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Kalitos

Kalitos

@Kalitos
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Recent Best Controversial

  • HD Mini Map
    Kalitos Kalitos
    MW3 Modding Releases & Resources

    I bring the minimaps that I had, personally I like them like this.

    Download the following file: HDMiniMap.iwd
    Installation: Place IWD in C:\Users\UserNameHere\AppData\Local\Plutonium\storage\iw5

    Preview:
    3d9a11b3-bec6-429f-be25-9e1822483aa7-image.png

    Alternative Link (Requires manual installation): https://mega.nz/file/pR4FgaIT#vTO8L8ajh3Qsj3a6vo7s6jTH3ib8I7PxIkOVyd4Kg6I


  • comandos
    Kalitos Kalitos
    Temas De Español

    stiven calderon que comandos quieres usar ?


  • [Release] [ZM] Highest Round Tracker (UPDATED 3/13/2020)
    Kalitos Kalitos
    BO2 Modding Releases & Resources

    I fixed the script loading issue. Working with the latest version of the plugin (1.9.5). The script needs an elapsed game to save the first records, then it will display the information.

    #include maps/mp/gametypes/_hud_message;
    #include maps/mp/gametypes/_globallogic_spawn;
    #include maps/mp/gametypes/_spectating;
    #include maps/mp/_tacticalinsertion;
    #include maps/mp/_challenges;
    #include maps/mp/gametypes/_globallogic;
    #include maps/mp/gametypes/_hud_util;
    #include maps/mp/_utility;
    #include common_scripts/utility;
    #include maps/mp/gametypes/_globallogic_ui;
    #include maps/mp/gametypes/_persistence;
    
    init()
    {
        level thread high_round_tracker();
        level thread onPlayerConnect();
    }
    
    onPlayerConnect()
    {
        for(;;)
        {
            level waittill("connected", player);
            player thread high_round_info();
        }
    }
    
    high_round_tracker()
    {
    	thread high_round_info_giver();
    	gamemode = gamemodeName( getDvar( "ui_gametype" ) );
    	map = mapName( level.script );
    	if( level.script == "zm_transit" && getDvar( "ui_gametype" ) == "zsurvival" )
    		map = startLocationName( getDvar( "ui_zm_mapstartlocation" ) );
    	//file handling//
    	level.basepath = getDvar("fs_homepath") + "/";
    	path = level.basepath + "/logs/" + map + gamemode + "HighRound.txt";
    	file = fopen(path, "r");
    	text = fread(file);
    	fclose(file);
    	//end file handling//
    	highroundinfo = strToK( text, ";" );
    	level.HighRound = int( highroundinfo[ 0 ] );
    	level.HighRoundPlayers = highroundinfo[ 1 ];
    	for ( ;; )
    	{
    		level waittill ( "end_game" );
    		if ( level.round_number > level.HighRound )
    		{
    			level.HighRoundPlayers = "";
    			players = get_players();
    			for ( i = 0; i < players.size; i++ )
    			{
    				if( level.HighRoundPlayers == "" )
    				{
    					level.HighRoundPlayers = players[i].name;
    				}
    				else
    				{
    					level.HighRoundPlayers = level.HighRoundPlayers + "," + players[i].name;
    				}
    			}
    			foreach( player in level.players )
    			{
    				player tell( "New Record: ^1" + level.round_number );
    				player tell( "Set by: ^1" + level.HighRoundPlayers );
    			}
    			log_highround_record( level.round_number + ";" + level.HighRoundPlayers );
    		}
    	}
    }
    
    log_highround_record( newRecord )
    {
    	gamemode = gamemodeName( getDvar( "ui_gametype" ) );
    	map = mapName( level.script );
    	if( level.script == "zm_transit" && getDvar( "ui_gametype" ) == "zsurvival" )
    		map = startLocationName( getDvar( "ui_zm_mapstartlocation" ) );
    	level.basepath = getDvar("fs_homepath") + "/";
    	path = level.basepath + "/logs/" + map + gamemode + "HighRound.txt";
    	file = fopen( path, "w" );
    	fwrite( file, newRecord );
    	fclose( file );
    }
    
    startLocationName( location )
    {
    	if( location == "cornfield" )
    		return "Cornfield";
    	else if( location == "diner" )
    		return "Diner";
    	else if( location == "farm" )
    		return "Farm";
    	else if( location == "power" )
    		return "Power";
    	else if( location == "town" )
    		return "Town";
    	else if( location == "transit" )
    		return "BusDepot";
    	else if( location == "tunnel" )
    		return "Tunnel";
    }
    
    mapName( map )
    {
    	if( map == "zm_buried" )
    		return "Buried";
    	else if( map == "zm_highrise" )
    		return "DieRise";
    	else if( map == "zm_prison" )
    		return "Motd";
    	else if( map == "zm_nuked" )
    		return "Nuketown";
    	else if( map == "zm_tomb" )
    		return "Origins";
    	else if( map == "zm_transit" )
    		return "Tranzit";
    	return "NA";
    }
    
    gamemodeName( gamemode )
    {
    	if( gamemode == "zstandard" )
    		return "Standard";
    	else if( gamemode == "zclassic" )
    		return "Classic";
    	else if( gamemode == "zsurvival" )
    		return "Survival";
    	else if( gamemode == "zgrief" )
    		return "Grief";
    	else if( gamemode == "zcleansed" )
    		return "Turned";
    	return "NA";
    }
    
    high_round_info_giver()
    {
    	highroundinfo = 1;
    	roundmultiplier = 5;
    	level endon( "end_game" );
    	while( 1 )
    	{	
    		level waittill( "start_of_round" );
    		if( level.round_number == ( highroundinfo * roundmultiplier ))
    		{
    			highroundinfo++;
    			foreach( player in level.players )
    			{
    				player tell( "High Round Record for this map: ^1" + level.HighRound );
    				player tell( "Record set by: ^1" + level.HighRoundPlayers );
    			}
    		}
    	}
    }
    
    high_round_info()
    {
    	wait 6;
    	self tell( "High Round Record for this map: ^1" + level.HighRound );
    	self tell( "Record set by: ^1" + level.HighRoundPlayers );
    }
    

  • HUD killstreak Player
    Kalitos Kalitos
    MW3 Modding Releases & Resources

    I have been looking for this for a long time and I think I could do it, so I share with you I know that I am not the only one who needed it.
    I have relied on coding found in this same forum and the guides given.

    Credits: https://forum.plutonium.pw/topic/2113/storing-players-data-with-chaiscript/3

    :: CODE UPDATE :: 23-05-2021 ::
    Now correctly registers the kills that the player gets when he has a hard line pro and gets 2 assists counting as kill

    /*
    *	 Black Ops 2 - GSC Studio by iMCSx
    *
    *	 Creator : Kalitos
    *	 Project : killstreakHUD
    *    Mode : Multiplayer
    *	 Date : 2021/05/15 - 11:22:19	
    *
    */	
    
    #include maps\mp\gametypes\_hud_util;
    
    
    init()
    {
        level thread onPlayerConnect();
    }
    
    onPlayerConnect()
    {
        for(;;)
        {
            level waittill("connected", player);        
            player thread killstreakPlayer();      
        }
    }	
    
    
    killstreakPlayer ()
    {
    	self endon ("disconnect");
    	level endon("game_ended");
    	self.hudkillstreak = createFontString ("Objective", 1);
    	self.hudkillstreak setPoint ("CENTER", "TOP", "CENTER", 10);
    	self.hudkillstreak.label = &"^2 KILLSTREAK: ^7";
    	
    	while(true)
    	{
    		self.hudkillstreak setValue(self.pers["cur_kill_streak"]);
    		wait 0.5;
    	}
    	
    	
    }
    

    To implement it they must create a .GSC file and paste the code in it, then follow the guide on how to load a scripthere

    HUDkillstreak.png


  • Account ban request for this player
    Kalitos Kalitos
    MW3 Client Support

    as the title says
    Name: MoneyMane
    Video test.


  • 💥✨my Almost Complete BO2 Pack (New Update!!! Usable Camos for All Guns MP)✨💥
    Kalitos Kalitos
    BO2 Modding Releases & Resources custom camos texture pack background

    GhostRider0125 It should be more detailed in your post, which contains your pack, previews


  • Cambiar idioma del juego a Español Black Ops 2
    Kalitos Kalitos
    Temas De Español cambiar idioma español idioma idioma español

    xNando A que juego te refieres ? Bo2 o Bo1


  • Just a Question for Teh_Bandit
    Kalitos Kalitos
    BO2 Modding Support & Discussion

    WolflexZ

    #include common_scripts\utility;
    #include maps\mp\zombies\_zm;
    #include maps\mp\zombies\_zm_weapons;
    #include maps\mp\zombies\_zm_utility;
    #include maps\mp\gametypes_zm\_hud_util;
    #include maps\mp\gametypes_zm\_hud_message;
    #include maps\mp\_utility;
    
    
    init()
    {
    			
    	level thread onPlayerConnect();	
    	
    }
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill("connected", player);
                    player thread health_bar_hud();	
    	}
    }
    
    
    
    
    health_bar_hud()
    {
    	level endon("end_game");
    	self endon("disconnect");
    	flag_wait("initial_blackscreen_passed");
    
    	health_bar = self createprimaryprogressbar();
    	if (level.script == "zm_buried")
    	{
    		health_bar setpoint(undefined, "BOTTOM", -335, -95);
    	}
    	else if (level.script == "zm_tomb")
    	{
    		health_bar setpoint(undefined, "BOTTOM", -335, -100);
    	}
    	else
    	{
    		health_bar setpoint(undefined, "BOTTOM", -335, -70);
    	}
    	health_bar.hidewheninmenu = 1;
    	health_bar.bar.hidewheninmenu = 1;
    	health_bar.barframe.hidewheninmenu = 1;
    
    	health_bar_text = self createprimaryprogressbartext();
    	if (level.script == "zm_buried")
    	{
    		health_bar_text setpoint(undefined, "BOTTOM", -410, -95);
    	}
    	else if (level.script == "zm_tomb")
    	{
    		health_bar_text setpoint(undefined, "BOTTOM", -410, -100);
    	}
    	else
    	{
    		health_bar_text setpoint(undefined, "BOTTOM", -410, -70);
    	}
    	health_bar_text.hidewheninmenu = 1;
    
    	while (1)
    	{
    		if (isDefined(self.e_afterlife_corpse))
    		{
    			if (health_bar.alpha != 0)
    			{
    				health_bar.alpha = 0;
    				health_bar.bar.alpha = 0;
    				health_bar.barframe.alpha = 0;
    				health_bar_text.alpha = 0;
    			}
    			
    			wait 0.05;
    			continue;
    		}
    
    		if (health_bar.alpha != 1)
    		{
    			health_bar.alpha = 1;
    			health_bar.bar.alpha = 1;
    			health_bar.barframe.alpha = 1;
    			health_bar_text.alpha = 1;
    		}
    
    		health_bar updatebar(self.health / self.maxhealth);
    		health_bar_text setvalue(self.health);
    
    		wait 0.05;
    	}
    }
    

  • [Release] IW5 Mapvote
    Kalitos Kalitos
    MW3 Modding Support & Discussion

    birchy It would be very nice if the option to vote for maps and game types is implemented. Example: Domain on Dome, TDM on Lockdown.


  • Una Pregunta alguien sabe que paso con el servidor (Maniacos) de Bo2 zombies ?
    Kalitos Kalitos
    Temas De Español

    Lo siento amigos. Cerré los servidores hace 1 mes. En su momento expliqué todo esto en el Discord de Maniacos.


  • dropclient & banclient
    Kalitos Kalitos
    MW3 Modding Support & Discussion

    RAVEN How to use the command? From the in game console you must first log in using "rcon login ****", then "rcon status", then "rcon clientkick 4".


  • Change language BO2 game !Help
    Kalitos Kalitos
    BO2 Client Support

    Is it possible to change the language of the game to Spanish?


  • [Release] IW5 Mapvote
    Kalitos Kalitos
    MW3 Modding Support & Discussion

    I have adapted it in my own way so that it supports voting for maps and game modes.

    #include maps\mp\_utility;
    #include common_scripts\utility;
    #include maps\mp\gametypes\_hud_util;
    
    init() {
        precacheshader("gradient_fadein");
        precacheshader("gradient_top");
        precacheshader("white");
        //Set here the maps you want to rotate, separate them with a #.
        level.mapvotemaps = strtok("mp_alpha#mp_bootleg#mp_bravo#mp_carbon#mp_dome#mp_exchange#mp_hardhat#mp_interchange#mp_lambeth#mp_mogadishu#mp_paris#mp_plaza2#mp_radar#mp_seatown#mp_underground#mp_village#mp_terminal_cls#mp_rust#mp_highrise#mp_italy#mp_park#mp_overwatch#mp_morningwood#mp_meteora#mp_cement#mp_qadeem#mp_restrepo_ss#mp_hillside_ss#mp_courtyard_ss#mp_aground_ss#mp_six_ss#mp_burn_ss#mp_crosswalk_ss#mp_shipbreaker#mp_roughneck#mp_moab#mp_boardwalk#mp_nola#mp_favela#mp_nuked#mp_nightshift", "#");
        //Set the type/gamemode here, whatever your dsr file is called without the . When doing so, you must also modify within the "maptostring()" function in the "switch(type)" section so that the name of the dsr file matches the type/game mode.
        level.mapvotetype = strtok("TDM_default#DOM_default", "#");
        //The description of maps must go hand in hand with the maps, so that there are no errors when showing them in the vote.
        level.mapvotedescs = strtok("European city center. Great for Team \nDefender.#Medium sized Asian market. Fun for all game \nmodes.#African colonial settlement. Fight to control \nthe center.#Medium sized refinery. Great for any number \nof players.#Small outpost in the desert. Fast and frantic \naction.#Urban map with wide streets. Good for long \nand short range fights.#A small construction site. Fast paced, close \nquarter action.#Destroyed freeway. Great for a wide range of \nspaces and styles.#Derelict Russian ghost town. Great for \ncareful, tactical engagements.#Crash site in an African city. Classic urban \ncombat.#Parisian district. Great for Domination and Kill \nConfirmed.#Medium sized German mall. Intense Search & \nDestroy games.#Large Siberian airbase. Great for epic large \nbattles.#A costal town. Narrow streets bring hectic, \nclose encounters.#Small subway station. Fast paced action both \ninside and out.#Large African village. Great for all game \nmodes.#Russian airport terminal under siege. The \nclassic fan favorite is back.#Tiny desert sandstorm. Fast-paced action on \na small map.#Classic MW2's Rooftop skyscraper.#A small coastal Italian town. Features tight \nclose quarter combat.#Large New York park set in autumn. Great for \nlong distance fire fights.#Unfinished top of a skyscraper. Features \ntense Demolition matches.#Air Force One crash site. Very open map with a \nfew homes that provide cover.#Greek Monastery on a sandstone pillar. \nFeatures both medium and long range combat.#Korean cement factory. Great for close \nquarter combat and tactical maneuvering.#Luxury resort in Dubai. Features Intense \nDomination maches# Remote outpost in Afghanistan. Tight, Sparse \ninteriors linked by open lanes and overlooks #Upscale beachside retreat. Multi-tiered run \nand gun combat haven. #Roman ruins near Mt. Vesuvius. Strong \ninteriors offset by multi-level flanks.#Shipwreck on the irish coast. Open layout \nallows for long distance engagements#American farm in the path of a monster \ntornado. Sparse interiors and well-defined lanes.#War torn section of mid-east highway. \nPlentiful cover and close quarter fighting#Metro intersection on lockdown. Strong \ninterior locations and tactical urban combat#Ship scavenging operation on the indian \ncoast. Dominant overwatch positions and \n strong flank routes.#Deep Water drilling rig. Medium to long range \nengagements between multi-tiered, joined \nplatforms#Abandoned Utah mining settlement. Features \nan open layout and strong flanks.#Jersey shore amusement boardwalk. \nElevated main path set off by close quarters. \nflanks#New Orleans under assault. Features \nfast-paced matches with abundant close \nquarters fighting.#Alleyways of Brazil. Great for all modes\nand all sizes.#A deserted nuke testing facility used in the Cold War.#Urban City fighting. In and out of apartments/nclose range engagements.", "#");
        level.mapvoteindices = [];
    	
    	tryes = 0;	
    	while(level.mapvoteindices.size < 6 && tryes < 100) {
    		tryes++;		
    		j = randomint(level.mapvotemaps.size);
    		k = randomint(level.mapvotetype.size);	
    		while(inArray(level.mapvoteindices,(level.mapvotemaps[j] + "#" + level.mapvotetype[k] + "#" + level.mapvotedescs[j])))
    		{
    			j = randomint(level.mapvotemaps.size);
    			k = randomint(level.mapvotetype.size);		
    		}
    		level.mapvoteindices[level.mapvoteindices.size] = level.mapvotemaps[j] + "#" + level.mapvotetype[k] + "#" + level.mapvotedescs[j];						
    	}
    
        replacefunc(maps\mp\gametypes\_gamelogic::waittillFinalKillcamDone, ::finalkillcamhook);
    }
    
    finalkillcamhook() {
        if (!IsDefined(level.finalkillcam_winner)) {
            mapvote();
            return false;
        } else {
            level waittill("final_killcam_done");
            mapvote();
            return true;
        }
    }
    
    mapvote() {
        if (!waslastround()) return;
        level.mapvoteui[0] = shader("white", "TOP", "TOP", 0, 120, 350, 20, (0.157,0.173,0.161), 1, 1, true);
        level.mapvoteui[1] = shader("white", "TOP", "TOP", 0, 140, 350, 60, (0.310,0.349,0.275), 1, 1, true);
        level.mapvoteui[2] = shader("gradient_top", "TOP", "TOP", 0, 140, 350, 2, (1,1,1), 1, 2, true);
        level.mapvoteui[3] = shader("white", "TOP", "TOP", 0, 200, 350, 20, (0.212,0.231,0.220), 1, 1, true);
        level.mapvoteui[4] = shader("white", "TOP", "TOP", 0, 220, 350, 20, (0.180,0.196,0.188), 1, 1, true);
        level.mapvoteui[5] = shader("white", "TOP", "TOP", 0, 240, 350, 20, (0.212,0.231,0.220), 1, 1, true);
        level.mapvoteui[6] = shader("white", "TOP", "TOP", 0, 260, 350, 20, (0.180,0.196,0.188), 1, 1, true);
        level.mapvoteui[7] = shader("white", "TOP", "TOP", 0, 280, 350, 20, (0.212,0.231,0.220), 1, 1, true);
        level.mapvoteui[8] = shader("white", "TOP", "TOP", 0, 300, 350, 20, (0.180,0.196,0.188), 1, 1, true);
        level.mapvoteui[9] = shader("white", "TOP", "TOP", 0, 320, 350, 20, (0.157,0.173,.161), 1, 1, true);
        level.mapvoteui[10] = shader("white", "TOP", "TOP", 0, 340, 350, 20, (0.310,0.349,0.275), 1, 1, true);
        level.mapvoteui[11] = shader("gradient_top", "TOP", "TOP", 0, 320, 350, 2, (1,1,1), 1, 2, true);
        level.mapvoteui[12] = text(&"VOTING PHASE: ", "LEFT", "TOP", -170, 130, 1, "hudSmall", (1,1,1), 1, 3, true, 20);    
        level.mapvoteui[13] = text( maptostring(strTok(level.mapvoteindices[0],"#")[0], strTok(level.mapvoteindices[0],"#")[1]), "LEFT", "TOP", -170, 210, 1.5, "objective", (1,1,1), 1, 3, true);
        level.mapvoteui[14] = text( maptostring(strTok(level.mapvoteindices[1],"#")[0], strTok(level.mapvoteindices[1],"#")[1]), "LEFT", "TOP", -170, 230, 1.5, "normal", (1,1,1), 1, 3, true);
        level.mapvoteui[15] = text( maptostring(strTok(level.mapvoteindices[2],"#")[0], strTok(level.mapvoteindices[2],"#")[1]), "LEFT", "TOP", -170, 250, 1.5, "normal", (1,1,1), 1, 3, true);
        level.mapvoteui[16] = text( maptostring(strTok(level.mapvoteindices[3],"#")[0], strTok(level.mapvoteindices[3],"#")[1]), "LEFT", "TOP", -170, 270, 1.5, "normal", (1,1,1), 1, 3, true);
        level.mapvoteui[17] = text( maptostring(strTok(level.mapvoteindices[4],"#")[0], strTok(level.mapvoteindices[4],"#")[1]), "LEFT", "TOP", -170, 290, 1.5, "normal", (1,1,1), 1, 3, true);
        level.mapvoteui[18] = text( maptostring(strTok(level.mapvoteindices[5],"#")[0], strTok(level.mapvoteindices[5],"#")[1]), "LEFT", "TOP", -170, 310, 1.5, "normal", (1,1,1), 1, 3, true);    
        //////////////
        //TODO: speed_throw/toggleads_throw will show bound/unbound for hold/toggle ads players. compromise may be to use forward/back, depending on how controller
        //bindings handle this.
        level.mapvoteui[19] = text("Up ^2[{+attack}] ^7Down ^2[{+toggleads_throw}]", "LEFT", "TOP", -170, 330, 1.5, "normal", (1,1,1), 1, 3, true);
        level.mapvoteui[20] = text("Vote ^2[{+activate}]", "RIGHT", "TOP", 170, 330, 1.5, "normal", (1,1,1), 1, 3, true);
        foreach(player in level.players) player thread input();
        for(i = 0; i <= 20; i++) {
            level.mapvoteui[12] setvalue(20 - i);
            //playsoundonplayers("trophy_detect_projectile");
            wait 1;
        }
        level notify("mapvote_over");
        besti = 0;
        bestv = -1;
        for(i = 0; i < 6; i++) {
            if(level.mapvoteui[i + 13].value > bestv) {
                besti = i;
                bestv = level.mapvoteui[i + 13].value;
            }
        }
        //Note: We wait to prevent the scoreboard popping up at the end for a cleaner transition (Don't wait infinitely as a failsafe).
        //TODO: Proper manipulation of sv_level.mapvotemaps is the better way to do this as it would allow the final scoreboard to show.
        setDvar( "sv_maprotationcurrent", "dsr " + strTok(level.mapvoteindices[besti],"#")[1] + " map " + strTok(level.mapvoteindices[besti],"#")[0] );   
    }
    
    input() {
        self endon("disconnect");
        self endon("mapvote_over");
        index = 0;
        selected = -1;
        select[0] = self text((index + 1) + "/6", "RIGHT", "TOP", 170, 130, 1.5, "normal", (1,1,1), 1, 3, false);
        select[1] = self text(strTok(level.mapvoteindices[index],"#")[2], "LEFT", "TOP", -170, 150, 1.5, "normal", (1,1,1), 1, 3, false);
        select[2] = self shader("gradient_fadein", "TOP", "TOP", 0, 200, 350, 20, (1,1,1), 0.5, 2, false);
        select[3] = self shader("gradient_top", "TOP", "TOP", 0, 220, 350, 2, (1,1,1), 1, 2, false);
        self notifyonplayercommand("up", "+attack");
    	self notifyonplayercommand("up", "+forward");
        self notifyonplayercommand("down", "+toggleads_throw");
        self notifyonplayercommand("down", "+speed_throw");
        self notifyonplayercommand("down", "+back");
        self notifyonplayercommand("select", "+usereload");
        self notifyonplayercommand("select", "+activate");
        self notifyonplayercommand("select", "+frag");
        for(;;) {
            command = self waittill_any_return("up", "down", "select");        
            if(command == "up" && index > 0) {
                index--;
                select[0] settext((index + 1) + "/6");
                select[1] settext(strTok(level.mapvoteindices[index],"#")[2]);
                select[2].y -= 20;
                select[3].y -= 20;
                self playlocalsound("mouse_over");
            } else if(command == "down" && index < 5) {
                index++;
                select[0] settext((index + 1) + "/6");
                select[1] settext(strTok(level.mapvoteindices[index],"#")[2]);
                select[2].y += 20;
                select[3].y += 20;
                self playlocalsound("mouse_over");
            } else if(command == "select") {
                if(selected == -1) {
                    selected = index;                
                    
                    level.mapvoteui[selected + 13].value += 1;
                    level.mapvoteui[selected + 13].text = strTok(level.mapvoteui[selected + 13].text,":")[0] + ":" + level.mapvoteui[selected + 13].value;
                    level.mapvoteui[selected + 13]  settext(level.mapvoteui[selected + 13].text);                
                    //iPrintLn(level.mapvoteui[selected + 13].text);                    
                    self playlocalsound("mouse_click");
                } else if(selected != index) {                
                    
                    level.mapvoteui[selected + 13].value -= 1;
                    level.mapvoteui[selected + 13].text = strTok(level.mapvoteui[selected + 13].text,":")[0] + ":" + level.mapvoteui[selected + 13].value;
                    level.mapvoteui[selected + 13]  settext(level.mapvoteui[selected + 13].text);                
                    selected = index;
                    
                    level.mapvoteui[selected + 13].value += 1;
                    level.mapvoteui[selected + 13].text = strTok(level.mapvoteui[selected + 13].text,":")[0] + ":" + level.mapvoteui[selected + 13].value;
                    level.mapvoteui[selected + 13]  settext(level.mapvoteui[selected + 13].text);
                    //iPrintLn(level.mapvoteui[selected + 13].text);    
                    self playlocalsound("mouse_click");
                }
            }        
        }
    }
    
    text(text, align, relative, x, y, fontscale, font, color, alpha, sort, server, value) {
        element = spawnstruct();
        if(server) {
            element = createServerFontString( font, fontscale ); 
        } else {
            element = self createFontString( font, fontscale ); 
        }
        if(isdefined(value)) {
            element.label = text;
            element.value = value;
            element setvalue(value);
        } else {
            element settext(text);
            element.text = text;
            element.value = 0;
    
        }
        element.hidewheninmenu = true;
        element.color = color;
        element.alpha = alpha;
        element.sort = sort;
        element setpoint(align, relative, x, y);
        return element;
    }
    
    addTextHud( who, x, y, alpha, alignX, alignY, horiz, vert, fontScale, sort ) {
    	if( isPlayer( who ) )
    		hud = newClientHudElem( who );
    	else
    		hud = newHudElem();
    
    	hud.x = x;
    	hud.y = y;
    	hud.alpha = alpha;
    	hud.sort = sort;
    	hud.alignX = alignX;
    	hud.alignY = alignY;
    	if(isdefined(vert))
    		hud.vertAlign = vert;
    	if(isdefined(horiz))
    		hud.horzAlign = horiz;		
    	if(fontScale != 0)
    		hud.fontScale = fontScale;
    	hud.foreground = 1;
    	hud.archived = 0;
    	return hud;
    }
    
    shader(shader, align, relative, x, y, width, height, color, alpha, sort, server) {
        element = spawnstruct();
        if(server) {
            element = newhudelem(self);
        } else {
            element = newclienthudelem(self);
        }
        element.elemtype = "icon";
        element.hidewheninmenu = true;
        element.shader = shader;
        element.width = width;
        element.height = height;
        element.align = align;
        element.relative = relative;
        element.xoffset = 0;
        element.yoffset = 0;
        element.children = [];
        element.sort = sort;
        element.color = color;
        element.alpha = alpha;
        element setparent(level.uiparent);
        element setshader(shader, width, height);
        element setpoint(align, relative, x, y);
        return element;
    }
    
    randomindices() {
        array = [];
        for (i = 0; i < 6; i++) {
            array[i] = randomint(level.mapvotemaps.size);
            for (j = 0; j < i; j++) {
                if (array[i] == array[j]) {
                    i--;
                    break;
                }
            }
        }
        return array;
    }
    
    
    
    maptostring(map,type) {    
        switch(map) {
        case "mp_alpha":  map = "LOCKDOWN";
        break;
        case "mp_bootleg": map = "BOOTLEG";
        break;
        case "mp_bravo": map = "MISSION";
        break;
        case "mp_carbon": map = "CARBON";
        break;
        case "mp_dome": map = "DOME";
        break;
        case "mp_exchange": map = "DOWNTURN";
        break;
        case "mp_hardhat": map = "HARDHAT";
        break;
        case "mp_interchange": map = "INTERCHANGE";
        break;
        case "mp_lambeth": map = "FALLEN";
        break;
        case "mp_mogadishu": map = "BAKAARA";
        break;
        case "mp_paris": map = "RESISTANCE";
        break;
        case "mp_plaza2": map = "ARKADEN";
        break;
        case "mp_radar": map = "OUTPOST";
        break;
        case "mp_seatown": map = "SEATOWN";
        break;
        case "mp_underground": map = "UNDERGROUND";
        break;
        case "mp_village": map = "VILLAGE";
        break;
        case "mp_terminal_cls": map = "TERMINAL";
        break;
        case "mp_rust": map = "RUST";
        break;
        case "mp_highrise": map = "HIGHRISE";
        break;
        case "mp_italy": map = "PIAZZA";
        break;
        case "mp_park": map = "LIBERATION";
        break;
        case "mp_overwatch": map = "OVERWATCH";
        break;
        case "mp_morningwood": map = "BLACK BOX";
        break;
        case "mp_meteora": map = "SANCTUARY";
        break;
        case "mp_qadeem": map = "OASIS";
        break;
        case "mp_restrepo_ss": map = "LOOKOUT";
        break;
        case "mp_hillside_ss": map = "GETAWAY";
        break;
        case "mp_courtyard_ss": map = "EROSION";
        break;
        case "mp_aground_ss": map = "AGROUND";
        break;
        case "mp_six_ss": map = "VORTEX";
        break;
        case "mp_burn_ss": map = "U-TURN";
        break;
        case "mp_crosswalk_ss": map = "INTERSECTION";
        break;
        case "mp_shipbreaker": map = "DECOMMISSION";
        break;
        case "mp_roughneck": map = "OFF SHORE";
        break;
        case "mp_moab": map = "GULCH";
        break;
        case "mp_boardwalk": map = "BOARDWALK";
        break;
        case "mp_nola": map = "PARISH";
        break;
        case "mp_favela": map = "FAVELA";
        break;
        case "mp_nuked": map = "NUKETOWN";
        break;
        case "mp_nightshift": map = "SKIDROW";
        break;
        case "mp_cement": map = "FOUNDATION";
        break;
        default:
        break;
        } 
    
        switch(type) {
        case "TDM_default": map = map + " (TEAM DEATHMATCH)" + " :0";
        break;
        case "DOM_default":map = map  + " (DOMINATION)" + " :0";
        break;
        case "DEM_default": map = map + " (DEMOLITION)" + " :0";
        break;
        case "INF_Default": map = map + " (INFECTED)" + " :0";
        break;
        case "FFA_default":map = map  + " (FREE FOR ALL)" + " :0";    
        break;
        case "CTF_default":map = map  + " (CAPTURE THE FLAG)" + " :0";    
        break;
        case "DZ_default":map = map  + " (DROP ZONE)" + " :0";    
        break;
        case "GG_default":map = map  + " (GUN GAME)" + " :0";    
        break;
        case "HQ_default":map = map  + " (HEADQUARTERS)" + " :0";    
        break;
        case "JUG_default":map = map  + " (JUGGERNAUT)" + " :0";
        break;
        case "KC_default":map = map  + " (KILL CONFIRMED)" + " :0";
        break;
        case "OIC_default":map = map  + " (ONE IN THE CHAMBER)" + " :0";
        break;
        case "SAB_default":map = map  + " (SABOTAGE)" + " :0";
        break;
        case "SD_default":map = map  + " (SEARCH AND DESTROY)" + " :0";
        break;
        case "TDEF_default":map = map  + " (TEAM DEFENDER)" + " :0";
        break;
        case "TJ_default":map = map  + " (TEAM JUGGERNAUT)" + " :0";
        break;
        default:
        break;
        }    
        return map;
    }
    
    inArray(array, text)
    {
        for(i=0; i<array.size; i++)
        {
            if(array[i] == text)
              return true;
        }
        return false;
    }
    

  • [MAP] Crash from MW2
    Kalitos Kalitos
    MW3 Modding Releases & Resources

    on several occasions this map causes the server to crash.


  • how to change juggernog max health ?
    Kalitos Kalitos
    BO2 Modding Support & Discussion

    MH11 You must set the health you want the player to have when they get the perk.
    I don't know the difference between the two. To not make a problem, set the same health to both dVars

    
    #include maps\mp\_utility;
    #include common_scripts\utility;
    #include maps\mp\gametypes_zm\_hud_util;
    #include maps\mp\gametypes_zm\_hud_message;
    
    init()
    {
        //jugg health bonus
    	level.juggHealthBonus = getDvarIntDefault( "juggHealthBonus", 160 );
    	level.zombie_vars[ "zombie_perk_juggernaut_health" ] = level.juggHealthBonus;	
    	//perma jugg health bonus 
    	level.permaJuggHealthBonus = getDvarIntDefault( "permaJuggHealthBonus", 190 );
    	level.zombie_vars[ "zombie_perk_juggernaut_health_upgrade" ] = level.permaJuggHealthBonus;
    }
    

    Compile the file. Name it whatever you want and put it in the scripts/zm folder


  • [Release] IW5 Mapvote
    Kalitos Kalitos
    MW3 Modding Support & Discussion

    Country You can do it by adding them on this line:

    level.mapvotemaps = strtok("mp_alpha#mp_bootleg#mp_bravo#mp_carbon#mp_dome#mp_exchange#mp_hardhat#mp_interchange#mp_lambeth#mp_mogadishu#mp_paris#mp_plaza2#mp_radar#mp_seatown#mp_underground#mp_village#mp_terminal_cls#mp_rust", "#");
    

    In doing so, you will need to add a description for each map.

    level.mapvotedescs = strtok("European city center. Great for Team \nDefender.#Medium sized Asian market. Fun for all game \nmodes.#African colonial settlement. Fight to control \nthe center.#Medium sized refinery. Great for any number \nof players.#Small outpost in the desert. Fast and frantic \naction.#Urban map with wide streets. Good for long \nand short range fights.#A small construction site. Fast paced, close \nquarter action.#Destroyed freeway. Great for a wide range of \nspaces and styles.#Derelict Russian ghost town. Great for \ncareful, tactical engagements.#Crash site in an African city. Classic urban \ncombat.#Parisian district. Great for Domination and Kill \nConfirmed.#Medium sized German mall. Intense Search & \nDestroy games.#Large Siberian airbase. Great for epic large \nbattles.#A costal town. Narrow streets bring hectic, \nclose encounters.#Small subway station. Fast paced action both \ninside and out.#Large African village. Great for all game \nmodes.#Russian airport terminal under siege. The \nclassic fan favorite is back.#Tiny desert sandstorm. Fast-paced action on \na small map.", "#");
    

  • [Release] Honey Badger from Ghosts (IW6)
    Kalitos Kalitos
    MW3 Modding Releases & Resources

    image.png
    When displaying the feed, that error jumps.

    Additional. I am using "mod2.ff" in private game. Copied to "mods/iw5_honeybadger_mp" as "mod.ff" along with the ".iwd" file.
    The error is when the weapon model should be shown in the feed.


  • BO2 Zombies Reimagined
    Kalitos Kalitos
    BO2 Modding Support & Discussion

    Rouri-Sama Ok, I'll make your life easier.
    Go in your windows explorer to this address: "%localappdata%\Plutonium\storage\t6"
    Then copy the contents of this file into it, and you should have the mod loaded.


  • [Release] IW5 Mapvote
    Kalitos Kalitos
    MW3 Modding Support & Discussion

    Another version, which does not need a description, in my simplest way. Keeps mode/map vote option

    #include maps\mp\_utility;
    #include common_scripts\utility;
    #include maps\mp\gametypes\_hud_util;
    
    init() {
        precacheshader("gradient_fadein");
        precacheshader("gradient_top");
        precacheshader("white");
        //Set here the maps you want to rotate, separate them with a #.
        level.mapvotemaps = strtok("mp_alpha#mp_bootleg#mp_bravo#mp_carbon#mp_dome#mp_exchange#mp_hardhat#mp_interchange#mp_lambeth#mp_mogadishu#mp_paris#mp_plaza2#mp_radar#mp_seatown#mp_underground#mp_village#mp_terminal_cls#mp_rust#mp_highrise#mp_italy#mp_park#mp_overwatch#mp_morningwood#mp_meteora#mp_cement#mp_qadeem#mp_restrepo_ss#mp_hillside_ss#mp_courtyard_ss#mp_aground_ss#mp_six_ss#mp_burn_ss#mp_crosswalk_ss#mp_shipbreaker#mp_roughneck#mp_moab#mp_boardwalk#mp_nola#mp_favela#mp_nuked#mp_nightshift", "#");
        //Set the type/gamemode here, whatever your dsr file is called without the . When doing so, you must also modify within the "maptostring()" function in the "switch(type)" section so that the name of the dsr file matches the type/game mode.
        level.mapvotetype = strtok("TDM_default#DOM_default", "#");
        level.mapvoteindices = [];
    	
    	tryes = 0;	
    	while(level.mapvoteindices.size < 6 && tryes < 100) {
    		tryes++;		
    		j = randomint(level.mapvotemaps.size);
    		k = randomint(level.mapvotetype.size);	
    		while(inArray(level.mapvoteindices,(level.mapvotemaps[j] + "#" + level.mapvotetype[k])))
    		{
    			j = randomint(level.mapvotemaps.size);
    			k = randomint(level.mapvotetype.size);		
    		}
    		level.mapvoteindices[level.mapvoteindices.size] = level.mapvotemaps[j] + "#" + level.mapvotetype[k];						
    	}
    
        replacefunc(maps\mp\gametypes\_gamelogic::waittillFinalKillcamDone, ::finalkillcamhook);
    }
    
    finalkillcamhook() {
        if (!IsDefined(level.finalkillcam_winner)) {
            mapvote();
            return false;
        } else {
            level waittill("final_killcam_done");
            mapvote();
            return true;
        }
    }
    
    mapvote() {
        if (!waslastround()) return;
        level.mapvoteui[0] = shader("white", "TOP", "TOP", 0, 120, 350, 20, (0.157,0.173,0.161), 1, 1, true);
        level.mapvoteui[1] = shader("white", "TOP", "TOP", 0, 140, 350, 20, (0.310,0.349,0.275), 1, 1, true);
        level.mapvoteui[2] = shader("gradient_top", "TOP", "TOP", 0, 140, 350, 2, (1,1,1), 1, 2, true);
        level.mapvoteui[3] = shader("white", "TOP", "TOP", 0, 160, 350, 20, (0.212,0.231,0.220), 1, 1, true); //160
        level.mapvoteui[4] = shader("white", "TOP", "TOP", 0, 180, 350, 20, (0.180,0.196,0.188), 1, 1, true); //180
        level.mapvoteui[5] = shader("white", "TOP", "TOP", 0, 200, 350, 20, (0.212,0.231,0.220), 1, 1, true); //200
        level.mapvoteui[6] = shader("white", "TOP", "TOP", 0, 220, 350, 20, (0.180,0.196,0.188), 1, 1, true); //220
        level.mapvoteui[7] = shader("white", "TOP", "TOP", 0, 240, 350, 20, (0.212,0.231,0.220), 1, 1, true); //240
        level.mapvoteui[8] = shader("white", "TOP", "TOP", 0, 260, 350, 20, (0.180,0.196,0.188), 1, 1, true); //260
        level.mapvoteui[9] = shader("white", "TOP", "TOP", 0, 280, 350, 20, (0.157,0.173,.161), 1, 1, true); //280
        level.mapvoteui[10] = shader("white", "TOP", "TOP", 0, 300, 350, 20, (0.310,0.349,0.275), 1, 1, true); //300
        level.mapvoteui[11] = shader("gradient_top", "TOP", "TOP", 0, 280, 350, 2, (1,1,1), 1, 2, true); // 280
        level.mapvoteui[12] = text(&"VOTING PHASE: ", "LEFT", "TOP", -170, 130, 1, "hudSmall", (1,1,1), 1, 3, true, 20);    //
        level.mapvoteui[13] = text( maptostring(strTok(level.mapvoteindices[0],"#")[0], strTok(level.mapvoteindices[0],"#")[1]), "LEFT", "TOP", -170, 170, 1, "objective", (1,1,1), 1, 3, true); // 170
        level.mapvoteui[14] = text( maptostring(strTok(level.mapvoteindices[1],"#")[0], strTok(level.mapvoteindices[1],"#")[1]), "LEFT", "TOP", -170, 190, 1, "objective", (1,1,1), 1, 3, true); // 190
        level.mapvoteui[15] = text( maptostring(strTok(level.mapvoteindices[2],"#")[0], strTok(level.mapvoteindices[2],"#")[1]), "LEFT", "TOP", -170, 210, 1, "objective", (1,1,1), 1, 3, true); // 210
        level.mapvoteui[16] = text( maptostring(strTok(level.mapvoteindices[3],"#")[0], strTok(level.mapvoteindices[3],"#")[1]), "LEFT", "TOP", -170, 230, 1, "objective", (1,1,1), 1, 3, true); // 230
        level.mapvoteui[17] = text( maptostring(strTok(level.mapvoteindices[4],"#")[0], strTok(level.mapvoteindices[4],"#")[1]), "LEFT", "TOP", -170, 250, 1, "objective", (1,1,1), 1, 3, true); // 250
        level.mapvoteui[18] = text( maptostring(strTok(level.mapvoteindices[5],"#")[0], strTok(level.mapvoteindices[5],"#")[1]), "LEFT", "TOP", -170, 270, 1, "objective", (1,1,1), 1, 3, true); // 270  
        //////////////
        //TODO: speed_throw/toggleads_throw will show bound/unbound for hold/toggle ads players. compromise may be to use forward/back, depending on how controller
        //bindings handle this.
        level.mapvoteui[19] = text("Up ^2[{+attack}] ^7Down ^2[{+toggleads_throw}]", "LEFT", "TOP", -170, 290, 1, "objective", (1,1,1), 1, 3, true); //290
        level.mapvoteui[20] = text("Vote ^2[{+activate}]", "RIGHT", "TOP", 170, 290, 1, "objective", (1,1,1), 1, 3, true); //290
        foreach(player in level.players) player thread input();
        for(i = 0; i <= 20; i++) {
            level.mapvoteui[12] setvalue(20 - i);
            //playsoundonplayers("trophy_detect_projectile");
            wait 1;
        }
        level notify("mapvote_over");
        besti = 0;
        bestv = -1;
        for(i = 0; i < 6; i++) {
            if(level.mapvoteui[i + 13].value > bestv) {
                besti = i;
                bestv = level.mapvoteui[i + 13].value;
            }
        }
        //Note: We wait to prevent the scoreboard popping up at the end for a cleaner transition (Don't wait infinitely as a failsafe).
        //TODO: Proper manipulation of sv_level.mapvotemaps is the better way to do this as it would allow the final scoreboard to show.
        setDvar( "sv_maprotationcurrent", "dsr " + strTok(level.mapvoteindices[besti],"#")[1] + " map " + strTok(level.mapvoteindices[besti],"#")[0] );   
    }
    
    input() {
        self endon("disconnect");
        self endon("mapvote_over");
        index = 0;
        selected = -1;
        select[0] = self text((index + 1) + "/6", "RIGHT", "TOP", 170, 130, 1, "objective", (1,1,1), 1, 3, false);
        //select[1] = self text(" ", "LEFT", "TOP", -170, 150, 1, "objective", (1,1,1), 1, 3, false);
        select[2] = self shader("gradient_fadein", "TOP", "TOP", 0, 160, 350, 20, (1,1,1), 0.5, 2, false);
        select[3] = self shader("gradient_top", "TOP", "TOP", 0, 180, 350, 2, (1,1,1), 1, 2, false);
        self notifyonplayercommand("up", "+attack");
    	self notifyonplayercommand("up", "+forward");
        self notifyonplayercommand("down", "+toggleads_throw");
        self notifyonplayercommand("down", "+speed_throw");
        self notifyonplayercommand("down", "+back");
        self notifyonplayercommand("select", "+usereload");
        self notifyonplayercommand("select", "+activate");
        self notifyonplayercommand("select", "+frag");
        for(;;) {
            command = self waittill_any_return("up", "down", "select");        
            if(command == "up" && index > 0) {
                index--;
                select[0] settext((index + 1) + "/6");
                //select[1] settext(" ");
                select[2].y -= 20;
                select[3].y -= 20;
                self playlocalsound("mouse_over");
            } else if(command == "down" && index < 5) {
                index++;
                select[0] settext((index + 1) + "/6");
                //select[1] settext(" ");
                select[2].y += 20;
                select[3].y += 20;
                self playlocalsound("mouse_over");
            } else if(command == "select") {
                if(selected == -1) {
                    selected = index;                
                    
                    level.mapvoteui[selected + 13].value += 1;
                    level.mapvoteui[selected + 13].text = strTok(level.mapvoteui[selected + 13].text,":")[0] + ":" + level.mapvoteui[selected + 13].value;
                    level.mapvoteui[selected + 13]  settext(level.mapvoteui[selected + 13].text);                
                    //iPrintLn(level.mapvoteui[selected + 13].text);                    
                    self playlocalsound("mouse_click");
                } else if(selected != index) {                
                    
                    level.mapvoteui[selected + 13].value -= 1;
                    level.mapvoteui[selected + 13].text = strTok(level.mapvoteui[selected + 13].text,":")[0] + ":" + level.mapvoteui[selected + 13].value;
                    level.mapvoteui[selected + 13]  settext(level.mapvoteui[selected + 13].text);                
                    selected = index;
                    
                    level.mapvoteui[selected + 13].value += 1;
                    level.mapvoteui[selected + 13].text = strTok(level.mapvoteui[selected + 13].text,":")[0] + ":" + level.mapvoteui[selected + 13].value;
                    level.mapvoteui[selected + 13]  settext(level.mapvoteui[selected + 13].text);
                    //iPrintLn(level.mapvoteui[selected + 13].text);    
                    self playlocalsound("mouse_click");
                }
            }        
        }
    }
    
    text(text, align, relative, x, y, fontscale, font, color, alpha, sort, server, value) {
        element = spawnstruct();
        if(server) {
            element = createServerFontString( font, fontscale ); 
        } else {
            element = self createFontString( font, fontscale ); 
        }
        if(isdefined(value)) {
            element.label = text;
            element.value = value;
            element setvalue(value);
        } else {
            element settext(text);
            element.text = text;
            element.value = 0;
    
        }
        element.hidewheninmenu = true;
        element.color = color;
        element.alpha = alpha;
        element.sort = sort;
        element setpoint(align, relative, x, y);
        return element;
    }
    
    addTextHud( who, x, y, alpha, alignX, alignY, horiz, vert, fontScale, sort ) {
    	if( isPlayer( who ) )
    		hud = newClientHudElem( who );
    	else
    		hud = newHudElem();
    
    	hud.x = x;
    	hud.y = y;
    	hud.alpha = alpha;
    	hud.sort = sort;
    	hud.alignX = alignX;
    	hud.alignY = alignY;
    	if(isdefined(vert))
    		hud.vertAlign = vert;
    	if(isdefined(horiz))
    		hud.horzAlign = horiz;		
    	if(fontScale != 0)
    		hud.fontScale = fontScale;
    	hud.foreground = 1;
    	hud.archived = 0;
    	return hud;
    }
    
    shader(shader, align, relative, x, y, width, height, color, alpha, sort, server) {
        element = spawnstruct();
        if(server) {
            element = newhudelem(self);
        } else {
            element = newclienthudelem(self);
        }
        element.elemtype = "icon";
        element.hidewheninmenu = true;
        element.shader = shader;
        element.width = width;
        element.height = height;
        element.align = align;
        element.relative = relative;
        element.xoffset = 0;
        element.yoffset = 0;
        element.children = [];
        element.sort = sort;
        element.color = color;
        element.alpha = alpha;
        element setparent(level.uiparent);
        element setshader(shader, width, height);
        element setpoint(align, relative, x, y);
        return element;
    }
    
    randomindices() {
        array = [];
        for (i = 0; i < 6; i++) {
            array[i] = randomint(level.mapvotemaps.size);
            for (j = 0; j < i; j++) {
                if (array[i] == array[j]) {
                    i--;
                    break;
                }
            }
        }
        return array;
    }
    
    
    
    maptostring(map,type) {    
        switch(map) {
        case "mp_alpha":  map = "LOCKDOWN";
        break;
        case "mp_bootleg": map = "BOOTLEG";
        break;
        case "mp_bravo": map = "MISSION";
        break;
        case "mp_carbon": map = "CARBON";
        break;
        case "mp_dome": map = "DOME";
        break;
        case "mp_exchange": map = "DOWNTURN";
        break;
        case "mp_hardhat": map = "HARDHAT";
        break;
        case "mp_interchange": map = "INTERCHANGE";
        break;
        case "mp_lambeth": map = "FALLEN";
        break;
        case "mp_mogadishu": map = "BAKAARA";
        break;
        case "mp_paris": map = "RESISTANCE";
        break;
        case "mp_plaza2": map = "ARKADEN";
        break;
        case "mp_radar": map = "OUTPOST";
        break;
        case "mp_seatown": map = "SEATOWN";
        break;
        case "mp_underground": map = "UNDERGROUND";
        break;
        case "mp_village": map = "VILLAGE";
        break;
        case "mp_terminal_cls": map = "TERMINAL";
        break;
        case "mp_rust": map = "RUST";
        break;
        case "mp_highrise": map = "HIGHRISE";
        break;
        case "mp_italy": map = "PIAZZA";
        break;
        case "mp_park": map = "LIBERATION";
        break;
        case "mp_overwatch": map = "OVERWATCH";
        break;
        case "mp_morningwood": map = "BLACK BOX";
        break;
        case "mp_meteora": map = "SANCTUARY";
        break;
        case "mp_qadeem": map = "OASIS";
        break;
        case "mp_restrepo_ss": map = "LOOKOUT";
        break;
        case "mp_hillside_ss": map = "GETAWAY";
        break;
        case "mp_courtyard_ss": map = "EROSION";
        break;
        case "mp_aground_ss": map = "AGROUND";
        break;
        case "mp_six_ss": map = "VORTEX";
        break;
        case "mp_burn_ss": map = "U-TURN";
        break;
        case "mp_crosswalk_ss": map = "INTERSECTION";
        break;
        case "mp_shipbreaker": map = "DECOMMISSION";
        break;
        case "mp_roughneck": map = "OFF SHORE";
        break;
        case "mp_moab": map = "GULCH";
        break;
        case "mp_boardwalk": map = "BOARDWALK";
        break;
        case "mp_nola": map = "PARISH";
        break;
        case "mp_favela": map = "FAVELA";
        break;
        case "mp_nuked": map = "NUKETOWN";
        break;
        case "mp_nightshift": map = "SKIDROW";
        break;
        case "mp_cement": map = "FOUNDATION";
        break;
        default:
        break;
        } 
    
        switch(type) {
        case "TDM_default": map = map + " (TEAM DEATHMATCH)" + " :0";
        break;
        case "DOM_default":map = map  + " (DOMINATION)" + " :0";
        break;
        case "DEM_default": map = map + " (DEMOLITION)" + " :0";
        break;
        case "INF_Default": map = map + " (INFECTED)" + " :0";
        break;
        case "FFA_default":map = map  + " (FREE FOR ALL)" + " :0";    
        break;
        case "CTF_default":map = map  + " (CAPTURE THE FLAG)" + " :0";    
        break;
        case "DZ_default":map = map  + " (DROP ZONE)" + " :0";    
        break;
        case "GG_default":map = map  + " (GUN GAME)" + " :0";    
        break;
        case "HQ_default":map = map  + " (HEADQUARTERS)" + " :0";    
        break;
        case "JUG_default":map = map  + " (JUGGERNAUT)" + " :0";
        break;
        case "KC_default":map = map  + " (KILL CONFIRMED)" + " :0";
        break;
        case "OIC_default":map = map  + " (ONE IN THE CHAMBER)" + " :0";
        break;
        case "SAB_default":map = map  + " (SABOTAGE)" + " :0";
        break;
        case "SD_default":map = map  + " (SEARCH AND DESTROY)" + " :0";
        break;
        case "TDEF_default":map = map  + " (TEAM DEFENDER)" + " :0";
        break;
        case "TJ_default":map = map  + " (TEAM JUGGERNAUT)" + " :0";
        break;
        default:
        break;
        }    
        return map;
    }
    
    inArray(array, text)
    {
        for(i=0; i<array.size; i++)
        {
            if(array[i] == text)
              return true;
        }
        return false;
    }
    

  • hackers
    Kalitos Kalitos
    General Discussion

    @Mr-Android I think that the implementation of an anti cheat system for bo2 is very necessary and urgent. Personally, out of every 10 games in which I play 5 to 6 of them, there are players using hacks.

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