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ak no rails?
but why aint it in the ak texture? their is a texture for it, ive seen it before just the name doesn't ring a bell
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ak no rails?
these tags will help your dream tag_rail tag_laser tag_motion_tracker tag_tape tag_iron_sighttag_acog_2 tag_eotech tag_gp25 tag_heartbeat tag_red_dot tag_shotgun tag_thermal_scope tag_reticle_acog tag_eotech_reticle tag_silencer tag_tavor_scope tag_front_sight_on tag_front_sight_off tag_sight_front_on tag_sight_front_off tag_reticle_tavor_scope tag_stock tag_clip2 tag_heartbeat tag_m203 tag_rocket tag_bipod tag_sight_on tag_rear_sight tag_cheytac_scope tag_tip tag_m82_scope tag_wa2000_scope tag_m14ebr_scope tag_laser_box tag_steyr_scope tag_scope tag_sa80_scope tag_handle tag_brass tag_knife tag_knife_fx tag_clip tag_clip_02 tag_flash_silenced
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AUSTRALIAN FEED SERVERS??!??!!
- [Released]Dumped Menu Files
so you are the almighty aerosoul94 anyways, where their any .inc files that is stored anywhere?- [Released]Dumped Menu Files
bump bump bump- [REQ]Intervention Unscoped?
add the famas iron sight.- 2500 posts needed to play alterops.
race to 2500 post!- IW4M *Hosting Free Admin Private Match*
>Hosting Free Challenge when people can just use Gee's mod- [Released]Dumped Menu Files
byte errors big black text such as "SOHENQ" they are dvars but broken i could say Qoutation marks in front of text etc "setItemColor" "self" "backcolor" 0 0 0 1; to setItemColor self "backcolor" 0 0 0 1; they mostly easy to fix but when it comes to create a class wont even be able to- Localized Strings Extracted
can i have them :3- Localized Strings Extracted
LOCALIZED STRINGS "YAAAAAAAAAAAAAAAAAAAAAAY!" useless anyway btw these were extracted from fastfiles so dont expect to be perfect :roll: like iw3 mod tools :x https://www.dropbox.com/s/u3lleoequdbf806/extracted%20localized%20strings.rar- Give weapon command on oilrig
its "m40a3" & "dragunov" cause the map is from singleplayer- Give weapon command on oilrig
m40a3.gsc #include maps\mp\_utility; #include maps\mp\gametypes\_hud_util; /* Deathmatch Objective: Score points by eliminating other players Map ends: When one player reaches the score limit, or time limit is reached Respawning: No wait / Away from other players Level requirements ------------------ Spawnpoints: classname mp_dm_spawn All players spawn from these. The spawnpoint chosen is dependent on the current locations of enemies at the time of spawn. Players generally spawn away from enemies. Spectator Spawnpoints: classname mp_global_intermission Spectators spawn from these and intermission is viewed from these positions. Atleast one is required, any more and they are randomly chosen between. */ /*QUAKED mp_dm_spawn (1.0 0.5 0.0) (-16 -16 0) (16 16 72) Players spawn away from enemies at one of these positions.*/ main() { precacheItem("m40a3"); precacheItem("dragunov"); level.customClassCB = ::handleCustomClass; maps\mp\gametypes\_globallogic::init(); maps\mp\gametypes\_callbacksetup::SetupCallbacks(); maps\mp\gametypes\_globallogic::SetupCallbacks(); registerTimeLimitDvar( "dm", 10, 0, 1440 ); registerScoreLimitDvar( "dm", 1000, 0, 5000 ); registerWinLimitDvar( "dm", 1, 0, 5000 ); registerRoundLimitDvar( "dm", 1, 0, 10 ); registerNumLivesDvar( "dm", 0, 0, 10 ); registerHalfTimeDvar( "dm", 0, 0, 1 ); level.onStartGameType = ::onStartGameType; level.getSpawnPoint = ::getSpawnPoint; game["dialog"]["gametype"] = "freeforall"; if ( getDvarInt( "g_hardcore" ) ) game["dialog"]["gametype"] = "hc_" + game["dialog"]["gametype"]; else if ( getDvarInt( "camera_thirdPerson" ) ) game["dialog"]["gametype"] = "thirdp_" + game["dialog"]["gametype"]; else if ( getDvarInt( "scr_diehard" ) ) game["dialog"]["gametype"] = "dh_" + game["dialog"]["gametype"]; else if (getDvarInt( "scr_" + level.gameType + "_promode" ) ) game["dialog"]["gametype"] = game["dialog"]["gametype"] + "_pro"; } handleCustomClass() { class = []; class["loadoutPrimary"] = "m40a3"; class["loadoutPrimaryAttachment"] = ""; class["loadoutPrimaryAttachment2"] = ""; class["loadoutPrimaryCamo"] = ""; class["loadoutSecondary"] = "dragunov"; class["loadoutSecondaryAttachment"] = ""; class["loadoutSecondaryAttachment2"] = ""; class["loadoutSecondaryCamo"] = ""; class["loadoutEquipment"] = "frag_grenade_mp"; class["loadoutPerk1"] = "specialty_fastreload"; class["loadoutPerk2"] = "specialty_bulletdamage"; class["loadoutPerk3"] = "specialty_quickdraw"; class["loadoutOffhand"] = "flash_grenade"; self maps\mp\gametypes\_class::giveLoadout( self.team, class ); } onStartGameType() { setClientNameMode("auto_change"); setObjectiveText( "allies", &"OBJECTIVES_DM" ); setObjectiveText( "axis", &"OBJECTIVES_DM" ); if ( level.splitscreen ) { setObjectiveScoreText( "allies", &"OBJECTIVES_DM" ); setObjectiveScoreText( "axis", &"OBJECTIVES_DM" ); } else { setObjectiveScoreText( "allies", &"OBJECTIVES_DM_SCORE" ); setObjectiveScoreText( "axis", &"OBJECTIVES_DM_SCORE" ); } setObjectiveHintText( "allies", &"OBJECTIVES_DM_HINT" ); setObjectiveHintText( "axis", &"OBJECTIVES_DM_HINT" ); level.spawnMins = ( 0, 0, 0 ); level.spawnMaxs = ( 0, 0, 0 ); maps\mp\gametypes\_spawnlogic::addSpawnPoints( "allies", "mp_dm_spawn" ); maps\mp\gametypes\_spawnlogic::addSpawnPoints( "axis", "mp_dm_spawn" ); level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs ); setMapCenter( level.mapCenter ); allowed[0] = "dm"; maps\mp\gametypes\_gameobjects::main(allowed); maps\mp\gametypes\_rank::registerScoreInfo( "kill", 50 ); maps\mp\gametypes\_rank::registerScoreInfo( "headshot", 50 ); maps\mp\gametypes\_rank::registerScoreInfo( "assist", 10 ); maps\mp\gametypes\_rank::registerScoreInfo( "suicide", 0 ); maps\mp\gametypes\_rank::registerScoreInfo( "teamkill", 0 ); level.QuickMessageToAll = true; } getSpawnPoint() { spawnPoints = maps\mp\gametypes\_spawnlogic::getTeamSpawnPoints( self.pers["team"] ); spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_DM( spawnPoints ); return spawnPoint; }- [CODE]/favorite
erghm you can actually...- [CODE]/favorite
you mean "choose class, change team"? If so I'm sure I can make that. you'll need to align the text etc, which you will ask me to do. :roll: action { play "mouse_click"; exec "favorite"; //open "fav_message_popmenu" //close "self"; } - [Released]Dumped Menu Files
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