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.

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11-02-2011, 04:25 AM #47
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


nice, so with this do you think it would be possible to maybe keep the host using a different patch and give other players a different patch. like for example i like to use tree patch, but most people like the dconnor style menus etc.
so like you i use tree patch they use different patch whatever. i'm look into it. i'll post my finding here.
11-02-2011, 04:48 AM #48
Clouds
Error 404: Title Not Found
Originally posted by D3ss3rtPr0ducts View Post
nice, so with this do you think it would be possible to maybe keep the host using a different patch and give other players a different patch. like for example i like to use tree patch, but most people like the dconnor style menus etc.
so like you i use tree patch they use different patch whatever. i'm look into it. i'll post my finding here.


It's possible, but unlikely. You'd need to run separate onPlayerConnect() threads, which I don't think is possible. There's always the chance that you could use the if(self isHost()) command to thread a separate patch to run only for you, though. But I'm going to keep running in a circle on why it can't be done, and how it could. So I'll stop here.
11-02-2011, 05:57 AM #49
Originally posted by NGU
It's possible, but unlikely. You'd need to run separate onPlayerConnect() threads, which I don't think is possible. There's always the chance that you could use the if(self isHost()) command to thread a separate patch to run only for you, though. But I'm going to keep running in a circle on why it can't be done, and how it could. So I'll stop here.


hmm, so this may be call of duty modern warfare 2's first paradox hmmm.
i'm sure there'd be a way i just need to get on windows to figure out where to start.
11-02-2011, 07:52 PM #50
Cody_h4x
Nobody is like me
Originally posted by D3ss3rtPr0ducts View Post
hmm, so this may be call of duty modern warfare 2's first paradox hmmm.
i'm sure there'd be a way i just need to get on windows to figure out where to start.


Well im sure its very possible to do, but again would take up an incredible amount of room up :p
but yea def possible
11-02-2011, 10:30 PM #51
Originally posted by h4x View Post
Well im sure its very possible to do, but again would take up an incredible amount of room up :p
but yea def possible


Great Tut Bro
11-02-2011, 11:16 PM #52
smd
Zombie Disco Squad
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


To Cody:

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11-03-2011, 12:10 AM #53
Cody_h4x
Nobody is like me
Originally posted by smd View Post
To Cody:

You must login or register to view this content.


hhahaha imagine
11-03-2011, 12:20 AM #54
smd
Zombie Disco Squad
Originally posted by h4x View Post
hhahaha imagine


in my eyes, you just too scared to play zombieland against me stare
11-03-2011, 12:24 AM #55
Cody_h4x
Nobody is like me
Originally posted by smd View Post
in my eyes, you just too scared to play zombieland against me stare


I havent played for months and could rape you harder than your 2nd cousin :carling:
The **** outta here :carling: stare

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