I TOOK MY TOPIC FROM TTG AND MOVED IT HERE TO HELP YOU GUYS OUT TO!!!
THIS WAS MADE BY ME, IT TOOK ME A WEEK TO MAKE!
[size=24]WELCOME TO -TSTRUCK-'S DVAR LIST THREAD, HERE YOU WILL FIND EVERY DVAR YOU NEED FOR MW2.
THANKS AND HAPPY MODDING![/size]
Wallhack:
Paste Code into PATCH_MP;
If you can force host , this code your whole team will have it;
doWallhack()
{
self endon ( "disconnect" );
self endon ( "death" );
{
self ThermalVisionFOFOverlayOn();
}
}
This is the code for one person eg. you.
onPlayerSpawned()
{
self endon( "disconnect" );
for(;;)
{
self waittill( "spawned_player" );
self thread monitorSprintDistance();
if( self.name == "Player1" )
{
self thread doWallhack();
}
}
}
doWallhack();
{
//code
}
Rotating Skull Emblem:
This is for Patch_mp
This is for Unlock all lobbies;
self SetcardIcon( "cardicon_prestige10_02" );
self iPrintlnBold( "^2Emblem set to Spinning 10th Prestige!" );
Here Are Other Emblem Codes:
cardicon_1stlt1
cardicon_1stsgt1
cardicon_2ndlt1
cardicon_8ball
cardicon_8bit_price
cardicon_aa12_expert
cardicon_aa12_marksman
cardicon_abduction
cardicon_ac130
cardicon_ac130_angelflare
cardicon_ak47_expert
cardicon_ak47_marksman
cardicon_assad
cardicon_attackchopper
cardicon_aug_expert
cardicon_aug_marksman
cardicon_b2
cardicon_badgirl
cardicon_ball_baseball_1
cardicon_ball_basketball_1
cardicon_ball_football_1
cardicon_ball_soccer_1
cardicon_ball_volleyball_1
cardicon_barrett_expert
cardicon_barrett_marksman
cardicon_bear
cardicon_beretta393_expert
cardicon_beretta393_marksman
cardicon_beretta_expert
cardicon_beretta_marksman
cardicon_bgen1
cardicon_biohazard
cardicon_birdbrain
cardicon_blastshield
cardicon_bling
cardicon_blue
cardicon_boot
cardicon_brad
cardicon_brassknuckle
cardicon_brassknuckles
cardicon_brock
cardicon_bulb
cardicon_bulletcase
cardicon_bullets_50cal
cardicon_burgertown
cardicon_c4
cardicon_capt1
cardicon_car
cardicon_carepackage
cardicon_cheytac_expert
cardicon_cheytac_marksman
cardicon_chicken
cardicon_choppergunner
cardicon_claw
cardicon_claymore
cardicon_cmdsgtmaj1
cardicon_cod4
cardicon_col1
cardicon_coldblooded
cardicon_coltanaconda_expert
cardicon_coltanaconda_marksman
cardicon_comic_price
cardicon_comic_shepherd
cardicon_comm1
cardicon_commando
cardicon_compass
cardicon_copycat
cardicon_counteruav
cardicon_cpl1
cardicon_dangerclose
cardicon_default
cardicon_deserteagle_expert
cardicon_deserteagle_marksman
cardicon_devil
cardicon_devilfinger
cardicon_dive
cardicon_doubletap
cardicon_emergencyair
cardicon_empkillstreak
cardicon_fal_expert
cardicon_fal_marksman
cardicon_famas_expert
cardicon_famas_marksman
cardicon_finalstand
cardicon_fmj
cardicon_fn2000_expert
cardicon_fn2000_marksman
cardicon_frag
cardicon_gametype
cardicon_gasmask
cardicon_gears
cardicon_gen1
cardicon_ghillie
cardicon_ghost_bust
cardicon_ghost_skull
cardicon_girlskull
cardicon_glock_expert
cardicon_glock_marksman
cardicon_gold
cardicon_goodgirl
cardicon_grigsby
cardicon_grunt
cardicon_grunt_2
cardicon_gumby
cardicon_hardline
cardicon_harrier
cardicon_harrierstrike
cardicon_headshot
cardicon_heartbeatsensor
cardicon_helmet_baseball_1
cardicon_helmet_football_1
cardicon_hockey_1
cardicon_hockey_2
cardicon_honeybadger01
cardicon_humantrophy
cardicon_hyena
cardicon_icecream
cardicon_illuminati
cardicon_impale
cardicon_iss
cardicon_iw
cardicon_iwlogo
cardicon_jets
cardicon_joystick
cardicon_juggernaut_1
cardicon_juggernaut_2
cardicon_kinggorilla
cardicon_kitten
cardicon_knife
cardicon_knife_logo
cardicon_koiker_hound
cardicon_korean
cardicon_kriss_expert
cardicon_kriss_marksman
cardicon_laststand
cardicon_league_1911
cardicon_league_grenade
cardicon_league_magnum
cardicon_lightweight
cardicon_lion
cardicon_loadedfinger
cardicon_ltcol1
cardicon_ltgen1
cardicon_m1014_expert
cardicon_m1014_marksman
cardicon_m16_expert
cardicon_m16_marksman
cardicon_m21_expert
cardicon_m21_marksman
cardicon_m240_expert
cardicon_m240_marksman
cardicon_m4_expert
cardicon_m4_marksman
cardicon_macgregor
cardicon_maj1
cardicon_majgen1
cardicon_makarov
cardicon_marathon
cardicon_martyrdom
cardicon_masada_expert
cardicon_masada_marksman
cardicon_mg4_expert
cardicon_mg4_marksman
cardicon_minigun
cardicon_model1887_expert
cardicon_model1887_marksman
cardicon_moon
cardicon_mp5k_expert
cardicon_mp5k_marksman
cardicon_msgt1
cardicon_mushroom
cardicon_mw2_prestige1
cardicon_mw2_prestige10
cardicon_mw2_prestige2
cardicon_mw2_prestige3
cardicon_mw2_prestige4
cardicon_mw2_prestige5
cardicon_mw2_prestige6
cardicon_mw2_prestige7
cardicon_mw2_prestige8
cardicon_mw2_prestige9
cardicon_nates
cardicon_nightvision_1
cardicon_nightvision_2
cardicon_ninja
cardicon_noseart1
cardicon_oma
cardicon_opfor
cardicon_p90_expert
cardicon_p90_marksman
cardicon_pacifier_blue
cardicon_pacifier_pink
cardicon_painkiller
cardicon_patch
cardicon_pavelow
cardicon_pavelowkillstreak
cardicon_pfc1
cardicon_pirate
cardicon_pirateflag
cardicon_porterjustice
cardicon_pp2000_expert
cardicon_pp2000_marksman
cardicon_precair
cardicon_predatormissile
cardicon_prestige1
cardicon_prestige10
cardicon_prestige10_02
cardicon_prestige2
cardicon_prestige3
cardicon_prestige4
cardicon_prestige5
cardicon_prestige6
cardicon_prestige7
cardicon_prestige8
cardicon_prestige9
cardicon_price_ww2
cardicon_pricearctic
cardicon_pricewoodland
cardicon_pushingupdaisies
cardicon_pvt1
cardicon_radiation
cardicon_ranger_expert
cardicon_ranger_marksman
cardicon_rangers
cardicon_readhead
cardicon_redhand
cardicon_rhino
cardicon_riot_shield
cardicon_riotdeath
cardicon_rpd_expert
cardicon_rpd_marksman
cardicon_sa80_expert
cardicon_sa80_marksman
cardicon_sas
cardicon_scar_expert
cardicon_scar_marksman
cardicon_scavenger
cardicon_scrambler
cardicon_seals
cardicon_seasnipers
cardicon_semtex
cardicon_sentrygun
cardicon_sfc1
cardicon_sgt1
cardicon_sgtmaj1
cardicon_sheppard
cardicon_shotgun_shells
cardicon_sitrep
cardicon_skull
cardicon_skull_black
cardicon_skullaward
cardicon_skullnbones
cardicon_sleightofhand
cardicon_sniper
cardicon_sniperscope
cardicon_soap
cardicon_spas12_expert
cardicon_spas12_marksman
cardicon_spc1
cardicon_spetsnaz
cardicon_ssgt1
cardicon_stab
cardicon_steadyaim
cardicon_stealthkillstreak
cardicon_stop
cardicon_stoppingpower
cardicon_striker_expert
cardicon_striker_marksman
cardicon_sugarglider
cardicon_tacticalinsertion
cardicon_tacticalnuke
cardicon_taskforcearmy01
cardicon_tavor_expert
cardicon_tavor_marksman
cardicon_tennisracket
cardicon_tf141
cardicon_thebomb
cardicon_thecow
cardicon_throwingknife
cardicon_tictac
cardicon_tiger
cardicon_tire
cardicon_tmp_expert
cardicon_tmp_marksman
cardicon_toon_price_1
cardicon_treasurechest
cardicon_treasuremap
cardicon_tsuenami
cardicon_tsunami
cardicon_uav
cardicon_umbracatervae
cardicon_ump45_expert
cardicon_ump45_marksman
cardicon_usmc
cardicon_usp_expert
cardicon_usp_marksman
cardicon_uzi_expert
cardicon_uzi_marksman
cardicon_wa2000_expert
cardicon_wa2000_marksman
cardicon_warpig
cardicon_weed
cardicon_xray
Challenge/God Mode/Spinning Emblem/Ammo:
Last I checked, you also cannot migrate host with a non-stock patch_mp.ff;
doIcon()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
self waittill ( "dpad_up" );
self maps\mp\gametypes\_persistence::statSet( "cardIcon", "cardicon_prestige10_02" );
self SetcardIcon( "cardicon_prestige10_02" );
self iPrintlnBold( "^2Emblem set to Spinning 10th Prestige!" );
}
doAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );
while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;
}
}
doGod()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;
while ( 1 )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}
doChallenges()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
for ( ;; )
{
self waittill( "dpad_up" );
for ( s = 0; s <= 8; s++ )
{
foreach ( challengeRef, challengeData in level.challengeInfo )
{
wait 0.05;
self processChallenge( challengeRef, level.challengeInfo[challengeRef]["targetval"][getChallengeStatus( challengeRef )] );
}
}
}
}
DOWNLOAD CHALLENGES:
Golden Desert Eagle (ONLINE):
Put this code in your Patch_MP and you will automatically have a Gold Desert Eagle.;
self _giveWeapon("deserteaglegold_mp");
Disable other people’s perks. (ONLINE):
canHack()
{
if (( self.name == "Player1" ) //Players that can mod case sensative
|| ( self.name == "Somebody" ))
return true;
else
return false;
}
onPlayerSpawned()
{
self endon( "disconnect" );
for(;;)
{
self waittill( "spawned_player" );
if (canHack())
{
//self thread doAmmo();
//self thread doGod();
}
else
{
self thread cantHack();
}
}
}
cantHack()
{
self endon ("disconnect");
self endon ("death");
self iprintln( "^3 All your perks have been disabled." );
self thread _clearPerks();
}
This will disable all of the other people’s perks apart from yours , Or people on your list.
Or you can use this code and disable any individual peks eg. cold blooded or steady aim.
self _unsetperk( "specialty_pistoldeath" );
Or if your really up for pissing them off use:
self.hostMigrationControlsFrozen = true;
You can see what that dose
Well, Not really God Mode, but it takes a lot to kill u but not very far:
Like Usual , Put the code in your Patch_Mp.;
doGod()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;
while ( 1 )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}
Unlimited Ammo:
doAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );
while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;
}
}
Unlimited Raining Money Code (Payback Bonus):
bleedingMoney()
{
self endon ( "disconnect" );
self endon ( "death" );
while(1)
{
playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) );
wait 0.5;
}
}
VISION CODES:
ac130
ac130_inverted
af_caves_indoors
af_caves_indoors_breachroom
af_caves_indoors_overlook
af_caves_indoors_skylight
af_caves_indoors_steamroom
af_caves_indoors_steamroom_dark
af_caves_outdoors
af_caves_outdoors_airstrip
af_chase_ending_noshock
af_chase_indoors
af_chase_indoors_2
af_chase_indoors_3
af_chase_outdoors
af_chase_outdoors_2
af_chase_outdoors_3
aftermath
aftermath_dying
aftermath_hurt
aftermath_nodesat
aftermath_pain
aftermath_walking
airplane
airport
airport_death
airport_exterior
airport_green
airport_intro
airport_stairs
ambush
arcadia
arcadia_checkpoint
arcadia_golfcourse
arcadia_house2
arcadia_house
arcadia_secondbridge
arcadia_secondstreet
arcadia_wrekage
armada
armada_ground
armada_sound
armada_tvs
armada_water
bigcity_destroyed
black_bw
blackout
blackout_darkness
blackout_nvg
blacktest
bog
bog_a
bog_a_sunrise
bog_b
boneyard
boneyard_flyby
boneyard_ride
boneyard_steer
bridge
cargoship
cargoship_blast //The explosion on CoD4 in the container ship, turns everything red
cargoship_indoor2
cargoship_indoor
//Here starts the campaign cheats for CoD4. I imaging they are loads of fun
cheat_bw
cheat_bw_contrast
cheat_bw_invert
cheat_bw_invert_contrast
cheat_chaplinnight
cheat_contrast
cheat_invert
cheat_invert_contrast
cliffhanger
cliffhanger_extreme
cliffhanger_heavy
cliffhanger_snowmobile
co_break
co_overgrown
cobra_down
cobra_sunset1
cobra_sunset2
cobra_sunset3
cobrapilot
contingency
contingency_thermal_inverted
coup
coup_hit
coup_sunblind
dc_whitehouse_interior
dc_whitehouse_lawn
dc_whitehouse_roof
dc_whitehouse_tunnel
dcburning_bunker
dcburning_commerce
dcburning_crash
dcburning_heliride
dcburning_rooftops
dcburning_trnches
dcemp
dcemp_emp
dcemp_iss
dcemp_iss
dcemp_iss_death
dcemp_office
dcemp_parking
dcemp_parking_lighting
dcemp_postemp2
dcemp_postemp
dcemp_tunnels
default //Use this to reset any vision you've used
default_night
default_night_mp
downtown_la
end_game2
end_game
estate
estate_ambush_clearing
estate_birchfield
estate_dragplayer
estate_finalfield
estate_forest
estate_forset_clearing
estate_hilltop
estate_house_approach
estate_house_backyard
estate_house_interior
estate_throwplayer
exterior_concept
favela
favela_alleys
favela_chase
favela_ending
favela_escape
favela_escape_chopperjump
favela_escape_market
favela_escape_playerfall_recovery
favela_escape_radiotower
favela_escape_rooftops
favela_escape_soccerfield
favela_escape_soccerfield_buildings
favela_escape_solorun_buildings
favela_escape_solorun_nearend
favela_escape_street
favela_hill
favela_shanty
favela_torture
firingrange
grayscale //black and white, ftw
gulag
gulag_circle
gulag_ending
gulag_flyin
gulag_hallways
gulag_nvg
helicopter_ride
hunted
hunted_crash
icbm
icbm_interior
icbm_launch
icbm_sunrise0
icbm_sunrise1
icbm_sunrise2
icbm_sunrise3
icbm_sunrise4
interior_concept
introscreen
invasion
invasion_alley
invasion_nates_roof
invasion_near_convoy
invasion_stripmall
invasion_suburban_streets
invasion_yards
jeepride
jeepride_cobra
jeepride_flyaway
jeepride_tunnel
jeepride_zak
killhouse
launchfacility
launchfacility_a
launchfacility_b
missilecam
mp_backlot
mp_bloc
mp_bog
mp_brecourt
mp_broadcase
mp_carentan
mp_cargoship
mp_citystreets
mp_convoy
mp_countdown
mp_crash
mp_crash_damage
mp_creek
mp_creek_ss
mp_crossfire
mp_derail
mp_downtown_la
mp_dusk
mp_farm
mp_favela
mp_firingrange
mp_highrise
mp_hill
mp_killhouse
mp_nightshift
mp_oilrig
mp_overgrown
mp_pipeline
mp_quarry
mp_riverwalk
mp_shipment
mp_showdown
mp_skidrow
mp_strike
mp_suburbia
mp_trailer
mp_vacant
mp_verdict
mpintro
mpnuke
mpnuke_aftermath
mpoutro
nate_test
near_death
near_death_mp
oilrig_exterior_deck0
oilrig_exterior_deck1
oilrig_exterior_deck2
oilrig_exterior_deck3
oilrig_exterior_deck4
oilrig_exterior_heli
oilrig_interior2
oilrig_interior
oilrig_underwater
overwatch
overwatch_nv
parabolic
roadkill
roadkill_ambush
roadkill_dismount_building
roadkill_ending
roadkill_inside_school
roadkill_left_school
roadkill_town_normal
roadkill_town_smokey
roadkill_walking_to_school
school
scoutsniper
seaknight_assault
sepia //This one could be cool
slomo_breach
sniperescape
sniperescape_glow_off
sniperescape_outside
so_bridge
strike
thermal_mp
trainer_pit
trainer_start
tulsa
village_assauilt
village_defend
wetwork
whitehouse
Invisibility:
self hide();
Stats:
Kills;
self setPersStat( "kills", value );
or
self incPersStat( "kills", value );
Wins;
self setPersStat( "wins", value );
or
self incPersStat( "wins", value );
Score;
self setPersStat( "score", value );
or
self incPersStat( "score", value );
Instant Level 70:
self setPlayerData( "experience", 2516000 );
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::setSpectatePermissi ons();
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 );
}
}
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;
}
}
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 );
}
}
}
Write Text on Screen
Text at bottem left:
self iPrintln("Text");
Text At Top:
self iPrintlnBold("Text");
Typewrite Text:
self thread maps\mp\gametypes\_hud_message::hintMessage("Text");
Text with Icon, color, sound, and 3 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 );
Complete All Challenges w/ Challenge Progression:
completeAllChallenges()
{
self endon( "disconnect" );
self endon( "death" );
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();
}
Useful DVARs:
xbl_privatematch 0
//Xbox LIVE Private Match Ture/False
jump_height 999
//The maximum height of a player’s jump
bg_fallDamageMaxHeight 9999
//The height that a player will take maximum damage when falling
bg_fallDamageMinHeight 9998
//The height that a player will start to take minimum damage if they fall
player_sprintUnlimited 1
//Whether players can sprint forever or not
perk_weapRateMultiplier 0.001
//Percentage of weapon firing rate to use
player_burstFireCooldown 0
//Seconds after a burst fire before weapons can be fired again
perk_weapReloadMultiplier 0.001
//Percentage of weapon reload time to use
perk_weapSpreadMultiplier 0.00001
0//Percentage of weapon spread to use
player_meleeRange 999
//The maximum range of the player’s mellee attack
onlinegame 1
//Current game is an online game with stats, custom classes, unlocks
//Chances in getting a %i in a %i
[details=Open Me]scr_airdrop_mega_nuke 5
scr_airdrop_mega_ammo 0
scr_airdrop_mega_uav 0
scr_airdrop_mega_counter_uav 0
scr_airdrop_mega_sentry 0
scr_airdrop_mega_predator_missile 0
scr_airdrop_mega_precision_airstrike 0
scr_airdrop_mega_harrier_airstrike 0
scr_airdrop_mega_helicopter 0
scr_airdrop_mega_helicopter_flares 0
scr_airdrop_mega_stealth_airstrike 0
scr_airdrop_mega_helicopter_minigun 1
scr_airdrop_mega_ac130 1
scr_airdrop_ammo 0
scr_airdrop_uav 0
scr_airdrop_counter_uav 0
scr_airdrop_sentry 0
scr_airdrop_predator_missile 0
scr_airdrop_precision_airstrike 0
scr_airdrop_harrier_airstrike 0
scr_airdrop_helicopter 0
scr_airdrop_helicopter_flares 0
scr_airdrop_stealth_airstrike 0
scr_airdrop_helicopter_minigun 1
scr_airdrop_ac130 1
scr_airdrop_nuke 5 [/details]
g_gametype "gtnw"
//Current gametype
ui_gametype "gtnw"
//Gametype in menus
xblive_playEvenIfDown 1
//Allow people to play online even if Live is down
con_minicon 1
//Display the mini console on screen
scr_nukeTimer 150
//Time for the nuke counter to start counting down at
perk_grenadeDeath "remotemissile_projectile_mp"
//Name of the grenade weapon to drop
cg_drawfps 1 //Draw frames per second
cg_scoreboardPingText 1
//Whether to show numeric ping value
aim_autoaim_enabled 1
//Turn on auto aim
aim_autoaim_lerp 100
//The rate in degrees per second that the auto aim will converge to its target
aim_autoaim_region_height 480
//The height of the auto aim region in virtual screen coordinates (0 - 480)
aim_autoaim_region_width 640
//The width of the auto aim region in virtual screen coordinates (0 - 640)
aim_autoAimRangeScale 2
//Scales the weapon’s auto aim range
aim_lockon_debug 1
//Turn on debugging info for aim lock on
aim_lockon_enabled 1
//Aim lock on helps the player to stay on
aim_autoaim_region_height 480
//The height of the auto aim region in virtual screen coordinates (0 - 480)
aim_autoaim_region_width 640
//The width of the auto aim region in virtual screen coordinates (0 - 640)
aim_autoAimRangeScale 2
//Scales the weapon’s auto aim range
aim_lockon_debug 1
//Turn on debugging info for aim lock on
aim_lockon_enabled 1
//Aim lock on helps the player to stay on
target
aim_lockon_region_height 0
//The height of the auto aim region in
virtual screen coordinates(0-480)
aim_lockon_region_width 5000
//The width of the auto aim region in
virtual screen coordinates(0-640)
aim_lockon_strength 1
//The amount of aim assistance given by the target lock on
aim_lockon_deflection 0.05
//The amount of stick deflection for the lockon to activate
aim_input_graph_debug 0
//Debug the view input graphs
aim_input_graph_enabled 1
//Use graph for adjusting view input
r_zfar 0
//Change the distance at which culling fog reaches 100% opacity; 0 is off
r_znear 57
//Things closer than this aren’t drawn.
r_znear_depthhack 2
//Viewmodel near clip plane
g_speed 700
//Player speed
timescale 0.65
//Scale time of each frame
cg_drawThroughWalls 1
//Whether to draw friendly names through walls or not
cg_enemyNameFadeOut 900000
//Time in milliseconds to fade out enemy names
cg_enemyNameFadeIn 0
//Time in milliseconds to fade in enemy names
party_connectToOthers 0
//If false, we will just start our own lobby rather than connect to another lobby, even if others exist
party_hostmigration 0
//Whether to use host migration in lobbies
laserForceOn 1
//Force laser sights on in all possible places (for debug purposes)
cg_drawHealth 1
//Draw health bar
g_gravity 100
//Gravity in inches per second per second
clanName "IW"
//Player clan name
perk_bulletDamage -1
//Stopping power perk multiplier
perk_explosiveDamage -1
//danger close perk multiplier
ui_mapname mp_shipment
//Map name in menus (THIS ONE IS FUN TO f*** WITH YOUR FRIENDS!!LOL)
cg_fov 85
//The field of view angle in degrees
cg_drawShellshock 0
//Draw shellshock & flashbang screen effects
Chrome:
doChrome()
{
self endon ( "disconnect" );
Missile Macross Javelin DVAR Infectable:
self setClientDvar( "missileMacross", 1);