[LIST] Black Ops Code/Function List

henry winkler Jan 9, 2011

  1. he

    henry winkler Gold Member Gold Subscriber
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    Joined:
    Oct 7, 2010
    Messages:
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    Console:
    Nintendo
    Full creds to cheez:



    First I would like to begin by thanks the following users...

    Ahaloa - Supplying the decrypted .GSC files

    Adv - Huge DVAR List

    If I missed somebody, I am sorry...


    NOTE: All the stuff I am posting is things I have found among the Black Ops .GSC files. Nobody can be 100% sure what they do/how they are used until a way to test them is found. This list is to help you understand the coding of Black Ops, and what to expect.

    THIS THREAD WE UPDATED DAILY, AS I FIND NEW THINGS.









    Display Text

    Bottom Left
    Code:
    player iPrintln
    Code:
    ("Put Text Here");



    Middle Of Screen
    Code:
    player iPrintlnBold
    Code:
    ("Put Text Here");


    Type Writer
    Code:
    self
    Code:
     thread maps\mp\gametypes\_hud_message::hintMessage("Put Text Here");





    Editing LeaderBoards/Rank

    Code:
    self
    Code:
     maps\mp\gametypes\_persistence::statSet( dataName, value, includeGameType );
    
    self maps\mp\gametypes\_rank::giveRankXP( type, value, devAdd );





    Button Presses

    Code:
    else
    Code:
     if ( !self ButtonPressed( "DPAD_LEFT" ) )
    
    else if ( !self ButtonPressed( "DPAD_RIGHT" ) )
    
    else if ( !self ButtonPressed( "DPAD_UP" ) )
    
    else if ( !self ButtonPressed( "DPAD_DOWN" ) )
    





    GameTypes
    Code:
    dm 
    Code:
    - Free-For-All
    dom - Domination
    sd - Search And Destroy
    sab - Sabotage 
    tdm - Team Death Match
    koth - Headquarters 
    ctf - Capture The Flag
    dem - Demolition 
    oic - One In The Chamber
    hlnd - Stick And Stones
    gun - Gun Game
    shrp - Sharpe Shooter
    zom - Zombies
    
    arc - Arcade Mode (Dead Ops?) "MPUI_ARCADE_MODE"
    cmp - Campaign (Splitscreen?) "MPUI_CAMPAIGN_MODE"
    sop - Campaign/Solo (Main Menu?) "MENU_SO"





    Give Commands

    Code:
    self
    Code:
     giveWeapon( "WEAPON NAME" );
    
    self switchToWeapon( WEAPON NAME );
    
    self setSpawnWeapon( WEAPON NAME );





    Multiplayer Map Names And Loading Screen Names

    Code:
    {
            map                     "mp_array"
            loadscreen      "loadscreen_mp_array"
            longname        "MPUI_ARRAY"
            loadname        "MPUI_ARRAY_CAPS"
            gametype        "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
    }
    {
            map                     "mp_cracked"
            loadscreen      "loadscreen_mp_cracked"
            longname        "MPUI_CRACKED"
            loadname        "MPUI_CRACKED_CAPS"
            gametype        "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
    }
    {
            map                     "mp_crisis"
            loadscreen      "loadscreen_mp_crisis"
            longname        "MPUI_CRISIS"
            loadname        "MPUI_CRISIS_CAPS"
            gametype        "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
    }
    {
            map                     "mp_firingrange"
            loadscreen      "loadscreen_mp_firingrange"
            longname        "MPUI_FIRINGRANGE"
            loadname        "MPUI_FIRINGRANGE_CAPS"
            gametype        "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
    }
    {
            map                     "mp_duga"
            loadscreen      "loadscreen_mp_duga"
            longname        "MPUI_DUGA"
            loadname        "MPUI_DUGA_CAPS"
            gametype        "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
    }
    {
            map                     "mp_hanoi"
            loadscreen      "loadscreen_mp_hanoi"
            longname        "MPUI_HANOI"
            loadname        "MPUI_HANOI_CAPS"
            gametype        "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
    }
    {
            map                     "mp_cairo"
            loadscreen      "loadscreen_mp_cairo"
            longname        "MPUI_CAIRO"
            loadname        "MPUI_CAIRO_CAPS"
            gametype        "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
    }
    {
            map                     "mp_havoc"
            loadscreen      "loadscreen_mp_havoc"
            longname        "MPUI_HAVOC"
            loadname        "MPUI_HAVOC_CAPS"
            gametype        "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
    }
    {
            map                     "mp_cosmodrome"
            loadscreen      "loadscreen_mp_cosmodrome"
            longname        "MPUI_COSMODROME"
            loadname        "MPUI_COSMODROME_CAPS"
            gametype        "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
    }
    {
            map                     "mp_nuked"
            loadscreen      "loadscreen_mp_nuked"
            longname        "MPUI_NUKED"
            loadname        "MPUI_NUKED_CAPS"
            gametype        "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
    }
    {
            map                     "mp_radiation"
            loadscreen      "loadscreen_mp_radiation"
            longname        "MPUI_RADIATION"
            loadname        "MPUI_RADIATION_CAPS"
            gametype        "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
    }
    {
            map                     "mp_mountain"
            loadscreen      "loadscreen_mp_mountain"
            longname        "MPUI_MOUNTAIN"
            loadname        "MPUI_MOUNTAIN_CAPS"
            gametype        "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
    }
    {
            map                     "mp_villa"
            loadscreen      "loadscreen_mp_villa"
            longname        "MPUI_VILLA"
            loadname        "MPUI_VILLA_CAPS"
            gametype        "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
    }
    {
            map                     "mp_russianbase"
            loadscreen      "loadscreen_mp_russianbase"
            longname        "MPUI_RUSSIANBASE"
            loadname        "MPUI_RUSSIANBASE_CAPS"
            gametype        "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
    }
    
    Code:
    
    
    
    
    
    
    Models/Items
    
    
    
    
    
    
    ( "frag_grenade_short_mp" ); ( "dogs_mp" ); ( "dog_bite_mp" ); ( "explosive_bolt_mp" ); ( "t5_weapon_law_stow" ); ( "weapon_rpg7_stow" ); ( "t5_weapon_strela_stow" ); ( "t5_weapon_mp_crossbow_stow" ); ( "weapon_claymore_detect" ); ( "weapon_c4_mp_detect" ); ( "t5_weapon_acoustic_sensor_world_detect" ); ( "t5_weapon_scrambler_world_detect" ); ( "t5_weapon_camera_spike_world_detect" ); ( "t5_weapon_camera_head_world_detect" ); ( "t5_weapon_tactical_insertion_world_detect" ); ( "t5_weapon_camera_head_world" ); ( "napalmblob_mp" ); ( "scavenger_item_mp" ); ( "hud_scavenger_pickup" ); ( "minigun_wager_mp" ); ( "m202_flash_wager_mp" );




    Stances

    Code:
    Standing
    Code:
     - ????
    Crouch - ????
    Prone -         if ( !self isOnGround() )






    Custom Class Names

    Code:
     level
    Code:
    .classMap["custom1"] = "CLASS_CUSTOM1";
            level.classMap["custom2"] = "CLASS_CUSTOM2";
            level.classMap["custom3"] = "CLASS_CUSTOM3";
            level.classMap["custom4"] = "CLASS_CUSTOM4";
            level.classMap["custom5"] = "CLASS_CUSTOM5";
    
            level.classMap["prestige1"] = "CLASS_CUSTOM6";
            level.classMap["prestige2"] = "CLASS_CUSTOM7";
            level.classMap["prestige3"] = "CLASS_CUSTOM8";
            level.classMap["prestige4"] = "CLASS_CUSTOM9";
            level.classMap["prestige5"] = "CLASS_CUSTOM10";




    Full List Of Visions (247)
    Code:
    berserker.vision
    camera_spike_mp.vision
    cheat_bw.vision
    cheat_bw_invert.vision
    concussion_grenade.vision
    creek_1.vision
    creek_1b.vision
    creek_1_ambush_path.vision
    creek_1_dark.vision
    creek_1_helicopter.vision
    creek_1_helicopter_start.vision
    creek_1_helicopter_water.vision
    creek_1_helicopter_water_exit.vision
    creek_1_interior.vision
    creek_1_rain.vision
    creek_1_tunnel.vision
    creek_1_tunnel_cave_light_end.vision
    creek_1_tunnel_cliffhanger.vision
    creek_1_tunnel_collapse.vision
    creek_1_tunnel_enter.vision
    creek_1_tunnel_off.vision
    creek_1_village.vision
    creek_1_war_room.vision
    creek_1_water.vision
    creek_drown.vision
    cuba.vision
    cuba_car.vision
    cuba_compound.vision
    cuba_courtyard.vision
    cuba_drive.vision
    cuba_end.vision
    cuba_flame.vision
    cuba_mansion.vision
    cuba_runway_base.vision
    cuba_runway_vista.vision
    cuba_streets.vision
    cuba_streets_floodlights.vision
    cuba_sunrise.vision
    cuba_zipline.vision
    death.vision
    default.vision
    default_night.vision
    drown.vision
    flare.vision
    flashpoint.vision
    flashpoint_night.vision
    flashpoint_slide_a.vision
    flashpoint_tunnels.vision
    flash_grenade.vision
    fullahead_base.vision
    fullahead_betrayal.vision
    fullahead_flashlight.vision
    fullahead_nova6.vision
    fullahead_post_flashlight.vision
    fullahead_reznov.vision
    fullahead_ship_out.vision
    fullahead_start.vision
    huey_city.vision
    hue_city.vision
    hue_city_streets.vision
    infrared.vision
    infrared_rebirth.vision
    infrared_snow.vision
    interrogation_escape.vision
    int_brainwash.vision
    int_castro_reveal.vision
    int_esc.vision
    int_esc_numbers.vision
    int_first_junction.vision
    int_frontend_char_trans.vision
    int_frontend_default.vision
    int_frontend_menus.vision
    int_frontend_narrative_1.vision
    int_frontend_narrative_2.vision
    int_frontend_narrative_3.vision
    int_frontend_narrative_4.vision
    int_frontend_narrative_5.vision
    int_frontend_narrative_6.vision
    int_frontend_terminal.vision
    int_hudson_control.vision
    int_rocket_hallway.vision
    in_country.vision
    khe_sanh.vision
    khe_sanh_e1_intro.vision
    khe_sanh_e1_intro_flash.vision
    khe_sanh_e2_trenchbattle.vision
    khe_sanh_e2_trenchbattle_bunker.vision
    khe_sanh_e3_trenchdefense.vision
    khe_sanh_e4_hillbattle.vision
    khe_sanh_e4_hillbattle2.vision
    khe_sanh_e5_airfieldbattle.vision
    khe_sanh_e6_siege.vision
    kowloon.vision
    kowloon_level_start.vision
    kowloon_rooftop.vision
    kowloon_rooftop_lightning.vision
    kowloon_rooftop_slidearea.vision
    laststand.vision
    low_health.vision
    macv_main.vision
    macv_stairwell.vision
    mpintro.vision
    mpoutro.vision
    mp_array.vision
    mp_berlinwall.vision
    mp_cairo.vision
    mp_cosmodrome.vision
    mp_cracked.vision
    mp_crisis.vision
    mp_discovery.vision
    mp_duga.vision
    mp_firingrange.vision
    mp_hanoi.vision
    mp_havoc.vision
    mp_mountain.vision
    mp_munich.vision
    mp_nuked.vision
    mp_nuked2.vision
    mp_radiation.vision
    mp_russianbase.vision
    mp_underwater.vision
    mp_vdm_cosmopoc.vision
    mp_villa.vision
    neutral.vision
    pentagon.vision
    pentagon_highway.vision
    pentagon_interior.vision
    pentagon_kennedy.vision
    pentagon_kennedy_bloom.vision
    pentagon_limousine.vision
    pentagon_security.vision
    pentagon_speed_elevator.vision
    pentagon_speed_security.vision
    pentagon_tarmac.vision
    pentagon_warroom.vision
    pow.vision
    pow_base.vision
    pow_bloom.vision
    pow_cage.vision
    pow_cave.vision
    pow_endfight.vision
    pow_face_up.vision
    pow_landing.vision
    pow_midcave.vision
    pow_mountain.vision
    pow_office.vision
    pow_office2.vision
    pow_roulette.vision
    pow_tunnels.vision
    quagmire_1.vision
    quagmire_2.vision
    quagmire_3.vision
    quagmire_4.vision
    quagmire_default.vision
    rebirth.vision
    rebirth_btr_rail.vision
    rebirth_cargo_container.vision
    rebirth_docks.vision
    rebirth_elevator_shaft.vision
    rebirth_gas_attack.vision
    rebirth_lab_exterior.vision
    rebirth_lab_interior.vision
    rebirth_lab_interior_2.vision
    rebirth_stairwell_security_room.vision
    rebirth_steiner_kill.vision
    rebirth_tunnel_exit.vision
    revive.vision
    river.vision
    river_boat.vision
    river_burn.vision
    river_land.vision
    river_plane.vision
    river_village.vision
    tvguided_mp.vision
    tvguided_sp.vision
    ui_viewer.vision
    underwaterbase.vision
    underwaterbase_swimming.vision
    uwb_bigigc.vision
    uwb_broadcastcenter.vision
    uwb_chopper.vision
    uwb_corridor_01.vision
    uwb_corridor_02.vision
    uwb_dive.vision
    uwb_dragofight.vision
    uwb_end.vision
    uwb_escape.vision
    uwb_moonpool.vision
    uwb_shipdeck.vision
    uwb_shipint.vision
    uwb_swimtosurface.vision
    vorkuta_bike.vision
    vorkuta_exterior.vision
    vorkuta_inclinator.vision
    vorkuta_interior.vision
    vorkuta_mines.vision
    vorkuta_slingshot.vision
    vorkuta_warehouse.vision
    water.vision
    wmd.vision
    wmd_avalanche.vision
    wmd_gforce.vision
    wmd_jumpcut.vision
    wmd_lower_valley.vision
    wmd_lower_valley_interior.vision
    wmd_pilot.vision
    wmd_power_station.vision
    wmd_radar_station.vision
    wmd_runway.vision
    wmd_snow_hide.vision
    wmd_sr71.vision
    wmd_sr71barracks.vision
    wmd_sr71cam.vision
    wmd_sr71_rts_barracks_destroy.vision
    wmd_sr71_rts_interior.vision
    wmd_takeoff.vision
    zombie.vision
    zombietron_afternoon.vision
    zombietron_afternoon_death.vision
    zombietron_day.vision
    zombietron_evening.vision
    zombietron_evening_rooftop.vision
    zombietron_morning.vision
    zombietron_morning_island.vision
    zombie_coast.vision
    zombie_cosmodrome.vision
    zombie_death.vision
    zombie_frontend_default.vision
    zombie_frontend_menus.vision
    zombie_last_stand.vision
    zombie_mountain.vision
    zombie_neutral.vision
    zombie_pentagon.vision
    zombie_pentagon_electrician.vision
    zombie_pentagon_lab.vision
    zombie_pentagon_offices_poweroff.vision
    zombie_pentagon_warroom.vision
    zombie_sumpf_dogs.vision
    zombie_theater.vision
    zombie_theater_erooms_pentagon.vision
    zombie_theater_eroom_asylum.vision
    zombie_theater_eroom_girlnew.vision
    zombie_theater_eroom_girlold.vision
    zombie_turned.vision
    [/spolier]





    Full List Of Vehicles (117)
    Code:
    apc_btr40_flashpoint
    apc_btr60
    apc_btr60_grenade
    apc_m113
    apc_m113_khesanh_outcasts
    apc_m113_khesanh_plain
    apc_m113_khesanh_warchicken
    boat_patrol_nva
    boat_patrol_nva_river
    boat_pbr
    boat_pbr_player
    boat_sampan
    boat_sampan_physics
    boat_sampan_pow
    civ_pentagon_limousine
    civ_pentagon_motorcycle
    civ_pentagon_sedan
    civ_pentagon_sedan_police
    civ_sedan_luxury
    cuba_player
    defaultvehicle
    defaultvehicle_mp
    heli_ai_mp
    heli_chinook
    heli_chinook_uwb
    heli_cobra_khesanh
    heli_gunner_mp
    heli_hind_doublesize
    heli_hind_doublesize_uwb
    heli_hind_player
    heli_hind_river
    heli_hip
    heli_hip_flashpoint
    heli_hip_sidegun
    heli_hip_sidegun_spotlight
    heli_hip_sidegun_uwb
    heli_hip_spotlight
    heli_huey_assault
    heli_huey_assault_river
    heli_huey_heavyhog
    heli_huey_heavyhog_creek
    heli_huey_medivac_khesanh
    heli_huey_medivac_river
    heli_huey_player_uwb
    heli_huey_side_minigun_uwb
    heli_huey_usmc_heavyhog_khesanh
    heli_huey_usmc_khesanh
    heli_huey_usmc_khesanh_std
    heli_huey_vista
    heli_mini_zt
    heli_player_controlled_firstperson_mp
    heli_player_controlled_mp
    heli_seaknight
    heli_supplydrop_mp
    jeep_uaz
    jeep_uaz_closetop
    jeep_uaz_physics
    jeep_ultimate
    jeep_willys
    misc_camera
    misc_flare
    misc_freefall
    motorcycle_ai
    motorcycle_player
    plane_blackbird
    plane_hercules
    plane_hercules_cuba
    plane_mig17_gear
    plane_mig21_lowres
    plane_phantom
    plane_phantom_gearup_lowres
    plane_phantom_gearup_lowres_camo
    police
    rc_car_medium_mp
    rebirth_heli_hip_sidegun_spotlight
    tank_snowcat_plow
    tank_snowcat_troops
    tank_t55
    tank_t55_bruiser
    tank_t55_bruiser_phys
    tank_t55_lite_memory
    tank_t55_mini
    tank_zsu23_low
    train_car_boxcar
    train_car_enginecar
    train_car_fuelcar
    truck_bm21
    truck_eve_river
    truck_gaz63_canvas_low
    truck_gaz63_flatbed_low
    truck_gaz63_player_single50
    truck_gaz63_player_single50_nodeath
    truck_gaz63_player_single50_physics
    truck_gaz63_quad50_low
    truck_gaz63_quad50_low_no_deathmodel
    truck_gaz63_single50_low
    truck_gaz63_tanker
    truck_gaz63_tanker_low
    truck_gaz63_troops_bulletdamage
    truck_gaz63_troops_low
    truck_gaz66_canvas
    truck_gaz66_physics
    truck_gaz66_player_single50
    truck_gaz66_snow_physics
    truck_gaz66_tanker
    truck_gaz66_troops
    truck_gaz66_troops_attacking_physics
    truck_gaz66_troops_physics
    truck_plain_river
    truck_rebel_river
    wpn_bm21_sam_launcher
    wpn_zpu_antiair
    wpn_zpu_antiair_lowres
    wpn_zpu_antiair_player_cuba
    Code:
    
    
    
    World Spawn Settings
    
    
    
    
    
    mp_villa { "maxlightgridcolors" "32000" "single_reflection_probe" "1" "exposure" "1.1" "treescatteramount" "0.0" "treescatterintensity" "0.0" "sunshadowintensity" "9" "_sunshadowcolor" "0.5803 0.6196 0.6196" "sunlight" "13.5" "suncolor" "0.779 0.748 0.695" "ambientintensity" "0.5" "_ambientcolor" "0.7686 0.7882 0.8156" "newsun" "1" "sundirection" "-35.3 52 0" "skyboxmodel" "skybox_mp_villa" "classname" "worldspawn" } mp_mountain { "maxlightgridcolors" "32000" "exposure" ".9" "treescatteramount" "0.0" "treescatterintensity" "0.0" "sunshadowintensity" "7" "_sunshadowcolor" "0.521569 0.545098 0.729412" "sunlight" "11" "suncolor" "0.996078 0.984314 0.952941" "ambientintensity" "0.5" "_ambientcolor" "0.643137 0.772549 0.92549" "newsun" "1" "skyboxmodel" "skybox_mp_mountain" "sundirection" "-40 -201 0" "classname" "worldspawn" "northyaw" "90" "sky_intensity_factor1" "1.64" "sky_intensity_factor0" "1.64" "sky_intensity_angle1" "-90" "sky_intensity_angle0" "90" } mp_nuked { "maxlightgridcolors" "32000" "exposure" "1.0" "treescatteramount" "0.0" "treescatterintensity" "0.0" "sunshadowintensity" "7" "_sunshadowcolor" "0.709804 0.803922 0.984314" "sunlight" "14" "suncolor" "0.996078 0.976471 0.886275" "ambientintensity" "0.1" "_ambientcolor" "0.803922 0.815686 0.988235" "newsun" "1" "skyboxmodel" "skybox_mp_nuked" "sundirection" "-37 221 0" "classname" "worldspawn" } mp_firingrange { "maxlightgridcolors" "32000" "exposure" "1.1" "treescatteramount" "0.0" "treescatterintensity" "0.0" "sunshadowintensity" "6" "_sunshadowcolor" "0.854902 0.941176 0.996078" "sunlight" "16" "suncolor" "0.878709 0.862286 0.743116" "ambientintensity" "0.5" "_ambientcolor" "0.694118 0.780392 0.972549" "newsun" "1" "skyboxmodel" "skybox_mp_firingrange" "sundirection" "-68 134 0" "maxlightgridcolors" "32000" "classname" "worldspawn" } mp_radiation { "maxlightgridcolors" "32000" "exposure" "0.95" "treescatteramount" "0.0" "treescatterintensity" "0.0" "sunshadowintensity" "6" "_sunshadowcolor" "0.792157 0.854902 0.956863" "sunlight" "13" "suncolor" "0.992157 0.960784 0.843137" "ambientintensity" "0.5" "_ambientcolor" "0.396078 0.388235 0.537255" "newsun" "1" "skyboxmodel" "skybox_mp_radiation_v2" "sundirection" "-54 200 0" "classname" "worldspawn" "sky_intensity_angle0" "90" "sky_intensity_angle1" "-55" "sky_intensity_factor0" "1.79" "sky_intensity_factor1" "7.1" } mp_duga { "maxlightgridcolors" "32000" "sky_intensity_factor1" "3.35" "sky_intensity_factor0" "1.5" "sky_intensity_angle1" "-30" "sky_intensity_angle0" "90" "treescatteramount" "0.0" "treescatterintensity" "0.0" "sunshadowintensity" "12" "_sunshadowcolor" "0.8352 0.8627 0.9098" "sunlight" "20" "suncolor" "0.958 0.849 0.681" "ambientintensity" "0.8" "_ambientcolor" "0.4352 0.4313 0.4901" "newsun" "1" "skyboxmodel" "skybox_mp_duga" "sundirection" "-30 78 58" "classname" "worldspawn" "exposure" "0.64" } mp_havoc { "maxlightgridcolors" "32000" "exposure" "1.0" "treescatteramount" "0.0" "treescatterintensity" "0.0" "sunshadowintensity" "12" "_sunshadowcolor" "0.819608 0.894118 0.945098" "sunlight" "18" "suncolor" "0.941176 0.917647 0.807843" "ambientintensity" "0.8" "_ambientcolor" "0.807843 0.85098 0.94902" "newsun" "1" "skyboxmodel" "skybox_mp_havoc" "sundirection" "-63.2 -92.4 0" "classname" "worldspawn" "sky_intensity_angle0" "90" "sky_intensity_angle1" "-55" "sky_intensity_factor0" "1.5" "sky_intensity_factor1" "1.5" } mp_cairo { "maxlightgridcolors" "32000" "exposure" "1.2" "sunshadowintensity" "5" "_sunshadowcolor" "0.717647 0.776471 0.882353" "sunlight" "13" "suncolor" "0.984314 0.917647 0.709804" "ambientintensity" "0.5" "_ambientcolor" "0.733333 0.835294 0.933333" "newsun" "1" "sundirection" "-40 19.7 0" "skyboxmodel" "skybox_mp_havana" "treescatteramount" "0.0" "treescatterintensity" "0.0" "classname" "worldspawn" "waterlightmapsamplesize" "2048" } mp_cosmodrome { "maxlightgridcolors" "32000" "exposure" "0.75" "treescatteramount" "0.0" "treescatterintensity" "0.0" "sunshadowintensity" "8" "_sunshadowcolor" "0.62 0.78 0.84" "sunlight" "15" "suncolor" "0.976471 0.917647 0.67451" "ambientintensity" ".5" "_ambientcolor" "0.75 0.75 0.75" "newsun" "1" "skyboxmodel" "skybox_mp_cosmodrome" "sundirection" "-54.353 -236.47 0" "classname" "worldspawn" "sky_intensity_factor1" "5" "sky_intensity_factor0" "1.05" "sky_intensity_angle1" "-90" "sky_intensity_angle0" "90" } mp_hanoi { "treescatteramount" "0.0" "treescatterintensity" "0.0" "sunshadowintensity" "4" "_sunshadowcolor" "0.819608 0.917647 0.988235" "sunlight" "8" "suncolor" "0.468 0.623 0.783" "ambientintensity" "0.3" "_ambientcolor" "0.6 0.678431 0.866667" "newsun" "1" "skyboxmodel" "skybox_mp_hanoi" "sundirection" "-54 -143 0" "maxlightgridcolors" "32000" "classname" "worldspawn" "exposure" "1.75" } mp_cracked { "maxlightgridcolors" "32000" "skyboxmodel" "skybox_mp_cracked" "sunlight" "16" "suncolor" "0.996078 0.980392 0.878431" "sundirection" "-128 35 0" "classname" "worldspawn" "newsun" "1" "exposure" "1.4" "sunshadowintensity" "8" "ambientintensity" "0.5" "_ambientcolor" "0.65098 0.705882 0.843137" "_sunshadowcolor" "0.694118 0.733333 0.803922" "sky_intensity_factor1" "1.62" "sky_intensity_factor0" "1.64" "sky_intensity_angle1" "-90" "sky_intensity_angle0" "-40" } mp_russianbase { "maxlightgridcolors" "32000" "exposure" "1.2" "treescatterintensity" "0" "treescatteramount" "0" "sunshadowintensity" "7" "_sunshadowcolor" "0.788235 0.819608 0.988235" "sunlight" "16" "suncolor" "0.890196 0.752941 0.568627" "ambientintensity" "0.4" "_ambientcolor" "0.619608 0.807843 0.921569" "newsun" "1" "skyboxmodel" "skybox_mp_russianbase" "sundirection" "-36 -16.5 0" "classname" "worldspawn" } mp_crisis { "maxlightgridcolors" "32000" "exposure" "1.4" "treescatteramount" "0.0" "treescatterintensity" "0.0" "sunshadowintensity" "5.0" "_sunshadowcolor" "0.7176 0.7450 0.8117" "sunlight" "13" "suncolor" "1 0.831 0.71" "ambientintensity" "0.7" "_ambientcolor" "0.78 0.78 0.78" "newsun" "1" "sundirection" "-152.86 -10 0" "skyboxmodel" "skybox_mp_crisis" "classname" "worldspawn" "sky_intensity_angle0" "90" "sky_intensity_angle1" "-30" "sky_intensity_factor0" "1.5" "sky_intensity_factor1" "2.5" } mp_array { "exposure" ".6" "treescatteramount" "0.0" "treescatterintensity" "0.0" "sunshadowintensity" "6" "_sunshadowcolor" "0.792157 0.854902 0.956863" "sunlight" "13" "suncolor" "1 1 1" "ambientintensity" "0.5" "_ambientcolor" "0.396078 0.388235 0.537255" "newsun" "1" "skyboxmodel" "skybox_mp_array" "sundirection" "-54 -236.47 0" "classname" "worldspawn" "sky_intensity_factor1" "8" "sky_intensity_factor0" "2.5" "sky_intensity_angle1" "-30" "sky_intensity_angle0" "90" "maxlightgridcolors" "32000" } frontend { "exposure" "0.7" "sunshadowintensity" "17" "_sunshadowcolor" "0.45 0.51 0.61" "sunlight" "4" "suncolor" "1 1 1" "ambientintensity" "1" "_ambientcolor" "0.75 0.75 0.75" "newsun" "1" "sundirection" "-143 200 0" "classname" "worldspawn" "skyboxmodel" "skybox_sp_frontend" } outro { "sunlight" "1" "suncolor" "1 1 0.882353" "sundirection" "-70 172 0" "classname" "worldspawn" "diffusefraction" "0.3" "sundiffusecolor" "0.75 0.82 0.85" "ambient" ".116" "_color" "0.5 0.5 .62 1" } wmd_sr71 { "origin" "0 0 0" "ropematerial" "techrope_grey_climbers_rope" "treescatterintensity" "0.0" "treescatteramount" "0.0" "sunshadowintensity" "1.7" "_sunshadowcolor" "0.568627 0.611765 0.737255" "sunlight" "10" "suncolor" "1 0.789 0.57" "ambientintensity" "0.8" "_ambientcolor" "0.752941 0.796078 0.839216" "newsun" "1" "sundirection" "-23 107 0" "classname" "worldspawn" "skyboxmodel" "skybox_sp_wmd" "sky_intensity_angle0" "-45" "sky_intensity_angle1" "45" "sky_intensity_factor0" "1.75" "sky_intensity_factor1" "1" "exposure" "0.8" } kowloon { "single_reflection_probe" "1" "exposure" "0.8" "treescatteramount" "0.0" "treescatterintensity" "0.0" "sunshadowintensity" "5" "_sunshadowcolor" "0.745098 0.819608 0.878431" "sunlight" "8.5" "suncolor" "0.735 0.824 0.890" "ambientintensity" "0.5" "_ambientcolor" "0.803922 0.878431 0.921569" "newsun" "1" "sundirection" "-30.5 -104 0" "skyboxmodel" "skybox_sp_kowloon" "classname" "worldspawn" "spawnflags" "0" } hue_city { "maxlightgridcolors" "48000" "sky_intensity_angle0" "-45" "sky_intensity_angle1" "45" "sky_intensity_factor0" "1.75" "sky_intensity_factor1" "1" "treescatteramount" "0.0" "treescatterintensity" "0.0" "sunshadowintensity" "4.5" "_sunshadowcolor" "0.733333 0.733333 0.733333" "sunlight" "9" "suncolor" "0.948 0.544 0.29" "ambientintensity" "0.6" "_ambientcolor" "0.85 0.85 0.85" "newsun" "1" "sundirection" "-145 -33 0" "skyboxmodel" "skybox_sp_hue_city" "classname" "worldspawn" "exposure" "1" "targetname" "post_c4_reznov_node" } rebirth { "maxlightgridcolors" "49152" "sunshadowintensity" "40" "_sunshadowcolor" "0.25 0.25 0.25" "sunlight" "8" "suncolor" "0.9 0.57 0.3" "ambientintensity" "0.5" "_ambientcolor" "0.396 0.486 0.58" "newsun" "1" "skyboxmodel" "skybox_sp_rebirth" "sundirection" "-170 44.5 0" "classname" "worldspawn" "exposure" "1" } underwaterbase { "enablePolyClamp" "0" "maxlightgridcolors" "49152" "ambient" "0" "diffusefraction" "0" "exposure" "1.58" "treescatteramount" "0" "treescatterintensity" "0" "ambientintensity" ".3" "sunshadowintensity" "50" "sunlight" "10" "_ambientcolor" ".72 .74 .77" "_sunshadowcolor" ".16 .21 .28" "suncolor" ".837 .7 .46" "newsun" "1" "sundirection" "-157.3 65.8 4" "skyboxmodel" "skybox_sp_underwater" "classname" "worldspawn" } creek_1 { "origin" "0 0 0" "treescatteramount" "0" "treescatterintensity" "0" "sunlight" "3" "sundirection" "-129 78 0" "classname" "worldspawn" "skyboxmodel" "skybox_sp_creek_1" "exposure" "1.15" "newsun" "1" "ambientintensity" "0.25" "sunshadowintensity" "23" "_ambientcolor" "0.75 0.77 0.8" "_sunshadowcolor" "0.49 0.52 0.53" "suncolor" "0.98 0.97 0.95" "sky_intensity_factor1" "3" "sky_intensity_factor0" "2" "sky_intensity_angle1" "-55" "sky_intensity_angle0" "90" } wmd { "origin" "0 0 0" "ropematerial" "techrope_grey_climbers_rope" "treescatterintensity" "0.0" "treescatteramount" "0.0" "sunshadowintensity" "1.7" "_sunshadowcolor" "0.537255 0.588235 0.721569" "sunlight" "15" "suncolor" "0.890196 0.807843 0.658824" "ambientintensity" "0.8" "_ambientcolor" "0.752941 0.796078 0.83921" "newsun" "1" "sundirection" "-23 107 0" "classname" "worldspawn" "skyboxmodel" "skybox_sp_wmd" "sky_intensity_angle0" "-45" "sky_intensity_angle1" "45" "sky_intensity_factor0" "1.75" "sky_intensity_factor1" "1" "exposure" "1" } int_escape { "exposure" "1" "sunshadowintensity" "4" "_sunshadowcolor" "0.741176 0.843137 0.87451" "sunlight" "14" "suncolor" "0.933333 0.788235 0.658824" "ambientintensity" "0.5" "_ambientcolor" "0.74902 0.847059 0.92549" "newsun" "1" "sundirection" "-141.34 -67 0" "skyboxmodel" "skybox_sp_flashpoint_sunset" "classname" "worldspawn" } vorkuta { "origin" "0 0 0" "maxlightgridcolors" "49152" "sky_intensity_factor1" "10" "sky_intensity_factor0" "1.5" "sky_intensity_angle1" "-30" "sky_intensity_angle0" "90" "treescatteramount" "0.0" "treescatterintensity" "0.0" "sunshadowintensity" "10" "_sunshadowcolor" "0.8392 0.8235 0.8235" "sunlight" "16" "suncolor" "1 0.915 0.681" "ambientintensity" "0.5" "_ambientcolor" "0.403922 0.454902 0.462745" "newsun" "1" "skyboxmodel" "skybox_sp_vorkuta" "sundirection" "-20 104 0" "classname" "worldspawn" "exposure" "0.54" } cuba { "origin" "0 0 0" "waterlightmapsamplesize" "10000000" "maxlightgridcolors" "48000" "exposure" "0.5" "sunshadowintensity" "25.5" "_sunshadowcolor" "0.45 0.45 0.52" "sunlight" "16.75" "suncolor" "1 0.813 0.7" "ambientintensity" "0.5" "_ambientcolor" "0.788235 0.870588 0.913725" "newsun" "1" "sundirection" "-33 21 0" "skyboxmodel" "skybox_sp_cuba" "classname" "worldspawn" } flashpoint { "origin" "0 0 0" "maxlightgridcolors" "48000" "exposure" "0.68" "sunshadowintensity" "4" "_sunshadowcolor" "0.741176 0.843137 0.87451" "sunlight" "6.5" "suncolor" "0.933333 0.788235 0.658824" "ambientintensity" "0.5" "_ambientcolor" "0.74902 0.847059 0.92549" "newsun" "1" "sundirection" "-158.6 -67 0" "skyboxmodel" "skybox_sp_flashpoint_sunset" "classname" "worldspawn" } pentagon { "origin" "0 0 0" "exposure" "0.5" "sunshadowintensity" "45" "_sunshadowcolor" "0.1607 0.1647 0.1686" "sunlight" "32" "suncolor" "0.4 0.48 0.55" "ambientintensity" "0.5" "_ambientcolor" "1 1 1" "newsun" "1" "sundirection" "195 245 0" "skyboxmodel" "skybox_sp_pentagon" "classname" "worldspawn" "treescatterintensity" "0.2" "treescatteramount" "0.4" } khe_sanh { "origin" "0 0 0" "maxlightgridcolors" "48000" "exposure" "0.95" "sunshadowintensity" "6" "_sunshadowcolor" "0.792157 0.854902 0.956863" "sunlight" "14.5" "suncolor" "0.992157 0.960784 0.843137" "ambientintensity" "0.5" "_ambientcolor" "0.396078 0.388235 0.537255" "newsun" "1" "skyboxmodel" "skybox_sp_khe_sanh" "sundirection" "-28 205 0" "classname" "worldspawn" "sky_intensity_factor1" "1.5" "sky_intensity_factor0" "1" "sky_intensity_angle1" "-30" "sky_intensity_angle0" "90" } pow { "maxlightgridcolors" "48000" "exposure" "0.95" "treescatteramount" "0.0" "treescatterintensity" "0.0" "sunshadowintensity" "10" "_sunshadowcolor" "0.792157 0.854902 0.956863" "sunlight" "20" "suncolor" "0.992157 0.960784 0.843137" "ambientintensity" "0.5" "_ambientcolor" "0.396078 0.388235 0.537255" "newsun" "1" "skyboxmodel" "skybox_sp_pow" "sundirection" "-34 70 0" "classname" "worldspawn" "sky_intensity_factor1" "4.0" "sky_intensity_factor0" "1.5" "sky_intensity_angle1" "-30" "sky_intensity_angle0" "90" } fullahead { "exposure" "0.65" "treescatteramount" "0.0" "treescatterintensity" "0.0" "sunshadowintensity" "6" "_sunshadowcolor" "0.8235 0.8509 0.8705" "sunlight" "10" "suncolor" "0.969 0.986 1" "ambientintensity" "0.5" "_ambientcolor" "0.41 0.41 0.41" "newsun" "1" "skyboxmodel" "skybox_sp_fullahead_overcast" "sundirection" "-23 127 0" "classname" "worldspawn" "sky_intensity_angle0" "90" "sky_intensity_angle1" "-55" "sky_intensity_factor0" "1.5" "sky_intensity_factor1" "2" } river { "origin" "0 0 0" "sky_intensity_factor1" "8.0" "sky_intensity_factor0" "2" "sky_intensity_angle1" "-30" "sky_intensity_angle0" "90" "waterlightmapsunonly" "1" "sunshadowintensity" "15" "_sunshadowcolor" "0.36 0.44 0.48" "sunlight" "16" "suncolor" "0.45 0.54 0.63" "ambientintensity" "0.7" "_ambientcolor" "0.396 0.486 0.494" "newsun" "1" "skyboxmodel" "skybox_sp_river" "sundirection" "-30 209 0" "classname" "worldspawn" "exposure" "1.5" } zombie_pentagon { "sunisprimarylight" "0" "exposure" "0.5" "sunshadowintensity" "45" "_sunshadowcolor" "0.1607 0.1647 0.1686" "sunlight" "32" "suncolor" "0.4 0.48 0.55" "ambientintensity" "0.5" "_ambientcolor" "1 1 1" "newsun" "1" "sundirection" "195 245 0" "skyboxmodel" "skybox_sp_frontend" "classname" "worldspawn" "treescatterintensity" "0.2" "treescatteramount" "0.4" "model" "p_rus_mop" } zombie_theater { "maxlightgridcolors" "32000" "exposure" "1.234" "treescatteramount" "0" "treescatterintensity" "0" "ambientintensity" "1" "sunshadowintensity" "8" "sunlight" "13" "_ambientcolor" "0.5960 0.6078 0.6196" "_sunshadowcolor" "0.8 0.8235 0.8509" "suncolor" "0.82 0.76 0.62" "newsun" "1" "sundirection" "-48.9 -74.2 0" "skyboxmodel" "skybox_zombie_theater" "classname" "worldspawn" } zombietron { "exposure" "1.5" "treescatteramount" "0" "treescatterintensity" "0" "ambientintensity" "1" "sunshadowintensity" "16" "sunlight" "8" "_ambientcolor" "0.50 0.50 0.50" "_sunshadowcolor" "0.50 0.50 0.50" "suncolor" "0.75 0.75 0.75" "newsun" "1" "sundirection" "-45 45 0" "skyboxmodel" "skybox_sp_flashpoint_sunset" "classname" "worldspawn" "targetname" "island_pickup" }



    Hidden/Weird/Cool Things



    Stopping Power, Juggernaut, and Danger Close (Sonic Boom) Still In Black Ops?

    Code:
    initPerkDvars
    Code:
    ()
    {
            level.cac_armorpiercing_data = cac_get_dvar_int( "perk_armorpiercing", "40" ) / 100;// increased bullet damage by this %
            level.cac_bulletdamage_data = cac_get_dvar_int( "perk_bulletDamage", "35" );            // increased bullet damage by this %
            level.cac_fireproof_data = cac_get_dvar_int( "perk_fireproof", "95" );                          // reduced flame damage by this %
            level.cac_armorvest_data = cac_get_dvar_int( "perk_armorVest", "80" );                          // multipy damage by this %    
            level.cac_explosivedamage_data = cac_get_dvar_int( "perk_explosiveDamage", "25" );      // increased explosive damage by this %
            level.cac_flakjacket_data = cac_get_dvar_int( "perk_flakJacket", "35" );                        // explosive damage is this % of original
            level.cac_flakjacket_hardcore_data = cac_get_dvar_int( "perk_flakJacket_hardcore", "9" );       // explosive damage is this % of original for hardcore
    }






    Old School Mode?
    Code:
    onPlayerConnecting()
    {
            for(;;)
            {
                    level waittill( "connecting", player );
    
                    if ( !level.oldschool )
                    {
                    if ( !isDefined( player.pers["class"] ) )
                    {
                            player.pers["class"] = "";
            }
                            player.class = player.pers["class"];
                            player.lastClass = "";
                    }
                    player.detectExplosives = false;
                    player.bombSquadIcons = [];
                    player.bombSquadIds = [];    
                    player.reviveIcons = [];
                    player.reviveIds = [];
            }
    }
    Code:
    
    




    Treyarch MIGHT have the ability to reset players Rank, erase all stats, and basically set EVERYTHING back to 0. Here are the files I ran across...


    prestige_reset.cfg
    Code:
    // Reset all of the stats
    // Mark all of the items, attachments and options as unpurchased
    PrestigeStatsReset
    
    // inits default unlocked weapons and class loadouts
    // this includes all the weapons and perks from the default classes
    equipdefaultclass customclass1 class_custom_smg
    equipdefaultclass customclass2 class_custom_cqb
    equipdefaultclass customclass3 class_custom_assault
    equipdefaultclass customclass4 class_custom_lmg
    equipdefaultclass customclass5 class_custom_sniper
    equipdefaultclass prestigeclass1 class_custom_smg
    equipdefaultclass prestigeclass2 class_custom_cqb
    equipdefaultclass prestigeclass3 class_custom_assault
    equipdefaultclass prestigeclass4 class_custom_lmg
    equipdefaultclass prestigeclass5 class_custom_sniper
    equipdefaultglobalitems
    
    // resets custom class default names
    setFromLocString customclass1 @CLASS_SLOT1_CAPS
    setFromLocString customclass2 @CLASS_SLOT2_CAPS
    setFromLocString customclass3 @CLASS_SLOT3_CAPS
    setFromLocString customclass4 @CLASS_SLOT4_CAPS
    setFromLocString customclass5 @CLASS_SLOT5_CAPS
    setFromLocString prestigeclass1 @CLASS_PRESTIGE1_CAPS
    setFromLocString prestigeclass2 @CLASS_PRESTIGE2_CAPS
    setFromLocString prestigeclass3 @CLASS_PRESTIGE3_CAPS
    setFromLocString prestigeclass4 @CLASS_PRESTIGE4_CAPS
    setFromLocString prestigeclass5 @CLASS_PRESTIGE5_CAPS
    
    // xp
    statwriteddl playerstatslist rankxp 0
    statwriteddl playerstatslist rank 0
    statwriteddl playerstatslist plevel ( GetPrestige() + 1 )
    statwriteddl playerstatslist codpoints 0
    statwriteddl purchasedAttachments reflex 0
    statwriteddl purchasedAttachments elbit 0
    statwriteddl purchasedAttachments acog 0
    statwriteddl purchasedattachments lps 0
    statwriteddl purchasedattachments vzoom 0
    statwriteddl purchasedattachments ir 0
    statwriteddl purchasedattachments gl 0
    statwriteddl purchasedattachments mk 0
    statwriteddl purchasedattachments silencer 0
    statwriteddl purchasedattachments grip 0
    statwriteddl purchasedattachments extclip 0
    statwriteddl purchasedattachments dualclip 0
    statwriteddl purchasedattachments saddle 0
    statwriteddl purchasedattachments fmj 0
    statwriteddl purchasedattachments hp 0
    statwriteddl purchasedattachments rf 0
    statwriteddl purchasedattachments ft 0
    statwriteddl purchasedattachments bayonet 0
    statwriteddl purchasedattachments auto 0
    statwriteddl purchasedattachments speed 0
    statwriteddl purchasedattachments upgradesight 0
    statwriteddl purchasedattachments snub 0
    statwriteddl purchasedattachments dw 0
    prestigerequest
    
    updategamerprofile
    uploadstats


    playerstats_reset.cfg

    Code:
    // clears all XP stats
    statsetbyname VERSION                   0
    statsetbyname RANKXP              0 
    statsetbyname SCORE                     0
    statsetbyname KILLS                     0
    statsetbyname KILL_STREAK               0
    statsetbyname DEATHS              0
    statsetbyname DEATH_STREAK        0
    statsetbyname ASSISTS                   0
    statsetbyname HEADSHOTS                 0
    statsetbyname TEAMKILLS                 0
    statsetbyname SUICIDES            0
    statsetbyname TIME_PLAYED_ALLIES  0
    statsetbyname TIME_PLAYED_OPFOR   0
    statsetbyname TIME_PLAYED_OTHER   0
    statsetbyname TIME_PLAYED_TOTAL   0
    statsetbyname KDRATIO                   0
    statsetbyname WINS                0
    statsetbyname LOSSES              0
    statsetbyname TIES                0
    statsetbyname WIN_STREAK          0
    statsetbyname CUR_WIN_STREAK      0
    statsetbyname WLRATIO                   0
    statsetbyname HITS                0
    statsetbyname MISSES              0
    statsetbyname TOTAL_SHOTS               0
    statsetbyname ACCURACY            0
    statsetbyname PLEVEL              0
    statsetbyname RANK                0
    statsetbyname MINXP                     0
    statsetbyname MAXXP                     0
    statsetbyname LASTXP              0
    statsetbyname SESSIONBANS               0
    statsetbyname GAMETYPEBAN               0
    statsetbyname BLOB_REV_NUM        0
    statsetbyname TIMEWHENNEXTHOST    0
    statsetbyname BADHOSTCOUNT              0
    statsetbyname KEYARCHIVEFLUSH           0
    statsetbyname LEADERBOARDFAILURES       0
    statsetbyname LASTSTATSBACKUP           0
    statsetbyname STATSBACKUPVERSION        0
    statsetbyname MAPPACKMASK               0
    statsetbyname RANKXPZM          0
    statsetbyname PLEVELZM          0
    statsetbyname RANKZM            0
    statsetbyname MINXPZM           0
    statsetbyname MAXXPZM           0
    statsetbyname LASTXPZM          0
    Code:
    
    
    playerstats_prestige_reset.cfg
    
    
    
    
    
    // clears all XP stats statset 2300 0 statset 2301 0 // don't clear score //statset 2302 0 statset 2303 0 statset 2304 0 statset 2305 0 statset 2306 0 statset 2307 0 statset 2308 0 statset 2309 0 statset 2310 0 statset 2311 0 statset 2312 0 statset 2313 0 statset 2314 0 statset 2315 0 statset 2316 0 statset 2317 0 statset 2318 0 statset 2319 0 statset 2320 0 statset 2321 0 statset 2322 0 statset 2323 0 statset 2324 0 statset 2325 0 // don't clear prestige level //statset 2326 0 statset 2327 0 statset 2328 0 statset 2329 0 statset 2330 0 statset 2350 0 statset 2351 0 statset 2352 0 statset 2353 0
     

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