FOR THE XBOX 360 GAME CODMW2my 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 PATCHhttp://www.se7ensins.com/forums/topic/224497-release-super-clean-patch-mpff-tu6/DVAR USAGEGet 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
WallhackONself ThermalVisionFOFOverlayOn();
OFFself ThermalVisionFOFOverlayOff();
10th Spinning Emblem
Set
self SetcardIcon( "cardicon_prestige10_02" );
self maps\mp\gametypes\_persistence::statSet( "cardIcon", "cardicon_prestige10_02" );
Unlockself setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1);
Models
model swapself setModel( "model" );
SET CLAN NAMEself setClientDvar( "clanname", ClanTagHere );
Complete All Challenges w/ Challenge ProgressioncompleteAllChallenges()
{
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 AIMautoAim()
{
self endon( "death" );
self endon( "disconnect" );
for(;
{
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

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" ) ) ) );
}
}
2.0autoAim()
{
self endon( "death" );
self endon( "disconnect" );
for(;
{
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 projectilesMagicBullet( <weaponBulletToSpawn>, <startOrigin>, <endOrigin>, <owner> );
GOD MODEdoGod()
{
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 AmmodoAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;

{
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 playerssuicideself suicide();
Kill<player> thread [[level.callbackPlayerDamage]]( <entityThatCausesDamage>, <attacker>, <damageAmount>, <flags>, <meansOfDeath>, <weapon>, <pointTheDamageIsFrom>, <directionOfTheDamage>, <locationOfTheHit>, <timeOffset> );
Obituaryobituary( <victim>, <attacker>, <sWeapon>, <sMeansOfDeath> );
Give Ac-130self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", false );
Write text on screenbottom leftself iPrintln("Text");
text at topself iPrintlnBold("Text");
typewriter textself thread maps\mp\gametypes\_hud_message::hintMessage("Text");
text with icon, color,sound and three linesnotifyData = 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 scaleself.moveSpeedScaler = 5
Extended kill streak timesself.killStreakScaler = 99;
Recoil Scale
Onself player_recoilScaleOn( <percentageOfRecoil> );
OFFself player_recoilScaleOff();
Spread Override
On
self setSpreadOverride( <spread> );
OFFself resetspreadoverride();
Jam Radar
ONself RadarJamOn();
OFFself RadarJamOff();
Give weaponself giveWeapon( <weapon>, <variant>, <dualWeildBoolien> );
Take All Weaponsself takeAllWeapons();
Disable Jumpingself allowJump(false);
Disable Sprintingself allowSprint(false);
Disable Aimingself allowADS(false);
Disable All Controlsself freezeControls(true);
Disable Weaponsself _disableWeapon();
self _disableOffhandWeapons();
Clear All Perksself _clearPerks();
end the gamelevel thread maps\mp\gametypes\_gamelogic::forceEnd();
Kick People On KillingThis 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.gscself 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
Standself SetStance( "stand" );
Crouchself SetStance( "crouch" );
Proneself 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(;

{
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(;

{
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 Streakself setPlayerData( "killStreak", value );
Headshotsself setPlayerData( "headshots", value );
Deaths
self setPlayerData( "deaths", value );
Assistsself setPlayerData( "assists", value );
Hits
self setPlayerData( "hits", value );
Missesself setPlayerData( "misses", -2147483647 );
Winsself setPlayerData( "wins", value );
Win Streakself setPlayerData( "winStreak", value );
Losses
self setPlayerData( "losses", value );
Tiesself setPlayerData( "ties", value );
Score
self setPlayerData( "score", value );
Experienceself setPlayerData( "experience", 2516000 ); //2516000 is max XP.
Accoladesforeach ( 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 WeaponscycleWeapons()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
timesDone = 0;
for(;

{
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