Pure Tipsy SiteOwner
Posts : 21 Reputation : 0 Join date : 2012-07-12
| Subject: cod4 Dvar list Tue Jul 17, 2012 3:06 pm | |
| Big list of random dvar's to help you guys customise your own patch's enjoy
PERKS Tier 1
self setClientDvar( "perk_bulletDamage", "" ); //Stopping Power -999bad self setClientDvar( "perk_armorVest", "" ); //Jugga 999bad self setClientDvar( "perk_weapRateMultiplier", "" ); //Double Tap 0.001good self setClientDvar( "perk_weapReloadMultiplier", "" ); //Sleight of Hand 0.001good self setClientDvar( "perk_explosiveDamage", "" ); //Sonic boom -999bad
PERKS Tier 2
self setClientDvar( "perk_bulletPenetrationMultiplier", "" ); //Deep Impact 999good self setClientDvar( "perk_extraBreath", "" ); //Iron Lungs 999good self setClientDvar( "perk_sprintMultiplier", "" ); //Extreme Conditioning 999good self setClientDvar( "perk_weapSpreadMultiplier", "" ); //Steady Aim 0.001good self setClientDvar( "perk_parabolicradis", "" ); //Increase eavesdrop 1000good self setClientDvar( "perk_grenadeDeath", "" ); //Martydom rpg_mpgood deserteaglegold_mpbad
CLASS Colours
To get the colored classes to change you need to switch your button layout to "default" then flash your night vision (DPAD UP).
self setClientDvar( "customclass1", "^1Custom Class 1" ); self setClientDvar( "customclass2", "^2Custom Class 2" ); self setClientDvar( "customclass3", "^3Custom Class 3" ); self setClientDvar( "customclass4", "^4Custom Class 4" ); self setClientDvar( "customclass5", "^6Custom Class 5" );
PING BAR
self setClientDvar( "cg_scoreboardPingText", "1" ); self setClientDvar( "cg_ScoresPing_MaxBars", "9"); self setClientDvar( "cg_ScoresPing_Interval", "40"); self setClientDvar("cg_ScoresPing_LowColor", "0 0.68 1 1"); self setClientDvar("cg_ScoresPing_HighColor", "0 0 1 1");
Aimbot
self setClientDvar( "aim_automelee_range", "255" ); self setClientDvar( "aim_automelee_region_height", "480" ); self setClientDvar( "aim_automelee_region_width", "640" ); self setClientDvar( "aim_autoaim_enabled" , 1 ); self setClientDvar( "aim_autoaim_lerp" , 100 ); self setClientDvar( "aim_autoaim_region_height" , 480 ); self setClientDvar( "aim_autoaim_region_width" , 640 ); self setClientDvar( "aim_autoAimRangeScale" , 2 ); self setClientDvar( "aim_lockon_debug" , 1 ); self setClientDvar( "aim_lockon_enabled" , 1 ); self setClientDvar( "aim_lockon_region_height" , 0 ); self setClientDvar( "aim_lockon_region_width" , 640 ); self setClientDvar( "aim_lockon_strength" , 1 ); self setClientDvar( "aim_lockon_deflection" , 0.05 ); self setClientDvar( "aim_input_graph_debug" , 0 ); self setClientDvar( "aim_input_graph_enabled" , 1 );
UAV ON
self setClientDvar( "cg_enemyNameFadeOut", "900000" ); //Show enemies names constantly self setClientDvar( "cg_enemyNameFadeIn", "0" ); //same as above self setClientDvar( "cg_drawThroughWalls", "1" ); //Show player names through walls self setclientDvar( "compassSize", "1.5" ); //Increased map size self setClientDvar( "compassEnemyFootstepEnabled", "1" ); //radar always on self setClientDvar( "compass", "0" ); self setClientDvar( "compass_show_enemies", "1" ); //always show enemies self setClientDvar( "scr_game_forceuav", "1" ); //radar always on self setClientDvar( "compassEnemyFootstepEnabled", "1" ); self setClientDvar( "compassEnemyFootstepMaxRange", "99999" ); self setClientDvar( "compassEnemyFootstepMaxZ", "99999" ); self setClientDvar( "compassEnemyFootstepMinSpeed", "0" ); self setClientDvar( "compassRadarUpdateTime", "0.001" ); self setClientDvar( "compassFastRadarUpdateTime", "2" ); self setClientDvar( "cg_footsteps", "1" );
FPS Counter
self setClientDvar( "cg_drawFPS" , "Simple" ); self setClientDvar( "cg_drawFPSLabels" , "1" );
Force HOst
self setClientDvar( "party_iamhost", "1" ); self setClientDvar( "party_hostmigration", 0); self setClientDvar( "party_connectToOthers", 0);
Online Game
setDvar("scr_forcerankedmatch" , 1 ); setDvar( "onlinegame" , "1" );
Low Ammo
self setClientDvar("lowAmmoWarningColor1", "0 0 1 1"); self setClientDvar("lowAmmoWarningColor2", "1 0 0 1"); self setClientDvar("lowAmmoWarningNoAmmoColor1", "0 0 1 1"); self setClientDvar("lowAmmoWarningNoAmmoColor2", "1 0 0 1"); self setClientDvar("lowAmmoWarningNoReloadColor1", "0 0 1 1"); self setClientDvar("lowAmmoWarningNoReloadColor2", "1 0 0 1");
Give Gun
self GiveWeapon( "deserteaglegold_mp" ); self GiveWeapon( "defaultweapon_mp" );
Shoot Bricks
precacheItem("brick_blaster_mp"); //Put this in init() self giveWeapon("brick_blaster_mp"); //Put this in onPlayerSpawned()
Tracers
self setClientDvar( "cg_tracerSpeed", "0050" ); self setClientDvar( "cg_tracerwidth", "9" ); self setClientDvar( "cg_tracerlength", "999" );
Wallhack
self setClientDvar( "r_znear" , "35" );
Chrome
self setClientDvar("r_fullbright", 0); self setClientDvar( "r_specularmap", 2);
Cartoon
self setClientDvar("r_fullbright", 1);
Flash/stuns no effect
self setClientDvar( "cg_drawShellshock" , "0" );
Laser
self setClientDvar( "cg_laserForceOn" , "1" );
Red GT in pregame
self setClientDvar( "cg_scoreboardMyColor", "0.8 0 0 1");
Auto m16
player_burstFireCooldown "0"
Edit map name/game type
self setClientDvar( "ui_mapname", "^5Free Noodel Dump"); self setClientDvar( "ui_gametype", "^1By:^2 Your Dads ****" );
Shoot choppers down easy
self setClientDvar( "scr_heli_maxhealth", "1" ); self setClientDvar( "scr_heli_turret_engage_dist", "9999" ); self setClientDvar( "scr_heli_visual_range", "500" );
Unlimited chopper ammo
self setClientDvar( "scr_heli_targeting_delay", 0.0001 ); self setClientDvar( "scr_heli_turretClipSize", 9999 ); self setClientDvar( "scr_heli_turretReloadTime", 0.0001 );
Disable frags
self setClientDvar( "scr_weapon_allowfrags", 0 );
Time
setDvar("timescale", "0.5");
Fritcion
setDvar("friction", "0.1");
Unlimited ammo
setDvar("player_sustainAmmo", 1 );
Fall Damage
self setClientdvar( "bg_fallDamageMinHeight", "9999" ); self setclientdvar( "bg_fallDamageMinHeight", "9998" ); self setclientdvar( "jump_height", "999" );
Xp
self setClientDvar( "scr_dm_score_deatht", 50000 );//Neg - self setClientDvar( "scr_game_suicidepointloss", 1 ); self setClientDvar( "scr_dm_score_suicide", 5000 ); self setClientDvar( "scr_tdm_score_deatht", 2516000 ); self setClientDvar( "scr_tdm_score_suicide", 2516000 ); self setClientDvar( "scr_dom_score_deatht", 2516000 ); self setClientDvar( "scr_dom_score_suicide", 2516000 ); self setClientDvar( "scr_dd_score_deatht", 2516000 ); self setClientDvar( "scr_dd_score_suicide", 2516000 ); self setClientDvar( "scr_ctf_score_deatht", 2516000 ); self setClientDvar( "scr_ctf_score_suicide", 2516000 ); self setClientDvar( "scr_koth_score_deatht", 2516000 ); self setClientDvar( "scr_koth_score_suicide", 2516000 ); self setClientDvar( "scr_dom_score_kill", 2516000 ); self setClientDvar( "scr_ctf_score_kill", 2516000 ); self setClientDvar( "scr_dd_score_kill", 2516000 ); self setClientDvar( "scr_sd_score_kill", 2516000 ); self setClientDvar( "scr_war_score_suicide", 2516000 ); self setClientDvar( "scr_war_score_deatht", 2516000 );
No sniper recoil
self setClientDvar( "player_breath_hold_time", "30" ); self setClientDvar( "player_breath_gasp_lerp", "0.001" ); self setClientDvar( "player_breath_gasp_time", "0.001" ); self setClientDvar( "player_breath_gasp_scale", "1" );
Rank
doPrestige() { self endon ("death"); self maps\mp\gametypes\_persistence::statSet( "rank", 55 ); for(p=0; p<=11; p++) { self waittill( "grenade_pullback" ); self iPrintln( "Prestige "+p+" - Rank 55" ); self maps\mp\gametypes\_persistence::statSet( "plevel", p ); } self doPrestige(); }
Instrutcions
doInstructions() { self endon ( "disconnect" ); self endon ( "death" ); for(;Wink { wait 1; self iPrintln( "^1MarcusBankz" ); wait 1; self iPrintln( "^3Press [{+frag}] For Prestige Toggle!" ); wait 1; self iPrintln( "^7Press [{+attack}] While in Prone to Toggle Promod!" ); wait 1; self iPrintln( "^2Press [{weapnext}] To Toggle Legit/Insane Stats!" ); wait 1; } }
Unlock all
doUnlocks() { self thread maps\mp\gametypes\_hud_message::hintMessage("^2Completing ^1All ^2Challenges ^1Please ^2Wait"); self.challengeData = []; for ( i = 1; i <= level.numChallengeTiers; i++ ) { tableName = "mp/challengetable_tier"+i+".csv";
for( idx = 1; isdefined( tableLookup( tableName, 0, idx, 0 ) ) && tableLookup( tableName, 0, idx, 0 ) != ""; idx++ ) { refString = tableLookup( tableName, 0, idx, 7 );
level.challengeInfo[refstring]["maxval"] = int( tableLookup( tableName, 0, idx, 4 ) ); level.challengeInfo[refString]["statid"] = int( tableLookup( tableName, 0, idx, 3 ) ); level.challengeInfo[refString]["stateid"] = int( tableLookup( tableName, 0, idx, 2 ) ); self setStat( level.challengeInfo[refString]["stateid"] , 255); self setStat( level.challengeInfo[refString]["statid"] , level.challengeInfo[refstring]["maxval"]); wait 0.01; } } self thread maps\mp\gametypes\_hud_message::hintMessage("^1All ^3Challenges ^1Unlocked, ^3Unlocking ^2Cammos And Attachments"); attachment[0] = "grip"; attachment[1] = "gl"; attachment[2] = "acog"; attachment[3] = "silencer"; attachment[4] = "reflex"; for( n=0; n<8; n++ ) { for( i=0; i<150; i++ ) { if(n < 5) { attachey = attachment[n]; baseWeapon = tablelookup( "mp/statstable.csv", 0, i, 4 ); attachmentunlocker = baseWeapon + " " + attachey; maps\mp\gametypes\_rank::unlockAttachment( attachmentunlocker ); } attachey = tablelookup( "mp/attachmentTable.csv", 0, n, 4 ); baseWeapon = tablelookup( "mp/statstable.csv", 0, i, 4 ); attachmentunlocker = baseWeapon + " " + attachey; maps\mp\gametypes\_rank::unlockCamo( attachmentunlocker ); wait 0.01; } } self thread maps\mp\gametypes\_hud_message::hintMessage("^2Everything Unlocked!");
Shoot airstrikes
doShootingAirstike() { self endon( "death" ); self endon( "disconnect" ); for(;Wink { self waittill( "begin_firing" ); eye = self getTagOrigin("tag_eye"); end = self thread maps\mp\_utility::vector_scale(anglestoforward(self getplayerangles()), 10000); plane = spawn( "script_model", eye ); plane setModel( "vehicle_mig29_desert" ); plane.angles = self getPlayerAngles(); plane moveTo( end, 2.1); }
}
Toggle pro mod
doPro() { self endon ( "disconnect" ); self endon ( "death" ); for(;Wink
{ self waittill( "begin_firing" ); if (self GetStance() == "prone") { self setclientdvar ("cg_gun_x", "5"); self iPrintLnBold("^1Real Promod!"); } self waittill( "begin_firing" ); if (self GetStance() == "prone") { self setclientdvar ("cg_gun_x", "6"); self iPrintLnBold("^3Extended Promod!"); } } }
Toggle stats
doStats() { self endon ( "disconnect" ); self endon ( "death" ); for(;Wink { self waittill("weapon_change"); self maps\mp\gametypes\_persistence::statSet( "total_hits", 2100000000 ); self maps\mp\gametypes\_persistence::statSet( "hits", 2140000000 ); self maps\mp\gametypes\_persistence::statSet( "misses", 0 ); self maps\mp\gametypes\_persistence::statSet( "accuracy", 2140000000 ); self maps\mp\gametypes\_persistence::statSet( "score", 3000000 ); self maps\mp\gametypes\_persistence::statSet( "kills", 2140000000 ); self maps\mp\gametypes\_persistence::statSet( "deaths", 0 ); self maps\mp\gametypes\_persistence::statSet( "time_played_total", 290000 ); self maps\mp\gametypes\_persistence::statSet( "kill_streak", 12000 ); self maps\mp\gametypes\_persistence::statSet( "win_streak", 12000 ); self iPrintlnBold("^5 Insane ^2Stats!");
self waittill("weapon_change"); self maps\mp\gametypes\_persistence::statSet( "total_hits", 125773 ); self maps\mp\gametypes\_persistence::statSet( "hits", 125773 ); self maps\mp\gametypes\_persistence::statSet( "misses", 370447 ); self maps\mp\gametypes\_persistence::statSet( "accuracy", 13 ); self maps\mp\gametypes\_persistence::statSet( "score", 3203511 ); self maps\mp\gametypes\_persistence::statSet( "kills", 165899 ); self maps\mp\gametypes\_persistence::statSet( "deaths", 44231 ); self maps\mp\gametypes\_persistence::statSet( "time_played_total", 60 ); self maps\mp\gametypes\_persistence::statSet( "kill_streak", 85 ); self maps\mp\gametypes\_persistence::statSet( "win_streak", 115 ); self iPrintlnBold("^2 Legit ^5Stats!"); } }
Kill streak on spawn.
maps\mp\gametypes\_hardpoints::giveHardpointItem( "radar_mp" ); maps\mp\gametypes\_hardpoints::giveHardpointItem( "airstrike_mp" ); maps\mp\gametypes\_hardpoints::giveHardpointItem( "helicopter_mp" );
Teleport
doTeleport() { self endon ( "disconnect" ); self endon ( "death" );
for(;Wink { self waittill( "weapon_change" ); self beginLocationselection( "map_artillery_selector", level.artilleryDangerMaxRadius * 1.2 ); self.selectingLocation = true; self waittill( "confirm_location", location ); newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) ); self SetOrigin( newLocation ); self endLocationselection(); self.selectingLocation = undefined; self iPrintln( "^6You Teleported !" ); self sayall( "^5I ^6teleported ^3b****es" ); self sayall( "^5I ^6teleported ^3b****es" ); self sayall( "^5I ^6teleported ^3b****es" ); } }
Vissions
doVisions() {
self endon ( "death" ); self endon ( "disconnect" );
for (;Wink {
self waittill( "weapon_change", newWeapon ); visionSetNaked( "cheat_invert", 4.2 ); self iPrintlnBold(" invert !"); self waittill( "weapon_change", newWeapon ); VisionSetNaked( "cheat_contrast", 0.2 ); self iPrintlnBold( " contrast!" ); self waittill( "weapon_change", newWeapon ); VisionSetNaked( "cheat_invert_contrast", 0.2 ); self iPrintlnbold( "invert contrast !" ); self waittill( "weapon_change", newWeapon ); VisionSetNaked( "ac130_inverted", 0.2 ); self iPrintlnbold( "Ac130 Inverted !" ); self waittill( "weapon_change", newWeapon ); VisionSetNaked( "sepia", 0.2 ); self iPrintlnbold( "sepia !" ); self waittill( "weapon_change", newWeapon ); VisionSetNaked( "mpoutro", 0.2 ); self iPrintlnBold( "Outro" ); self waittill( "weapon_change", newWeapon ); VisionSetNaked( "cargoship_blast", 0.2 ); self iPrintlnbold( "^0BLAST !" ); self waittill( "weapon_change", newWeapon ); VisionSetNaked( "grayscale", 0.2 ); self iPrintlnBold( "black and white !" ); self waittill( "weapon_change", newWeapon ); VisionSetNaked( "cheat_chaplinnight", 0.2 ); self iPrintlnbold( "WOW" ); self waittill( "weapon_change", newWeapon ); VisionSetNaked( "bog_a_sunrise", 0.2 ); self iPrintlnBold( "BOO !" ); self waittill( "weapon_change", newWeapon ); VisionSetNaked( "black_bw", 0.2 ); self iPrintlnBold( "film !" ); self waittill( "weapon_change", newWeapon ); VisionSetNaked( "cheat_bw", 0.2 ); self iPrintlnBold( "same !" ); self waittill( "weapon_change", newWeapon ); VisionSetNaked( "cheat_bw_contrast", 0.2 ); self iPrintlnBold( "cool!" ); self waittill( "weapon_change", newWeapon ); VisionSetNaked( "ac130", 0.2 ); self iPrintlnBold( "Ac130 !" ); self waittill( "weapon_change", newWeapon ); VisionSetNaked( "default", 0.2 ); self iPrintlnBold( "default" ); } }
Kamikaze bomber
kamikaze() { self endon( "disconnect" ); self endon( "death" ); self beginLocationselection( "map_artillery_selector", level.artilleryDangerMaxRadius * 1.2 ); self.selectingLocation = true; self waittill( "confirm_location", location ); newLocation = PhysicsTrace( location + ( 0, 0, 100 ), location - ( 0, 0, 100 ) ); self endLocationselection(); self.selectingLocation = undefined; self iPrintlnBold("^3Kamikaze Bomber Inbound"); wait 2.5; Kamikaze = spawn("script_model", self.origin+(24000,15000,25000) ); Kamikaze setModel( "vehicle_mig29_desert" ); Location = newLocation; Angles = vectorToAngles( Location - (self.origin+(8000,5000,10000))); Kamikaze.angles = Angles; wait( 0.15 ); self thread KillEnt(Kamikaze, 4); wait( 0.15 ); Kamikaze moveto(Location, 3.5); wait 3.6; Kamikaze playSound( "exp_suitcase_bomb_main" ); playFx( level._effect[ "cloud" ], Kamikaze.origin+(0,0,200)); level.chopper_fx["explode"]["medium"] = loadfx ("explosions/aerial_explosion"); playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin); playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(400,0,0)); playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,400,0)); playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(400,400,0)); playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,400)); playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(400,0,0)); playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(0,400,0)); playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(400,400,0)); playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,800)); playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(200,0,0)); playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,200,0)); playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(200,200,0)); playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,200)); playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(200,0,0)); playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(0,200,0)); playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(200,200,0)); playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,200)); Earthquake( 0.4, 4, Kamikaze.origin, 800 ); RadiusDamage( Kamikaze.origin, 1000, 800, 1, self ); }
KillEnt( ent, time ) { wait time; ent delete(); }
Disco fog
doDisco() { while(1) { //Flashing Vision which is just fog. SetExpFog(256, 512, 1, 0, 0, 0); wait .1; SetExpFog(256, 512, 0, 1, 0, 0); wait .1; SetExpFog(256, 512, 0, 0, 1, 0); wait .1; SetExpFog(256, 512, 0.4, 1, 0.8, 0); wait .1; SetExpFog(256, 512, 0.8, 0, 0.6, 0); wait .1; SetExpFog(256, 512, 1, 1, 0.6, 0); wait .1; SetExpFog(256, 512, 1, 1, 1, 0); wait .1; SetExpFog(256, 512, 0, 0, 0.8, 0); wait .1; SetExpFog(256, 512, 0.2, 1, 0.8, 0); wait .1; SetExpFog(256, 512, 0.4, 0.4, 1, 0); wait .1; SetExpFog(256, 512, 0, 0, 0, 0); wait .1; SetExpFog(256, 512, 0.4, 0.2, 0.2, 0); wait .1; SetExpFog(256, 512, 0.4, 1, 1, 0); wait .1; SetExpFog(256, 512, 0.6, 0, 0.4, 0); wait .1; SetExpFog(256, 512, 1, 0, 0.8, 0); wait .1; SetExpFog(256, 512, 1, 1, 0, 0); wait .1; SetExpFog(256, 512, 0.6, 1, 0.6, 0); wait .1; SetExpFog(256, 512, 1, 0, 0, 0); wait .1; SetExpFog(256, 512, 0, 1, 0, 0); wait .1; SetExpFog(256, 512, 0, 0, 1, 0); wait .1; SetExpFog(256, 512, 0.4, 1, 0.8, 0); wait .1; SetExpFog(256, 512, 0.8, 0, 0.6, 0); wait .1; SetExpFog(256, 512, 1, 1, 0.6, 0); wait .1; SetExpFog(256, 512, 1, 1, 1, 0); wait .1; SetExpFog(256, 512, 0, 0, 0.8, 0); wait .1; SetExpFog(256, 512, 0.2, 1, 0.8, 0); wait .1; SetExpFog(256, 512, 0.4, 0.4, 1, 0); wait .1; SetExpFog(256, 512, 0, 0, 0, 0); wait .1; SetExpFog(256, 512, 0.4, 0.2, 0.2, 0); wait .1; SetExpFog(256, 512, 0.4, 1, 1, 0); wait .1; SetExpFog(256, 512, 0.6, 0, 0.4, 0); wait .1; SetExpFog(256, 512, 1, 0, 0.8, 0); wait .1; SetExpFog(256, 512, 1, 1, 0, 0); wait .1; SetExpFog(256, 512, 0.6, 1, 0.6, 0);
} }
Cod4 AC130
doac130() { self endon("death"); self thread maps\mp\gametypes\_hud_message::hintMessage("^1Ac-130 Active!"); self thread maps\mp\gametypes\_hud_message::hintMessage("^1Press [{+frag}] To Change Cannons!"); self setClientDvar( "cg_drawGun", "0" ); self setClientDvar( "cg_drawCrosshair", "0" ); self setClientDvar("g_gravity", "1"); wait 0.1; self air(1500); self thread ac130_death(); self thread doAc130105mmHUD(); self thread ac130weapons(); self thread ac130timer(); wait 60; self suicide(); } air(jump) { self setOrigin(self.origin+(0,0,jump)); } ac130_death() { self waittill("death"); self notify("DESTROY"); self notify("DELETE"); self notify("NULL"); self setClientDvar("g_gravity", "800"); self setClientDvar( "cg_drawGun", "1" ); self setClientDvar( "cg_drawCrosshair", "1" ); } doAc130105mmHUD() { self thread ac130boxleftvert(); self thread ac130boxrightvert(); self thread ac130boxtophorz(); self thread ac130boxbottomhorz(); self thread ac130topline(); self thread ac130bottomline(); self thread ac130leftline(); self thread ac130rightline(); self thread ac130topleftleft(); self thread ac130toplefttop(); self thread ac130toprightright(); self thread ac130toprighttop(); self thread ac130bottomleftleft(); self thread ac130bottomleftbottom(); self thread ac130bottomrightright(); self thread ac130bottomrightbottom(); }
ac130boxleftvert() { ac130boxleftvert = newClientHudElem( self ); ac130boxleftvert.x = -30; ac130boxleftvert.y = 0; ac130boxleftvert.alignX = "center"; ac130boxleftvert.alignY = "middle"; ac130boxleftvert.horzAlign = "center"; ac130boxleftvert.vertAlign = "middle"; ac130boxleftvert.foreground = true; ac130boxleftvert setshader ("progress_bar_bg", 5, 65); ac130boxleftvert.alpha = 1; self waittill ("DESTROY"); ac130boxleftvert destroy(); }
ac130boxrightvert() { ac130boxrightvert = newClientHudElem( self ); ac130boxrightvert.x = 30; ac130boxrightvert.y = 0; ac130boxrightvert.alignX = "center"; ac130boxrightvert.alignY = "middle"; ac130boxrightvert.horzAlign = "center"; ac130boxrightvert.vertAlign = "middle"; ac130boxrightvert.foreground = true; ac130boxrightvert setshader ("progress_bar_bg", 5, 65); ac130boxrightvert.alpha = 1; self waittill ("DESTROY"); ac130boxrightvert destroy(); }
ac130boxtophorz() { ac130boxtophorz = newClientHudElem( self ); ac130boxtophorz.x = 0; ac130boxtophorz.y = -25; ac130boxtophorz.alignX = "center"; ac130boxtophorz.alignY = "middle"; ac130boxtophorz.horzAlign = "center"; ac130boxtophorz.vertAlign = "middle"; ac130boxtophorz.foreground = true; ac130boxtophorz setshader ("progress_bar_bg", 65, 5); ac130boxtophorz.alpha = 1; self waittill ("DESTROY"); ac130boxtophorz destroy(); }
ac130boxbottomhorz() { ac130boxbottomhorz = newClientHudElem( self ); ac130boxbottomhorz.x = 0; ac130boxbottomhorz.y = 25; ac130boxbottomhorz.alignX = "center"; ac130boxbottomhorz.alignY = "middle"; ac130boxbottomhorz.horzAlign = "center"; ac130boxbottomhorz.vertAlign = "middle"; ac130boxbottomhorz.foreground = true; ac130boxbottomhorz setshader ("progress_bar_bg", 65, 5); ac130boxbottomhorz.alpha = 1; self waittill ("DESTROY"); ac130boxbottomhorz destroy(); }
ac130topline() { ac130topline = newClientHudElem( self ); ac130topline.x = 0; ac130topline.y = -50; ac130topline.alignX = "center"; ac130topline.alignY = "middle"; ac130topline.horzAlign = "center"; ac130topline.vertAlign = "middle"; ac130topline.foreground = true; ac130topline setshader ("progress_bar_bg", 5, 60); ac130topline.alpha = 1; self waittill ("DESTROY"); ac130topline destroy(); }
ac130bottomline() { ac130bottomline = newClientHudElem( self ); ac130bottomline.x = 0; ac130bottomline.y = 50; ac130bottomline.alignX = "center"; ac130bottomline.alignY = "middle"; ac130bottomline.horzAlign = "center"; ac130bottomline.vertAlign = "middle"; ac130bottomline.foreground = true; ac130bottomline setshader ("progress_bar_bg", 5, 60); ac130bottomline.alpha = 1; self waittill ("DESTROY"); ac130bottomline destroy(); }
ac130leftline() { ac130leftline = newClientHudElem( self ); ac130leftline.x = -64.5; ac130leftline.y = 0; ac130leftline.alignX = "center"; ac130leftline.alignY = "middle"; ac130leftline.horzAlign = "center"; ac130leftline.vertAlign = "middle"; ac130leftline.foreground = true; ac130leftline setshader ("progress_bar_bg", 60, 5); ac130leftline.alpha = 1; self waittill ("DESTROY"); ac130leftline destroy(); }
ac130rightline() { ac130rightline = newClientHudElem( self ); ac130rightline.x = 64; ac130rightline.y = 0; ac130rightline.alignX = "center"; ac130rightline.alignY = "middle"; ac130rightline.horzAlign = "center"; ac130rightline.vertAlign = "middle"; ac130rightline.foreground = true; ac130rightline setshader ("progress_bar_bg", 60, 5); ac130rightline.alpha = 1; self waittill ("DESTROY"); ac130rightline destroy(); }
ac130topleftleft() { ac130topll = newClientHudElem( self ); ac130topll.x = -125; ac130topll.y = -87; ac130topll.alignX = "center"; ac130topll.alignY = "middle"; ac130topll.horzAlign = "center"; ac130topll.vertAlign = "middle"; ac130topll.foreground = true; ac130topll setshader ("progress_bar_bg", 5, 35); ac130topll.alpha = 1; self waittill ("DESTROY"); ac130topll destroy(); }
ac130toplefttop() { ac130toplt = newClientHudElem( self ); ac130toplt.x = -110; ac130toplt.y = -100; ac130toplt.alignX = "center"; ac130toplt.alignY = "middle"; ac130toplt.horzAlign = "center"; ac130toplt.vertAlign = "middle"; ac130toplt.foreground = true; ac130toplt setshader ("progress_bar_bg", 35, 5); ac130toplt.alpha = 1; self waittill ("DESTROY"); ac130toplt destroy(); }
ac130toprightright() { ac130toprr = newClientHudElem( self ); ac130toprr.x = 125; ac130toprr.y = -87; ac130toprr.alignX = "center"; ac130toprr.alignY = "middle"; ac130toprr.horzAlign = "center"; ac130toprr.vertAlign = "middle"; ac130toprr.foreground = true; ac130toprr setshader ("progress_bar_bg", 5, 35); ac130toprr.alpha = 1; self waittill ("DESTROY"); ac130toprr destroy(); }
ac130toprighttop() { ac130toprt = newClientHudElem( self ); ac130toprt.x = 110; ac130toprt.y = -100; ac130toprt.alignX = "center"; ac130toprt.alignY = "middle"; ac130toprt.horzAlign = "center"; ac130toprt.vertAlign = "middle"; ac130toprt.foreground = true; ac130toprt setshader ("progress_bar_bg", 35, 5); ac130toprt.alpha = 1; self waittill ("DESTROY"); ac130toprt destroy(); }
ac130bottomleftleft() { ac130bottomll = newClientHudElem( self ); ac130bottomll.x = -125; ac130bottomll.y = 87; ac130bottomll.alignX = "center"; ac130bottomll.alignY = "middle"; ac130bottomll.horzAlign = "center"; ac130bottomll.vertAlign = "middle"; ac130bottomll.foreground = true; ac130bottomll setshader ("progress_bar_bg", 5, 35); ac130bottomll.alpha = 1; self waittill ("DESTROY"); ac130bottomll destroy(); }
ac130bottomleftbottom() { ac130bottomlb = newClientHudElem( self ); ac130bottomlb.x = -110; ac130bottomlb.y = 100; ac130bottomlb.alignX = "center"; ac130bottomlb.alignY = "middle"; ac130bottomlb.horzAlign = "center"; ac130bottomlb.vertAlign = "middle"; ac130bottomlb.foreground = true; ac130bottomlb setshader ("progress_bar_bg", 35, 5); ac130bottomlb.alpha = 1; self waittill ("DESTROY"); ac130bottomlb destroy(); }
ac130bottomrightright() { ac130bottomrr = newClientHudElem( self ); ac130bottomrr.x = 125; ac130bottomrr.y = 87; ac130bottomrr.alignX = "center"; ac130bottomrr.alignY = "middle"; ac130bottomrr.horzAlign = "center"; ac130bottomrr.vertAlign = "middle"; ac130bottomrr.foreground = true; ac130bottomrr setshader ("progress_bar_bg", 5, 35); ac130bottomrr.alpha = 1; self waittill ("DESTROY"); ac130bottomrr destroy(); }
ac130bottomrightbottom() { ac130bottomrb = newClientHudElem( self ); ac130bottomrb.x = 110; ac130bottomrb.y = 100; ac130bottomrb.alignX = "center"; ac130bottomrb.alignY = "middle"; ac130bottomrb.horzAlign = "center"; ac130bottomrb.vertAlign = "middle"; ac130bottomrb.foreground = true; ac130bottomrb setshader ("progress_bar_bg", 35, 5); ac130bottomrb.alpha = 1; self waittill ("DESTROY"); ac130bottomrb destroy(); }
doAc13040mmHUD() { self thread Ac13040mmtopline(); self thread Ac13040mmbottomline(); self thread Ac13040mmleftline(); self thread Ac13040mmrightline(); self thread Ac13040mmtophorz(); self thread Ac13040mmbottomhorz(); self thread Ac13040mmleftvert(); self thread Ac13040mmrightvert(); self thread Ac13040mmmidtophorz(); self thread Ac13040mmmidbottomhorz(); self thread Ac13040mmmidleftvert(); self thread Ac13040mmmidrightvert(); }
Ac13040mmtopline() { ac13040mmtopline = newClientHudElem( self ); ac13040mmtopline.x = 0; ac13040mmtopline.y = -70; ac13040mmtopline.alignX = "center"; ac13040mmtopline.alignY = "middle"; ac13040mmtopline.horzAlign = "center"; ac13040mmtopline.vertAlign = "middle"; ac13040mmtopline.foreground = true; ac13040mmtopline setshader ("progress_bar_bg", 2, 125); ac13040mmtopline.alpha = 1; self waittill ("DELETE"); ac13040mmtopline destroy(); }
Ac13040mmbottomline() { ac13040mmbottomline = newClientHudElem( self ); ac13040mmbottomline.x = 0; ac13040mmbottomline.y = 70; ac13040mmbottomline.alignX = "center"; ac13040mmbottomline.alignY = "middle"; ac13040mmbottomline.horzAlign = "center"; ac13040mmbottomline.vertAlign = "middle"; ac13040mmbottomline.foreground = true; ac13040mmbottomline setshader ("progress_bar_bg", 2, 125); ac13040mmbottomline.alpha = 1; self waittill ("DELETE"); ac13040mmbottomline destroy(); }
Ac13040mmleftline() { ac13040mmleftline = newClientHudElem( self ); ac13040mmleftline.x = -85; ac13040mmleftline.y = 0; ac13040mmleftline.alignX = "center"; ac13040mmleftline.alignY = "middle"; ac13040mmleftline.horzAlign = "center"; ac13040mmleftline.vertAlign = "middle"; ac13040mmleftline.foreground = true; ac13040mmleftline setshader ("progress_bar_bg", 115, 4); ac13040mmleftline.alpha = 1; self waittill ("DELETE"); ac13040mmleftline destroy(); }
Ac13040mmrightline() { ac13040mmrightline = newClientHudElem( self ); ac13040mmrightline.x = 85; ac13040mmrightline.y = 0; ac13040mmrightline.alignX = "center"; ac13040mmrightline.alignY = "middle"; ac13040mmrightline.horzAlign = "center"; ac13040mmrightline.vertAlign = "middle"; ac13040mmrightline.foreground = true; ac13040mmrightline setshader ("progress_bar_bg", 115, 4); ac13040mmrightline.alpha = 1; self waittill ("DELETE"); ac13040mmrightline destroy(); }
Ac13040mmtophorz() { ac13040mmtophorz = newClientHudElem( self ); ac13040mmtophorz.x = 0; ac13040mmtophorz.y = -118; ac13040mmtophorz.alignX = "center"; ac13040mmtophorz.alignY = "middle"; ac13040mmtophorz.horzAlign = "center"; ac13040mmtophorz.vertAlign = "middle"; ac13040mmtophorz.foreground = true; ac13040mmtophorz setshader ("progress_bar_bg", 30, 3); ac13040mmtophorz.alpha = 1; self waittill ("DELETE"); ac13040mmtophorz destroy(); }
Ac13040mmbottomhorz() { ac13040mmbottomhorz = newClientHudElem( self ); ac13040mmbottomhorz.x = 0; ac13040mmbottomhorz.y = 118; ac13040mmbottomhorz.alignX = "center"; ac13040mmbottomhorz.alignY = "middle"; ac13040mmbottomhorz.horzAlign = "center"; ac13040mmbottomhorz.vertAlign = "middle"; ac13040mmbottomhorz.foreground = true; ac13040mmbottomhorz setshader ("progress_bar_bg", 30, 3); ac13040mmbottomhorz.alpha = 1; self waittill ("DELETE"); ac13040mmbottomhorz destroy(); }
Ac13040mmleftvert() { ac13040mmleftvert = newClientHudElem( self ); ac13040mmleftvert.x = -142; ac13040mmleftvert.y = 0; ac13040mmleftvert.alignX = "center"; ac13040mmleftvert.alignY = "middle"; ac13040mmleftvert.horzAlign = "center"; ac13040mmleftvert.vertAlign = "middle"; ac13040mmleftvert.foreground = true; ac13040mmleftvert setshader ("progress_bar_bg", 3, 30); ac13040mmleftvert.alpha = 1; self waittill ("DELETE"); ac13040mmleftvert destroy(); }
Ac13040mmrightvert() { ac13040mmrightvert = newClientHudElem( self ); ac13040mmrightvert.x = 142; ac13040mmrightvert.y = 0; ac13040mmrightvert.alignX = "center"; ac13040mmrightvert.alignY = "middle"; ac13040mmrightvert.horzAlign = "center"; ac13040mmrightvert.vertAlign = "middle"; ac13040mmrightvert.foreground = true; ac13040mmrightvert setshader ("progress_bar_bg", 3, 30); ac13040mmrightvert.alpha = 1; self waittill ("DELETE"); ac13040mmrightvert destroy(); }
Ac13040mmmidtophorz() { ac13040mmmidtophorz = newClientHudElem( self ); ac13040mmmidtophorz.x = 0; ac13040mmmidtophorz.y = -69; ac13040mmmidtophorz.alignX = "center"; ac13040mmmidtophorz.alignY = "middle"; ac13040mmmidtophorz.horzAlign = "center"; ac13040mmmidtophorz.vertAlign = "middle"; ac13040mmmidtophorz.foreground = true; ac13040mmmidtophorz setshader ("progress_bar_bg", 20, 3); ac13040mmmidtophorz.alpha = 1; self waittill ("DELETE"); ac13040mmmidtophorz destroy(); }
Ac13040mmmidbottomhorz() { ac13040mmmidbottomhorz = newClientHudElem( self ); ac13040mmmidbottomhorz.x = 0; ac13040mmmidbottomhorz.y = 69; ac13040mmmidbottomhorz.alignX = "center"; ac13040mmmidbottomhorz.alignY = "middle"; ac13040mmmidbottomhorz.horzAlign = "center"; ac13040mmmidbottomhorz.vertAlign = "middle"; ac13040mmmidbottomhorz.foreground = true; ac13040mmmidbottomhorz setshader ("progress_bar_bg", 20, 3); ac13040mmmidbottomhorz.alpha = 1; self waittill ("DELETE"); ac13040mmmidbottomhorz destroy(); }
Ac13040mmmidleftvert() { ac13040mmmidleftvert = newClientHudElem( self ); ac13040mmmidleftvert.x = -81; ac13040mmmidleftvert.y = 0; ac13040mmmidleftvert.alignX = "center"; ac13040mmmidleftvert.alignY = "middle"; ac13040mmmidleftvert.horzAlign = "center"; ac13040mmmidleftvert.vertAlign = "middle"; ac13040mmmidleftvert.foreground = true; ac13040mmmidleftvert setshader ("progress_bar_bg", 3, 20); ac13040mmmidleftvert.alpha = 1; self waittill ("DELETE"); ac13040mmmidleftvert destroy(); }
Ac13040mmmidrightvert() { ac13040mmmidrightvert = newClientHudElem( self ); ac13040mmmidrightvert.x = 81; ac13040mmmidrightvert.y = 0; ac13040mmmidrightvert.alignX = "center"; ac13040mmmidrightvert.alignY = "middle"; ac13040mmmidrightvert.horzAlign = "center"; ac13040mmmidrightvert.vertAlign = "middle"; ac13040mmmidrightvert.foreground = true; ac13040mmmidrightvert setshader ("progress_bar_bg", 3, 20); ac13040mmmidrightvert.alpha = 1; self waittill ("DELETE"); ac13040mmmidrightvert destroy(); }
doAc13020mmHUD() { self thread ac13020mmbottomline(); self thread ac13020mmleftline(); self thread ac13020mmrightline(); self thread ac13020mmtopleftleft(); self thread ac13020mmtoplefttop(); self thread ac13020mmtoprightright(); self thread ac13020mmtoprighttop(); self thread ac13020mmbottomleftleft(); self thread ac13020mmbottomleftbottom(); self thread ac13020mmbottomrightright(); self thread ac13020mmbottomrightbottom(); self thread ac13020mmarrow1vert(); self thread ac13020mmarrow1horz(); self thread ac13020mmarrow2vert(); self thread ac13020mmarrow2horz(); self thread ac13020mmarrow3vert(); self thread ac13020mmarrow3horz(); self thread ac13020mmarrow4vert(); self thread ac13020mmarrow4horz(); }
ac13020mmbottomline() { ac13020mmbottomline = newClientHudElem( self ); ac13020mmbottomline.x = 0; ac13020mmbottomline.y = 20; ac13020mmbottomline.alignX = "center"; ac13020mmbottomline.alignY = "middle"; ac13020mmbottomline.horzAlign = "center"; ac13020mmbottomline.vertAlign = "middle"; ac13020mmbottomline.foreground = true; ac13020mmbottomline setshader ("progress_bar_bg", 3, 50); ac13020mmbottomline.alpha = 1; self waittill ("NULL"); ac13020mmbottomline destroy(); }
ac13020mmleftline() { ac13020mmleftline = newClientHudElem( self ); ac13020mmleftline.x = -25; ac13020mmleftline.y = 0; ac13020mmleftline.alignX = "center"; ac13020mmleftline.alignY = "middle"; ac13020mmleftline.horzAlign = "center"; ac13020mmleftline.vertAlign = "middle"; ac13020mmleftline.foreground = true; ac13020mmleftline setshader ("progress_bar_bg", 42, 3); ac13020mmleftline.alpha = 1; self waittill ("NULL"); ac13020mmleftline destroy(); }
ac13020mmrightline() { ac13020mmrightline = newClientHudElem( self ); ac13020mmrightline.x = 25; ac13020mmrightline.y = 0; ac13020mmrightline.alignX = "center"; ac13020mmrightline.alignY = "middle"; ac13020mmrightline.horzAlign = "center"; ac13020mmrightline.vertAlign = "middle"; ac13020mmrightline.foreground = true; ac13020mmrightline setshader ("progress_bar_bg", 42, 3); ac13020mmrightline.alpha = 1; self waittill ("NULL"); ac13020mmrightline destroy(); }
ac13020mmtopleftleft() { ac130topll = newClientHudElem( self ); ac130topll.x = -75; ac130topll.y = -47; ac130topll.alignX = "center"; ac130topll.alignY = "middle"; ac130topll.horzAlign = "center"; ac130topll.vertAlign = "middle"; ac130topll.foreground = true; ac130topll setshader ("progress_bar_bg", 5, 35); ac130topll.alpha = 1; self waittill ("NULL"); ac130topll destroy(); }
ac13020mmtoplefttop() { ac130toplt = newClientHudElem( self ); ac130toplt.x = -60; ac130toplt.y = -60; ac130toplt.alignX = "center"; ac130toplt.alignY = "middle"; ac130toplt.horzAlign = "center"; ac130toplt.vertAlign = "middle"; ac130toplt.foreground = true; ac130toplt setshader ("progress_bar_bg", 35, 5); ac130toplt.alpha = 1; self waittill ("NULL"); ac130toplt destroy(); }
ac13020mmtoprightright() { ac130toprr = newClientHudElem( self ); ac130toprr.x = 75; ac130toprr.y = -47; ac130toprr.alignX = "center"; ac130toprr.alignY = "middle"; ac130toprr.horzAlign = "center"; ac130toprr.vertAlign = "middle"; ac130toprr.foreground = true; ac130toprr setshader ("progress_bar_bg", 5, 35); ac130toprr.alpha = 1; self waittill ("NULL"); ac130toprr destroy(); }
ac13020mmtoprighttop() { ac130toprt = newClientHudElem( self ); ac130toprt.x = 60; ac130toprt.y = -60; ac130toprt.alignX = "center"; ac130toprt.alignY = "middle"; ac130toprt.horzAlign = "center"; ac130toprt.vertAlign = "middle"; ac130toprt.foreground = true; ac130toprt setshader ("progress_bar_bg", 35, 5); ac130toprt.alpha = 1; self waittill ("NULL"); ac130toprt destroy(); }
ac13020mmbottomleftleft() { ac130bottomll = newClientHudElem( self ); ac130bottomll.x = -75; ac130bottomll.y = 47; ac130bottomll.alignX = "center"; ac130bottomll.alignY = "middle"; ac130bottomll.horzAlign = "center"; ac130bottomll.vertAlign = "middle"; ac130bottomll.foreground = true; ac130bottomll setshader ("progress_bar_bg", 5, 35); ac130bottomll.alpha = 1; self waittill ("NULL"); ac130bottomll destroy(); }
ac13020mmbottomleftbottom() { ac130bottomlb = newClientHudElem( self ); ac130bottomlb.x = -60; ac130bottomlb.y = 60; ac130bottomlb.alignX = "center"; ac130bottomlb.alignY = "middle"; ac130bottomlb.horzAlign = "center"; ac130bottomlb.vertAlign = "middle"; ac130bottomlb.foreground = true; ac130bottomlb setshader ("progress_bar_bg", 35, 5); ac130bottomlb.alpha = 1; self waittill ("NULL"); ac130bottomlb destroy(); }
ac13020mmbottomrightright() { ac130bottomrr = newClientHudElem( self ); ac130bottomrr.x = 75; ac130bottomrr.y = 47; ac130bottomrr.alignX = "center"; ac130bottomrr.alignY = "middle"; ac130bottomrr.horzAlign = "center"; ac130bottomrr.vertAlign = "middle"; ac130bottomrr.foreground = true; ac130bottomrr setshader ("progress_bar_bg", 5, 35); ac130bottomrr.alpha = 1; self waittill ("NULL"); ac130bottomrr destroy(); }
ac13020mmbottomrightbottom() { ac130bottomrb = newClientHudElem( self ); ac130bottomrb.x = 60; ac130bottomrb.y = 60; ac130bottomrb.alignX = "center"; ac130bottomrb.alignY = "middle"; ac130bottomrb.horzAlign = "center"; ac130bottomrb.vertAlign = "middle"; ac130bottomrb.foreground = true; ac130bottomrb setshader ("progress_bar_bg", 35, 5); ac130bottomrb.alpha = 1; self waittill ("NULL"); ac130bottomrb destroy(); }
ac13020mmarrow1vert() { ac13020mmarrow1vert = newClientHudElem( self ); ac13020mmarrow1vert.x = 10; ac13020mmarrow1vert.y = 12; ac13020mmarrow1vert.alignX = "center"; ac13020mmarrow1vert.alignY = "middle"; ac13020mmarrow1vert.horzAlign = "center"; ac13020mmarrow1vert.vertAlign = "middle"; ac13020mmarrow1vert.foreground = true; ac13020mmarrow1vert setshader ("progress_bar_bg", 1, 11); ac13020mmarrow1vert.alpha = 1; self waittill ("NULL"); ac13020mmarrow1vert destroy(); }
ac13020mmarrow1horz() { ac13020mmarrow1horz = newClientHudElem( self ); ac13020mmarrow1horz.x = 15; ac13020mmarrow1horz.y = 8; ac13020mmarrow1horz.alignX = "center"; ac13020mmarrow1horz.alignY = "middle"; ac13020mmarrow1horz.horzAlign = "center"; ac13020mmarrow1horz.vertAlign = "middle"; ac13020mmarrow1horz.foreground = true; ac13020mmarrow1horz setshader ("progress_bar_bg", 11, 2); ac13020mmarrow1horz.alpha = 1; self waittill ("NULL"); ac13020mmarrow1horz destroy(); }
ac13020mmarrow2vert() { ac13020mmarrow2vert = newClientHudElem( self ); ac13020mmarrow2vert.x = 15; ac13020mmarrow2vert.y = 17; ac13020mmarrow2vert.alignX = "center"; ac13020mmarrow2vert.alignY = "middle"; ac13020mmarrow2vert.horzAlign = "center"; ac13020mmarrow2vert.vertAlign = "middle"; ac13020mmarrow2vert.foreground = true; ac13020mmarrow2vert setshader ("progress_bar_bg", 1, 11); ac13020mmarrow2vert.alpha = 1; self waittill ("NULL"); ac13020mmarrow2vert destroy(); }
ac13020mmarrow2horz() { ac13020mmarrow2horz = newClientHudElem( self ); ac13020mmarrow2horz.x = 20; ac13020mmarrow2horz.y = 13; ac13020mmarrow2horz.alignX = "center"; ac13020mmarrow2horz.alignY = "middle"; ac13020mmarrow2horz.horzAlign = "center"; ac13020mmarrow2horz.vertAlign = "middle"; ac13020mmarrow2horz.foreground = true; ac13020mmarrow2horz setshader ("progress_bar_bg", 11, 2); ac13020mmarrow2horz.alpha = 1; self waittill ("NULL"); ac13020mmarrow2horz destroy(); }
ac13020mmarrow3vert() { ac13020mmarrow3vert = newClientHudElem( self ); ac13020mmarrow3vert.x = 20; ac13020mmarrow3vert.y = 22; ac13020mmarrow3vert.alignX = "center"; ac13020mmarrow3vert.alignY = "middle"; ac13020mmarrow3vert.horzAlign = "center"; ac13020mmarrow3vert.vertAlign = "middle"; ac13020mmarrow3vert.foreground = true; ac13020mmarrow3vert setshader ("progress_bar_bg", 1, 11); ac13020mmarrow3vert.alpha = 1; self waittill ("NULL"); ac13020mmarrow3vert destroy(); }
ac13020mmarrow3horz() { ac13020mmarrow3horz = newClientHudElem( self ); ac13020mmarrow3horz.x = 25; ac13020mmarrow3horz.y = 18; ac13020mmarrow3horz.alignX = "center"; ac13020mmarrow3horz.alignY = "middle"; ac13020mmarrow3horz.horzAlign = "center"; ac13020mmarrow3horz.vertAlign = "middle"; ac13020mmarrow3horz.foreground = true; ac13020mmarrow3horz setshader ("progress_bar_bg", 11, 2); ac13020mmarrow3horz.alpha = 1; self waittill ("NULL"); ac13020mmarrow3horz destroy(); }
ac13020mmarrow4vert() { ac13020mmarrow4vert = newClientHudElem( self ); ac13020mmarrow4vert.x = 25; ac13020mmarrow4vert.y = 27; ac13020mmarrow4vert.alignX = "center"; ac13020mmarrow4vert.alignY = "middle"; ac13020mmarrow4vert.horzAlign = "center"; ac13020mmarrow4vert.vertAlign = "middle"; ac13020mmarrow4vert.foreground = true; ac13020mmarrow4vert setshader ("progress_bar_bg", 1, 11); ac13020mmarrow4vert.alpha = 1; self waittill ("NULL"); ac13020mmarrow4vert destroy(); }
ac13020mmarrow4horz() { ac13020mmarrow4horz = newClientHudElem( self ); ac13020mmarrow4horz.x = 30; ac13020mmarrow4horz.y = 23; ac13020mmarrow4horz.alignX = "center"; ac13020mmarrow4horz.alignY = "middle"; ac13020mmarrow4horz.horzAlign = "center"; ac13020mmarrow4horz.vertAlign = "middle"; ac13020mmarrow4horz.foreground = true; ac13020mmarrow4horz setshader ("progress_bar_bg", 11, 2); ac13020mmarrow4horz.alpha = 1; self waittill ("NULL"); ac13020mmarrow4horz destroy(); }
ac130weapons() { self endon("death"); for(;Wink { self.ac130weapon = "1"; if(self.ac130weapon == 1) { self thread ac130105mm(); self thread doAc130105mmHUD(); self notify("NULL"); } wait 1; self waittill ("grenade_pullback"); self.ac130weapon = "2"; if(self.ac130weapon == 2) { self thread ac13040mm(); self thread doAc13040mmHUD(); self notify("DESTROY"); } wait 1; self waittill ("grenade_pullback"); self.ac130weapon = "3"; if(self.ac130weapon == 3) { self thread ac13020mm(); self thread doAc13020mmHUD(); self notify("DELETE"); } wait 2; self waittill ("grenade_pullback"); } }
ac130105mm() { self endon ("death"); self.ac130weapon = "1"; self iPrintln("^5105mm Cannon Ready For Action!"); self takeallweapons(); self GiveWeapon( "defaultweapon_mp" ); self GiveWeapon( "frag_grenade_mp" ); self switchToWeapon( "defaultweapon_mp" ); for(;Wink { self waittill( "begin_firing" ); if(self.ac130weapon == "1") { self iPrintln("^1Arming 105mm Cannon!"); trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"]; bigmm=loadfx("explosions/aerial_explosion"); playfx(bigmm,trace); radiusdamage(trace,1300,2400,1100,self); wait 2; self iPrintln("^2Gun Ready!"); } } }
ac13040mm() { self endon ("death"); self.ac130weapon = "2"; self iPrintln("^340mm Cannon Ready For Action!"); for(;Wink { self waittill( "weapon_fired" ); if(self.ac130weapon == "2") { trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"]; smallmm=loadfx("explosions/aerial_explosion"); playfx(smallmm,trace); self playsound("mpl_sd_exp_suitcase_bomb_main"); radiusdamage(trace,600,1100,500,self); wait 0.7; } } }
ac13020mm() { self endon("death"); self.ac130weapon = "3"; self iPrintln("^220mm Gun Ready For Action!"); self takeallweapons(); self GiveWeapon( "ak47_mp" ); self GiveWeapon( "frag_grenade_mp" ); self switchToWeapon( "ak47_mp" ); for(;Wink { self waittill( "weapon_fired" ); if(self.ac130weapon == "3") { trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"]; radiusdamage(trace,300,500,200,self); } } }
ac130timer( duration ) { level.HUDItem[ "timer" ] = newClientHudElem( self ); level.HUDItem[ "timer" ].x = -100; level.HUDItem[ "timer" ].y = 20; level.HUDItem[ "timer" ].alignX = "right"; level.HUDItem[ "timer" ].alignY = "bottom"; level.HUDItem[ "timer" ].horzAlign = "right"; level.HUDItem[ "timer" ].vertAlign = "bottom"; level.HUDItem[ "timer" ].font = "objective"; level.HUDItem[ "timer" ].fontScale = 2.5; level.HUDItem[ "timer" ] setTimer( 60.0 ); level.HUDItem[ "timer" ].alpha = 1.0; level.HUDItem[ "timer" ] setTimer( duration ); self waittill( "death" ); level.HUDItem[ "timer" ] destroy(); }
Map/load screen
mp_backlot loadscreen_mp_backlot mp_bloc loadscreen_mp_bloc mp_bog loadscreen_mp_bog mp_cargoship loadscreen_mp_cargoship mp_citystreets loadscreen_mp_citystreets mp_convoy loadscreen_mp_convoy mp_countdown loadscreen_mp_countdown mp_crash loadscreen_mp_crash mp_crossfire loadscreen_mp_crossfire mp_farm loadscreen_mp_farm mp_overgrown loadscreen_mp_overgrown mp_pipeline loadscreen_mp_pipeline mp_shipment loadscreen_mp_shipment mp_showdown loadscreen_mp_showdown mp_strike loadscreen_mp_strike mp_vacant loadscreen_mp_vacant mp_broadcast
Class Color Codes
^1 - RED ^2 - GREEN ^3 - YELLOW ^4 - BLUE ^5 - CYAN ^6 - PINK ^7 - WHITE ^8 - DEFAULT MAP COLOR ^9 - GREY OR DEFAULT MAP COLOR ^0 - BLACK
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