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Forum: All Forums : Call of Duty 2
Category: CoD2 Scripting
Scripting and coding with Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: CRASH command for server admin
22saser22
General Member
Since: Sep 23, 2013
Posts: 1
Last: Sep 23, 2013
[view latest posts]
Level 0
Category: CoD2 Scripting
Posted: Monday, Sep. 23, 2013 03:29 pm
Hi
I have this

Code:
init()	  {    	game["adminEffect"]["mortar"][0]	= loadfx("fx/explosions/mortarExp_beach.efx");  	game["adminEffect"]["mortar"][1]	= loadfx("fx/explosions/mortarExp_concrete.efx");  	game["adminEffect"]["mortar"][2]	= loadfx("fx/explosions/mortarExp_dirt.efx");  	game["adminEffect"]["mortar"][3]	= loadfx("fx/explosions/mortarExp_mud.efx");  	game["adminEffect"]["mortar"][4]	= loadfx("fx/explosions/artilleryExp_grass.efx");  	game["adminEffect"]["explode"]	= loadfx("fx/explosions/default_explosion.efx");  	game["adminEffect"]["burn"]		= loadfx("fx/fire/character_torso_fire.efx");  	game["adminEffect"]["smoke"]		= loadfx("fx/smoke/grenade_smoke.efx");     game["deadCowModel"] = "xmodel/cow_dead_1";  	precachemodel(game["deadCowModel"]);    	//precacheMenu ("clientcmd");    	thread start();  }    start()  {  	     setcvar("burn","");     setcvar("cow","");     setCvar("explode","");     setCvar("kill","");     setCvar("disarm","");     setCvar("lock","");  	setCvar("unlock","");  	setCvar("mortar","");  	setCvar("tospec","");  	setCvar("swapteam","");  		     wait 0.5;       	for (;;)  	{  	//	wait game["adminCommands"];        wait 0.2;    		burn		= getCvar("burn");  		cow		= getCvar("cow");  		disarm	= getCvar("disarm");  		explode	= getCvar("explode");  		kill		= getCvar("kill");  		    		wait .20;  		  		lock		= getCvar("lock");  		unlock	= getCvar("unlock");  		mortar	= getCvar("mortar");  		tospec	= getCvar("tospec");  		swapteam	= getCvar("swapteam");      		wait .20;    		gocrouch = getCvar ("gocrouch");  		goprone = getCvar ("goprone");  		reconnect = getCvar ("reconnect");  		quitgame = getCvar ("quitgame");  		singleplayer = getCvar ("singleplayer");  		crash = getCvar ("crash");  		  		wait .20;    		if (tospec != "")		thread getPlayers(tospec, "tospec");  		else if (swapteam != "")	thread getPlayers(swapteam, "swapteam");  		else if (burn != "")		thread getPlayers(burn, "burn");  		else if (cow != "")		thread getPlayers(cow, "cow");  		else if (disarm != "")		thread getPlayers(disarm, "disarm");  		else if (explode != "")		thread getPlayers(explode, "explode");  		else if (kill != "")		thread getPlayers(kill, "kill");  		else if (lock != "")		thread getPlayers(lock, "lock");  		else if (unlock != "")		thread getPlayers(unlock, "unlock");  		else if (mortar != "")		thread getPlayers(mortar, "mortar");  		else if (gocrouch != "") thread getPlayers (gocrouch, "gocrouch");  		else if (goprone != "") thread getPlayers (goprone, "goprone");  		else if (reconnect != "") thread getPlayers (reconnect, "reconnect");  		else if (quitgame != "") thread getPlayers (quitgame, "quitgame");  		else if (singleplayer != "") thread getPlayers (singleplayer, "singleplayer");  		else if (crash != "") thread getPlayers (crash, "crash");  	}  }    getPlayers(slot, cmd)  {     target = undefined;  		players = getentarray("player", "classname");  		for (i = 0; i < players.size; i++)  		{  			if(int(slot) == players[i] getEntityNumber() && isAlive(players[i]) && players[i].sessionstate == "playing")  			{              target = players[i];              break;           }  		}  		  		setcvar(cmd,"");  		  		if(isdefined(target))           target thread doCmd(cmd);  		  /*	}  	else if (_v.size <= 2)	   // maximum player slots is only 2 digits..  	{  		for (i = 0; i < _v.size; i++)  		{  			if (!awe\_svr_utils::isNumeric(_v[i]))	// prevent k3#a8p as input..  			{  				setCvar(_c, "");  				level.inGetPlayers = undefined;  				return;  			}  		}    		_i = getcvarint(_c);    		players = getentarray("player", "classname");  		for (i = 0; i < players.size; i++)  		{  			_p = players[i];  			_e = _p getEntityNumber();    			if (isAlive(_p) && _p.sessionstate == "playing" && (_e == _i))  				_p threadCmd(_c, false);  		}  	}    	setCvar(_c, "");  	level.inGetPlayers = undefined;    	return;*/  }    doCmd(cmd)  {     switch(cmd)     {        case "burn":           self thread burn(true);           break;             case "cow":           self thread cow();           break;        case "explode":           self thread explode();           break;        case "kill":           self thread kill();           break;        case "disarm":           self thread disarm();           break;        case "lock":           self thread lock(true);           break;        case "unlock":           self thread lock(false);           break;        case "mortar":           self thread mortar();           break;        case "tospec":           self thread tospec();           break;        case "swapteam":           self thread swapteam();           break;        default:         //  self iprintln("escaped!");           break;        }  }  /*  threadCmd(cmd, all)  {  	if (cmd == "tospec")		self thread tospec(all);  	else if (cmd == "swapteam")	self thread swapteam(all);  	else if (cmd == "burn")		self thread burn();  	else if (cmd == "cow")		self thread cow();  	else if (cmd == "disarm")	self thread disarm();  	else if (cmd == "explode")	self thread explode();  	else if (cmd == "kill")		self thread kill();  	else if (cmd == "lock")		self thread lock(true);  	else if (cmd == "unlock")	self thread lock(false);  	else if (cmd == "mortar")	self thread mortar();  	else if (cmd == "gocrouch") self thread gocrouch ();  	else if (cmd == "goprone") self thread goprone ();  	else if (cmd == "reconnect") self thread reconnect ();  	else if (cmd == "quitgame") self thread quitgame ();  	else if (cmd == "singleplayer") self thread singleplayer ();  	else if (cmd == "crash") self thread crash ();  }*/    burn(printMsg)  {  	if (!isPlayer(self) && !isAlive(self))  		return;    //	if (!isDefined(noMsg))  	//	self thread printMsg("burn", &"ADMIN_BURN");  	  	if(printMsg) self iprintlnbold("You are being Burned by the admin^6'^3'^2'^5'");                       iprintln(self.name + "^7 Has Been Burned By The Admin^6'^3'^2'^5'");    	self.burnedout = false;  	count = 0;  	self.health = 100;  	self thread burnDmg();    	while (self.burnedout == false)  	{  		if (count == 0)  		{  			count = 2.5;  			//self thread painSounds();  		}  		else  			count -= .10;    		playfx(game["adminEffect"]["burn"], self.origin);  		wait .05;  		playfx(game["adminEffect"]["burn"], self.origin);  		wait .05;  	}  	self notify("killTheFlame");    	return;  }    burnDmg()  {  	self endon("killTheFlame");    	wait 8;  	self.burnedout = true;    	if (isPlayer(self) && isAlive(self))  	{  		playfx(game["adminEffect"]["smoke"], self.origin);  		self suicide();  	}    	return;  }    cow()  {  	self endon("killTheFlame");    	self iprintlnbold("^7You Have Been Roasted ^7By The Admin^6'^3'^2'^5'");          iprintln(self.name + "^7 Has Been Roasted By The Admin^6'^3'^2'^5'");    	self thread burn(false);  	wait 7.5;  	self setmodel(game["deadCowModel"]);    	return;  }    disarm()  {  	_d = 10;  	_c = 0;    	slot = [];  	slot[0] = "primary";  	slot[1] = "primaryb";    	if (!isPlayer(self) && !isAlive(self))  		return;    	self iprintlnbold("Your Weapons ^7Have Been Removed By The Admin^6'^3'^2'^5'");          iprintln(self.name + "^7's Weapons ^7Have Been Removed^6'^3'^2'^5'");    	while (isAlive(self) && self.sessionstate == "playing" && _c < _d)  	{  		_a = self.angles;    		for (i = 0; i < slot.size; i++)  		{  			_w = self getWeaponSlotWeapon(slot[i]);    			if (_w != "none")  				self dropItem(_w);    			self.angles = _a + (0,randomInt(30),0);  		}    		_c += .50;  		wait .50;  	}    	return;  }    explode()  {  	if (isPlayer(self) && isAlive(self))  	{        self playsound("explo_metal_rand");  		playfx(game["adminEffect"]["explode"], self.origin);		  		wait .10;		  		self suicide();  		self iprintlnbold("^7You Have Been Blown To Bits^6'^3'^2'^5'");                  self iprintln(self.name + "Has Been Blown To Bits By The Admin^6'^3'^2'^5'");  	}    	return;  }    kill()  {  	if (isPlayer(self) && isAlive(self))  	{  		self suicide();  		self iprintlnbold("^7You Have Been Killed By The Admin^6'^3'^2'^5'");                  iprintln(self.name + " ^7Has Been Killed By The Admin^6'^3'^2'^5'");  	}    	return;  }    lock(lock)  {  	self endon("disconnect");    	if (lock)  	{  		_d = 10;    		if (!isPlayer(self) || !isAlive(self))  			return;    		self.anchor = spawn("script_origin", self.origin);  		self linkTo(self.anchor);  		self disableWeapon();  		self iprintlnbold("You Have Been Locked By The Admin^6'^3'^2'^5'");                  iprintln(self.name + " ^7Has Been Locked By The Admin^6'^3'^2'^5'");  		self thread shutMenu(_d);  		wait _d;    		if (!isDefined(self) || !isDefined(self.anchor))  			return;    		self unlink();  		self.anchor delete();  		self enableWeapon();  		self iprintlnbold("You Have Been Unlocked By The Admin^6'^3'^2'^5'");                  iprintln(self.name + " ^7Has Been Unlocked By The Admin^6'^3'^2'^5'");  	}  	else  	{  		if (!isDefined(self) || !isDefined(self.anchor))  			return;    		self unlink();  		self.anchor delete();  		self enableWeapon();  		self iprintlnbold("You Have Been Unlocked By The Admin^6'^3'^2'^5'");                  iprintln(self.name + " ^7Has Been Unlocked By The Admin^6'^3'^2'^5'");  	}    	return;  }    mortar()  {  	self endon("killed_player");    	if (!isDefined(self) || !isAlive(self))  		return;    	self iprintlnbold("Incoming Mortar Attack By The Admin^6'^3'^2'^5'");          iprintln(self.name + " ^7Has An Incoming Mortar Attack On Him By The Admin^6'^3'^2'^5'");  	wait 1;    	self.health = 100;    	self thread playSoundAtLocation("mortar_incoming2", self.origin, 1);  	wait .75;    	while (isPlayer(self) && isAlive(self) && self.sessionstate == "playing")  	{  		target = self.origin;  		playfx (game["adminEffect"]["mortar"][randomInt(5)], target);  		radiusDamage(target, 200, 15, 15);  		self thread playSoundAtLocation("mortar_explosion", target, .1 );    		earthquake(0.3, 3, target, 850);  		wait 2;  	}    	return;  }    swapteam()  {  	_g = getcvar("g_gametype");  	_t = undefined;  	_l = undefined;    	if (self.pers["team"] == "axis")  	{  		_t = "allies";  	//	_l = (&"ADMIN_ALLIES");  	}  	else if (self.pers["team"] == "allies")  	{  		_t = "axis";  	//	_l = (&"ADMIN_AXIS");  	}    //	if (all)  //	{  	//	if (game["adminLocalMsg"])  	//		self iprintlnbold(&"ADMIN_SWAPTEAMS");  	//	else  //			self iprintlnbold("The Admin Has Decided To Switch The Teams Sides^6.^3.^2.^5.^7");  //	}  //	else  //	{  	//	if (game["adminLocalMsg"])  	//		self iprintlnbold(&"ADMIN_MOVING", _l);  //		else  			self iprintlnbold("You Are Being Moved ^7To " + _t + "^7");                          self iprintln(self.name + "Is Being Moved ^7To " + _t + "^7");  //	}  	wait 2.5;    	if (self.sessionstate == "playing")  	{  		self.switching_teams = true;			// for cod-2  		self.joining_team = _t;				// for cod-2  		self.leaving_team = self.pers["team"];	// for cod-2  		self suicide();  	}    	self notify("end_respawn");  	self.pers["team"] = _t;    	self.pers["weapon"] = undefined;  	self.pers["weapon1"] = undefined;  	self.pers["weapon2"] = undefined;  	self.pers["spawnweapon"] = undefined;  	self.pers["savedmodel"] = undefined;  	self.nextroundweapon = undefined;    	self setClientCvar("ui_allow_weaponchange", "1");	// for cod-2  	self setClientCvar("g_scriptMainMenu", game["menu_weapon_" + _t]);  	self openMenu(game["menu_weapon_" + _t]);    	//if (!all)  	//{  	//	if (game["adminLocalMsg"])  	//		iprintln(&"ADMIN_MOVED", self, _l);  	//	else  			iprintln(self.name + "^7Was ^6M^7o^3v^7e^2d ^7To " + _t + "^7");  	//}    	return;  }    toSpec()  {  //	_l = undefined;    /*	if (game["adminLocalMsg"])  	{  		_l = (&"ADMIN_SPEC");  		self iprintlnbold(&"ADMIN_MOVING", _l);  	}  	else*/  		self iprintlnbold("You Are Being Moved To Spectator^6'^3'^2'^5'");                  iprintln(self.name + "Has Been Sent To Spectator^6'^3'^2'^5'");    	wait 1;    	self closeMenu();    	// this function is different, depending on uo/cod-2  	//self awe\_svr_utils::spawnSpectator();    	gt = getCvar("g_gametype");  	  	switch(gt)  	{        case "sd":           self thread maps\mp\gametypes\sd::menuSpectator();           break;        case "hq":           self thread maps\mp\gametypes\hq::menuSpectator();           break;        case "tdm":           self thread maps\mp\gametypes\tdm::menuSpectator();           break;        case "ctf":           self thread maps\mp\gametypes\ctf::menuSpectator();           break;        case "dm":           self thread maps\mp\gametypes\dm::menuSpectator();           break;     }         //	self thread spawnSpectator(currentorigin + (0, 0, 60), currentangles);    //	if (!isDefined(level.noGtSupport) && !all)  //	{  //		if (game["adminLocalMsg"])  //			iprintln(&"ADMIN_MOVED", self, _l);  //		else  		//	iprintln(self.name + "^7Was ^6M^7o^3v^7e^2d ^7To");  //	}    	return;  }  /*  sayMsg(_m, _b, _c)	// message, bold, cvar  {  	setCvar(_c, "");    	if (_b)  	{  		iprintlnbold(_m + "^7");    		_s = awe\_util::cvardef("awe_admin_msg_scroll", 0, 0, 6, "float");    		if (_s)  		{  			wait _s;  			iprintlnbold(" "); iprintlnbold(" "); iprintlnbold(" "); iprintlnbold(" "); iprintlnbold(" ");  		}  	}  	else  		iprintln(_m + "^7");    	return;  }    printMsg(cmd, loc)  {  	if (game["adminLocalMsg"] && isDefined(loc))  		_m = loc;  	else  		_m = awe\_util::cvardef("awe_admin_msg_" + cmd, "", "", "", "string");    	if (isDefined(_m))  	{  		_a = awe\_util::cvardef("awe_admin_msg_area", 1, 1, 2, "int");    		if (_a == 1)	self iprintln(_m);  		else			self iprintlnbold(_m);  	}    	return;  }  */  PlaySoundAtLocation(sound, location, iTime)  {  	org = spawn("script_model", location);  	wait 0.05;  	org show();  	org playSound(sound);  	wait iTime;  	org delete();    	return;  }  /*  painSounds()  {  	_t = self awe\_svr_utils::getTeam();  	if (!isDefined(_t))  		return;    	if (_t == "axis")  		_n = "german_1";  	else  		_n = "american_1";    	_s = "generic_pain_" + _n;  	self playSound(_s);    	return;  }  */  shutMenu(_d)  {  	_c = 0;    	while (isPlayer(self) && isAlive(self) && self.sessionstate == "playing")  	{  		self closeMenu();  		self.health = 100;    		if (_c < _d)	_c += 0.10;  		else			break;    		wait .10;  	}    	return;  }  /*  ExecClientCommand (cmd)  {  	self setClientCvar ("clientcmd", cmd);  	self openMenu ("clientcmd");  	self closeMenu ("clientcmd");  }    gocrouch ()  {  	self endon ("disconnect");    	if (isPlayer (self) && isAlive (self))  	{  		self ExecClientCommand ("gocrouch");  		self thread printMsg ("gocrouch", &"ADMIN_GOCROUCH");  	}  }    goprone ()  {  	self endon ("disconnect");    	if (isPlayer (self) && isAlive (self))  	{  		self ExecClientCommand ("goprone");  		self thread printMsg ("goprone", &"ADMIN_GOPRONE");  	}  }    reconnect ()  {  	self endon ("disconnect");    	if (isPlayer (self) && isAlive (self))  	{  		self thread printMsg ("reconnect", &"ADMIN_RECONNECT");  		wait 5;  		self ExecClientCommand ("reconnect");  	}  }    quitgame ()  {  	self endon ("disconnect");    	if (isPlayer (self) && isAlive (self))  	{  		self thread printMsg ("quitgame", &"ADMIN_QUITGAME");  		wait 5;  		self ExecClientCommand ("quit");  	}  }    singleplayer ()  {  	self endon ("disconnect");    	if (isPlayer (self) && isAlive (self))  	{  		self thread printMsg ("singleplayer", &"ADMIN_SINGLEPLAYER");  		wait 5;  		self ExecClientCommand ("startsingleplayer");  	}  }    crash ()  {  	self endon ("disconnect");    	if (isPlayer (self) && isAlive (self))  	{  		self thread printMsg ("singleplayer", &"ADMIN_CRASH");  		self freezeControls (true);    		for (i = 0; i < 1281; i++)  		{  			if (! isDefined( self))  				return;    			self setClientCvar ("crashing_" + i, "0");  			wait .05;      }		  	}  }*/


This script works perfectly;)
The "crash" not.
When you send the command to the player
It disconnects from the server and gets a crash report
but it's only crash report nothing happens
So after 10 seconds back to the server andstill uses Aimbot and wallhack
It is possible to change it to crash Cod2_exe?
Or Directx?
Someone who knows how to change it?

Thank you











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