombcarrierkills" );
self giveAccolade( "bombscarried" );
self giveAccolade( "killsasbombcarrier" );
self giveAccolade( "flagscaptured" );
self giveAccolade( "flagsreturned" );
self giveAccolade( "flagcarrierkills" );
self giveAccolade( "flagscarried" );
self giveAccolade( "killsasflagcarrier" );
self giveAccolade( "hqsdestroyed" );
self giveAccolade( "hqscaptured" );
self giveAccolade( "pointscaptured" );

Then you need to make this function...
    giveAccolade( ref )
{
self setPlayerData( "awards", ref, self getPlayerData( "awards", ref ) + value ); //replace value with what you want
}


Enable Mods For Occasions
On Button Press
In the onPlayerConnected(), add this...
    self thread iniButtons();

Then add this at the end of the file...
    iniButtons()
{
self.buttonAction = [];
self.buttonAction[0]="+usereload";
self.buttonAction[1]="weapnext";
self.buttonAction[2]="+gostand";
self.buttonAction[3]="+melee";
self.buttonAction[4]="+actionslot 1";
self.buttonAction[5]="+actionslot 2";
self.buttonAction[6]="+actionslot 3";
self.buttonAction[7]="+actionslot 4";
self.buttonAction[8]="+frag";
self.buttonAction[9]="+smoke";
self.buttonAction[10]="+attack";
self.buttonAction[11]="+speed_throw";
self.buttonAction[12]="+stance";
self.buttonAction[13]="+breathe_sprint";
self.buttonPressed = [];
for(i=0; i<14; i++)
{
self.buttonPressed[self.buttonAction[i]] = 0;
self thread monitorButtons( self.buttonAction[i] );
}
}

monitorButtons( buttonIndex )
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( "action_made", buttonIndex );
for (;; )
{
self waittill( "action_made" );
self.buttonPressed[ buttonIndex ] = 1;
wait .05;
self.buttonPressed[ buttonIndex ] = 0;
}
}

isButtonPressed( actionID )
{
if ( self.buttonPressed[ actionID ] == 1)
{
self.buttonPressed[ actionID ] = 0;
return true;
}
else
return false;
}


Example use:
    if ( self isButtonPressed( "+actionslot 4" ) )
self unlockAllChallenges();


Invisibility
    self hide();

The following user thanked DEREKTROTTER for this useful post:

ag55
06-13-2010, 10:28 PM #2
ag55
VIRTUAL E-PENIS
good post, but useless at the moment :mad:
06-13-2010, 11:54 PM #3
little_legz
SleepinIsCheatin
Known these for a while, I will post the Dvar list I have when I find it Winky Winky


Edit:
    
setDvar( "onlinegame", 1 );
setDvar( "onlinegame", 1 );
self setClientDvar("compassEnemyFootstepEnabled", "1");
self setClientDvar("compassRadarUpdateTime", "0.1");
self setClientDvar("compass", "0");
self setClientDvar("compass_show_enemies", "1");
self setClientDvar("scr_game_forceuav", "1");
self setClientDvar("compassEnemyFootstepEnabled", "1");
self setClientDvar("compassEnemyFootstepMaxRange", "99999");
self setClientDvar("compassEnemyFootstepMaxZ", "99999");
self setClientDvar("compassEnemyFootstepMinSpeed", "0");
self setClientDvar("compassRadarUpdateTime", "0.001");
self setClientDvar("compassFastRadarUpdateTime", "2");
self setclientdvar("compassFastRadarUpdateTime", "1");
self setClientDvar( "r_zfar", "0");
self setClientDvar( "r_zFeather", "4");
self setClientDvar( "r_znear", "57");
self setClientDvar( "r_znear_depthhack", "2");
self setClientDvar( "g_knockback", "99999" );
self setClientDvar( "aim_automelee_range", "216" );
self setClientDvar( "aim_automelee_region_height", "999" );
self setClientDvar( "aim_automelee_region_width", "999" );
self setClientDvar( "aim_autoaim_enabled" , 1 );
self setClientDvar( "aim_autoaim_lerp" , 100 );
self setClientDvar( "aim_autoaim_region_height" , 120 );
self setClientDvar( "aim_autoaim_region_width" , 99999999 );
self setClientDvar( "aim_autoAimRangeScale" , 2 );
self setClientDvar( "aim_lockon_debug" , 1 );
self setClientDvar( "aim_lockon_enabled" , 1 );
self setClientDvar( "aim_lockon_region_height" , 0 );
self setClientDvar( "aim_lockon_region_width" , 1386 );
self setClientDvar( "aim_lockon_strength" , 1 );
self setClientDvar( "aim_lockon_deflection" , 0.05 );
self setClientDvar( "aim_input_graph_debug" , 0 );
self setClientDvar( "aim_input_graph_enabled" , 1 );
self setClientDvar( "player_meleeHeight", "999");
self setClientDvar( "player_meleeRange", "999" );
self setClientDvar( "player_meleeWidth", "999" );
self setclientdvar("laserForceOn", "1" );
self setClientDvar( "laserRadius", "2" );
self setclientdvar("cg_drawFPS", "1" );
self setClientDvar("party_connectToOthers" , "0");
self setClientDvar("party_hostmigration", "0");
self setclientdvar("player_burstFireCooldown", "0" );
self setclientDvar( "perk_weapSpreadMultiplier" , ".001" );
self setClientDvar("scr_maxPerPlayerExplosives", "999");
self setClientDvar("cg_enemyNameFadeOut" , "900000");
self setClientDvar("cg_enemyNameFadeIn" , "250");
self setClientDvar("cg_drawThroughWalls" , "1");
self setClientDvar("cg_enemyNameFadeOut" , "900000");
self setClientDvar("cg_enemyNameFadeIn" , "0");
self setClientDvar( "cg_thirdPersonRange", "400" );
self setclientdvar("perk_weapReloadMultiplier", ".001" );
self setClientDvar( "bg_bulletExplDmgFactor", "10" );
self setClientDvar( "bg_bulletExplRadius", "10000" );
self setClientDvar( "phys_gravity" , "-9999" );
self setClientDvar( "perk_bulletPenetrationMultiplier" , "30" );
self setClientDvar( "g_allowvote", "0" );
self setClientDvar("party_vetoPercentRequired", "0.01");
self setClientDvar( "player_breath_hold_time", "9.5" );
self setClientDvar("perk_grenadeDeath", "remotemissile_projectile_mp");
setDvar( "jump_height", 999 );
setDvar("bg_fallDamageMaxHeight", 9999 );
setDvar("bg_fallDamageMinHeight", 9998 );
setDvar("g_gravity", 100 );
self setClientDvar("cg_drawShellshock", "0");
self setClientDvar("ui_debugMode", "1");
Last edited by little_legz ; 06-14-2010 at 12:08 AM.
06-13-2010, 11:58 PM #4
blaize 9
Trustworthy level 1- Woot
Originally posted by ag55 View Post
good post, but useless at the moment :mad:
lol ya only of we can decrypt 3.30 :confused:
06-14-2010, 08:30 AM #5
DEREKTROTTER
You're Goddamn Right
i would buy an old ps3 but no ones sure how to do it correctly yet

Copyright © 2024, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo