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
11-03-2011, 09:52 PM #65
Clouds
Error 404: Title Not Found
Originally posted by xTechnique View Post
Wait you want the menu on PC?


No, I want to test my patch on the PC. I can't get my menus to run at all. Any of them.
11-04-2011, 03:12 AM #66
Kitty=^.^=
Do a barrel roll!
Originally posted by NGU
Make a RAZBAZ is Shit patch :carling:

---------- Post added at 05:32 PM ---------- Previous post was at 04:14 PM ----------



Do you know how to run mods on alterIWnet? Because I can't data transfer since people I live with are playing through games that have giant ass installs Gaspkay:


i cud run mods on mw2 pc i cud check stuff for u if u wantWinky Winky
11-04-2011, 11:39 AM #67
Clouds
Error 404: Title Not Found
Originally posted by makcim View Post
i cud run mods on mw2 pc i cud check stuff for u if u wantWinky Winky


Please do, because my alterIW updated, and now I can't run any of my mod menu patches.
11-04-2011, 07:44 PM #68
Cody_h4x
Nobody is like me
Originally posted by NGU
Please do, because my alterIW updated, and now I can't run any of my mod menu patches.


Google is your friend :carling:

You must login or register to view this content.

:carling:
11-05-2011, 01:07 AM #69
Originally posted by NGU
Make a RAZBAZ is Shit patch :carling:

stare
...
11-06-2011, 02:09 AM #70
Cody_h4x
Nobody is like me
EDIT: Added file sizes :carling:
11-06-2011, 03:14 AM #71
Originally posted by h4x View Post
EDIT: Added file sizes :carling:

Test need 2 see what the time is
11-06-2011, 03:57 AM #72
Cmd-X
It's been awhile.
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


Yes my friend, I haven't been working with 1.11 lately, so I will need some help...
Can you teamview me? I will pay $5
11-06-2011, 04:02 AM #73
Default Avatar
hvsdi
Guest
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



Thanks man, good job Awesome face

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