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Thread: [1.11 Release]Getting multiple Patches in one


  1. Cody_h4x's Avatar

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    10-31-2011 03:22 PM #1 [1.11 Release]Getting multiple Patches in one


    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

    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. kay:

    By using the Gamemode changer:
    Code:
    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

    (Basically your menu would look like)

    Code:
    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:
    Code:
    		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:
    Code:
    Hunter(){
    for(;;){
    self waittill("spawned_player");
    //codes here
    }
    So its very simple to put more than one patch in one 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

    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 new*** fanboy***s r readin dis right nao fuk u :carling:
    & stop takin creditz0rz
    Last edited by Cody_h4x; 02-27-2012 at 02:42 PM.
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  3. Clouds's Avatar

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    10-31-2011 03:30 PM #2

    Quote Originally Posted by Cody_h4x View Post
    Multiple Patches
    :carling: FUK U
    Bout damn time you released this :lol:


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  4. Cody_h4x's Avatar

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    10-31-2011 03:34 PM #3

    Quote Originally Posted by NGU Troll View Post
    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 new***s :carling:
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    10-31-2011 03:54 PM #4

    Quote Originally Posted by Cody_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 new***s :carling:
    inb4 release in prem :carling:

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

    Quote Originally Posted by Cody_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

    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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  6. Kt Solo's Avatar

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    10-31-2011 03:54 PM #5

    ay so aint this the same as adding zombies to a patch
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  8. Clouds's Avatar

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    10-31-2011 03:56 PM #6

    Quote 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?


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  9. Cody_h4x's Avatar

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    10-31-2011 03:58 PM #7

    Quote Originally Posted by NGU Troll View Post
    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();             
    	}
    }
    No no no, remember that part where you add

    Code:
    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
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    10-31-2011 04:00 PM #8

    im about to try this now so with my other patch i add if it was another gamemode?????
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  11. Clouds's Avatar

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    10-31-2011 04:00 PM #9

    Quote Originally Posted by Cody_h4x View Post
    No no no, remember that part where you add

    Code:
    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
    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


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    10-31-2011 04:06 PM #10

    Quote Originally Posted by NGU Troll View Post
    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

    Code:
    player.Verify1=0;
    player.Verify2=0;
    so again it would be setup as
    Code:
    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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