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- AOW-SPECIFIC README PART:
- This is meant to run with All Out War 2, revision 2539. Any newer version might
- not work. Any older version _will_ not work.
- Script 591 is entirely stuff that's from the base nosvpure.pk3 (except the
- C4Spammer, but that doesn't break too much in vanilla - it basically turns into
- a better minigun). Script 592 is the AOW-specific stuff. When in doubt, stick
- to 591.
- Script 592's jizz
- - 0: Give you credits equal to (arg1 + (arg2 << 16)). Use this if you want to
- 'lay low', relatively.
- - 1: Gives you the weapons of a certain class, depending on which number you
- pass it. Check the source for exact numbers - they're in the order I found
- them in AOW2's a_clssc.acs file.
- - 2: Gives you all the weapons in AOW2 (even the admin pistol), gives you the
- AOW-specific nosvpure weapons, and maxes out your ammo.
- - 3: Maxes out your ammo. Why is this AOW-specific? Because AOW-specific ammo.
- - 4: Maxes your ammo, and doubles your ammo carrying capacity. Remote C4 is
- kinda weird with more than 4 ammo, so don't say I didn't warn ya.
- - 5: Gives you all the elemental and class armors. I guess they can stack? Cool
- shit. Also, it upgrades your firepower.
- - 6: Toggles a specific class armor (0 = -1, 1 = 1, 2 = 2, etc.).
- - 7: Gives you (arg1 * 50) XP. No arg2, because the max is 3250 anyway.
- - 8: Toggles credit accumulation. The amount you get per second is taken from
- arg1.
- - 9: Apply a crate effect. It's random if arg1 is 0. Check the list below for
- crate effects.
- - -1: Help screen!
- Note that mode 2 will give you 30000 C4's, proxies, nuclear strike beacons, and
- ion beacons. You will never need that many. Hopefully.
- There's also three weapons geared for AOW in this. Those are:
- - C4Spammer. Primary fire goes at the plasma rifle's fire rate, and fires 5
- enhanced C4 of your team, with a relatively right spread. Alt fire a missile.
- When that missile hits something, it explodes. As your team's nuke. It's pretty
- damn devastating.
- - CacheMaker. Primary fire will summon whatever you currently have set as your
- object-to-spawn, and alt-fire will cycle through it. This weapon ignores most
- limits, so feel free to make walls of turrets, mines, and super caches.
- This thing can make:
- - Super caches (arranged so that it's basically ammo+health)
- - Mini refineries
- - Any type of turret
- - Ammo/health regeneration caches
- - C4 boxes and full refills
- - Proxy mines
- - 5, 100, 200, or 375 credits
- - Elemental armors (looks buggy tho)
- - Crates
- - Beacon items (which are invisible, so they're coupled with a full refill)
- - InstantRepairPistol. Pretty much exactly what it says on the tin. Alt-fire
- gives you 50 health per shot, and heals mechs a lot more than primary fire. It
- also gives you medic bonuses and shows health and whatnot.
- Crate effects (shamelessly lifted from the AOW2 wiki BUT HEY I CHECKED THEM K?):
- 1: Armour upgrade 2: Base miracle 3: Chemical proof 4: Firepower upgrade
- 5: Bonus credits 6: Bonus XP 7: Fire proof 8: Stealth rifle
- 9: Iron curtain 10: Kamikaze 11: Plasma cannon 12: Resign
- 13: Speed upgrade 14: Credits stolen 15: Time gun 29: Bomb
- 35: Base crasher 37: Utility gun 39: Laser resistance 41: Explosive resistance
- 43: Bullet resistance 45: Guardian 46: Berserk 47: Healing Radius
- 49: Team revival 51: Chainsaw 53: Marine Beacon 55: Open deck
- 57: Thermal cloaking 59: Lose weapons 61: Fatigue 63: Remote C4
- 65: Blursphere 67: Random weapon
- Duplicates (format - orig:duplicates):
- 1:17 3:21 4:22 5:16 6:23 7:18 8:24 9:25 10:26,36
- 11:27 12:19 13:20 14:28 29:30-34,56 37:38 39:40 41:42
- 43:44 47:48 49:50 51:52 53:54 57:58 59:60 61:62 63:64
- 65:66 67:68
- --------------------------------------------------------------------------------
- If you have this, you have either gotten this from Ijon Tichy or from one of
- Ijon Tichy's friends. (or you just visited his forum like a sneaky bastard and
- didn't make 50 posts announcing your presence, but fuck that) Either way, Ijon
- is in on this. If sv_pure is off, guess what he's gonna try first?
- Speaking of, sv_pure MUST BE OFF if this is to work. It must also be in the
- skins folder of the server, and in the skins folder of any clients who want to
- (ab)use this. If it's on, only clients with this will be able to connect, and
- where's the fun in that?
- Have you done that? Cool. Here's the possible ways to puke script 591 (the
- 'cheat' script):
- # SYNTAX: "puke -591 [which] [arg1] [arg2]"
- - 0: Gives you a weapon and an ammo satchel, the weapon corresponding to arg1
- and capped so that you can't access something weird. The weapon indexes
- are at the bottom. Yes, it has to be an ammo satchel. Not a backpack. Fuck
- off. arg2 acts like arg1 in the mode below.
- - 1: Gives you all the weapons, and an ammo satchel for each weapon. If arg1 is
- odd, it won't spawn the weapon. If arg1 is nonzero and even, you won't be
- directly given the weapon. The custom weapons are always given directly.
- - 2: Sets your max health and current health to (arg1 + (arg2 << 16)).
- - 3: Like 2, but only with current health.
- - 4: Sets your speed to (arg1 + (arg2 / 100)) (arg2 is a percentage).
- - 5: Sets your JumpZ to (arg1 + (arg2 / 100)).
- - 6: Toggles invulnerability. When invulnerable, you'll have a yellow haze.
- - 7: Toggles invisibility. The render style will reset on map change, but the
- effects on monsters will carry over.
- - 8: Toggles instagib mode. You have a red haze when this is on.
- Invulnerability protects against this.
- - 9: Toggles noclip mode. It's not the noclip you're used to - you actually
- have NOINTERACTION toggled on you. This carries over.
- -10: Toggles health and ammo regeneration. The amount you regenerate per second
- is taken from arg1. All ammo types are regenerated.
- -11: Toggles 'wallhack' mode - an overlay where BIGFONT "X"s, along with their
- name (team-colored) and approximate distance from you, is placed right on
- top of them. Imagine the kickbans.
- -12: Checks your target's health, or your health if you don't have a target. It
- also tells you if your target is friendly. Names are team-colored, if
- applicable.
- -13: Sets the health of your target, killing, gibbing, and causing pain as
- appropriate. Note that boosting a monster's health over their max will make
- them friendly.
- -14: Gives you all the standard keys.
- -15: Gives an actor with no TID an unused one. Will not change the TID of an
- actor with one. You only get one shot.
- -16: Heals your target for <arg1> HP. Supply arg2, and it'll be taken as a
- percentage of the target's max health - this will be used at the max for
- this script. The friendly effect for mode 13 applies here, too.
- -17: The same as 16, but for you. The friendly effect doesn't apply - why
- would it?
- -18: Toggles time freeze mode. Imagine the kickbans!
- - -1: Help screen!
- There's also script 735, which follows the same syntax. It's client-side,
- though, and more for debugging,
- - 1: Prints a list of every player in playerTIDs, along with the TID associated
- with them.
- - 2: Prints the TID of your current target.
- - 3: This isn't really meant to be used - it's the script called by 591:12 so
- that it does Log instead of Print. If you must know, health and friendli-
- ness come from 591:12 - team, TID, max health, and name come from this.
- - 4: Basically, 'playerTIDs[arg1] = arg2'. It checks that exactly one actor has
- the TID corresponding to arg2, and that arg1 is within range. of
- playerTIDs. The playerTIDs array stores 132 ints, by the way - 100 free
- slots for you! You really don't need that many.
- WEAPON INDEXES FOR MODE 0:
- 0 - Chainsaw
- 1 - Pistol
- 2 - Shotgun
- 3 - Super Shotgun
- 4 - Chaingun
- 5 - Minigun
- 6 - Rocket Launcher
- 7 - Grenade Launcher
- 8 - Plasma Rifle
- 9 - Railgun
- 10 - BFG9000
- 11 - BFG10k
- There are also 16 custom weapons. The first 13 are weaponsofspam.pk3 weapons -
- basically "sv_fastweapons 3", plus absurd alt-fires. The other three are:
- - RailPistol: Primary fire is a 1000-damage rail slug. Alt-fire is a 200-damage
- impact, 512 damage explosion rocket.
- - RailChaingun: Primary fire is a rapid spewing of 100000-damage rail slugs.
- Alt-fire is a rapid spewing of 2024 overall damage rockets that then
- explode into 36 of the RailPistol's rockets.
- - "NoSV - Healing Pistol": Both fire modes fire at the rate of the plasma
- rifle, and heal for 500 health per shot. Primary fire caps at your spawn
- health, and alt-fire has no cap. Primary fire is blue, alt-fire is red.
- NOTE: I'll remove the Skulltag-specific weapons when Zandronum gets a 1.0
- release. The weaponsofspam.pk3 versions will stay, though.
- By the way, if you want to hide the message that appears in the MOTD about
- "SV_PURE IS OFF OH SHIT", just put a null byte ("\0") at the end of your MOTD.
- Takes care of it quite nicely, although it is dishonest. Very, very dishonest.
- Great for pranks!
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