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Plutonium

Xplod_undefined

Xplod_

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  • [Resource] MW2 Harriers in MW3... yes, HARRIERS in MW3
    Xplod_undefined Xplod_

    https://youtu.be/BdcjCkkMaD4?si=-EdRRHB3TJ_akBku. Link of the video demostration.

    MW3 Modding Releases & Resources

  • [Resource] MW2 Harriers in MW3... yes, HARRIERS in MW3
    Xplod_undefined Xplod_

    It was strange for me that in the IW5 scripts was the .gsc file of the harrier airstrike (maps/mp/killstreaks/_harrier.gsc), remembering that IW5 is a direct evolution of IW4 (MW2), and maybe the devs forget about deleting the file, idk.

    How this was made was making Function HIjack, making this technique is for not editing the original file, but making one that has to do to the game compiler call the Harrier when somebody call the Airstrike.

    *This script replaces the Airstrike killstreak, as a note.

    After coding in reference of the functions of _harrier.gsc, _airstrike.gsc and understanding the utility.gsc (Because into MW2 and MW3, the IW devs deleted the "" of a lot of functions in comparation of the MW2 _utility.gsc, cleaning the .gsc file for MW3) and the interface of the map checkpoint selection in _killstreaks.gsc, i've finally made the .gsc file to replace the Airstrike to the Harrier.

    isjuggernautweapon( weapon )
    {
        return false;
    }
        
    init()
    {
        level.killstreakfuncs["airstrike"] = ::tryUseHarrierStrike;
        level.killstreakfuncs["precision_airstrike"] = ::tryUseHarrierStrike;
    }
        tryUseHarrierStrike( lifeId )
    {
        self endon( "disconnect" );
        self endon( "death" );
        self thread harrierCleanupOnEnd();
    
    if ( !maps\mp\_utility::validateusestreak() )
        return 0;
    
    if ( isDefined( level.civilianjetflyby ) )
    {
        self iPrintLnBold( &"MP_CIVILIAN_AIR_TRAFFIC" );
        return 0;
    }
    
    if ( maps\mp\_utility::isusingremote() )
        return 0;
    
    var_2 = level.mapsize / 6.46875;
    
    if ( level.splitscreen )
        var_2 *= 1.5;
    
    maps\mp\_utility::_beginlocationselection( "airstrike", "map_artillery_selector", 0, var_2 );
    
    self endon( "stop_location_selection" );
    self waittill( "confirm_location", location, directionYaw );
    
    directionYaw = randomint( 360 );
    
    self setblurforplayer( 0, 0.3 );
    
    thread maps\mp\killstreaks\_airstrike::finishairstrikeusage(
        lifeId,
        location,
        directionYaw,
        "harrier_airstrike"
    );
    
    self notify( "harrier_strike_complete" );
    return 1;
    }
        harrierCleanupOnEnd()
    {
    
    self.harrierCleanupPending = true;
    self thread harrierWatchEvent( "death" );
    self thread harrierWatchEvent( "disconnect" );
    self thread harrierWatchEvent( "harrier_strike_complete" );
    }
    
    harrierWatchEvent( eventName )
    {
        self waittill( eventName );
        if ( !isDefined( self.harrierCleanupPending ) || !self.harrierCleanupPending )
    return;
    
    self.harrierCleanupPending = false;
    
    if ( maps\mp\_utility::isusingremote() )
        self maps\mp\_utility::clearusingremote();
    }
    
    MW3 Modding Releases & Resources

  • Adjust Scavenger to Emulate MW2 with GSC?
    Xplod_undefined Xplod_

    Tifosi 92 (Maybe it's late to reply this but I'll do it) I made a script to have the lethal and tactical grenades being ressuplied in MW3, so here is the script, it even ressuplies the launchers weapons in case you want it too.

    #include maps\mp\_utility;
    
    Init()
    {
        InitScavengerResupply();
    }
    
    InitScavengerResupply()
    {
        level thread OnPlayerConnect();
    }
    
    OnPlayerConnect()
    {
        for(;;)
        {
            level waittill("connected", player);
    
            player thread OnPlayerSpawned();
        }
    }
    
    OnPlayerSpawned()
    {
        self endon("disconnect");
        
        for(;;)
        {
            self waittill("changed_kit");
    
            // Check if the player has the Scavenger perk
            if (self HasPerk("specialty_scavenger"))
            {
                self thread OnScavengerPickup();
            }
        }
    }
    
    OnScavengerPickup()
    {
        self endon("disconnect");
        self endon("death");
    
        for (;;)
        {
            self waittill("scavenger_pickup");
    
            self GiveMaxAmmo();
    
            if (self HasWeapon(self GetCurrentOffhand()))
            {
                self GiveMaxAmmo(self GetCurrentOffhand());
            }
    
            if (self GetWeaponAmmoStock("frag_grenade_mp") < 1)
            {
                self SetWeaponAmmoStock("frag_grenade_mp", 1);
            }
    	if (self GetWeaponAmmoStock("semtex_mp") < 1)
            {
                self SetWeaponAmmoStock("semtex_mp", 1);
            }
    	if (self GetWeaponAmmoStock("throwingknife_mp") < 1)
            {
                self SetWeaponAmmoStock("throwingknife_mp", 1);
            }
    	if (self GetWeaponAmmoStock("bouncingbetty_mp") < 1)
            {
                self SetWeaponAmmoStock("bouncingbetty_mp", 1);
            }
    	if (self GetWeaponAmmoStock("claymore_mp") < 1)
            {
                self SetWeaponAmmoStock("claymore_mp", 1);
            }
    	if (self GetWeaponAmmoStock("c4_mp") < 1)
            {
                self SetWeaponAmmoStock("c4_mp", 1);
            }
            if (self GetWeaponAmmoStock("flash_grenade_mp") < 1)
            {
                self SetWeaponAmmoStock("flash_grenade_mp", 1);
            }
            if (self GetWeaponAmmoStock("concussion_grenade_mp") < 1)
            {
                self SetWeaponAmmoStock("concussion_grenade_mp", 1);
            }
    	if (self GetWeaponAmmoStock("scrambler_mp") < 1)
            {
                self SetWeaponAmmoStock("scrambler_mp", 1);
            }
    	if (self GetWeaponAmmoStock("emp_grenade_mp") < 1)
            {
                self SetWeaponAmmoStock("emp_grenade_mp", 1);
            }
    	if (self GetWeaponAmmoStock("smoke_grenade_mp") < 1)
            {
                self SetWeaponAmmoStock("smoke_grenade_mp", 1);
            }
    	if (self GetWeaponAmmoStock("trophy_mp") < 1)
            {
                self SetWeaponAmmoStock("trophy_mp", 1);
            }
    	if (self GetWeaponAmmoStock("portable_radar_mp") < 1)
            {
                self SetWeaponAmmoStock("portable_radar_mp", 1);
            }
    
            self thread ResupplyLaunchers();
        }
    }
    
    ResupplyLaunchers()
    {
        launchers = [
            "m320_mp",
            "rpg_mp",
            "iw5_smaw_mp",
            "stinger_mp",
            "xm25_mp",
            "javelin_mp"
        ];
    
        for (i = 0; i < launchers.size; i++)
        {
            weapon = launchers[i];
    
            if (self HasWeapon(weapon))
            {
                self GiveMaxAmmo(weapon);
            }
        }
    }
    
    MW3 Modding Support & Discussion

  • Scavenger Ressuply like in MW2
    Xplod_undefined Xplod_

    I was looking for a script about having the same function of the Scavenger perk in Cod: Mw2, where you can ressuply the primary and secondary weapon (except for launchers), and ressuply the lethal and tactical grenades, but the function of ressuply grenades was deleted in Mw3, so for that, I made a .gsc script for IW5, this for have the same function in Scavenger.

    With it, the player can ressuply his primary and secondary weapon, even now if the player has launchers, it would ressuply it too, and it will ressuply the lethal and tactical grenades now (except for tactical insertion of course), so I let the script i made now that you can put it in your scripts folder in IW5 and enjoy the scavenger like in Mw2.

    I give you the code above to just copy, create a .gsc file in the scripts folder, paste the code and play IW5 with the new function.

    #include maps\mp\_utility;
    
    Init()
    {
        InitScavengerResupply();
    }
    
    InitScavengerResupply()
    {
        level thread OnPlayerConnect();
    }
    
    OnPlayerConnect()
    {
        for(;;)
        {
            level waittill("connected", player);
    
            player thread OnPlayerSpawned();
        }
    }
    
    OnPlayerSpawned()
    {
        self endon("disconnect");
        
        for(;;)
        {
            self waittill("changed_kit");
    
            // Check if the player has the Scavenger perk
            if (self HasPerk("specialty_scavenger"))
            {
                self thread OnScavengerPickup();
            }
        }
    }
    
    OnScavengerPickup()
    {
        self endon("disconnect");
        self endon("death");
    
        for (;;)
        {
            self waittill("scavenger_pickup");
    
            self GiveMaxAmmo();
    
            if (self HasWeapon(self GetCurrentOffhand()))
            {
                self GiveMaxAmmo(self GetCurrentOffhand());
            }
    
            if (self GetWeaponAmmoStock("frag_grenade_mp") < 1)
            {
                self SetWeaponAmmoStock("frag_grenade_mp", 1);
            }
    	if (self GetWeaponAmmoStock("semtex_mp") < 1)
            {
                self SetWeaponAmmoStock("semtex_mp", 1);
            }
    	if (self GetWeaponAmmoStock("throwingknife_mp") < 1)
            {
                self SetWeaponAmmoStock("throwingknife_mp", 1);
            }
    	if (self GetWeaponAmmoStock("bouncingbetty_mp") < 1)
            {
                self SetWeaponAmmoStock("bouncingbetty_mp", 1);
            }
    	if (self GetWeaponAmmoStock("claymore_mp") < 1)
            {
                self SetWeaponAmmoStock("claymore_mp", 1);
            }
    	if (self GetWeaponAmmoStock("c4_mp") < 1)
            {
                self SetWeaponAmmoStock("c4_mp", 1);
            }
            if (self GetWeaponAmmoStock("flash_grenade_mp") < 1)
            {
                self SetWeaponAmmoStock("flash_grenade_mp", 1);
            }
            if (self GetWeaponAmmoStock("concussion_grenade_mp") < 1)
            {
                self SetWeaponAmmoStock("concussion_grenade_mp", 1);
            }
    	if (self GetWeaponAmmoStock("scrambler_mp") < 1)
            {
                self SetWeaponAmmoStock("scrambler_mp", 1);
            }
    	if (self GetWeaponAmmoStock("emp_grenade_mp") < 1)
            {
                self SetWeaponAmmoStock("emp_grenade_mp", 1);
            }
    	if (self GetWeaponAmmoStock("smoke_grenade_mp") < 1)
            {
                self SetWeaponAmmoStock("smoke_grenade_mp", 1);
            }
    	if (self GetWeaponAmmoStock("trophy_mp") < 1)
            {
                self SetWeaponAmmoStock("trophy_mp", 1);
            }
    	if (self GetWeaponAmmoStock("portable_radar_mp") < 1)
            {
                self SetWeaponAmmoStock("portable_radar_mp", 1);
            }
    
            self thread ResupplyLaunchers();
        }
    }
    
    ResupplyLaunchers()
    {
        launchers = [
            "m320_mp",
            "rpg_mp",
            "iw5_smaw_mp",
            "stinger_mp",
            "xm25_mp",
            "javelin_mp"
        ];
    
        for (i = 0; i < launchers.size; i++)
        {
            weapon = launchers[i];
    
            if (self HasWeapon(weapon))
            {
                self GiveMaxAmmo(weapon);
            }
        }
    }
    
    MW3 Modding Releases & Resources
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