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Sticky maybe <3

YES :)
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NO!!!!
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Total Votes: 3

Gsc modding codes for mw2
Posted:

Gsc modding codes for mw2Posted:

Whats_a_Jtag
  • Ladder Climber
Status: Offline
Joined: Jan 26, 201113Year Member
Posts: 305
Reputation Power: 12
Status: Offline
Joined: Jan 26, 201113Year Member
Posts: 305
Reputation Power: 12
Mw2 Modding Managed Code List



Gun, Perk, Attachment, and Camo Names

All Weapon Names
barrel_mp
artillery_mp
stealth_bomb_mp
heli_remote_mp
defaultweapon_mp
harrier_20mm_mp
harrier_ffar_mp
harrier_missile_mp
pavelow_minigun_mp
nuke_mp
frag_grenade_short_mp
remotemissile_projectile_mp
lightstick_mp
flare_mp
throwingknife_mp
throwingknife_rhand_mp
//I believe the killstreak ones to be the triggers for when you call them in, eg, Laptops, C4 Detonators
//These would be interesting if you could stick them to the class, mabye you can, don't have a JTAG to test it on
killstreak_uav_mp
killstreak_helicopter_mp
killstreak_ac130_mp
killstreak_predator_missile_mp
killstreak_helicopter_minigun_mp
killstreak_nuke_mp
killstreak_precision_airstrike_mp
killstreak_counter_uav_mp
killstreak_sentry_mp
airdrop_marker_mp
airdrop_sentry_marker_mp
killstreak_helicopter_flares_mp
killstreak_emp_mp
airdrop_mega_marker_mp
killstreak_stealth_airstrike_mp
killstreak_harrier_airstrike_mp
//These appear to be the grenade launchers and shotguns for assault rifles, after all, they are considered to be spereate guns
gl_ak47_mp
ak47_shotgun_attach_mp
gl_m16_mp
m16_shotgun_attach_mp
gl_m4_mp
m4_shotgun_attach_mp
gl_fn2000_mp
fn2000_shotgun_attach_mp
gl_masada_mp
masada_shotgun_attach_mp
gl_famas_mp
famas_shotgun_attach_mp
gl_fal_mp
fal_shotgun_attach_mp
gl_scar_mp
scar_shotgun_attach_mp
gl_tavor_mp
tavor_shotgun_attach_mp
//Here is where the guns we all know and love start
beretta_mp
beretta_akimbo_mp
beretta_fmj_mp
beretta_silencer_mp
beretta_tactical_mp
beretta_xmags_mp
beretta_akimbo_fmj_mp
beretta_akimbo_silencer_mp
beretta_akimbo_xmags_mp
beretta_fmj_silencer_mp
beretta_fmj_tactical_mp
beretta_fmj_xmags_mp
beretta_silencer_tactical_mp
beretta_silencer_xmags_mp
beretta_tactical_xmags_mp
usp_mp
usp_akimbo_mp
usp_fmj_mp
usp_silencer_mp
usp_tactical_mp
usp_xmags_mp
usp_akimbo_fmj_mp
usp_akimbo_silencer_mp
usp_akimbo_xmags_mp
usp_fmj_silencer_mp
usp_fmj_tactical_mp
usp_fmj_xmags_mp
usp_silencer_tactical_mp
usp_silencer_xmags_mp
usp_tactical_xmags_mp
deserteagle_mp
deserteagle_akimbo_mp
deserteagle_fmj_mp
deserteagle_tactical_mp
deserteagle_akimbo_fmj_mp
deserteagle_fmj_tactical_mp
deserteaglegold_mp
coltanaconda_mp
coltanaconda_akimbo_mp
coltanaconda_fmj_mp
coltanaconda_tactical_mp
coltanaconda_akimbo_fmj_mp
coltanaconda_fmj_tactical_mp
riotshield_mp
glock_mp
glock_akimbo_mp
glock_eotech_mp
glock_fmj_mp
glock_reflex_mp
glock_silencer_mp
glock_xmags_mp
glock_akimbo_fmj_mp
glock_akimbo_silencer_mp
glock_akimbo_xmags_mp
glock_eotech_fmj_mp
glock_eotech_silencer_mp
glock_eotech_xmags_mp
glock_fmj_reflex_mp
glock_fmj_silencer_mp
glock_fmj_xmags_mp
glock_reflex_silencer_mp
glock_reflex_xmags_mp
glock_silencer_xmags_mp
beretta393_mp
beretta393_akimbo_mp
beretta393_eotech_mp
beretta393_fmj_mp
beretta393_reflex_mp
beretta393_silencer_mp
beretta393_xmags_mp
beretta393_akimbo_fmj_mp
beretta393_akimbo_silencer_mp
beretta393_akimbo_xmags_mp
beretta393_eotech_fmj_mp
beretta393_eotech_silencer_mp
beretta393_eotech_xmags_mp
beretta393_fmj_reflex_mp
beretta393_fmj_silencer_mp
beretta393_fmj_xmags_mp
beretta393_reflex_silencer_mp
beretta393_reflex_xmags_mp
beretta393_silencer_xmags_mp
mp5k_mp
mp5k_acog_mp
mp5k_akimbo_mp
mp5k_eotech_mp
mp5k_fmj_mp
mp5k_reflex_mp
mp5k_rof_mp
mp5k_silencer_mp
mp5k_thermal_mp
mp5k_xmags_mp
mp5k_acog_fmj_mp
mp5k_acog_rof_mp
mp5k_acog_silencer_mp
mp5k_acog_xmags_mp
mp5k_akimbo_fmj_mp
mp5k_akimbo_rof_mp
mp5k_akimbo_silencer_mp
mp5k_akimbo_xmags_mp
mp5k_eotech_fmj_mp
mp5k_eotech_rof_mp
mp5k_eotech_silencer_mp
mp5k_eotech_xmags_mp
mp5k_fmj_reflex_mp
mp5k_fmj_rof_mp
mp5k_fmj_silencer_mp
mp5k_fmj_thermal_mp
mp5k_fmj_xmags_mp
mp5k_reflex_rof_mp
mp5k_reflex_silencer_mp
mp5k_reflex_xmags_mp
mp5k_rof_silencer_mp
mp5k_rof_thermal_mp
mp5k_rof_xmags_mp
mp5k_silencer_thermal_mp
mp5k_silencer_xmags_mp
mp5k_thermal_xmags_mp
pp2000_mp
pp2000_akimbo_mp
pp2000_eotech_mp
pp2000_fmj_mp
pp2000_reflex_mp
pp2000_silencer_mp
pp2000_xmags_mp
pp2000_akimbo_fmj_mp
pp2000_akimbo_silencer_mp
pp2000_akimbo_xmags_mp
pp2000_eotech_fmj_mp
pp2000_eotech_silencer_mp
pp2000_eotech_xmags_mp
pp2000_fmj_reflex_mp
pp2000_fmj_silencer_mp
pp2000_fmj_xmags_mp
pp2000_reflex_silencer_mp
pp2000_reflex_xmags_mp
pp2000_silencer_xmags_mp
uzi_mp
uzi_acog_mp
uzi_akimbo_mp
uzi_eotech_mp
uzi_fmj_mp
uzi_reflex_mp
uzi_rof_mp
uzi_silencer_mp
uzi_thermal_mp
uzi_xmags_mp
uzi_acog_fmj_mp
uzi_acog_rof_mp
uzi_acog_silencer_mp
uzi_acog_xmags_mp
uzi_akimbo_fmj_mp
uzi_akimbo_rof_mp
uzi_akimbo_silencer_mp
uzi_akimbo_xmags_mp
uzi_eotech_fmj_mp
uzi_eotech_rof_mp
uzi_eotech_silencer_mp
uzi_eotech_xmags_mp
uzi_fmj_reflex_mp
uzi_fmj_rof_mp
uzi_fmj_silencer_mp
uzi_fmj_thermal_mp
uzi_fmj_xmags_mp
uzi_reflex_rof_mp
uzi_reflex_silencer_mp
uzi_reflex_xmags_mp
uzi_rof_silencer_mp
uzi_rof_thermal_mp
uzi_rof_xmags_mp
uzi_silencer_thermal_mp
uzi_silencer_xmags_mp
uzi_thermal_xmags_mp
p90_mp
p90_acog_mp
p90_akimbo_mp
p90_eotech_mp
p90_fmj_mp
p90_reflex_mp
p90_rof_mp
p90_silencer_mp
p90_thermal_mp
p90_xmags_mp
p90_acog_fmj_mp
p90_acog_rof_mp
p90_acog_silencer_mp
p90_acog_xmags_mp
p90_akimbo_fmj_mp
p90_akimbo_rof_mp
p90_akimbo_silencer_mp
p90_akimbo_xmags_mp
p90_eotech_fmj_mp
p90_eotech_rof_mp
p90_eotech_silencer_mp
p90_eotech_xmags_mp
p90_fmj_reflex_mp
p90_fmj_rof_mp
p90_fmj_silencer_mp
p90_fmj_thermal_mp
p90_fmj_xmags_mp
p90_reflex_rof_mp
p90_reflex_silencer_mp
p90_reflex_xmags_mp
p90_rof_silencer_mp
p90_rof_thermal_mp
p90_rof_xmags_mp
p90_silencer_thermal_mp
p90_silencer_xmags_mp
p90_thermal_xmags_mp
kriss_mp
kriss_acog_mp
kriss_akimbo_mp
kriss_eotech_mp
kriss_fmj_mp
kriss_reflex_mp
kriss_rof_mp
kriss_silencer_mp
kriss_thermal_mp
kriss_xmags_mp
kriss_acog_fmj_mp
kriss_acog_rof_mp
kriss_acog_silencer_mp
kriss_acog_xmags_mp
kriss_akimbo_fmj_mp
kriss_akimbo_rof_mp
kriss_akimbo_silencer_mp
kriss_akimbo_xmags_mp
kriss_eotech_fmj_mp
kriss_eotech_rof_mp
kriss_eotech_silencer_mp
kriss_eotech_xmags_mp
kriss_fmj_reflex_mp
kriss_fmj_rof_mp
kriss_fmj_silencer_mp
kriss_fmj_thermal_mp
kriss_fmj_xmags_mp
kriss_reflex_rof_mp
kriss_reflex_silencer_mp
kriss_reflex_xmags_mp
kriss_rof_silencer_mp
kriss_rof_thermal_mp
kriss_rof_xmags_mp
kriss_silencer_thermal_mp
kriss_silencer_xmags_mp
kriss_thermal_xmags_mp
ump45_mp
ump45_acog_mp
ump45_akimbo_mp
ump45_eotech_mp
ump45_fmj_mp
ump45_reflex_mp
ump45_rof_mp
ump45_silencer_mp
ump45_thermal_mp
ump45_xmags_mp
ump45_acog_fmj_mp
ump45_acog_rof_mp
ump45_acog_silencer_mp
ump45_acog_xmags_mp
ump45_akimbo_fmj_mp
ump45_akimbo_rof_mp
ump45_akimbo_silencer_mp
ump45_akimbo_xmags_mp
ump45_eotech_fmj_mp
ump45_eotech_rof_mp
ump45_eotech_silencer_mp
ump45_eotech_xmags_mp
ump45_fmj_reflex_mp
ump45_fmj_rof_mp
ump45_fmj_silencer_mp
ump45_fmj_thermal_mp
ump45_fmj_xmags_mp
ump45_reflex_rof_mp
ump45_reflex_silencer_mp
ump45_reflex_xmags_mp
ump45_rof_silencer_mp
ump45_rof_thermal_mp
ump45_rof_xmags_mp
ump45_silencer_thermal_mp
ump45_silencer_xmags_mp
ump45_thermal_xmags_mp
tmp_mp
tmp_akimbo_mp
tmp_eotech_mp
tmp_fmj_mp
tmp_reflex_mp
tmp_silencer_mp
tmp_xmags_mp
tmp_akimbo_fmj_mp
tmp_akimbo_silencer_mp
tmp_akimbo_xmags_mp
tmp_eotech_fmj_mp
tmp_eotech_silencer_mp
tmp_eotech_xmags_mp
tmp_fmj_reflex_mp
tmp_fmj_silencer_mp
tmp_fmj_xmags_mp
tmp_reflex_silencer_mp
tmp_reflex_xmags_mp
tmp_silencer_xmags_mp
ak47_mp
ak47_acog_mp
ak47_eotech_mp
ak47_fmj_mp
ak47_gl_mp
ak47_heartbeat_mp
ak47_reflex_mp
ak47_shotgun_mp
ak47_silencer_mp
ak47_thermal_mp
ak47_xmags_mp
ak47_acog_fmj_mp
ak47_acog_gl_mp
ak47_acog_heartbeat_mp
ak47_acog_shotgun_mp
ak47_acog_silencer_mp
ak47_acog_xmags_mp
ak47_eotech_fmj_mp
ak47_eotech_gl_mp
ak47_eotech_heartbeat_mp
ak47_eotech_shotgun_mp
ak47_eotech_silencer_mp
ak47_eotech_xmags_mp
ak47_fmj_gl_mp
ak47_fmj_heartbeat_mp
ak47_fmj_reflex_mp
ak47_fmj_shotgun_mp
ak47_fmj_silencer_mp
ak47_fmj_thermal_mp
ak47_fmj_xmags_mp
ak47_gl_heartbeat_mp
ak47_gl_reflex_mp
ak47_gl_silencer_mp
ak47_gl_thermal_mp
ak47_gl_xmags_mp
ak47_heartbeat_reflex_mp
ak47_heartbeat_shotgun_mp
ak47_heartbeat_silencer_mp
ak47_heartbeat_thermal_mp
ak47_heartbeat_xmags_mp
ak47_reflex_shotgun_mp
ak47_reflex_silencer_mp
ak47_reflex_xmags_mp
ak47_shotgun_silencer_mp
ak47_shotgun_thermal_mp
ak47_shotgun_xmags_mp
ak47_silencer_thermal_mp
ak47_silencer_xmags_mp
ak47_thermal_xmags_mp
m16_mp
m16_acog_mp
m16_eotech_mp
m16_fmj_mp
m16_gl_mp
m16_heartbeat_mp
m16_reflex_mp
m16_shotgun_mp
m16_silencer_mp
m16_thermal_mp
m16_xmags_mp
m16_acog_fmj_mp
m16_acog_gl_mp
m16_acog_heartbeat_mp
m16_acog_shotgun_mp
m16_acog_silencer_mp
m16_acog_xmags_mp
m16_eotech_fmj_mp
m16_eotech_gl_mp
m16_eotech_heartbeat_mp
m16_eotech_shotgun_mp
m16_eotech_silencer_mp
m16_eotech_xmags_mp
m16_fmj_gl_mp
m16_fmj_heartbeat_mp
m16_fmj_reflex_mp
m16_fmj_shotgun_mp
m16_fmj_silencer_mp
m4_mp
m4_acog_mp
m4_eotech_mp
m4_fmj_mp
m4_gl_mp
m4_heartbeat_mp
m4_reflex_mp
m4_shotgun_mp
m4_silencer_mp
m4_thermal_mp
m4_xmags_mp
m4_acog_fmj_mp
m4_acog_gl_mp
m4_acog_heartbeat_mp
m4_acog_shotgun_mp
m4_acog_silencer_mp
m4_acog_xmags_mp
m4_eotech_fmj_mp
m4_eotech_gl_mp
m4_eotech_heartbeat_mp
m4_eotech_shotgun_mp
m4_eotech_silencer_mp
m4_eotech_xmags_mp
m4_fmj_gl_mp
m4_fmj_heartbeat_mp
m4_fmj_reflex_mp
m4_fmj_shotgun_mp
m4_fmj_silencer_mp
m4_fmj_thermal_mp
m4_fmj_xmags_mp
m4_gl_heartbeat_mp
m4_gl_reflex_mp
m4_gl_silencer_mp
m4_gl_thermal_mp
m4_gl_xmags_mp
m4_heartbeat_reflex_mp
m4_heartbeat_shotgun_mp
m4_heartbeat_silencer_mp
m4_heartbeat_thermal_mp
m4_heartbeat_xmags_mp
m4_reflex_shotgun_mp
m4_reflex_silencer_mp
m4_reflex_xmags_mp
m4_shotgun_silencer_mp
m4_shotgun_thermal_mp
m4_shotgun_xmags_mp
m4_silencer_thermal_mp
m4_silencer_xmags_mp
m4_thermal_xmags_mp
fn2000_mp
fn2000_acog_mp
fn2000_eotech_mp
fn2000_fmj_mp
fn2000_gl_mp
fn2000_heartbeat_mp
fn2000_reflex_mp
fn2000_shotgun_mp
fn2000_silencer_mp
fn2000_thermal_mp
fn2000_xmags_mp
fn2000_acog_fmj_mp
fn2000_acog_gl_mp
fn2000_acog_heartbeat_mp
fn2000_acog_shotgun_mp
fn2000_acog_silencer_mp
fn2000_acog_xmags_mp
fn2000_eotech_fmj_mp
fn2000_eotech_gl_mp
fn2000_eotech_heartbeat_mp
fn2000_eotech_shotgun_mp
fn2000_eotech_silencer_mp
fn2000_eotech_xmags_mp
fn2000_fmj_gl_mp
fn2000_fmj_heartbeat_mp
fn2000_fmj_reflex_mp
fn2000_fmj_shotgun_mp
fn2000_fmj_silencer_mp
fn2000_fmj_thermal_mp
fn2000_fmj_xmags_mp
fn2000_gl_heartbeat_mp
fn2000_gl_reflex_mp
fn2000_gl_silencer_mp
fn2000_gl_thermal_mp
fn2000_gl_xmags_mp
fn2000_heartbeat_reflex_mp
fn2000_heartbeat_shotgun_mp
fn2000_heartbeat_silencer_mp
fn2000_heartbeat_thermal_mp
fn2000_heartbeat_xmags_mp
fn2000_reflex_shotgun_mp
fn2000_reflex_silencer_mp
fn2000_reflex_xmags_mp
fn2000_shotgun_silencer_mp
fn2000_shotgun_thermal_mp
fn2000_shotgun_xmags_mp
fn2000_silencer_thermal_mp
fn2000_silencer_xmags_mp
fn2000_thermal_xmags_mp
masada_mp
masada_acog_mp
masada_eotech_mp
masada_fmj_mp
masada_gl_mp
masada_heartbeat_mp
masada_reflex_mp
masada_shotgun_mp
masada_silencer_mp
masada_thermal_mp
masada_xmags_mp
masada_acog_fmj_mp
masada_acog_gl_mp
masada_acog_heartbeat_mp
masada_acog_shotgun_mp
masada_acog_silencer_mp
masada_acog_xmags_mp
masada_eotech_fmj_mp
masada_eotech_gl_mp
masada_eotech_heartbeat_mp
masada_eotech_shotgun_mp
masada_eotech_silencer_mp
masada_eotech_xmags_mp
masada_fmj_gl_mp
masada_fmj_heartbeat_mp
masada_fmj_reflex_mp
masada_fmj_shotgun_mp
masada_fmj_silencer_mp
masada_fmj_thermal_mp
masada_fmj_xmags_mp
masada_gl_heartbeat_mp
masada_gl_reflex_mp
masada_gl_silencer_mp
masada_gl_thermal_mp
masada_gl_xmags_mp
masada_heartbeat_reflex_mp
masada_heartbeat_shotgun_mp
masada_heartbeat_silencer_mp
masada_heartbeat_thermal_mp
masada_heartbeat_xmags_mp
masada_reflex_shotgun_mp
masada_reflex_silencer_mp
masada_reflex_xmags_mp
masada_shotgun_silencer_mp
masada_shotgun_thermal_mp
masada_shotgun_xmags_mp
masada_silencer_thermal_mp
masada_silencer_xmags_mp
masada_thermal_xmags_mp
famas_mp
famas_acog_mp
famas_eotech_mp
famas_fmj_mp
famas_gl_mp
famas_heartbeat_mp
famas_reflex_mp
famas_shotgun_mp
famas_silencer_mp
famas_thermal_mp
famas_xmags_mp
famas_acog_fmj_mp
famas_acog_gl_mp
famas_acog_heartbeat_mp
famas_acog_shotgun_mp
famas_acog_silencer_mp
famas_acog_xmags_mp
famas_eotech_fmj_mp
famas_eotech_gl_mp
famas_eotech_heartbeat_mp
famas_eotech_shotgun_mp
famas_eotech_silencer_mp
famas_eotech_xmags_mp
famas_fmj_gl_mp
famas_fmj_heartbeat_mp
famas_fmj_reflex_mp
famas_fmj_shotgun_mp
famas_fmj_silencer_mp
famas_fmj_thermal_mp
famas_fmj_xmags_mp
famas_gl_heartbeat_mp
famas_gl_reflex_mp
famas_gl_silencer_mp
famas_gl_thermal_mp
famas_gl_xmags_mp
famas_heartbeat_reflex_mp
famas_heartbeat_shotgun_mp
famas_heartbeat_silencer_mp
famas_heartbeat_thermal_mp
famas_heartbeat_xmags_mp
famas_reflex_shotgun_mp
famas_reflex_silencer_mp
famas_reflex_xmags_mp
famas_shotgun_silencer_mp
famas_shotgun_thermal_mp
famas_shotgun_xmags_mp
famas_silencer_thermal_mp
famas_silencer_xmags_mp
famas_thermal_xmags_mp
fal_mp
fal_acog_mp
fal_eotech_mp
fal_fmj_mp
fal_gl_mp
fal_heartbeat_mp
fal_reflex_mp
fal_shotgun_mp
fal_silencer_mp
fal_thermal_mp
fal_xmags_mp
fal_acog_fmj_mp
fal_acog_gl_mp
fal_acog_heartbeat_mp
fal_acog_shotgun_mp
fal_acog_silencer_mp
fal_acog_xmags_mp
fal_eotech_fmj_mp
fal_eotech_gl_mp
fal_eotech_heartbeat_mp
fal_eotech_shotgun_mp
fal_eotech_silencer_mp
fal_eotech_xmags_mp
fal_fmj_gl_mp
fal_fmj_heartbeat_mp
fal_fmj_reflex_mp
fal_fmj_shotgun_mp
fal_fmj_silencer_mp
fal_fmj_thermal_mp
fal_fmj_xmags_mp
fal_gl_heartbeat_mp
fal_gl_reflex_mp
fal_gl_silencer_mp
fal_gl_thermal_mp
fal_gl_xmags_mp
fal_heartbeat_reflex_mp
fal_heartbeat_shotgun_mp
fal_heartbeat_silencer_mp
fal_heartbeat_thermal_mp
fal_heartbeat_xmags_mp
fal_reflex_shotgun_mp
fal_reflex_silencer_mp
fal_reflex_xmags_mp
fal_shotgun_silencer_mp
fal_shotgun_thermal_mp
fal_shotgun_xmags_mp
fal_silencer_thermal_mp
fal_silencer_xmags_mp
fal_thermal_xmags_mp
scar_mp
scar_acog_mp
scar_eotech_mp
scar_fmj_mp
scar_gl_mp
scar_heartbeat_mp
scar_reflex_mp
scar_shotgun_mp
scar_silencer_mp
scar_thermal_mp
scar_xmags_mp
scar_acog_fmj_mp
scar_acog_gl_mp
scar_acog_heartbeat_mp
scar_acog_shotgun_mp
scar_acog_silencer_mp
scar_acog_xmags_mp
scar_eotech_fmj_mp
scar_eotech_gl_mp
scar_eotech_heartbeat_mp
scar_eotech_shotgun_mp
scar_eotech_silencer_mp
scar_eotech_xmags_mp
scar_fmj_gl_mp
scar_fmj_heartbeat_mp
scar_fmj_reflex_mp
scar_fmj_shotgun_mp
scar_fmj_silencer_mp
scar_fmj_thermal_mp
scar_fmj_xmags_mp
scar_gl_heartbeat_mp
scar_gl_reflex_mp
scar_gl_silencer_mp
scar_gl_thermal_mp
scar_gl_xmags_mp
scar_heartbeat_reflex_mp
scar_heartbeat_shotgun_mp
scar_heartbeat_silencer_mp
scar_heartbeat_thermal_mp
scar_heartbeat_xmags_mp
scar_reflex_shotgun_mp
scar_reflex_silencer_mp
scar_reflex_xmags_mp
scar_shotgun_silencer_mp
scar_shotgun_thermal_mp
scar_shotgun_xmags_mp
scar_silencer_thermal_mp
scar_silencer_xmags_mp
scar_thermal_xmags_mp
tavor_mp
tavor_acog_mp
tavor_eotech_mp
tavor_fmj_mp
tavor_gl_mp
tavor_heartbeat_mp
tavor_reflex_mp
tavor_shotgun_mp
tavor_silencer_mp
tavor_thermal_mp
tavor_xmags_mp
tavor_acog_fmj_mp
tavor_acog_gl_mp
tavor_acog_heartbeat_mp
tavor_acog_shotgun_mp
tavor_acog_silencer_mp
tavor_acog_xmags_mp
tavor_eotech_fmj_mp
tavor_eotech_gl_mp
tavor_eotech_heartbeat_mp
tavor_eotech_shotgun_mp
tavor_eotech_silencer_mp
tavor_eotech_xmags_mp
tavor_fmj_gl_mp
tavor_fmj_heartbeat_mp
tavor_fmj_reflex_mp
tavor_fmj_shotgun_mp
tavor_fmj_silencer_mp
tavor_fmj_thermal_mp
tavor_fmj_xmags_mp
tavor_gl_heartbeat_mp
tavor_gl_reflex_mp
tavor_gl_silencer_mp
tavor_gl_thermal_mp
tavor_gl_xmags_mp
tavor_heartbeat_reflex_mp
tavor_heartbeat_shotgun_mp
tavor_heartbeat_silencer_mp
tavor_heartbeat_thermal_mp
tavor_heartbeat_xmags_mp
tavor_reflex_shotgun_mp
tavor_reflex_silencer_mp
tavor_reflex_xmags_mp
tavor_shotgun_silencer_mp
tavor_shotgun_thermal_mp
tavor_shotgun_xmags_mp
tavor_silencer_thermal_mp
tavor_silencer_xmags_mp
tavor_thermal_xmags_mp
gl_mp
m79_mp
rpg_mp
at4_mp
stinger_mp
javelin_mp
barrett_mp
barrett_acog_mp
barrett_fmj_mp
barrett_heartbeat_mp
barrett_silencer_mp
barrett_thermal_mp
barrett_xmags_mp
barrett_acog_fmj_mp
barrett_acog_heartbeat_mp
barrett_acog_silencer_mp
barrett_acog_xmags_mp
barrett_fmj_heartbeat_mp
barrett_fmj_silencer_mp
barrett_fmj_thermal_mp
barrett_fmj_xmags_mp
barrett_heartbeat_silencer_mp
barrett_heartbeat_thermal_mp
barrett_heartbeat_xmags_mp
barrett_silencer_thermal_mp
barrett_silencer_xmags_mp
barrett_thermal_xmags_mp
wa2000_mp
wa2000_acog_mp
wa2000_fmj_mp
wa2000_heartbeat_mp
wa2000_silencer_mp
wa2000_thermal_mp
wa2000_xmags_mp
wa2000_acog_fmj_mp
wa2000_acog_heartbeat_mp
wa2000_acog_silencer_mp
wa2000_acog_xmags_mp
wa2000_fmj_heartbeat_mp
wa2000_fmj_silencer_mp
wa2000_fmj_thermal_mp
wa2000_fmj_xmags_mp
wa2000_heartbeat_silencer_mp
wa2000_heartbeat_thermal_mp
wa2000_heartbeat_xmags_mp
wa2000_silencer_thermal_mp
wa2000_silencer_xmags_mp
wa2000_thermal_xmags_mp
m21_mp
m21_acog_mp
m21_fmj_mp
m21_heartbeat_mp
m21_silencer_mp
m21_thermal_mp
m21_xmags_mp
m21_acog_fmj_mp
m21_acog_heartbeat_mp
m21_acog_silencer_mp
m21_acog_xmags_mp
m21_fmj_heartbeat_mp
m21_fmj_silencer_mp
m21_fmj_thermal_mp
m21_fmj_xmags_mp
m21_heartbeat_silencer_mp
m21_heartbeat_thermal_mp
m21_heartbeat_xmags_mp
m21_silencer_thermal_mp
m21_silencer_xmags_mp
m21_thermal_xmags_mp
cheytac_mp
cheytac_acog_mp
cheytac_fmj_mp
cheytac_heartbeat_mp
cheytac_silencer_mp
cheytac_thermal_mp
cheytac_xmags_mp
cheytac_acog_fmj_mp
cheytac_acog_heartbeat_mp
cheytac_acog_silencer_mp
cheytac_acog_xmags_mp
cheytac_fmj_heartbeat_mp
cheytac_fmj_silencer_mp
cheytac_fmj_thermal_mp
cheytac_fmj_xmags_mp
cheytac_heartbeat_silencer_mp
cheytac_heartbeat_thermal_mp
cheytac_heartbeat_xmags_mp
cheytac_silencer_thermal_mp
cheytac_silencer_xmags_mp
cheytac_thermal_xmags_mp
ranger_mp
ranger_akimbo_mp
ranger_fmj_mp
ranger_akimbo_fmj_mp
model1887_mp
model1887_akimbo_mp
model1887_fmj_mp
model1887_akimbo_fmj_mp
striker_mp
striker_eotech_mp
striker_fmj_mp
striker_grip_mp
striker_reflex_mp
striker_silencer_mp
striker_xmags_mp
striker_eotech_fmj_mp
striker_eotech_grip_mp
striker_eotech_silencer_mp
striker_eotech_xmags_mp
striker_fmj_grip_mp
striker_fmj_reflex_mp
striker_fmj_silencer_mp
striker_fmj_xmags_mp
striker_grip_reflex_mp
striker_grip_silencer_mp
striker_grip_xmags_mp
striker_reflex_silencer_mp
striker_reflex_xmags_mp
striker_silencer_xmags_mp
aa12_mp
aa12_eotech_mp
aa12_fmj_mp
aa12_grip_mp
aa12_reflex_mp
aa12_silencer_mp
aa12_xmags_mp
aa12_eotech_fmj_mp
aa12_eotech_grip_mp
aa12_eotech_silencer_mp
aa12_eotech_xmags_mp
aa12_fmj_grip_mp
aa12_fmj_reflex_mp
aa12_fmj_silencer_mp
aa12_fmj_xmags_mp
aa12_grip_reflex_mp
aa12_grip_silencer_mp
aa12_grip_xmags_mp
aa12_reflex_silencer_mp
aa12_reflex_xmags_mp
aa12_silencer_xmags_mp
m1014_mp
m1014_eotech_mp
m1014_fmj_mp
m1014_grip_mp
m1014_reflex_mp
m1014_silencer_mp
m1014_xmags_mp
m1014_eotech_fmj_mp
m1014_eotech_grip_mp
m1014_eotech_silencer_mp
m1014_eotech_xmags_mp
m1014_fmj_grip_mp
m1014_fmj_reflex_mp
m1014_fmj_silencer_mp
m1014_fmj_xmags_mp
m1014_grip_reflex_mp
m1014_grip_silencer_mp
m1014_grip_xmags_mp
m1014_reflex_silencer_mp
m1014_reflex_xmags_mp
m1014_silencer_xmags_mp
spas12_mp
spas12_eotech_mp
spas12_fmj_mp
spas12_grip_mp
spas12_reflex_mp
spas12_silencer_mp
spas12_xmags_mp
spas12_eotech_fmj_mp
spas12_eotech_grip_mp
spas12_eotech_silencer_mp
spas12_eotech_xmags_mp
spas12_fmj_grip_mp
spas12_fmj_reflex_mp
spas12_fmj_silencer_mp
spas12_fmj_xmags_mp
spas12_grip_reflex_mp
spas12_grip_silencer_mp
spas12_grip_xmags_mp
spas12_reflex_silencer_mp
spas12_reflex_xmags_mp
spas12_silencer_xmags_mp
rpd_mp
rpd_acog_mp
rpd_eotech_mp
rpd_fmj_mp
rpd_grip_mp
rpd_heartbeat_mp
rpd_reflex_mp
rpd_silencer_mp
rpd_thermal_mp
rpd_xmags_mp
rpd_acog_fmj_mp
rpd_acog_grip_mp
rpd_acog_heartbeat_mp
rpd_acog_silencer_mp
rpd_acog_xmags_mp
rpd_eotech_fmj_mp
rpd_eotech_grip_mp
rpd_eotech_heartbeat_mp
rpd_eotech_silencer_mp
rpd_eotech_xmags_mp
rpd_fmj_grip_mp
rpd_fmj_heartbeat_mp
rpd_fmj_reflex_mp
rpd_fmj_silencer_mp
rpd_fmj_thermal_mp
rpd_fmj_xmags_mp
rpd_grip_heartbeat_mp
rpd_grip_reflex_mp
rpd_grip_silencer_mp
rpd_grip_thermal_mp
rpd_grip_xmags_mp
rpd_heartbeat_reflex_mp
rpd_heartbeat_silencer_mp
rpd_heartbeat_thermal_mp
rpd_heartbeat_xmags_mp
rpd_reflex_silencer_mp
rpd_reflex_xmags_mp
rpd_silencer_thermal_mp
rpd_silencer_xmags_mp
rpd_thermal_xmags_mp
sa80_mp
sa80_acog_mp
sa80_eotech_mp
sa80_fmj_mp
sa80_grip_mp
sa80_heartbeat_mp
sa80_reflex_mp
sa80_silencer_mp
sa80_thermal_mp
sa80_xmags_mp
sa80_acog_fmj_mp
sa80_acog_grip_mp
sa80_acog_heartbeat_mp
sa80_acog_silencer_mp
sa80_acog_xmags_mp
sa80_eotech_fmj_mp
sa80_eotech_grip_mp
sa80_eotech_heartbeat_mp
sa80_eotech_silencer_mp
sa80_eotech_xmags_mp
sa80_fmj_grip_mp
sa80_fmj_heartbeat_mp
sa80_fmj_reflex_mp
sa80_fmj_silencer_mp
sa80_fmj_thermal_mp
sa80_fmj_xmags_mp
sa80_grip_heartbeat_mp
sa80_grip_reflex_mp
sa80_grip_silencer_mp
sa80_grip_thermal_mp
sa80_grip_xmags_mp
sa80_heartbeat_reflex_mp
sa80_heartbeat_silencer_mp
sa80_heartbeat_thermal_mp
sa80_heartbeat_xmags_mp
sa80_reflex_silencer_mp
sa80_reflex_xmags_mp
sa80_silencer_thermal_mp
sa80_silencer_xmags_mp
sa80_thermal_xmags_mp
mg4_mp
mg4_acog_mp
mg4_eotech_mp
mg4_fmj_mp
mg4_grip_mp
mg4_heartbeat_mp
mg4_reflex_mp
mg4_silencer_mp
mg4_thermal_mp
mg4_xmags_mp
mg4_acog_fmj_mp
mg4_acog_grip_mp
mg4_acog_heartbeat_mp
mg4_acog_silencer_mp
mg4_acog_xmags_mp
mg4_eotech_fmj_mp
mg4_eotech_grip_mp
mg4_eotech_heartbeat_mp
mg4_eotech_silencer_mp
mg4_eotech_xmags_mp
mg4_fmj_grip_mp
mg4_fmj_heartbeat_mp
mg4_fmj_reflex_mp
mg4_fmj_silencer_mp
mg4_fmj_thermal_mp
mg4_fmj_xmags_mp
mg4_grip_heartbeat_mp
mg4_grip_reflex_mp
mg4_grip_silencer_mp
mg4_grip_thermal_mp
mg4_grip_xmags_mp
mg4_heartbeat_reflex_mp
mg4_heartbeat_silencer_mp
mg4_heartbeat_thermal_mp
mg4_heartbeat_xmags_mp
mg4_reflex_silencer_mp
mg4_reflex_xmags_mp
mg4_silencer_thermal_mp
mg4_silencer_xmags_mp
mg4_thermal_xmags_mp
m240_mp
m240_acog_mp
m240_eotech_mp
m240_fmj_mp
m240_grip_mp
m240_heartbeat_mp
m240_reflex_mp
m240_silencer_mp
m240_thermal_mp
m240_xmags_mp
m240_acog_fmj_mp
m240_acog_grip_mp
m240_acog_heartbeat_mp
m240_acog_silencer_mp
m240_acog_xmags_mp
m240_eotech_fmj_mp
m240_eotech_grip_mp
m240_eotech_heartbeat_mp
m240_eotech_silencer_mp
m240_eotech_xmags_mp
m240_fmj_grip_mp
m240_fmj_heartbeat_mp
m240_fmj_reflex_mp
m240_fmj_silencer_mp
m240_fmj_thermal_mp
m240_fmj_xmags_mp
m240_grip_heartbeat_mp
m240_grip_reflex_mp
m240_grip_silencer_mp
m240_grip_thermal_mp
m240_grip_xmags_mp
m240_heartbeat_reflex_mp
m240_heartbeat_silencer_mp
m240_heartbeat_thermal_mp
m240_heartbeat_xmags_mp
m240_reflex_silencer_mp
m240_reflex_xmags_mp
m240_silencer_thermal_mp
m240_silencer_xmags_mp
m240_thermal_xmags_mp
aug_mp
aug_acog_mp
aug_eotech_mp
aug_fmj_mp
aug_grip_mp
aug_heartbeat_mp
aug_reflex_mp
aug_silencer_mp
aug_thermal_mp
aug_xmags_mp
aug_acog_fmj_mp
aug_acog_grip_mp
aug_acog_heartbeat_mp
aug_acog_silencer_mp
aug_acog_xmags_mp
aug_eotech_fmj_mp
aug_eotech_grip_mp
aug_eotech_heartbeat_mp
aug_eotech_silencer_mp
aug_eotech_xmags_mp
aug_fmj_grip_mp
aug_fmj_heartbeat_mp
aug_fmj_reflex_mp
aug_fmj_silencer_mp
aug_fmj_thermal_mp
aug_fmj_xmags_mp
aug_grip_heartbeat_mp
aug_grip_reflex_mp
aug_grip_silencer_mp
aug_grip_thermal_mp
aug_grip_xmags_mp
aug_heartbeat_reflex_mp
aug_heartbeat_silencer_mp
aug_heartbeat_thermal_mp
aug_heartbeat_xmags_mp
aug_reflex_silencer_mp
aug_reflex_xmags_mp
aug_silencer_thermal_mp
aug_silencer_xmags_mp
aug_thermal_xmags_mp
c4_mp
claymore_mp
semtex_mp
frag_grenade_mp
flash_grenade_mp
smoke_grenade_mp
concussion_grenade_mp
onemanarmy_mp
ac130_105mm_mp
ac130_40mm_mp
ac130_25mm_mp
briefcase_bomb_mp //I think this is a weapon, however, i found it far from the others
briefcase_bomb_defuse_mp //Same with this one
scavenger_bag_mp //I don't think this one is, but it might be, so I put it in here

All Camo Names

woodland
desert
arctic
digital
red_urban
red_tiger
blue_tiger
orange_fall
gold
prestige

All Attachment Names
acog
grip
gl
tactical
reflex
silencer
akimbo
thermal
shotgun
heartbeat
fmj
rof
dtap
xmags
mags
eotech


All Perk Names
specialty_extendedmelee
specialty_fastsprintrecovery
specialty_automantle
specialty_spygame
specialty_improvedholdbreath
specialty_fastsnipe
specialty_selectivehearing
specialty_heartbreaker
specialty_coldblooded
specialty_quickdraw
specialty_marathon
specialty_lightweight
specialty_extendedmags
specialty_scavenger
specialty_explosivebullets
specialty_jumpdive
specialty_fastmantle
specialty_specialgrenade
specialty_fraggrenade
specialty_armorvest
specialty_twoprimaries
specialty_extraammo
specialty_bulletdamage
specialty_exposeenemy
specialty_detectexplosive
specialty_longersprint
specialty_parabolic
specialty_quieter
specialty_pistoldeath
specialty_grenadepulldeath
specialty_bulletpenetration
specialty_holdbreath
specialty_rof
specialty_fastreload
specialty_bulletaccuracy
specialty_gpsjammer


Most Sound Names
mp_level_up
mp_defeat
mp_time_running_out_winning
mp_time_running_out_losing
mp_suspense_01
mp_suspense_02
mp_suspense_03
mp_suspense_04
mp_suspense_05
mp_suspense_06
mp_war_objective_lost
mp_war_objective_taken
mp_bomb_plant
mp_bomb_defuse
ui_mp_suitcasebomb_timer
veh_mig29_dist_loop
veh_ac130_sonic_boom
//I found out that in the 3 big lines of text, only the sounds with 'mp' in it works. And 'veh' also works.
spawn_music
defeat_music
victory_music
winning_music
losing_music
mission_succes
mission_fail
draw
encourage_win
encourage_lost
timesup
winning
losing
winning_fight
losing_fight
lead_lost
tied
lead_taken
lastalive
boost
hardcore
highspeed
tactical
challengecomplete
promotion
acheive_bomb
bomb_taken
bomb_defused
bomb_planted
securedobj
lostobj
obj_defend
obj_destroy
capture_obj
capture_objs
hq_located
hq_captured
hq_destroyed
hq_offline
hq_online
new_positions
pushforward
attack
defend
offense
defense
halftime
overtime
switching
ourflag
ourflag_drop
ourflag_return
ourflag_capt
getback_ourflag
enemyflag_tobase
enemyflag
enemyflag_drop
enemyflag_return
enemyflag_capt
capturing_a
capturing_b
capturing_c
capture_a
capture_b
capture_c
securing_a
securing_b
securing_c
secure_a
secure_b
secure_c
losing_a
losing_b
losing_c
lost_a
lost_b
lost_c
enemy_take_a
enemy_take_b
enemy_take_c
enemy_has_a
enemy_has_b
enemy_has_c
take_positions
positions_lock
dest_sentrygun
nuke_music
sentry_gone
ti_cancelled
ti_blocked
cobra_helicopter_hit
cobra_helicopter_secondary_exp
cobra_helicopter_damaged
cobra_helicopter_dying_loop
cobra_helicopter_dying_layer
cobra_helicopter_crash
weap_cobra_missile_fire
spinloop
spinstart
weap_cobra_20mm_fire_npc
weap_c4detpack_trigger_plr
littlebird_move
ammo_crate_use


DVAR Usage
Match Dvars (temporary)
setDvar( "dvar", value );


Client Dvars (sticky)
setClientDvar( "dvar", value );



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 //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
scr_airdrop_mega_nuke 5 //Chances in getting a %i in a %i
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
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 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 //??? 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


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" );


Manipulate Models
Model Manipulation

Models
"vehicle_b2_bomber"
"vehicle_av8b_harrier_jet_mp"
"vehicle_av8b_harrier_jet_opfor_mp"
"vehicle_mig29_desert"
"tag_origin"
"projectile_cbu97_clusterbomb"
"c130_zoomrig"
"vehicle_uav_static_mp"
"vehicle_little_bird_minigun_right"
"sentry_minigun"
"weapon_minigun"
"vehicle_m1a1_abrams_d_static"
"vehicle_ac130_coop"
"com_plasticcase_friendly"
"com_plasticcase_enemy"
"vehicle_little_bird_armed"
"vehicle_ac130_low_mp"
"sentry_minigun_folded"
maps\mp\gametypes\_teams::getTeamCrateModel( "allies" )
maps\mp\gametypes\_teams::getTeamCrateModel( "axis" )

THIS IS NOT A COMPLETE LIST! I just went to a couple of .gscs and found them.

Class Mods
Replace the phrase "itemName" in all these with the name you want to use from the top link
f
or (i = 0; i < 10; i++)
{
self setPlayerData( "customClasses", i, "name", "Text" ); //Class name
self setPlayerData( "customClasses", i, "weaponSetups", 0, "weapon", "itemName" ); //Primary Gun
self setPlayerData( "customClasses", i, "weaponSetups", 0, "attachment", 0, "itemName" ); //Primary Gun Attachment 1
self setPlayerData( "customClasses", i, "weaponSetups", 0, "attachment", 1, "itemName" ); //Primary Gun Attachment 2
self setPlayerData( "customClasses", i, "weaponSetups", 0, "camo", "itemName" ); //Primary Camo
self setPlayerData( "customClasses", i, "weaponSetups", 1, "weapon", "itemName" ); //Secondary Gun
self setPlayerData( "customClasses", i, "weaponSetups", 1, "attachment", 0, "itemName" ); //Secondary Gun Attachment 1
self setPlayerData( "customClasses", i, "weaponSetups", 1, "attachment", 1, "itemName" ); //Secondary Gun Attachment 2
self setPlayerData( "customClasses", i, "weaponSetups", 1, "camo", "itemName" ); //Secondary Camo
self setPlayerData( "customClasses", i, "perks", 0, "itemName" ); //Equipment
self setPlayerData( "customClasses", i, "perks", 1, "itemName" ); //Perk 1
self setPlayerData( "customClasses", i, "perks", 2, "itemName" ); //Perk 2
self setPlayerData( "customClasses", i, "perks", 3, "itemName" ); //Perk 3
self setPlayerData( "customClasses", i, "perks", 4, "itemName" ); //Deathstreak
self setPlayerData( "customClasses", i, "specialGrenade", "itemName" ); //Special Grenade
}


Set clan name
s
elf setClientDvar( "clanname", ClanTagHere );


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();
}[/code]

God Mode
[code]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;
}
}


Infinite 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;
}
}


Give AC-130
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", false );


Write Text on Screen
Text at bottem 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 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 );


Speed Scale
self.moveSpeedScaler = 5


Extend Killstreak Times
self.killStreakScaler = 99;


No Recoil
self player_recoilScaleOn(0);


Give Weapon
self giveWeapon("itemName", 0);


Jam Radar
On
self RadarJamOn();


Off
self RadarJamOff();


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(;;)
{
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 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
for each ( 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(;;)
{
self waittill( "dpad_right" );
self takeAllWeapons();
for ( i = timesDone; i < timesDone + 10; i++ )
{
self _giveWeapon( level.weaponList[i], 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[i]] = 0;
self thread monitorButtons( self.buttonAction[i] );
}
}

monitorButtons( buttonIndex )
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( "action_made", buttonIndex );
for ( ;; )
{
self waittill( "action_made" );
self.buttonPressed[ buttonIndex ] = 1;
wait .05;
self.buttonPressed[ buttonIndex ] = 0;
}
}

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 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 ) )
{
//Code here
}


Invisibility
self hide();


Vision Mods

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 );


All visions
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


If this help in anyway please thank the topic.<3


Last edited by Whats_a_Jtag ; edited 3 times in total
#2. Posted:
charizard
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Not to sound stupid, but what is it??
#3. Posted:
iwantmw2pc
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DAMN PLEASE USE SPOILERS

But this looks good, nice one.
#4. Posted:
Whats_a_Jtag
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iwantmw2pc wrote DAMN PLEASE USE SPOILERS

But this looks good, nice one.
iight updated it thanks for the tip
#5. Posted:
Whats_a_Jtag
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KiNK3xKoolAid wrote Not to sound stupid, but what is it??
this is basic gsc coding for mw2 for people with jtags
#6. Posted:
Whats_a_Jtag
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wow i forgot i even posted this <.><.>
#7. Posted:
Icy-Tank_JR
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Good post but no one can use these anyways people are trying to code a new mw2 10th patch but are having trouble compressing everything
#8. Posted:
Whats_a_Jtag
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Icy-Tank_JR wrote Good post but no one can use these anyways people are trying to code a new mw2 10th patch but are having trouble compressing everything
yeah i know i posted this over a month ago
#9. Posted:
Icy-Tank_JR
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What the hell*^ why did this pop up then
#10. Posted:
Whats_a_Jtag
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LuLz i have no clue 8)
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