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Plutonium

Kalitosundefined

Kalitos

@Kalitos
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Recent Best Controversial

  • HD Mini Map
    Kalitosundefined Kalitos

    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

    MW3 Modding Releases & Resources

  • [Release] [ZM] Highest Round Tracker (UPDATED 3/13/2020)
    Kalitosundefined Kalitos

    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 );
    }
    
    BO2 Modding Releases & Resources

  • HUD killstreak Player
    Kalitosundefined Kalitos

    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

    MW3 Modding Releases & Resources

  • Account ban request for this player
    Kalitosundefined Kalitos

    as the title says
    Name: MoneyMane
    Video test.

    MW3 Client Support

  • 💥✨my Almost Complete BO2 Pack (New Update!!! Usable Camos for All Guns MP)✨💥
    Kalitosundefined Kalitos

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

    BO2 Modding Releases & Resources custom camos texture pack background

  • Just a Question for Teh_Bandit
    Kalitosundefined Kalitos

    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;
    	}
    }
    
    BO2 Modding Support & Discussion

  • comandos
    Kalitosundefined Kalitos

    stiven calderon que comandos quieres usar ?

    Temas De Español

  • [Release] IW5 Mapvote
    Kalitosundefined Kalitos

    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.

    MW3 Modding Support & Discussion

  • Change language BO2 game !Help
    Kalitosundefined Kalitos

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

    BO2 Client Support

  • dropclient & banclient
    Kalitosundefined Kalitos

    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".

    MW3 Modding Support & Discussion

  • [Release] IW5 Mapvote
    Kalitosundefined Kalitos

    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;
    }
    
    MW3 Modding Support & Discussion

  • [MAP] Crash from MW2
    Kalitosundefined Kalitos

    on several occasions this map causes the server to crash.

    MW3 Modding Releases & Resources

  • hackers
    Kalitosundefined Kalitos

    @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.

    General Discussion

  • [Release] IW5 Mapvote
    Kalitosundefined Kalitos

    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.", "#");
    
    MW3 Modding Support & Discussion

  • [Release] Honey Badger from Ghosts (IW6)
    Kalitosundefined Kalitos

    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.

    MW3 Modding Releases & Resources

  • add friend
    Kalitosundefined Kalitos

    @Mr-Android I don't have that option.user2.png

    General Discussion

  • [Release] IW5 Mapvote
    Kalitosundefined Kalitos

    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;
    }
    
    MW3 Modding Support & Discussion

  • Busco mods de servidor para partidas locales
    Kalitosundefined Kalitos

    @elkpom https://github.com/Jbleezy/BO2-Reimagined
    Aqui está todos los HUD que quieres

    All Other Languages Discussion

  • Hackers in BO2 How can they get banned?
    Kalitosundefined Kalitos

    RiosCanary You must create a publication, describing the name of the player LINKING the url of the forum account, also upload a url with the proof video that looks irrefutable, otherwise the administrators will not take it into account.

    General Discussion

  • Busco mods de servidor para partidas locales
    Kalitosundefined Kalitos

    @elkpom https://github.com/JezuzLizard/BO2-Reimagined
    Usa este, es más simple y tiene lo que quieres

    All Other Languages Discussion
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