THREAD: [1.11 Release]Getting multiple Patches in one
  1. 10-31-2011, 03:22 PM
    #1
    Cody_h4x's Avatar
    Cody_h4x
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    Multiple Patches
    So far I've gotten (and satisfied with)
    My private Patch,
    Craigchrist's "Steal this Patch"
    Hawkin's "Zombieland" Latest version
    all in one

    Alright everyone, I've been bugged about this to release but this is really only common sense and the only thing needed to be done is to modify the second patches init, Connect, and spawned. Its fairly simple your using the same code to switch game modes. I feel this had to go in Modified patches section because even though it's a code its more about the patch itself, but if a mod wants to move it to exploits go ahead. kay:

    By using the Gamemode changer:
    Code:
    GameChange(G){
    self iPrintln("^1Changing Game Mode : ^5Done");
    wait 1;
    setDvar("matchGameType",G);
    setDvar("g_password","");
    map(getDvar("mapname"));
    }
    You can "Dual Boot" into another patch

    (Basically your menu would look like)

    Code:
    menu.namer[1]="GodlyModz v4";
    menu.funcs[1]=::GameChange;
    menu.input[1]=1;
    Just change the variable to any integar your gunna use for that specific patch, because your going to have to go to onPlayerConnect() and thread it.

    So for example putting GodlyModz v4 was like this:
    Code:
    		if(level.matchGameType=="1")
    		{
    			player.Verify1=0;
    			player.Verify2=0;
    			player thread Hunter();
    		}
    but now you can make things more organised for yourself and simply thread it without having to put it through onPlayerSpawned, and again for example my GodlyModz v4 was setup like this:
    Code:
    Hunter(){
    for(;;){
    self waittill("spawned_player");
    //codes here
    }
    So its very simple to put more than one patch in one some of the file sizes on estimation are:

    GodlyModz v4 == About 7,000
    Hunter128's (old patch) == About 3,500
    Chocolates Patch == About 9,000

    Also if your seeting another mod menu than your gunna have to disable the mod menu of the orignal patch, or else you'll be opeing two menus at the same time :carling:
    You can simply do this by calling a "Remove Access" function from your patch for each player, ( Dont forget to remove if (p!=self) or similar) so It removes it for everyone including the host

    Haha a cool thing for xbox patches is that you can really have "unlimited" room...........inb4 all patches in one? :carling:

    If you need any help at all feel free to let me know
    Oh 1 more thing......







    if sum rdc new*** fanboy***s r readin dis right nao fuk u :carling:
    & stop takin creditz0rz
    Last edited by Cody_h4x; 02-27-2012 at 02:42 PM.

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  3. 10-31-2011, 04:10 PM
    #11
    xKtF's Avatar
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    ok i added that now can i add diff patches then godly modz and chocolate
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  4. 10-31-2011, 04:11 PM
    #12
    Kitty=^.^='s Avatar
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    Originally Posted by Cody_h4x View Post
    Multiple Patches

    Alright everyone, I've been bugged about this to release but this is really only common sense and the only thing needed to be done is to modify the second patches init, Connect, and spawned. Its fairly simple your using the same code to switch game modes. I feel this had to go in Modified patches section because even though it's a code its more about the patch itself, but if a mod wants to move it to exploits go ahead. kay:

    By using the Gamemode changer:
    Code:
    GameChange(G){
    self thread iPrintln("^1Changing Game Mode : ^5Done");
    wait 1;
    setDvar("matchGameType",G);
    setDvar("g_password","");
    map(getDvar("mapname"));
    }
    You can "Dual Boot" into another patch

    (Basically your menu would look like)

    Code:
    menu.namer[1]="GodlyModz v4";
    menu.funcs[1]=::GameChange;
    menu.input[1]=1;
    Just change the variable to any integar your gunna use for that specific patch, because your going to have to go to onPlayerConnect() and thread it.

    So for example putting GodlyModz v4 was like this:
    Code:
    		if(level.matchGameType=="1")
    		{
    			player.Verify1=0;
    			player.Verify2=0;
    			player thread Hunter();
    		}
    but now you can make things more organised for yourself and simply thread it without having to put it through onPlayerSpawned, and again for example my GodlyModz v4 was setup like this:
    Code:
    Hunter(){
    for(;;){
    self waittill("spawned_player");
    //codes here
    }
    So its very simple to put more than one patch in one some of the file sizes on estimation are:

    GodlyModz v4 == About 7,000
    Hunter128's (old patch) == About 3,500
    Chocolates Patch == About 9,000

    Also if your seeting another mod menu than your gunna have to disable the mod menu of the orignal patch, or else you'll be opeing two menus at the same time :carling:
    You can simply do this by calling a "Remove Access" function from your patch for each player, ( Dont forget to remove if (p!=self) or similar) so It removes it for everyone including the host

    Haha a cool thing for xbox patches is that you can really have "unlimited" room...........inb4 all patches in one? :carling:

    If you need any help at all feel free to let me know
    Oh 1 more thing......







    if sum rdc new*** fanboy***s r readin dis right nao fuk u :carling:
    & stop takin creditz0rz
    can u make a tut on how to add the godly modz v4 into missions_gsc plz m8
  5. 10-31-2011, 04:14 PM
    #13
    Clouds's Avatar
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    Originally Posted by Cody_h4x View Post
    Scrap it and put any needed functions in the threaded part so, the only things you really need are

    Code:
    player.Verify1=0;
    player.Verify2=0;
    so again it would be setup as
    Code:
    if(level.matchGameType=="1")
    		{
    			player.Verify1=0;
    			player.Verify2=0;
    			player thread Hunter();
    		}
    NOTE: You add this code to the onPlayerConnect in missions
    Okay, and for the #include section, would I include the patch GSC? Or would that be called through the GameChange?

    ---------- Post added at 05:14 PM ---------- Previous post was at 05:13 PM ----------

    Originally Posted by makcim View Post
    can u make a tut on how to add the godly modz v4 into missions_gsc plz m8
    You are one of the kids cody hates :lol: With your RDC edit :dumb:
  6. 10-31-2011, 04:19 PM
    #14
    Cody_h4x's Avatar
    Cody_h4x
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    Yes you can add more, i like the old patches better only because they were like the old days

    ---------- Post added at 05:19 PM ---------- Previous post was at 05:15 PM ----------

    Originally Posted by NGU Troll View Post
    Okay, and for the #include section, would I include the patch GSC? Or would that be called through the GameChange?

    ---------- Post added at 05:14 PM ---------- Previous post was at 05:13 PM ----------



    You are one of the kids cody hates :lol: With your RDC edit :dumb:
    Well you could add #include (GSC name here)
    That would be easier or
    your could do the gay
    player thread maps\mp\infinitycl\suxdick::Godly();
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  8. 10-31-2011, 04:23 PM
    #15
    Kitty=^.^='s Avatar
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    Originally Posted by Cody_h4x View Post
    Scrap it and put any needed functions in the threaded part so, the only things you really need are

    Code:
    player.Verify1=0;
    player.Verify2=0;
    so again it would be setup as
    Code:
    if(level.matchGameType=="1")
    		{
    			player.Verify1=0;
    			player.Verify2=0;
    			player thread Hunter();
    		}
    NOTE: You add this code to the onPlayerConnect in missions
    so how do u add the main missions_gsc from lets say godlymodz v4 to the patch do u put it in the gamemodes section???
  9. 10-31-2011, 04:27 PM
    #16
    Cody_h4x's Avatar
    Cody_h4x
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    Originally Posted by makcim View Post
    so how do u add the main missions_gsc from lets say godlymodz v4 to the patch do u put it in the gamemodes section???
    You can put it to a gsc I used the perk gsc, i just cleaned out.
    You must make your own spawn system its very simple example in the original post:

    Code:
    Hunter(){
    for(;;){
    self waittill("spawned_player");
    //codes here
    }
  10. 10-31-2011, 04:30 PM
    #17
    xKtF's Avatar
    xKtF
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    nice way to use my name

    ---------- Post added at 05:30 PM ---------- Previous post was at 05:29 PM ----------

    Well you could add #include (GSC name here)
    That would be easier or
    your could do the best
    player thread maps\mp\cody\isgay::Godly();
  11. 10-31-2011, 04:36 PM
    #18
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    Originally Posted by Cody_h4x View Post
    Multiple Patches

    Alright everyone, I've been bugged about this to release but this is really only common sense and the only thing needed to be done is to modify the second patches init, Connect, and spawned. Its fairly simple your using the same code to switch game modes. I feel this had to go in Modified patches section because even though it's a code its more about the patch itself, but if a mod wants to move it to exploits go ahead. kay:

    By using the Gamemode changer:
    Code:
    GameChange(G){
    self thread iPrintln("^1Changing Game Mode : ^5Done");
    wait 1;
    setDvar("matchGameType",G);
    setDvar("g_password","");
    map(getDvar("mapname"));
    }
    You can "Dual Boot" into another patch

    (Basically your menu would look like)

    Code:
    menu.namer[1]="GodlyModz v4";
    menu.funcs[1]=::GameChange;
    menu.input[1]=1;
    Just change the variable to any integar your gunna use for that specific patch, because your going to have to go to onPlayerConnect() and thread it.

    So for example putting GodlyModz v4 was like this:
    Code:
    		if(level.matchGameType=="1")
    		{
    			player.Verify1=0;
    			player.Verify2=0;
    			player thread Hunter();
    		}
    but now you can make things more organised for yourself and simply thread it without having to put it through onPlayerSpawned, and again for example my GodlyModz v4 was setup like this:
    Code:
    Hunter(){
    for(;;){
    self waittill("spawned_player");
    //codes here
    }
    So its very simple to put more than one patch in one some of the file sizes on estimation are:

    GodlyModz v4 == About 7,000
    Hunter128's (old patch) == About 3,500
    Chocolates Patch == About 9,000

    Also if your seeting another mod menu than your gunna have to disable the mod menu of the orignal patch, or else you'll be opeing two menus at the same time :carling:
    You can simply do this by calling a "Remove Access" function from your patch for each player, ( Dont forget to remove if (p!=self) or similar) so It removes it for everyone including the host

    Haha a cool thing for xbox patches is that you can really have "unlimited" room...........inb4 all patches in one? :carling:

    If you need any help at all feel free to let me know
    Oh 1 more thing......







    if sum rdc new*** fanboy***s r readin dis right nao fuk u :carling:
    & stop takin creditz0rz
    i see we are in Modified Patches section, but where is the patch ? :carling: :carling: :carling: :carling: :carling: :carling: :carling:
    :carling: ( jkjk ) good job Cody_h4x :love: :happycry:

    Spoiler:

    inb4 [Only registered and activated users can see links. ] edit your patch / code :carling:
    Last edited by xFLAMeHD_; 10-31-2011 at 04:40 PM.

  12. 10-31-2011, 04:43 PM
    #19
    Cody_h4x's Avatar
    Cody_h4x
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    Originally Posted by xFLAMeHD_ View Post
    i see we are in Modified Patches section, but where is the patch ? :carling: :carling: :carling: :carling: :carling: :carling: :carling:
    :carling: ( jkjk ) good job Cody_h4x :love: :happycry:

    Spoiler:

    inb4 [Only registered and activated users can see links. ] edit your patch / code :carling:
    No she'll ask herself which code will she steal ? :carling:
  13. 10-31-2011, 04:54 PM
    #20
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    Originally Posted by Cody_h4x View Post
    No she'll ask herself which code will she steal ? :carling:
    Cody try make a line without a troll face :carling:

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