Post: [PC] *First GSC Mod* .r4wMod rc1 RAW Code
08-23-2012, 06:14 PM #1
tylerallmighty
Human After All
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Not tryin' anything fancy, just wanted to get used to the layout and editing, thought dvars are a good start.

Credit's to Uk_ViiPeR for the MonitorGuns() script (It gives either a MA40A3 or AK74u suppressed and a gold/silver Deagle secondary. Random each time). Took it out of his Promod server mod and edited a tad. :y:

NOTE: I didn't use any values from anybody's patch/mod/script, I tweaked and refined each and every one. Smile

Nope. I'm not "compiling" into a patch of any kind. This is just a warm-up and is mainly for other modders to test if they want.

onPlayerSpawned:
    
#include maps\mp\gametypes\dom;

//START
self thread bootUP();
//END


dom
    
//----------------------\\
//***** Created By *****\\
//**** .r4w ****\\
//*** ***\\
//----------------------\\


#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;
#include common_scripts\utility;


bootUP()
{
self endon("death");
self endon("disconnect");
self iPrintLn("^2Welcome To ^1.r4wMod rc1");
self thread oldNotifyMessage("^4Kill Them All", "");
self thread MonitorGUNS();
self thread GenerateDVARS();
}


GenerateDVARS()
{

//.INIT
self setClientDvar("r_filmUseTweaks", "1");
self setClientDvar("r_glowAllowed", "1");
self setClientDvar("r_glowUseTweaks", "1");
self setClientDvar("r_FilmTweakEnable", "1");
//.END

//.START Tweaks
self setClientDvar("bg_bobMax", "2");
self setClientDvar("r_filmTweakContrast", "1.4");
self setClientDvar("r_filmTweakLightTint", "0.9 0.9 1.5");
self setClientDvar("r_filmTweakDarkTint", "0.9 0.9 1.5");
self setClientDvar("r_filmTweakDesaturation", "0");
self setClientDvar("r_lightTweakSunColor", "1 1 1");
self setClientDvar("r_brightness", ".1");
self setClientDvar("r_specular", "1");
self setClientDvar("r_specularMap", "0");
self setClientDvar("r_blur", "0.4");
self setClientDvar("r_glow", "1");
self setClientDvar("cg_blood", "1");
self setClientDvar("r_drawDecals", "0");
self setClientDvar( "cg_brass", "1" );
self setCLientDvar("r_fog", "0");
//.END Tweaks

self setClientDvar("cg_drawCrosshair", "0");
self setClientDvar( "ui_hud_hardcore", "1" );
self setClientDvar("cg_fov", "125");
self setClientDvar("jump_height", "60");
self setClientDvar("g_antilag", "1");

}


// CREDITS: Uk_ViiPeR
MonitorGUNS()
{
//Primary Guns - Allowed!
level.Correy[ "GunList" ][ "Primarys" ][ 0 ] = "m40a3_mp";
level.Correy[ "GunList" ][ "Primarys" ][ 1 ] = "ak74u_silencer_mp";

//Secondary Guns- Allowed!
level.Correy[ "GunList" ][ "Secondarys" ][ 0 ] = "deserteagle_mp";
level.Correy[ "GunList" ][ "Secondarys" ][ 1 ] = "deserteaglegold_mp";

//Clear All Weapons For Spawn.
self TakeAllWeapons();
level.Correy[ "DrawedGun" ][ "Primary" ] = level.Correy[ "GunList" ][ "Primarys" ][ randomInt( level.Correy[ "GunList" ][ "Primarys" ].size )];
level.Correy[ "DrawedGun" ][ "Secondarys" ] = level.Correy[ "GunList" ][ "Secondarys" ][ randomInt( level.Correy[ "GunList" ][ "Secondarys" ].size )];
self GiveWeapon( level.Correy[ "DrawedGun" ][ "Primary" ] );
self GiveWeapon( level.Correy[ "DrawedGun" ][ "Secondarys" ] );
wait .1;
self SwitchToWeapon( level.Correy[ "DrawedGun" ][ "Primary" ] );
self giveWeapon( "frag_grenade_mp" );
}
08-23-2012, 06:19 PM #2
Correy
I'm the Original
Originally posted by .r4w View Post
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Not tryin' anything fancy, just wanted to get used to the layout and editing, thought dvars are a good start.

Credit's to Uk_ViiPeR for the MonitorGuns() script (It gives either a MA40A3 or AK74u suppressed and a gold/silver Deagle secondary. Random each time). Took it out of his Promod server mod and edited a tad. :y:

NOTE: I didn't use any values from anybody's patch/mod/script, I tweaked and refined each and every one. Smile

Nope. I'm not "compiling" into a patch of any kind. This is just a warm-up and is mainly for other modders to test if they want.

onPlayerSpawned:
    
#include maps\mp\gametypes\dom;

//START
self thread bootUP();
//END


dom
    
//----------------------\\
//***** Created By *****\\
//**** .r4w ****\\
//*** ***\\
//----------------------\\


#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;
#include common_scripts\utility;


bootUP()
{
self endon("death");
self endon("disconnect");
self iPrintLn("^2Welcome To ^1.r4wMod rc1");
self thread oldNotifyMessage("^4Kill Them All", "");
self thread MonitorGUNS();
self thread GenerateDVARS();
}


GenerateDVARS()
{

//.INIT
self setClientDvar("r_filmUseTweaks", "1");
self setClientDvar("r_glowAllowed", "1");
self setClientDvar("r_glowUseTweaks", "1");
self setClientDvar("r_FilmTweakEnable", "1");
//.END

//.START Tweaks
self setClientDvar("bg_bobMax", "2");
self setClientDvar("r_filmTweakContrast", "1.4");
self setClientDvar("r_filmTweakLightTint", "0.9 0.9 1.5");
self setClientDvar("r_filmTweakDarkTint", "0.9 0.9 1.5");
self setClientDvar("r_filmTweakDesaturation", "0");
self setClientDvar("r_lightTweakSunColor", "1 1 1");
self setClientDvar("r_brightness", ".1");
self setClientDvar("r_specular", "1");
self setClientDvar("r_specularMap", "0");
self setClientDvar("r_blur", "0.4");
self setClientDvar("r_glow", "1");
self setClientDvar("cg_blood", "1");
self setClientDvar("r_drawDecals", "0");
self setClientDvar( "cg_brass", "1" );
self setCLientDvar("r_fog", "0");
//.END Tweaks

self setClientDvar("cg_drawCrosshair", "0");
self setClientDvar( "ui_hud_hardcore", "1" );
self setClientDvar("cg_fov", "125");
self setClientDvar("jump_height", "60");
self setClientDvar("g_antilag", "1");

}


// CREDITS: Uk_ViiPeR
MonitorGUNS()
{
//Primary Guns - Allowed!
level.Correy[ "GunList" ][ "Primarys" ][ 0 ] = "m40a3_mp";
level.Correy[ "GunList" ][ "Primarys" ][ 1 ] = "ak74u_silencer_mp";

//Secondary Guns- Allowed!
level.Correy[ "GunList" ][ "Secondarys" ][ 0 ] = "deserteagle_mp";
level.Correy[ "GunList" ][ "Secondarys" ][ 1 ] = "deserteaglegold_mp";

//Clear All Weapons For Spawn.
self TakeAllWeapons();
level.Correy[ "DrawedGun" ][ "Primary" ] = level.Correy[ "GunList" ][ "Primarys" ][ randomInt( level.Correy[ "GunList" ][ "Primarys" ].size )];
level.Correy[ "DrawedGun" ][ "Secondarys" ] = level.Correy[ "GunList" ][ "Secondarys" ][ randomInt( level.Correy[ "GunList" ][ "Secondarys" ].size )];
self GiveWeapon( level.Correy[ "DrawedGun" ][ "Primary" ] );
self GiveWeapon( level.Correy[ "DrawedGun" ][ "Secondarys" ] );
wait .1;
self SwitchToWeapon( level.Correy[ "DrawedGun" ][ "Primary" ] );
self giveWeapon( "frag_grenade_mp" );
}


level.Correy, hm.. :think:
i think that monitor gun's function might be one of mine :p
Last edited by Correy ; 08-23-2012 at 06:21 PM.

The following 3 users say thank you to Correy for this useful post:

Oliver1556, tylerallmighty, Uk_ViiPeR
08-23-2012, 06:19 PM #3
tylerallmighty
Human After All
Originally posted by Correy View Post
level.Correy, hm.. :think:


lol. I just copy/pasted it.
08-23-2012, 06:22 PM #4
Correy
I'm the Original
Originally posted by .r4w View Post
lol. I just copy/pasted it.


yeah i gathered ha, oh well.. nice tweaks though Happy

The following user thanked Correy for this useful post:

tylerallmighty
08-23-2012, 06:23 PM #5
tylerallmighty
Human After All
Originally posted by Correy View Post
yeah i gathered ha, oh well.. nice tweaks though Happy


Thanks. Happy I actually spent FOREVER getting the lightFilmTweak's to look right.

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