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Author Topic: <wasn't sure where to post this, but this C++ codes, (jtagged xbox codes)>  (Read 305 times)
.//haxxor ;3
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« on: August 06, 2010, 06:18:32 PM »

FOR THE XBOX 360 GAME CODMW2


my xbox gt is "bonesravesAZ"

but in lobbys its usually ".//haxxor? ;3"





This post is for those who actually have a tiny bit of knowledge in C++ and can somewhat put codes together to form a nice enough patch.. Have a mod I don't? Tell me about it! And it will be added. Also, if you don't know how to compile these into a patch, I am not providing support! If you don't know how to work these, then you definitely don't deserve a JTAG! Here it goes... (Hint: Looking for a mod? CTRL + F is your best friend then)

SUPER CLEAN PATCH

http://www.se7ensins.com/forums/topic/224497-release-super-clean-patch-mpff-tu6/






DVAR USAGE
Get Dvar Value (Vector)

getDvarVector( <DVAR>, <default> ); //Will use default value if DVAR is undeclared



Get Dvar Value (Float)

getDvarFloat( <DVAR>, <default> ); //Will use default value if DVAR is undeclared


Get Dvar Value (Int)

getDvarInt( <DVAR>, <default> ); //Will use default value if DVAR is undeclared



Get Dvar Value (Universal)

getDvar( <DVAR>, <default> ); //Will use default value if DVAR is undeclared



Match Dvars (temporary)

setDvar( "dvar", value );



Client Dvars (sticky)

setClientDvar( "dvar", value );



Useful DVARs
DVAR List with Explanations


Wallhack
ON

self ThermalVisionFOFOverlayOn();


OFF

self ThermalVisionFOFOverlayOff();



10th Spinning Emblem
Set

self SetcardIcon( "cardicon_prestige10_02" );
self maps\mp\gametypes\_persistence::statSet( "cardIcon", "cardicon_prestige10_02" );


Unlock
self setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1);


Models
model swap


self setModel( "model" );






SET CLAN NAME

self setClientDvar( "clanname", ClanTagHere );



Complete All Challenges w/ Challenge Progression

completeAllChallenges()
{
        self endon( "disconnect" );
        self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
        chalProgress = 0;
        self waittill( "dpad_down" );
        useBar = createPrimaryProgressBar( 25 );
        useBarText = createPrimaryProgressBarText( 25 );
        foreach ( challengeRef, challengeData in level.challengeInfo )
        {
                finalTarget = 0;
                finalTier = 0;
                for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ )
                {
                        finalTarget = challengeData["targetval"][tierId];
                        finalTier = tierId + 1;
                }
                if ( self isItemUnlocked( challengeRef ) )
                {
                        self setPlayerData( "challengeProgress", challengeRef, finalTarget );
                        self setPlayerData( "challengeState", challengeRef, finalTier );
                }

                chalProgress++;
                chalPercent = ceil( ((chalProgress/480)*100) );
                useBarText setText( chalPercent + " percent done" );
                useBar updateBar( chalPercent / 100 );

                wait ( 0.04 );
        }
        useBar destroyElem();
        useBarText destroyElem();
}



AUTO AIM

autoAim()
{
        self endon( "death" );
        self endon( "disconnect" );

        for(;Wink
        {
                wait 0.01;
                aimAt = undefined;
                foreach(player in level.players)
                {
                        if(player == self)
                                continue;
                        if(!isAlive(player))
                                continue;
                        if(level.teamBased && self.pers["team"] == player.pers["team"])
                                continue;
                        if( !bulletTracePassed( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), false, self ) ) //Remove this and the next line to use it through walls Wink
                                continue;
                        if( isDefined(aimAt) )
                        {
                                if( closer( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ) )
                                        aimAt = player;
                        }
                        else
                                aimAt = player;
                }
                if( isDefined( aimAt ) )
                        self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
        }
}



2.0

autoAim()
{
        self endon( "death" );
        self endon( "disconnect" );

        for(;Wink
        {
                wait 0.01;
                aimAt = undefined;
                foreach(player in level.players)
                {
                        if( (player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || ( !isAlive(player) ) )
                                continue;
                        if( isDefined(aimAt) )
                        {
                                if( closer( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ) )
                                        aimAt = player;
                        }
                        else
                                aimAt = player;
                }
                if( isDefined( aimAt ) )
                {
                        self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
                        if( self AttackButtonPressed() )
                                aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0 );
                }
        }
}



spawn projectiles

MagicBullet( <weaponBulletToSpawn>, <startOrigin>, <endOrigin>, <owner> );



GOD MODE

doGod()
{
        self endon ( "disconnect" );
        self endon ( "death" );
        self.maxhealth = 90000;
        self.health = self.maxhealth;

        for( ;; )
        {
                wait .4;
                if ( self.health < self.maxhealth )
                        self.health = self.maxhealth;
        }
}



Infinit Ammo

doAmmo()
{
        self endon ( "disconnect" );
        self endon ( "death" );

        for(;Wink
        {
                currentWeapon = self getCurrentWeapon();
                if ( currentWeapon != "none" )
                {
                        if( isSubStr( self getCurrentWeapon(), "_akimbo_" ) )
                        {
                                self setWeaponAmmoClip( currentweapon, 9999, "left" );
                                self setWeaponAmmoClip( currentweapon, 9999, "right" );
                        }
                        else
                                self setWeaponAmmoClip( currentWeapon, 9999 );
                        self GiveMaxAmmo( currentWeapon );
                }

                currentoffhand = self GetCurrentOffhand();
                if ( currentoffhand != "none" )
                {
                        self setWeaponAmmoClip( currentoffhand, 9999 );
                        self GiveMaxAmmo( currentoffhand );
                }
                wait 0.05;
        }
}



Kill players

suicide
self suicide();



Kill

<player> thread [[level.callbackPlayerDamage]]( <entityThatCausesDamage>, <attacker>, <damageAmount>, <flags>, <meansOfDeath>, <weapon>, <pointTheDamageIsFrom>, <directionOfTheDamage>, <locationOfTheHit>, <timeOffset> );


Obituary

obituary( <victim>, <attacker>, <sWeapon>, <sMeansOfDeath> );


Give Ac-130

self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", false );



Write text on screen
bottom left


self iPrintln("Text");



text at top

self iPrintlnBold("Text");



typewriter text

self thread maps\mp\gametypes\_hud_message::hintMessage("Text");


text with icon, color,sound and three lines

notifyData = spawnstruct();
notifyData.iconName = "rank_prestige10"; //Icon, 10th prestige
notifyData.titleText = "Text"; //Line 1
notifyData.notifyText = "Text"; //Line 2
notifyData.notifyText2 = "Text"; //Line 3
notifyData.glowColor = (0.3, 0.6, 0.3); //RGB Color array divided by 100
notifyData.sound = "mp_level_up"; //Sound, level up sound here
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );


speed scale
self.moveSpeedScaler = 5



Extended kill streak times
self.killStreakScaler = 99;



Recoil Scale
On


self player_recoilScaleOn( <percentageOfRecoil> );


OFF
self player_recoilScaleOff();



Spread Override
On

self setSpreadOverride( <spread> );



OFF

self resetspreadoverride();



Jam Radar
ON

self RadarJamOn();



OFF
self RadarJamOff();



Give weapon

self giveWeapon( <weapon>, <variant>, <dualWeildBoolien> );



Take All Weapons


self takeAllWeapons();



Disable Jumping


self allowJump(false);



Disable Sprinting


self allowSprint(false);



Disable Aiming

self allowADS(false);



Disable All Controls

self freezeControls(true);



Disable Weapons

self _disableWeapon();
self _disableOffhandWeapons();



Clear All Perks

self _clearPerks();



end the game

level thread maps\mp\gametypes\_gamelogic::forceEnd();



Kick People On Killing
This in your _missions.gsc

toggleKick()
{
        self endon ( "disconnect" );

        self notifyOnPlayerCommand( "LB", "+smoke" );

        for ( ;; )
        {
                self waittill( "LB" );
                self.canKick = 1;
                self iPrintlnBold( "Kicking is ON" );

                foreach( player in level.players )
                {
                        if(player.name != "Host Gt")
                                player freezeControls( true );
                }

                self waittill( "LB" );
                self.canKick = 0;
                self iPrintlnBold( "Kicking is OFF" );

                foreach( player in level.players )
                {
                        if(player.name != "Host Gt")
                                player freezeControls( false );
                }

        }
}



This in the killedPlayer function in the _events.gsc

self thread tryKick( victim );



This somewhere in the _events.gsc

tryKick( victim )
{
        hostPlayer = undefined;
        foreach ( player in level.players )
        {
                if ( !player isHost() )
                        continue;

                hostPlayer = player;
                        break;
        }

        if ( isDefined(hostPlayer.canKick) && hostPlayer.canKick > 0 )
        {
                if(self.name == level.hostname)
                        kick( victim getEntityNumber());
        }
}



Set Stance
Stand


self SetStance( "stand" );



Crouch


self SetStance( "crouch" );



Prone

self SetStance( "prone" );



Create Money

createMoney()
{
        self endon ( "disconnect" );
        self endon ( "death" );
        while(1)
        {
                playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) );
                wait 0.5;
        }
}



Teleportation

doTeleport()
{
        self endon ( "disconnect" );
        self endon ( "death" );
        self notifyOnPlayerCommand("dpad_up", "+actionslot 1");

        for(;Wink
        {
                self waittill( "dpad_up" );
                self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
                self.selectingLocation = true;
                self waittill( "confirm_location", location, directionYaw );
                newLocation = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
                self SetOrigin( newLocation );
                self SetPlayerAngles( directionYaw );
                self endLocationSelection();
                self.selectingLocation = undefined;
        }
}



UFO Mode
You can't go through everything, but some things you can
.

doUfo()
{
        self endon ( "disconnect" );
        self endon ( "death" );
        self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
        maps\mp\gametypes\_spectating::setSpectatePermissions();
        for(;Wink
        {
                self waittill("dpad_up");         
                self allowSpectateTeam( "freelook", true );
                self.sessionstate = "spectator";
                self setContents( 0 );
                self waittill("dpad_up");
                self.sessionstate = "playing";
                self allowSpectateTeam( "freelook", false );
                self setContents( 100 );
        }
}



Stats
Kills

self setPlayerData( "kills", value );



Kill Streak

self setPlayerData( "killStreak", value );



Headshots

self setPlayerData( "headshots", value );



Deaths

self setPlayerData( "deaths", value );



Assists

self setPlayerData( "assists", value );



Hits

self setPlayerData( "hits", value );



Misses

self setPlayerData( "misses", -2147483647 );



Wins

self setPlayerData( "wins", value );



Win Streak

self setPlayerData( "winStreak", value );



Losses

self setPlayerData( "losses", value );



Ties

self setPlayerData( "ties", value );



Score

self setPlayerData( "score", value );



Experience

self setPlayerData( "experience", 2516000 ); //2516000 is max XP.



Accolades


foreach ( ref, award in level.awards )
{
        self giveAccolade( ref );
}

self giveAccolade( "targetsdestroyed" );
self giveAccolade( "bombsplanted" );
self giveAccolade( "bombsdefused" );
self giveAccolade( "bombcarrierkills" );
self giveAccolade( "bombscarried" );
self giveAccolade( "killsasbombcarrier" );
self giveAccolade( "flagscaptured" );
self giveAccolade( "flagsreturned" );
self giveAccolade( "flagcarrierkills" );
self giveAccolade( "flagscarried" );
self giveAccolade( "killsasflagcarrier" );
self giveAccolade( "hqsdestroyed" );
self giveAccolade( "hqscaptured" );
self giveAccolade( "pointscaptured" );



Then, somewhere in the gsc, you need to make this function...

giveAccolade( ref )
{
        self setPlayerData( "awards", ref, self getPlayerData( "awards", ref ) + value );
}



Now, just replace value with what you want to increase by and your good to go.


Cycle Through Weapons


cycleWeapons()
{
        self endon( "disconnect" );
        self endon( "death" );
        self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
        timesDone = 0;
        for(;Wink
        {
                self waittill( "dpad_right" );
                self takeAllWeapons();
                for ( i = timesDone; i < timesDone + 10; i++ )
                {
                        self _giveWeapon( level.weaponList, 0);
                        wait (0.05);
                        if (i >= level.weaponList.size)
                        {
                                timesDone = 0;
                        }
                }
                timesDone += 10;
        }
}



Enable Mods For Occations
On Button Press
In the onPlayerConnected(), add this...


self thread iniButtons();



Then add this at the end of the file...


iniButtons()
{
        self.buttonAction = [];
        self.buttonAction[0]="+usereload";
        self.buttonAction[1]="weapnext";
        self.buttonAction[2]="+gostand";
        self.buttonAction[3]="+melee";
        self.buttonAction[4]="+actionslot 1";
        self.buttonAction[5]="+actionslot 2";
        self.buttonAction[6]="+actionslot 3";
        self.buttonAction[7]="+actionslot 4";
        self.buttonAction[8]="+frag";
        self.buttonAction[9]="+smoke";
        self.buttonAction[10]="+attack";
        self.buttonAction[11]="+speed_throw";
        self.buttonAction[12]="+stance";
        self.buttonAction[13]="+breathe_sprint";
        self.buttonPressed = [];
        for(i=0; i<14; i++)
        {
                self.buttonPressed[self.buttonAction] = false;
                self thread monitorButtons( self.buttonAction );
        }
}

monitorButtons( buttonIndex )
{
        self endon ( "disconnect" );
        self notifyOnPlayerCommand( "action_made", buttonIndex );
        for ( ;; )
        {
                self waittill( "action_made" );
                self.buttonPressed[ buttonIndex ] = true;
                wait .05;
                self.buttonPressed[ buttonIndex ] = false;
        }
}

isButtonPressed( actionID )
{
        if ( self.buttonPressed[ actionID ] == 1)
        {
                self.buttonPressed[ actionID ] = 0;
                return true;
        }
        else
                return false;
}



Example use:

if ( self isButtonPressed( "+actionslot 4" ) )
        self unlockAllChallenges();



On Button Held


self AdsButtonPressed()
self AttackButtonPressed()
self FragButtonPressed()
self MeleeButtonPressed()
self SecondaryOffhandButtonPressed()
self UseButtonPressed()



On Stand

if ( self GetStance() == "stand" )
{       
        //code here
}



On Crouch


if ( self GetStance() == "crouch" )
{       
        //code here
}



On Prone

if ( self GetStance() == "prone" )
{       
        //code here
}



On Certain GTs


if((self.name == "GT")
|| (self.name == "GT2")
|| (self.name == level.hostname))
{

}
else
{

}



You can go on with that forever...

On Taking Damage

if ( self isAtBrinkOfDeath() )
{
        //Code here
}



On Has Perk

if ( player _hasPerk( perkName, true ) )
{
        //Code here
}



Invisibility

self hide();



Vision Mods

For the vision, go here for all the possible visions....

Visions

For transition_time, make it any number you want. 0 for instant. Higher for fade.

Everyone


VisionSetNaked( vision, transition_time );



1 Person

self VisionSetNakedForPlayer( vision, transition_time );



THIS IS MY FIRST POST
once again these codes are C++ used for jtag (xbox360)



credit to Se7enSins code lists
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.//haxxor ;3
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« Reply #1 on: August 06, 2010, 06:19:50 PM »

i dont know why the fuck ; ) turned into  Wink
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« Reply #2 on: August 07, 2010, 08:10:36 AM »

wut
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KylE
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« Reply #3 on: August 07, 2010, 08:16:53 PM »

I don't understand why this is here lol.
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`[G]enesis
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« Reply #4 on: August 08, 2010, 01:37:53 AM »

i don't think anyone here really knows c++, i know a little but i haven't screwed with my 360 in the manner you're talking..

what prompted you to share this with us lol
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« Reply #5 on: August 08, 2010, 11:02:07 AM »

I can actually make out this code lol, i was surprised but then i remembered I took a C# course last semester Smiley I made my own game Cheesy
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« Reply #6 on: August 08, 2010, 06:49:52 PM »

yeah, same here haz.. i took c++ two years ago though lol
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voice.izgs.info:9987
cs1.izgs.info:27015
cs2.izgs.info:27025
cs3.izgs.info:27005
cod4.izgs.info:28960
hce1.izgs.info:2302
hce2.izgs.info:2301
hce3.izgs.info:2300
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