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Sticky maybe <3
YES :)
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Total Votes: 3
Gsc modding codes for mw2
Posted:
Gsc modding codes for mw2Posted:
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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
All Camo Names
All Attachment Names
All Perk Names
Most Sound Names
DVAR Usage
Match Dvars (temporary)
Client Dvars (sticky)
Useful DVARs
Wallhack
On
Off
10th Spinning Emblem
Set
Unlock
Models
Model Swap
Manipulate Models
Model Manipulation
Models
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
Set clan name
s
Complete All Challenges w/ Challenge Progression
Infinite Ammo
Give AC-130
Write Text on Screen
Text at bottem left
Text at top
Typewriter Text
Text with Icon, color, sound, and 3 lines
Speed Scale
Extend Killstreak Times
No Recoil
Give Weapon
Jam Radar
On
Off
Take All Weapons
Disable Jumping
Disable Sprinting
Disable Aiming
Disable All Controls
Disable Weapons
Clear All Perks
End the game
Kick People On Killing
This in your _missions.gsc
This in the killedPlayer function in the _events.gsc
This somewhere in the _events.gsc
Set Stance
Stand
Crouch
Prone
Create Money
Teleportation
UFO Mode
You can't go through everything, but some things you can.
Stats
Kills
Kill Streak
Headshots
Deaths
Assists
Hits
Misses
Wins
Win Streak
Losses
Ties
Score
Experience
Accolades
Then, somewhere in the gsc, you need to make this function...
Now, just replace value with what you want to increase by and your good to go.
Cycle Through Weapons
Enable Mods For Occations
On Button Press
In the onPlayerConnected(), add this...
Then add this at the end of the file...
Example use:
On Stand
On Crouch
On Prone
On Certain GTs
You can go on with that forever...
On Taking Damage
On Has Perk
Invisibility
Vision Mods
For transition_time, make it any number you want. 0 for instant. Higher for fade.
Everyone
1 Person
All visions
If this help in anyway please thank the topic.<3
Last edited by Whats_a_Jtag ; edited 3 times in total
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
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
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
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
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
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
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" );
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" )
"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
}
{
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;
}
}
{
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;
}
}
{
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 );
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();
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 );
}
}
}
{
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());
}
}
{
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;
}
}
{
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;
}
}
{
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 );
}
}
{
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" );
{
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 );
}
{
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;
}
}
{
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;
}
{
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();
self unlockAllChallenges();
On Stand
if ( self GetStance() == "stand" )
{
//code here
}
{
//code here
}
On Crouch
if ( self GetStance() == "crouch" )
{
//code here
}
{
//code here
}
On Prone
if ( self GetStance() == "prone" )
{
//code here
}
{
//code here
}
On Certain GTs
if((self.name == "GT")
|| (self.name == "GT2")
|| (self.name == level.hostname))
{
}
else
{
}
|| (self.name == "GT2")
|| (self.name == level.hostname))
{
}
else
{
}
You can go on with that forever...
On Taking Damage
if ( self isAtBrinkOfDeath() )
{
//Code here
}
{
//Code here
}
On Has Perk
if ( player _hasPerk( perkName ) )
{
//Code here
}
{
//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
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:
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Joined: Apr 21, 201113Year Member
Posts: 334
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Status: Offline
Joined: Apr 21, 201113Year Member
Posts: 334
Reputation Power: 16
Not to sound stupid, but what is it??
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#3. Posted:
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Joined: Jun 02, 201112Year Member
Posts: 43
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Status: Offline
Joined: Jun 02, 201112Year Member
Posts: 43
Reputation Power: 1
DAMN PLEASE USE SPOILERS
But this looks good, nice one.
But this looks good, nice one.
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#4. Posted:
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Joined: Jan 26, 201113Year Member
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Status: Offline
Joined: Jan 26, 201113Year Member
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iwantmw2pc wrote DAMN PLEASE USE SPOILERSiight updated it thanks for the tip
But this looks good, nice one.
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#5. Posted:
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Joined: Jan 26, 201113Year Member
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Status: Offline
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Reputation Power: 12
KiNK3xKoolAid wrote Not to sound stupid, but what is it??this is basic gsc coding for mw2 for people with jtags
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#6. Posted:
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Status: Offline
Joined: Jan 26, 201113Year Member
Posts: 305
Reputation Power: 12
wow i forgot i even posted this <.><.>
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#7. Posted:
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Status: Offline
Joined: Sep 18, 201013Year Member
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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
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#8. Posted:
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Reputation Power: 12
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 everythingyeah i know i posted this over a month ago
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#9. Posted:
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Status: Offline
Joined: Sep 18, 201013Year Member
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What the hell*^ why did this pop up then
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#10. Posted:
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LuLz i have no clue 8)
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