Post: [1.11 Release]Getting multiple Patches in one
10-31-2011, 08:22 PM #1
Cody_h4x
Nobody is like me
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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 Dancing

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. :p Gaspkay:

By using the Gamemode changer:
    
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 Winky Winky

(Basically your menu would look like)

    
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.You must login or register to view this content.

So for example putting GodlyModz v4 was like this:
    
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:
    
Hunter(){
for(;Winky Winky{
self waittill("spawned_player");
//codes here
}


So its very simple to put more than one patch in one =D 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 Smile

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 Smile
Oh 1 more thing......







if sum rdc newfag fanboyfags r readin dis right nao fuk u :carling:
& stop takin creditz0rz No
Last edited by Cody_h4x ; 02-27-2012 at 08:42 PM.

The following 14 users say thank you to Cody_h4x for this useful post:

-Google-, iTruceFret, AgentSexyPig, Clouds, KingcreekS, Kitty=^.^=, Klots, LEzStarz, Mr.Hannu, Cmd-X, Rainbow Gravity, T_m_b07, ThereThatGuy, zshred
10-31-2011, 10:32 PM #20
Originally posted by 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. :p Gaspkay:

By using the Gamemode changer:
    
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 Winky Winky

(Basically your menu would look like)

    
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:
    
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:
    
Hunter(){
for(;Winky Winky{
self waittill("spawned_player");
//codes here
}


So its very simple to put more than one patch in one =D 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 Smile

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 Smile
Oh 1 more thing......







if sum rdc newfag fanboyfags r readin dis right nao fuk u :carling:
& stop takin creditz0rz No

This patch is shit :carling:
10-31-2011, 11:40 PM #21
Cody_h4x
Nobody is like me
Originally posted by ZBAZ View Post
This patch is shit :carling:


We both know you dont mean it :carling:
11-01-2011, 04:34 PM #22
iTruceFret
[move]From now on, call me DRAGON.[/move]
Thank you homo. :love:

The following user thanked iTruceFret for this useful post:

Holleeder
11-01-2011, 05:12 PM #23
Holleeder
Satadurah
Originally posted by 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. :p Gaspkay:

By using the Gamemode changer:
    
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 Winky Winky

(Basically your menu would look like)

    
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:
    
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:
    
Hunter(){
for(;Winky Winky{
self waittill("spawned_player");
//codes here
}


So its very simple to put more than one patch in one =D 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 Smile

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 Smile
Oh 1 more thing......







if sum rdc newfag fanboyfags r readin dis right nao fuk u :carling:
& stop takin creditz0rz No

mmmmmmmkay good post:fa:
Last edited by Holleeder ; 11-01-2011 at 05:14 PM.
11-01-2011, 07:41 PM #24
Cody_h4x
Nobody is like me
Originally posted by Truce View Post
Thank you homo. :love:


:lol: You barley understand cfg, what makes you thiink you have the skill to do this ? :carling: i no ur mad :carling::carling::carling::carling::carling::carling::carling::carling::carling:

The following user thanked Cody_h4x for this useful post:

iTruceFret
11-01-2011, 08:22 PM #25
iTruceFret
[move]From now on, call me DRAGON.[/move]
Originally posted by h4x View Post
:lol: You barley understand cfg, what makes you thiink you have the skill to do this ? :carling: i no ur mad :carling::carling::carling::carling::carling::carling::carling::carling::carling:


Notepad++ as well as tutorials throughout the Youtube community. I once was told, 'Find you a Youtube channel you can clearly understand, and you'll learn just as much, if not more, as you would from a University.' Then I was reminded from my girlfriend, 'You can't get a job with a *Youtube Degree*'. :lol:

The following 2 users say thank you to iTruceFret for this useful post:

Clouds, Cody_h4x
11-01-2011, 09:16 PM #26
KingcreekS
NOTHING IS IMPOSSIBL
put link plz

The following 2 users groaned at KingcreekS for this awful post:

Clouds, Mr.Hannu
11-01-2011, 09:34 PM #27
Clouds
Error 404: Title Not Found
Originally posted by VerifyerModderz View Post
put link plz


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------------------------------------------------------------------------------------------------

---------- Post added at 05:34 PM ---------- Previous post was at 05:27 PM ----------

Can anyone tell me if I did this correct? It's my onPlayerConnect() section, and I have no clue if I did it properly...

    onPlayerConnect(){
for(;Winky Winky
{
level waittill( "connected", player );

if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;
if(level.matchGameType=="1")
{
player.Verify1=0;
player.Verify2=0;
player thread Godly();
}
if(level.matchGameType=="2")
{
player thread KidCon();
}
if(level.matchGameType=="3")
{
player thread CoDJump();
}
player thread onPlayerSpawned();
player thread initMissionData();

}
}
11-01-2011, 09:40 PM #28
Cody_h4x
Nobody is like me
Originally posted by NGU
------------------------------------------------------------------------------------------------

Leecher Alert! Leecher Alert! Leecher Alert! Leecher Alert! Leecher Alert!

------------------------------------------------------------------------------------------------

---------- Post added at 05:34 PM ---------- Previous post was at 05:27 PM ----------

Can anyone tell me if I did this correct? It's my onPlayerConnect() section, and I have no clue if I did it properly...

    onPlayerConnect(){
for(;Winky Winky
{
level waittill( "connected", player );

if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;
if(level.matchGameType=="1")
{
player.Verify1=0;
player.Verify2=0;
player thread Godly();
}
if(level.matchGameType=="2")
{
player thread KidCon();
}
if(level.matchGameType=="3")
{
player thread CoDJump();
}
player thread onPlayerSpawned();
player thread initMissionData();

}
}



Should run like a dream Winky Winky

The following user thanked Cody_h4x for this useful post:

Clouds

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