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
11-10-2011, 12:46 AM #83
Could you post a vid of you adding it to a menu on NGU?
11-10-2011, 12:52 AM #84
Rustled Jimmies
Who’s Jim Erased?
Originally posted by h4x View Post
yea
4 patches in one, tanks, crazy menu, spinning 10 coin as emblem in game, zombie map edits, and so much more :p

That makes me wanna get rid of my Efthy V9 super edit I did!! But I cant :( but still a sick 1.11 patch!
11-16-2011, 06:55 PM #85
Glowing
Bounty hunter
Cody is your patch private or could you link me to it?
I would sure like to host it.
Im not a skid, I dont just edit my names into them and give them out >.<
11-20-2011, 04:03 PM #86
Taylor
Former Black Knight.
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


If You Look At Daft Vader's Cod4 Patch, He Uses The Same Concept Kinda, Using The Whole DVAR Thingy
11-26-2011, 05:36 PM #87
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


how do put patch on ps3?

---------- Post added at 11:36 AM ---------- Previous post was at 11:35 AM ----------

Originally posted by Glowing View Post

Im not a skid, I dont just edit my names into them and give them out >.<


Yes you do.
11-27-2011, 01:26 PM #88
DEREKTROTTER
You're Goddamn Right
good look doing this with my patch Happy
11-27-2011, 08:05 PM #89
Blackstorm
Veni. Vidi. Vici.
Originally posted by h4x View Post
hahaha I was looking through those, I changed glow, color, added a doHeart to Dafts's. Thats about it, and i thought it was good :lol:

Now ive added 4 patches in one, an amazing looking menu, tanks, zombie map edits, tagging cardicaons to items, made splash notifcations, and so much more to my own patch :wub:


Trust me, just when you think you've gotten amazing, there's so much more to learn.

And that's a word from the wise, and a word from personal experience :carling:
11-27-2011, 10:10 PM #90
Cody_h4x
Nobody is like me
Originally posted by Blackstorm View Post
Trust me, just when you think you've gotten amazing, there's so much more to learn.

And that's a word from the wise, and a word from personal experience :carling:


aha but ye who be lone with wisdom is really ye who is teh n00b :carling:
Persoanl experience? :carling: Ive reached max level of sexy ness

<00-====//:carling:\\====-00>
11-27-2011, 10:37 PM #91
Blackstorm
Veni. Vidi. Vici.
Originally posted by h4x View Post
aha but ye who be lone with wisdom is really ye who is teh n00b :carling:
Persoanl experience? :carling: Ive reached max level of sexy ness

<00-====//:carling:\\====-00>


Originally posted by another user

Thou who art reach the nirvana of sexiness, shalt then once again, be proclaimed gsc n00b below thou lord of GSC, Blackstorm

-TheUnkn0wn
13:37


:carling: It has been proven with scripture.
Last edited by Blackstorm ; 11-27-2011 at 10:39 PM.

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