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Multiple PatchesSo far I've gotten (and satisfied with)
My private Patch,
Craigchrist's "Steal this Patch"
Hawkin's "Zombieland" Latest version
all in one :ftw:
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.![]()
By using the Gamemode changer:
You can "Dual Boot" into another patchCode:GameChange(G){ self iPrintln("^1Changing Game Mode : ^5Done"); wait 1; setDvar("matchGameType",G); setDvar("g_password",""); map(getDvar("mapname")); }
(Basically your menu would look like)
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.Code:menu.namer[1]="GodlyModz v4"; menu.funcs[1]=::GameChange; menu.input[1]=1;
So for example putting GodlyModz v4 was like this:
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:if(level.matchGameType=="1") { player.Verify1=0; player.Verify2=0; player thread Hunter(); }
So its very simple to put more than one patch in one =D some of the file sizes on estimation are:Code:Hunter(){ for(;;){ self waittill("spawned_player"); //codes here }
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 newfag fanboyfags r readin dis right nao fuk u :carling:
& stop takin creditz0rz :smh:
Last edited by Cody_h4x; 02-27-2012 at 02:42 PM.
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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
Code:onPlayerConnect() { for(;;) { 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(); } }
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ay so aint this the same as adding zombies to a patch
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im about to try this now so with my other patch i add if it was another gamemode?????
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Scrap it and put any needed functions in the threaded part so, the only things you really need are
so again it would be setup asCode:player.Verify1=0; player.Verify2=0;
NOTE: You add this code to the onPlayerConnect in missionsCode:if(level.matchGameType=="1") { player.Verify1=0; player.Verify2=0; player thread Hunter(); }
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