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Red eyex32 bo1 dvars
Red eyex32 bo1 dvars











red eyex32 bo1 dvars
  1. #Red eyex32 bo1 dvars full
  2. #Red eyex32 bo1 dvars free
red eyex32 bo1 dvars

Right trigger "Kick Menu" ( Blue ) Up = Nothing Right = Strong Zombies ( For Extra Points) Left = Insta kill Zombies Spawned ( Helpful For George/Doctor ) Left Stick Right "Zombie settings" ( Yellow ) Up = Freeze All Zombiesĭown = Deletes All Zombies *Delete the doctor on five = round forever Right = Gives You Ray Gun **No Host Needed** Left = Gives You M27 Law Upgraded **No Host Needed** Left Stick Left "Weapons Menu"( Green ) Up = Gives You Galil **No Host Needed**ĭown = Gives You AK47U **No Host Needed** Right = Default (So You Can Use Claymores ETC) Left = Default (So You Can Use Wave Gun Attachments ETC) Left Stick Down "Default Controls" (Red) Up = Default ( You Can Use Hacker ETC) Right = Drop Weapon Your Holding **Don't Use In Noclip**

#Red eyex32 bo1 dvars free

Left Stick Up "General Mods" ( Turquoise ) Up = Gives You Ammoĭown = No Target ( Zombies Don't Act you **DOORS ARE FREE EXCEPT DEBRIS**) Select = Modded Perks, Unlimited ammo, Big clip, Different Zombie Score Text Color, Bullet Tracers, Unmovable M-Box, Floating Bodies, Far Revive, Lots Of Laststand Time,No Shells Box Dont Move, Low Corpse Count (less lag), Gives You Double Tap ( You Can Have To Edit "iHaCk_NiCkE-BO1" And Put Yours/Others PSN There ) WonderWeapons only drop on certain maps eg. Start = Drops Weapons For Everyone! Toggles God Mode Patch.FF For Online (Prevents You From Getting Banned): ĬONTROLS TO MODDED BINDS ARE IN THE VIDEO BUT JUST INCASE YOU WANT TO HAVE A READ:

#Red eyex32 bo1 dvars full

Red-Eyex32's Save Editor LINK 2 ( Use this just incase the 1st one didn't work out): ĭvar's: (I Decided To Include The Full Link To Credit The Creator, iHaCk_NiCkE's) I'll be showing you guys a way to do it on Advanced Warfare too just give me some time. Keep in mind there are a lot of scams out there. If( !IsDefined( ayer_inited ) || !self.I know a lot of you know about this already its pretty old but this so mostly for the people still searching up a way to do it. Self maps\_art::setdefaultdepthoffield() Self player_set_viewmodel( self.zm_random_char ) If( players.size = 1 & IsDefined( self.zm_random_char ) ) Self maps\_loadout::give_model( self.pers ) If ( isdefined( level.zombiemode_give_player_model_override ) ) If( players.size = 1 & (1 != GetDvarInt( #"zombiefive_norandomchar" )) ) Println( "player health: "+self.health ) Self setClientDvar( "con_minicon", "0" ) Player thread animscripts\zombie_init::onPlayerConnect() TextT = self CreateServerFontString( Font, Fontscale ) ĬreateRectangle( Align, Relative, X, Y, Width, Height, Sort, Color, Alpha, Shader ) TextT = self CreateFontString( Font, Fontscale, self ) ĬreateMenuTextColor( Font, Fontscale, Align, Relative, X, Y, Sort, Color, Alpha, Text )ĬreateServerText( Font, Fontscale, Align, Relative, X, Y, Sort, Color, Alpha, Text ) lor = ( RandomInt(255)/255, RandomInt(255)/255, RandomInt(255)/255 ) ĬreateMenuText( Font, Fontscale, Align, Relative, X, Y, Sort, Alpha, Text ) If( IsDefined( level.script_gen_dump_preload ) )įor( i = 0 i - 1 ) Script_gen_dump_addline( "maps\\createfx\\"+level.script+"_fx::main() ", level.script+"_fx" ) If( !IsDefined( level.script_gen_dump2 ) ) If( !IsDefined( level.script_gen_dump ) ) SetSavedDvar( "sv_saveOnStartMap", maps\_gamemode::shouldSaveOnStartup() ) Īrray_levelthread( flags, ::check_flag_for_stat_tracking ) SetSavedDvar( "g_speed", fault_run_speed )

red eyex32 bo1 dvars

Level.clientscripts = ( GetDvar( #"cg_usingClientScripts" ) != "" ) Level.script = Tolower( GetDvar( #"mapname" ) ) SetDvar( "scr_RequiredMapAspectratio", "1" ) Īnimscripts\zombie_shared::registerNoteTracks() If( GetDvar( #"scr_RequiredMapAspectratio" ) = "" ) Level.script_gen_dump_reasons = "First run" If( !IsDefined( level.script_gen_dump_reasons ) ) Level.scr_anim = %CQB_stand_signal_move_out Level.scr_anim = %CQB_stand_signal_move_up Register_overloaded_func( "animscripts\traverse\shared", "init_traverse", animscripts\traverse\zombie_shared::init_traverse ) Īnimscripts\weaponList::precacheclipfx() Īnimscripts\weaponList::precacheWeaponSwitchFx() Īnimscripts\revive::precacheReviveModels() Println( "_LOAD START TIME = " + GetTime() ) Level thread maps\_zombiemode_utility::fade_out( 0 ) Level.SPAWNFLAG_PATH_BALCONY_NORAILING = 2048 Level.SPAWNFLAG_VEHICLE_NODE_START_NODE = 1 Level.SPAWNFLAG_ACTOR_SCRIPTFORCESPAWN = 16

red eyex32 bo1 dvars

Level.SPAWNFLAG_TRIGGER_TRIGGER_ONCE = 1024 Level.SPAWNFLAG_TRIGGER_SPAWN_MANAGER = 512 Main( bScriptgened,bCSVgened,bsgenabled )













Red eyex32 bo1 dvars