Post: ***Chrome Playa's Forge Patch v2***
02-28-2011, 03:49 AM #1
Chrome Playa
Chrome Gaming Reloaded
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Chrome Playa's Forge Patch v2.0
Good For In-Game Bunker Creations


Thank you -Bad-Man- for the idea Smile

*****New Features******

[NEW]Save Your Codes to a Text File with PC Version!!!!
Host Menu
Build Force Field
Build Door
Build Random Weapon Box
Build Ammo Box
Forge Mode
Support for All Objects By Map
Support For All Primary Weapons by Type
Guns to Wall
Full Scroll Capability for Menu
Rank Up Player
Unlock All Player
Teleport Player to Me
Teleport to Player
[/size]

Features
Full List Of Features


Forge Menu
Build Wall
Build Grid
Build Ramp
Build Door
Build Teleporter
Build Moving Platform
Build Force Field
Build Random Weapon Box
Build Ammo Box
Toggle Forge Mode
Weapons Menu
Models Menu

Host Menu
Force Host
Unlimited Time
Fast Restart
End Game
Advertise
Toggle Super Jump
Toggle Super Speed
Toggle No Friction
Toggle Aimbot
Change Map (All Non-DLC Maps)
Toggle Modded Bullets
Change Bullet Type

Player Menu
Kick Player
Rank to Level 70
Unlock All
Teleport to Me
Teleport to Player

Weapons Menu
Sniper Rifles
Assault Rifles
Sub Machine Guns
Launchers
Predator Missle
Deployable Sentry
Deployable Mingun

Models Menu
Afghan
Derail
Estate
Favela
Highrise
Invasion
Karachi
Quarry
Rundown
Scrapyard
Skidrow
Sub Base
Terminal
Underpass
Killstreak Models
Silver Sphere
Tactical Insertion



VIDEO:

[ame=https://www.youtube.com/watch?v=yeNcyV4l66Y]YouTube - Chrome Playa's Forge Patch v2[/ame]

DOWNLOASad Awesome

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How To Save Your Codes With PC Version:
With the PC Version of my Forge Patch, when you spawn anything, your code will be saved to your games_mp.log. This file is located in your MW2 Directory in the "main" folder. After you end a game, every code will be saved to that file. To find your codes, open up games_mp.log and scroll to the bottom. Your codes will be at the bottom of the file.


How To Make Your Bunker Code:

Every time you build a structure, a code will be generated on the screen. Add that code to myBunker() which is located in Coordinates.gsc. After you finish your code, just call it from a menu option or whatever you prefer.

If you would like to add your code to another patch, then you need to add this to the init() of your patch's missions.gsc:


    	level.elevator_model["enter"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
level.elevator_model["exit"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
precacheModel( level.elevator_model["enter"] );
precacheModel( level.elevator_model["exit"] );
precacheModel( "test_sphere_silver" );
precacheModel("furniture_blowupdoll01");



You also need to have these codes along with your bunker code:

    //Map Building Functions ***(If You are putting your bunker into another patch, make sure to include these)***
CreateWalls(start,end){D=Distance((start[0],start[1],0),(end[0],end[1],0));H=Distance((0,0,start[2]),(0,0,end[2]));blocks=roundUp(D/55);height=roundUp(H/30);CX=end[0] - start[0];CY=end[1] - start[1];CZ=end[2] - start[2];XA =(CX/blocks);YA =(CY/blocks);ZA =(CZ/height);TXA =(XA/4);TYA =(YA/4);Temp=VectorToAngles(end - start);Angle =(0,Temp[1],90);for(h=0;h < height;h++){block=spawn("script_model",(start +(TXA,TYA,10)+((0,0,ZA)* h)));block setModel("com_plasticcase_friendly");block.angles=Angle;block Solid();block CloneBrushmodelToScriptmodel(level.airDropCrateCollision);wait 0.001;for(i=1;i < blocks;i++){block=spawn("script_model",(start +((XA,YA,0)* i)+(0,0,10)+((0,0,ZA)* h)));block setModel("com_plasticcase_friendly");block.angles=Angle;block Solid();block CloneBrushmodelToScriptmodel(level.airDropCrateCollision);wait 0.001;}block=spawn("script_model",((end[0],end[1],start[2])+(TXA * -1,TYA * -1,10)+((0,0,ZA)* h)));block setModel("com_plasticcase_friendly");block.angles=Angle;block Solid();block CloneBrushmodelToScriptmodel(level.airDropCrateCollision);wait 0.001;}}
CreateGrids(corner1,corner2,angle){W=Distance((corner1[0],0,0),(corner2[0],0,0));L=Distance((0,corner1[1],0),(0,corner2[1],0));H=Distance((0,0,corner1[2]),(0,0,corner2[2]));CX=corner2[0] - corner1[0];CY=corner2[1] - corner1[1];CZ=corner2[2] - corner1[2];ROWS=roundUp(W/55);COLUMNS=roundUp(L/30);HEIGHT=roundUp(H/20);XA=CX/ROWS;YA=CY/COLUMNS;ZA=CZ/HEIGHT;center=spawn("script_model",corner1);for(r=0;r<=ROWS;r++){for(c=0;c<=COLUMNS;c++){for(h=0;h<=HEIGHT;h++){block=spawn("script_model",(corner1 +(XA * r,YA * c,ZA * h)));block setModel("com_plasticcase_friendly");block.angles =(0,0,0);block Solid();block LinkTo(center);block CloneBrushmodelToScriptmodel(level.airDropCrateCollision);wait 0.01;}}}center.angles=angle;}
CreateRamps(top,bottom){D=Distance(top,bottom);blocks=roundUp(D/30);CX=top[0] - bottom[0];CY=top[1] - bottom[1];CZ=top[2] - bottom[2];XA=CX/blocks;YA=CY/blocks;ZA=CZ/blocks;CXY=Distance((top[0],top[1],0),(bottom[0],bottom[1],0));Temp=VectorToAngles(top - bottom);BA =(Temp[2],Temp[1] + 90,Temp[0]);for(b=0;b < blocks;b++){block=spawn("script_model",(bottom +((XA,YA,ZA)* B)));block setModel("com_plasticcase_friendly");block.angles=BA;block Solid();block CloneBrushmodelToScriptmodel(level.airDropCrateCollision);wait 0.01;}block=spawn("script_model",(bottom +((XA,YA,ZA)* blocks)-(0,0,5)));block setModel("com_plasticcase_friendly");block.angles =(BA[0],BA[1],0);block Solid();block CloneBrushmodelToScriptmodel(level.airDropCrateCollision);wait 0.01;}
CreateElevator(enter,exit,angle){flag=spawn("script_model",enter);flag setModel(level.elevator_model["enter"]);wait 0.01;flag=spawn("script_model",exit);flag setModel(level.elevator_model["exit"]);wait 0.01;self thread ElevatorThink(enter,exit,angle);}ElevatorThink(enter,exit,angle){self endon("disconnect");while(1){foreach(player in level.players){if(Distance(enter,player.origin)<= 50){player SetOrigin(exit);player SetPlayerAngles(angle);}}wait .25;}}
CreatePlate(corner1,corner2,arivee,angle,time){W=Distance((corner1[0],0,0),(corner2[0],0,0));L=Distance((0,corner1[1],0),(0,corner2[1],0));H=Distance((0,0,corner1[2]),(0,0,corner2[2]));CX=corner2[0] - corner1[0];CY=corner2[1] - corner1[1];CZ=corner2[2] - corner1[2];ROWS=roundUp(W/55);COLUMNS=roundUp(L/30);HEIGHT=roundUp(H/20);XA=CX/ROWS;YA=CY/COLUMNS;ZA=CZ/HEIGHT;center=spawn("script_model",corner1);for(r=0;r<=ROWS;r++){for(c=0;c<=COLUMNS;c++){for(h=0;h<=HEIGHT;h++){block=spawn("script_model",(corner1 +(XA * r,YA * c,ZA * h)));block setModel("com_plasticcase_friendly");block.angles =(0,0,0);block Solid();block CloneBrushmodelToScriptmodel(level.airDropCrateCollision);block thread Escalatore((corner1 +(XA * r,YA * c,ZA * h)),(arivee +(XA * r,YA * c,ZA * h)),time);wait 0.01;}}}center.angles=angle;center thread Escalatore(corner1,arivee,time);center CloneBrushmodelToScriptmodel(level.airDropCrateCollision);}Escalatore(depart,arivee,time){while(1){if(self.state=="open"){self MoveTo(depart,time);wait(time*2.5);self.state="close";continue;}if(self.state=="close"){self MoveTo(arivee,time);wait(time*2.5);self.state="open";continue;}}}CreateAsc(depart,arivee,angle,time){Asc=spawn("script_model",depart);Asc setModel("com_plasticcase_friendly");Asc.angles=angle;Asc Solid();Asc CloneBrushmodelToScriptmodel(level.airDropCrateCollision);Asc thread Escalator(depart,arivee,time);}Escalator(depart,arivee,time){while(1){if(self.state=="open"){self MoveTo(depart,time);wait(time*1.5);self.state="close";continue;}if(self.state=="close"){self MoveTo(arivee,time);wait(time*1.5);self.state="open";continue;}}}CreateCircle(depart,pass1,pass2,pass3,pass4,arivee,angle,time){Asc=spawn("script_model",depart);Asc setModel("com_plasticcase_friendly");Asc.angles=angle;Asc Solid();Asc CloneBrushmodelToScriptmodel(level.airDropCrateCollision);Asc thread Circle(depart,arivee,pass1,pass2,pass3,pass4,time);}Circle(depart,pass1,pass2,pass3,pass4,arivee,time){while(1){if(self.state=="open"){self MoveTo(depart,time);wait(time*1.5);self.state="op";continue;}if(self.state=="op"){self MoveTo(pass1,time);wait(time);self.state="opi";continue;}if(self.state=="opi"){self MoveTo(pass2,time);wait(time);self.state="opa";continue;}if(self.state=="opa"){self MoveTo(pass3,time);wait(time);self.state="ope";continue;}if(self.state=="ope"){self MoveTo(pass4,time);wait(time);self.state="close";continue;}if(self.state=="close"){self MoveTo(arivee,time);wait(time);self.state="open";continue;}}}
SpawnWeapons(WFunc,Weapon,WeaponName,Location,TakeOnce,angle,gun){self endon("disconnect");gun delete();weapon_model=getWeaponModel(Weapon);if(weapon_model=="")weapon_model=Weapon;Wep=spawn("script_model",Location+(0,0,0));Wep setModel(weapon_model);Wep.angles=angle;for(;Winky Winky{foreach(player in level.players){Radius=distance(Location,player.origin);if(Radius<80){player setLowerMessage(WeaponName,"Press ^3[{+usereload}]^7 to swap for "+WeaponName);if(player UseButtonPressed())wait 0.2;if(player UseButtonPressed()){if(!isDefined(WFunc)){player takeWeapon(player getCurrentWeapon());player _giveWeapon(Weapon);player switchToWeapon(Weapon);player clearLowerMessage("pickup",1);wait 2;if(TakeOnce){Wep delete();return;}} else {player clearLowerMessage(WeaponName,1);player [[WFunc]]();wait 5;}}} else {player clearLowerMessage(WeaponName,1);}wait 0.1;}wait 0.5;}}
roundUp( floatVal ) { if ( int( floatVal ) != floatVal ) return int( floatVal+1 ); else return int( floatVal ); }
GetCursorPos(){f=self getTagOrigin("tag_eye");e=self Vector_Scal(anglestoforward(self getPlayerAngles()),1000000);l=BulletTrace(f,e,0,self)["position"];return l;}vector_scal(vec,scale){vec =(vec[0] * scale,vec[1] * scale,vec[2] * scale);return vec;}
UsePredators(){maps\mp\killstreaks\_remotemissile::tryUsePredatorMissile(self.pers["killstreaks"][0].lifeId); }
CreateTurret(type,angles,location){if(!isDefined(location)|| !isDefined(type))return;if(!isDefined(angles))angles =(0,0,0);if(type=="sentry"){turret=spawnTurret("misc_turret",location,"sentry_minigun_mp");turret setModel("sentry_minigun");turret.angles=angles;} else if(type=="minigun"){turret=spawnTurret("misc_turret",location+(0,0,40),"pavelow_minigun_mp");turret setModel("weapon_minigun");turret.angles=angles;}}
SpawnModel(Model,Location){self endon("disconnect");Obj=spawn("script_model",Location);Obj PhysicsLaunchServer((0,0,0),(0,0,0));Obj.angles=self.angles+(0,90,0);Obj setModel(Model);}
CreateForce(start,end){D=Distance((start[0],start[1],0),(end[0],end[1],0));H=Distance((0,0,start[2]),(0,0,end[2]));blocks=roundUp(D/55);height=roundUp(H/30);CX=end[0] - start[0];CY=end[1] - start[1];CZ=end[2] - start[2];XA =(CX/blocks);YA =(CY/blocks);ZA =(CZ/height);TXA =(XA/4);TYA =(YA/4);Temp=VectorToAngles(end - start);Angle =(0,Temp[1],90);for(h=0;h < height;h++){block=spawn("script_model",(start +(TXA,TYA,10)+((0,0,ZA)* h)));block setModel(level.chopper_fx["light"]["belly"]);block.angles=Angle;block Solid();block CloneBrushmodelToScriptmodel(level.airDropCrateCollision);wait 0.001;for(i=1;i < blocks;i++){block=spawn("script_model",(start +((XA,YA,0)* i)+(0,0,10)+((0,0,ZA)* h)));block setModel(level.chopper_fx["light"]["belly"]);block.angles=Angle;block Solid();block CloneBrushmodelToScriptmodel(level.airDropCrateCollision);wait 0.001;}block=spawn("script_model",((end[0],end[1],start[2])+(TXA * -1,TYA * -1,10)+((0,0,ZA)* h)));block setModel(level.chopper_fx["light"]["belly"]);block.angles=Angle;block Solid();block CloneBrushmodelToScriptmodel(level.airDropCrateCollision);wait 0.001;}}
CreateTac(pos){efx=loadfx("misc/flare_ambient");playFx(efx,pos);wait 0.01;}
CreateDoors(open,close,angle,size,height,hp,range){ offset =(((size / 2)- 0.5)* -1); center=spawn("script_model",open); for(j=0;j < size;j++){ door=spawn("script_model",open +((0,30,0)* offset)); door setModel("com_plasticcase_enemy"); door Solid(); door CloneBrushmodelToScriptmodel(level.airDropCrateCollision); door EnableLinkTo(); door LinkTo(center); for(h=1;h < height;h++){ door=spawn("script_model",open +((0,30,0)* offset)-((70,0,0)* h)); door setModel("com_plasticcase_enemy"); door Solid(); door CloneBrushmodelToScriptmodel(level.airDropCrateCollision); door EnableLinkTo(); door LinkTo(center); } offset += 1; } center.angles=angle; center.state="open"; center.hp=hp; center.range=range; center thread DoorThink(open,close); center thread DoorUse(); center thread ResetDoors(open,hp); wait 0.01;} DoorThink(open,close){ while(1) { if(self.hp > 0){ self waittill("triggeruse" ,player); if(player.team=="allies"){ if(self.state=="open"){ self MoveTo(close,level.doorwait); wait level.doorwait; self.state="close"; continue; } if(self.state=="close"){ self MoveTo(open,level.doorwait); wait level.doorwait; self.state="open"; continue; } } if(player.team=="axis"){ if(self.state=="close"){ self.hp--; player iPrintlnBold("HIT"); wait 1; continue; } } }else{ if(self.state=="close"){ self MoveTo(open,level.doorwait); } self.state="broken"; wait .5; } }} DoorUse(range){ self endon("disconnect"); while(1) { foreach(player in level.players) { if(Distance(self.origin,player.origin)<= self.range){ if(player.team=="allies"){ if(self.state=="open"){ player.hint="Press ^3[{+activate}] ^7to ^2Close ^7the door"; } if(self.state=="close"){ player.hint="Press ^3[{+activate}] ^7to ^2Open ^7the door"; } if(self.state=="broken"){ player.hint="^1Door is Broken"; } } if(player.team=="axis"){ if(self.state=="close"){ player.hint="Press ^3[{+activate}] ^7to ^2Attack ^7the door"; } if(self.state=="broken"){ player.hint="^1Door is Broken"; } } if(player.buttonPressed[ "+activate" ]==1){ player.buttonPressed[ "+activate" ]=0; self notify("triggeruse" ,player); } } } wait .045; }} ResetDoors(open,hp){ while(1) { level waittill("RESETDOORS"); self.hp=hp; self MoveTo(open,level.doorwait); self.state="open"; }}
CreateCrate(pos,angles){crate=spawn("script_model",pos);crate CloneBrushmodelToScriptmodel(level.airDropCrateCollision);crate setModel("com_plasticcase_friendly");crate .angles=angles;}
EliteWeaponBox(pos,WhatTeam){if(!isDefined(WhatTeam)){T=self.pers["team"];} else {T=WhatTeam;}Mossy=spawn("script_model",pos+(0,0,15));Mossy setModel("com_plasticcase_friendly");Mossy.angles=self.angles+(0,90,0);Mossy Solid();Mossy CloneBrushmodelToScriptmodel(level.airDropCrateCollision);Elite=spawn("script_model",pos);Elite.angles=self.angles+(0,90,0);Elite Solid();RM=randomint(9999);for(;Winky Winky{foreach(P in level.players){wait 0.05;if(P.pers["team"]!=T)continueAwesome face=distance(pos,P.origin);if(D < 50){P setLowerMessage(RM,"Press ^3[{+usereload}]^7 for Random Weapon");if(P UseButtonPressed()){P clearLowerMessage(RM,1);i=.1;Wep=level.weaponList[randomint(level.weaponList.size)];Elite setModel(getWeaponModel(Wep));Elite MoveTo(pos+(0,0,55),0.9);while(i<.6){OldWep=Wep;Wep=level.weaponList[randomint(level.weaponList.size)];if(Wep!=OldWep){Elite setModel(getWeaponModel(Wep));} else {Wep=level.weaponList[randomint(level.weaponList.size)];Elite setModel(getWeaponModel(Wep));}wait i;i+=.02;}i=0;if(P GetWeaponsListPrimaries().size > 1)P takeWeapon(P getCurrentWeapon());P giveWeapon(Wep,randomIntRange(0,Cool Man (aka Tustin),true);P switchToWeapon(Wep);Elite MoveTo(pos,.01);wait .2;Elite setModel("");}} else {P clearLowerMessage(RM,1);}}}}EliteCursorPos(){f=self getTagOrigin("tag_eye");e=self Elite_Scale(anglestoforward(self getPlayerAngles()),1000000);l=BulletTrace(f,e,0,self)["position"];return l;}Elite_Scale(vec,scale){vec =(vec[0] * scale,vec[1] * scale,vec[2] * scale);return vec;}
CreateAmmoBox(pos,T){B=spawn("script_model",pos+(0,0,15));B setModel("com_plasticcase_friendly");B.angles=self.angles+(0,90,0);B Solid();B CloneBrushmodelToScriptmodel(level.airDropCrateCollision);RAM=randomint(9999);for(;Winky Winky{foreach(P in level.players){wait 0.05;if(IsDefined(T)&&P.pers["team"]!=T)continue;R=distance(pos,P.origin);if(R<50){P setLowerMessage(RAM,"Press ^3[{+usereload}]^7 to Refill Ammo");if(P UseButtonPressed()){P clearLowerMessage(RAM,1);p thread refillAmmo();wait 1.5;}}else{P clearLowerMessage(RAM,1);}}}}
refillAmmo(){weaponList=self GetWeaponsListAll();if(self _hasPerk("specialty_tacticalinsertion")&&self getAmmoCount("flare_mp")<1)self _setPerk("specialty_tacticalinsertion"); foreach(weaponName in weaponList){if(isSubStr(weaponName,"grenade")){if(self getAmmoCount(weaponName)>=1)continue;}self giveMaxAmmo(weaponName);}}

The following 38 users say thank you to Chrome Playa for this useful post:

_L@ND!NRoCk_, -Whiteboy-, Ada Wong, agtiger, Amir-Habeeb, Baby-panama, CAMMO-ECKERT, Casper_HD, Cien, CleanMODSHD, DEREKTROTTER, Dreamcather, drive4567, Extractz92, GangsterDean, GetDeleted -_-, iHaXz_xD, IRiSe_GodFather, jonnyman69, LINUX♥, Mabez96, Matt1511, Mrs.Drake, Pauly, Cmd-X, ReX-05, RusterG, ryankite1, sigmund24, Skyl1n3, Swifter, T_m_b07, TRBZA, tycoon177, W0W, xR4G3x, XxAKASHIxX, YouRecognizeMe
03-01-2011, 01:48 AM #38
niceee too bad i dont got it for pc
03-01-2011, 03:59 AM #39
YOU NEED TO FIX IT GOES DOWN..
[ame]https://www.youtube.com/watch?v=Lr_Qvk5Gj54&hd=1[/ame]

I HOPE I MADE YOU HAPPY OR PUT A SMILE ON YOUR FACE LIKE THAT SONG..LOL OR IF YOU LIKE THE VIDEO

---------- Post added at 10:59 PM ---------- Previous post was at 10:59 PM ----------

Originally posted by chrise96 View Post
niceee too bad i dont got it for pc


its for ps3 and xbox tooo

The following user thanked Officer Laggy for this useful post:

xiLLuZioNzZx-
03-01-2011, 06:33 AM #40
Hey .. How do you test the patch and i have the cd game mw2 for pc ...... Or any one
03-01-2011, 06:43 AM #41
emsp
Space Ninja
Originally posted by dakilla010 View Post
Hey .. How do you test the patch and i have the cd game mw2 for pc ...... Or any one


Convert it to pc
03-01-2011, 06:45 AM #42
Originally posted by emsp View Post
convert it to pc


what go on ps2 and tell me lol i have a mw2 for pc i bought the game ... Os how do i test paths

[ame]https://www.youtube.com/watch?v=Lr_Qvk5Gj54&hd=1[/ame]
REMOVE THE LINKS TOP RIGHT CLICK IT O X TWO TIMES THEN BOTTOM RIGHT CLICK IT ON X ONCE
Last edited by Officer Laggy ; 03-01-2011 at 06:49 AM.
03-01-2011, 06:47 AM #43
emsp
Space Ninja
Originally posted by dakilla010 View Post
what go on ps2 and tell me lol i have a mw2 for pc i bought the game ... Os how do i test paths


lol ps2

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03-01-2011, 06:52 AM #44
Originally posted by emsp View Post
lol ps2

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LOL SORRY PS3 BUT IM GOING TO SLEEP LOL


[ame]https://www.youtube.com/watch?v=Lr_Qvk5Gj54&hd=1[/ame]
REMOVE LINKS TOP RIGHT CLICK IT ON X 2 TIMES THEN BOTTOM RIGHT CLICK IT ON X 1 TIMES...OO AND IF YOU THOUGHT THAT I WAS TALKING ABOUT THE BLACK LINES SO YOU CAN SEE HER NAKED....LOL NO I MEAN THE WRITING... hope i made you happy or at lest put a smile on your face...lol
Last edited by Officer Laggy ; 03-02-2011 at 12:14 AM.
03-01-2011, 06:24 PM #45
KeithH4666
Social engineering <3
looks good :y:
03-01-2011, 08:57 PM #46
any one know how to put this patch in a pc ....thank you


[ame]https://www.youtube.com/watch?v=Lr_Qvk5Gj54&hd=1[/ame]
REMOVE THE LINKS TOP RIGHT CLICK IT O X TWO TIMES THEN BOTTOM RIGHT CLICK IT ON X ONCE

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