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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10-31-2011, 08:30 PM #2
Clouds
Error 404: Title Not Found
Originally posted by h4x View Post
Multiple Patches

:carling: FUK U


:wub: Bout damn time you released this :lol:
10-31-2011, 08:34 PM #3
Cody_h4x
Nobody is like me
Originally posted by NGU
:wub: Bout damn time you released this :lol:


:lol: I might release how to properly make a menu transide, and not make it transide when pressing up & down :lol:
Stupid rdc, and newfags :carling:
10-31-2011, 08:54 PM #4
Clouds
Error 404: Title Not Found
Originally posted by h4x View Post
:lol: I might release how to properly make a menu transide, and not make it transide when pressing up & down :lol:
Stupid rdc, and newfags :carling:


inb4 release in prem :carling:

---------- Post added at 04:54 PM ---------- Previous post was at 04:37 PM ----------

Originally posted by h4x View Post
Multiple Patches


Cody, I have a question on where to put the onPlayerConnect() part.

Is it supposed to go into the GodlyModz v4 patch GSC? If so, should it be as

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

if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;

player thread onPlayerSpawned();
player thread initMissionData();
if(level.matchGameType=="1")
{
player.Verify1 = 0;
player.Verify2 = 0;
player thread Godly();
}
}
10-31-2011, 08:54 PM #5
xKtF
In my man cave
ay so aint this the same as adding zombies to a patch

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10-31-2011, 08:56 PM #6
Clouds
Error 404: Title Not Found
Originally posted by infinitycl View Post
ay so aint this the same as adding zombies to a patch


You know that zombies runs across multiple GSC files and will most likely go over the size on any of the others that aren't _missions.gsc?
10-31-2011, 08:58 PM #7
Cody_h4x
Nobody is like me
Originally posted by NGU
inb4 release in prem :carling:

---------- Post added at 04:54 PM ---------- Previous post was at 04:37 PM ----------



Cody, I have a question on where to put the onPlayerConnect() part.

Is it supposed to go into the GodlyModz v4 patch GSC? If so, should it be as

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

if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;

player thread onPlayerSpawned();
player thread initMissionData();
if(level.matchGameType=="1")
{
player.Verify1 = 0;
player.Verify2 = 0;
player thread Godly();
}
}


No no no, remember that part where you add

    
if(level.matchGameType=="1")
{
player.Verify1=0;
player.Verify2=0;
player thread Hunter();
}

thats under onPlayerConnect in _missions, so yes that code above would work Smile
10-31-2011, 09:00 PM #8
xKtF
In my man cave
im about to try this now so with my other patch i add if it was another gamemode?????
10-31-2011, 09:00 PM #9
Clouds
Error 404: Title Not Found
Originally posted by h4x View Post
No no no, remember that part where you add

    
if(level.matchGameType=="1")
{
player.Verify1=0;
player.Verify2=0;
player thread Hunter();
}

thats under onPlayerConnect in _missions, so yes that code above would work Smile


So am I supposed to keep the onPlayerConnect in the GM patch or just scrap that? Sorry about all the questions :lol: But you know I've been asking you for this for a while :P
10-31-2011, 09:06 PM #10
Cody_h4x
Nobody is like me
Originally posted by NGU
So am I supposed to keep the onPlayerConnect in the GM patch or just scrap that? Sorry about all the questions :lol: But you know I've been asking you for this for a while :P


Scrap it and put any needed functions in the threaded part so, the only things you really need are

    
player.Verify1=0;
player.Verify2=0;


so again it would be setup as
    
if(level.matchGameType=="1")
{
player.Verify1=0;
player.Verify2=0;
player thread Hunter();
}


NOTE: You add this code to the onPlayerConnect in missions

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