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Topics - gympie6

I was working on my map and added some three round burst weapons to the game.
When I reload with the last magazine I noticed that the weapon is shooting very weird and slowly.
If there is one bullet reserve this problem won't happen so that gave me an idea.
 
There is a tutorial that should have a fix but for me it didn't work:
https://www.ugx-mods.com/forum/modding/52/user-tutorial-weapon-settings-in-a-weapon-file/5651/
 
Anyway here is the fix, make a new gsc file with name three_round_burst_fix and paste this:
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;

init()
{
    level thread fix_on_player_connect();
}

fix_on_player_connect()
{
    for( ;; )
    {
        level waittill( "connecting", player );
        player thread begin_firing_fix();
        player thread end_firing_fix();
        player thread fire_fix();
    }
}

check_is_weapon(weapon)
{
    // I couldn't find a check for 3-round burst weapons...
    // Add your 3-round burst weapons here!
    if(weapon == "zm_m16"
    || weapon == "ray_gun2"
    || weapon == "ray_gun2_upgraded"
    || weapon == "acidgat_zm"
    || weapon == "acidgat_zm_upgraded")
    {
        return true;
    }
   
    return false;
}

begin_firing_fix()
{
    self endon("disconnect");

    while(1)
    {
        self waittill( "begin_firing" );
        current_weapon = self GetCurrentWeapon();
   
        if (check_is_weapon(current_weapon))
        {   
            stock_ammo = self getWeaponAmmoStock( current_weapon );           
            if (stock_ammo == 0)
            {
                self setWeaponAmmoStock( current_weapon, 1 );
            }
        }
    }
}

end_firing_fix()
{
    self endon("disconnect");

    while(1)
    {
        self waittill( "end_firing" );
        current_weapon = self GetCurrentWeapon();
       
        if (check_is_weapon(current_weapon))
        {   
            stock_ammo = self getWeaponAmmoStock( current_weapon );           
            if (stock_ammo <= 1)
            {
                self setWeaponAmmoStock( current_weapon, 0 );
            }
        }
    }
}

fire_fix()
{
    self endon("disconnect");

    while(1)
    {
        self waittill( "weapon_fired" );
        current_weapon = self GetCurrentWeapon();
       
        if (check_is_weapon(current_weapon))
        {   
            clip_ammo = self GetWeaponAmmoClip( current_weapon );
            stock_ammo = self getWeaponAmmoStock( current_weapon );
           
            if (stock_ammo <= 1 && clip_ammo == 0)
            {
                self setWeaponAmmoStock( current_weapon, 0 );
            }
        }
    }
}

add this under maps\_load::main(); in _zombiemode.gsc
 
maps\three_round_burst_fix::init();
 
You're done congrats!
 
 
2 months ago
Sometimes you want to add a couple of FF but don't know which ones are accepted, I got a list for you:
 
MAPNAME_patch
MAPNAME_load (Mostly used for loading screens)
localized_MAPNAME
localized_common (I used this for my Black Ops perks)
 
If you know more, just comment here :)
7 months ago

________________________________________________
 
 
1. Copy the following files from raw/maps folder into your mod:
_zombiemode
_zombiemode_spawner
(If you already have those files you don't need to copy them)
 
________________________________________________
 
2. Copy generic_human.atr, from raw/animtrees to your mod folder. MODNAME/animtrees
add the following things somewhere in that file:
ai_zombie_sprint_w_object_4
ai_zombie_sprint_w_object_5
 
3. In your mod make a new script file (MODNAME/maps) and paste the following code in there:
 
#include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;

#using_animtree( "generic_human" );
spawn_ubercommandozombie()
{
    self endon ("death");

    // Settings
    self.maxhealth = int(level.zombie_health * 3.0);     
    self.health = self.maxhealth;
    range = 300;
    speed_limit = 2.0;
    increasement = 0.05;
    enable_speeding = true;
       
    self.gib_override = false;
    self.gibbed = true;
    self.ubercommando = true;
   
    self setModel("char_ger_ansel_body");
   
    self.hatModel = "char_ger_waffen_officercap1";
    self attach(self.hatModel);
   
    if (randomInt(100) <= 50)
    {
        self.hatModel2 = "char_ger_honorgd_headgear1";
        self attach(self.hatModel2);
    }
   
    max_speed = 1 + (level.round_number * increasement);
   
    while(1)
    {
        wait randomintrange(10, 30);
        if (!self.ignoreall && self.has_legs)
        {
            self playsound("taunt_vocals_eleven");
           
            anime = random(level._zombie_board_taunt["zombie"]);
            self animscripted("zombie_taunt", self.origin, self.angles, anime);
            wait(getanimlength(anime));
           
            zombies = GetAiSpeciesArray( "axis", "all" );
            for(k = 0; k < zombies.size; k++)
            {
                if (distance( self.origin, zombies[k].origin ) < range && !isdefined(zombies[k].ubercommando))
                {
                    zombies[k] thread speedup_zombies(max_speed, speed_limit, enable_speeding, increasement);
                }
            }
           
            self.run_combatanim = %ai_zombie_sprint_w_object_5;
        }
    }
}

speedup_zombies(max_speed, speed_limit, enable_speeding, increasement)
{   
    self.run_combatanim = %ai_zombie_sprint_w_object_4;
   
    if (!enable_speeding || isdefined(self.ubercommanded))
    {
        return;
    }
   
    self.ubercommanded = true;
   
    rate = self.moveplaybackrate;

    while (rate < max_speed && rate < speed_limit)
    {
        rate += increasement;
        self.melee_anim_rate        = rate;
        self.moveplaybackrate         = rate;
        self.animplaybackrate         = rate;
        self.traverseplaybackrate     = rate;
        wait 1;
    }
   
    rate = speed_limit;
}
(You can for example copy the _zombiemode.gsc file, clear that file and paste this in)
4. openup _zombiemode and look for:
precache_models()
{
    precachemodel( "char_ger_honorgd_zomb_behead" );
    precachemodel( "char_ger_zombieeye" );
    PrecacheModel( "tag_origin" );
}
change it to this:
precache_models()
{
    precachemodel( "char_ger_honorgd_zomb_behead" );
    precachemodel( "char_ger_zombieeye" );
    PrecacheModel( "tag_origin" );

    precachemodel( "char_ger_waffen_officercap1" );
    precachemodel( "char_ger_honorgd_headgear1" );
    precachemodel( "char_ger_ansel_body" );
}
________________________________________________
5. openup _zombiemode_spawner and look for:
self notify( "zombie_init_done" );
change it to this:
self notify( "zombie_init_done" );

if (self.animname != "quad_zombie" && self.animname != "boss_zombie" && self.animname != "zombie_dog")
{
    spawn_round = 5; // the starting round the UberCommando zombie will spawn
    spawn_percentage = 10; // the spawn percentage the UberCommando zombie will spawn

    if (level.round_number >= spawn_round && randomInt(100) <= spawn_percentage)
    {
        self thread maps\YOURSCRIPT::spawn_ubercommandozombie();
    }
}
________________________________________________
6. Add this to your modbuilder:
// UberCommando zombie
xmodel,char_ger_waffen_officercap1
xmodel,char_ger_honorgd_headgear1
xmodel,char_ger_ansel_body
xanim,ai_zombie_sprint_w_object_4
xanim,ai_zombie_sprint_w_object_5
// UberCommando zombie
________________________________________________
7. Build mod and you're done! Have fun! :)
9 months ago
Video Install Tutorial:
 

Download links:
 
mega.nz

 
www.mediafire.com

 
Manual Install Tutorial:
I am afraid that the topic editor currently has issues with showing code in this topic.
Please follow the video installation or read the "instructions" file in this mod pack to find the manual installation. :(
 
Q&A
 
Q: I can't find the raw folder?
A: Please download the modtools from: https://confluence.ugx-mods.com/display/UGXMODS/Modtools+Installation+Guide
   unpack everything into your Call of Duty: World at War folder
   After you have done that the folder should be there.
 
Q: Do I need to rename: "localized_common"?
A: No, the name is just fine. Place it in your mod, build it with the modbuilder and enjoy! :)
 
​Q: Can I combine "localized_MAPNAME" with: "localized_common"?
A: Yes you can.
 
Q: I already have a file called: "localized_common", can I rename it to something else?
A: The chance that something like this happens is very low. You can rename it to "localized_MAPNAME".
   Ofcourse "MAPNAME" is the name of your map.
 
Q: I have the 400 limit fx error, how can I solve this?
A: The answer can be found in the readme, there I explained the things you can do to solve it.
 
Q: How does the randomized perk system work?
A: You only need to place the "perk_randomized.map" prefabs around the map.
   The script will look for the perks that are enabled but missing and place the vending machines on those locations.
 
Q: What happends if I place more "perk_randomized.map" prefabs than the amount of perks I enabled for my map?
A: It will randomize the locations and remove the onces that aren't necessary. So don't worry this is possible.
 
Q: I would like to donate, where can I do that?
A: You don't have to, this is my hobby and I like to give the community the perks that are missing on UGX.
 
Q: I would like to replace the perk icon's, how can I do that?
A: If you have the .iwi images you just openup "gympie6_perks.iwd" go to images and replace them there.
 
Q: I want to add these perks to Der Reise, is that possible?
A: This is possible but requires a lot of work to get it done. It's seems supported since there is a scripter
   that tested this.
 
Q: I want to use the perk slot system for my map but where to start?:
A: In "perk_example.map" there is a trigger near the pap vending machine with targetname: "vending_slot"
     You can also make your trigger_use and give it this targetname: "vending_slot"
     That's all, you can set the price and the starting amount of perk slots.
 
Please credit me when you're gonna release your map!
Thanks :)
 
Gympie6
 
=========================================================================
--   Credits   --                        
=========================================================================
- Cpt_johnson1
- Bamskater
- Harry Bo21
- Fusorf
- Alaurenc9
- ConvictioNDR
- HitmanVere
- Lilfria
- Redspace200
- StevieWonder87
- Rollonmath
- UGX, Treyarch and Activision
-------------------------------------------------------------------------
Beta testers:
- Numan
- AveSatanna
- IamBear
- K3nt
- JayJiveCertified
-------------------------------------------------------------------------
Version: 1.0.0
-------------------------------------------------------------------------
=========================================================================
--   Credits   --                        
=========================================================================
10 months ago
There is already a big list of Dvars: https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Dvars_List
but it seems incomplete....
Here is another Dvar list if you need it:

=============================== DVAR DUMP ========================================
      actionSlotsHide "0"
      activeAction ""
      ai_badPathSpam "0"
      ai_corpseCount "32"
      ai_debugAccuracy "0"
      ai_debugCoverSelection "0"
      ai_debugMeleeAttackSpots "0"
      ai_debugThreatSelection "0"
      ai_ShowCanshootChecks "0"
      ai_showClaimedNode "0"
      ai_showRegion "0"
      ai_useServerAnims "0"
      ai_useServerAnimsEntity "-1"
      ammoCounterHide "0"
      anim_disableWeaponSway "0"
      animated_trees_enabled "0"
      arcademode "0"
      arcademode_bonus_hardest2kill "1200"
      arcademode_bonus_mostheadshots "800"
      arcademode_bonus_mostrevives "1000"
      arcademode_ks_10 "3"
      arcademode_ks_2 "3"
      arcademode_ks_3 "3"
      arcademode_ks_4 "3"
      arcademode_ks_5 "3"
      arcademode_ks_6 "4"
      arcademode_ks_7 "4"
      arcademode_ks_8 "4"
      arcademode_ks_9 "3"
      arcademode_ks_maxtime "25"
      arcademode_ks_time_10 "20"
      arcademode_ks_time_2 "15"
      arcademode_ks_time_3 "15"
      arcademode_ks_time_4 "15"
      arcademode_ks_time_5 "20"
      arcademode_ks_time_6 "20"
      arcademode_ks_time_7 "20"
      arcademode_ks_time_8 "20"
      arcademode_ks_time_9 "20"
      arcademode_minimumAllowedPoints "-2000"
      arcademode_minimumAllowedSuicides "5"
      arcademode_minimumAllowedWarning "-1000"
      arcademode_score_assist "20"
      arcademode_score_banzai "150"
      arcademode_score_berserker "20"
      arcademode_score_body_armor "20"
      arcademode_score_bombplant "200"
      arcademode_score_dead_hands "20"
      arcademode_score_dirtyharry "10"
      arcademode_score_dog "90"
      arcademode_score_enemyexitingcar "80"
      arcademode_score_explodableitem "30"
      arcademode_score_explosion "10"
      arcademode_score_flak_jacket "10"
      arcademode_score_hard_headed "20"
      arcademode_score_hardcore "10"
      arcademode_score_headshot "60"
      arcademode_score_kill "50"
      arcademode_score_laststand "-110"
      arcademode_score_lowerbody "0"
      arcademode_score_melee "70"
      arcademode_score_morphine "10"
      arcademode_score_revive "100"
      arcademode_score_sticksstones "20"
      arcademode_score_suicide "-500"
      arcademode_score_tank "500"
      arcademode_score_tank_friendly "-50"
      arcademode_score_tankassist "100"
      arcademode_score_thunder "10"
      arcademode_score_treehugger "100"
      arcademode_score_upperbody "20"
      arcademode_score_vampire "10"
      arcademode_score_vehicle "30"
      arcademode_score_watertower "150"
      arcademode_score_zombie "10"
      authPort "20800"
      authServerName "cod4master.activision.com"
      bg_aimSpreadMoveSpeedThreshold "11"
      bg_bobAmplitudeDucked "0.0075 0.0075"
      bg_bobAmplitudeProne "0.02 0.005"
      bg_bobAmplitudeSprinting "0.02 0.014"
      bg_bobAmplitudeStanding "0.007 0.007"
      bg_bobMax "8"
      bg_bugfixStandingButLooksCrouched "2"
      bg_disableWeaponPlantingInWater "1"
      bg_fallDamageMaxHeight "350"
      bg_fallDamageMinHeight "200"
      bg_foliagesnd_fastinterval "500"
      bg_foliagesnd_maxspeed "180"
      bg_foliagesnd_minspeed "40"
      bg_foliagesnd_resetinterval "500"
      bg_foliagesnd_slowinterval "1500"
      bg_ladder_yawcap "100"
      bg_legYawTolerance "20"
      bg_maxGrenadeIndicatorSpeed "27"
      bg_plantInWaterDepth "5"
      bg_prone_yawcap "85"
      bg_shock_lookControl "1"
      bg_shock_lookControl_fadeTime "2"
      bg_shock_lookControl_maxpitchspeed "90"
      bg_shock_lookControl_maxyawspeed "90"
      bg_shock_lookControl_mousesensitivityscale "0.5"
      bg_shock_movement "1"
      bg_shock_screenBlurBlendFadeTime "1"
      bg_shock_screenBlurBlendTime "0.4"
      bg_shock_screenFlashShotFadeTime "0"
      bg_shock_screenFlashWhiteFadeTime "0"
      bg_shock_screenType "blurred"
      bg_shock_sound "1"
      bg_shock_soundDryLevel "1"
      bg_shock_soundEnd "shellshock_end"
      bg_shock_soundEndAbort "shellshock_end_abort"
      bg_shock_soundFadeInTime "0.25"
      bg_shock_soundFadeOutTime "2.5"
      bg_shock_soundLoop "shellshock_loop"
      bg_shock_soundLoopEndDelay "-3"
      bg_shock_soundLoopFadeTime "1.5"
      bg_shock_soundLoopSilent "shellshock_loop_silent"
      bg_shock_soundModEndDelay "2"
      bg_shock_soundRoomType "default"
      bg_shock_soundWetLevel "0.5"
      bg_shock_viewKickFadeTime "3"
      bg_shock_viewKickPeriod "0.75"
      bg_shock_viewKickRadius "0.05"
      bg_shock_volume_ambience "0.5"
      bg_shock_volume_banzai "0.5"
      bg_shock_volume_character "0.5"
      bg_shock_volume_decay "0.5"
      bg_shock_volume_dist_hmg "0.5"
      bg_shock_volume_dist_wpn "0.5"
      bg_shock_volume_explosion "0.5"
      bg_shock_volume_full_vol "0.5"
      bg_shock_volume_hvy_wpn "0.5"
      bg_shock_volume_music "0.5"
      bg_shock_volume_physics "0.5"
      bg_shock_volume_pis_1st "0.5"
      bg_shock_volume_pis_3rd "0.5"
      bg_shock_volume_projectile "0.5"
      bg_shock_volume_reload "0.5"
      bg_shock_volume_rfl_1st "0.5"
      bg_shock_volume_rfl_3rd "0.5"
      bg_shock_volume_smg_1st "0.5"
      bg_shock_volume_smg_3rd "0.5"
      bg_shock_volume_ui "0.5"
      bg_shock_volume_vehicle "0.5"
      bg_shock_volume_vehicle_mp "0.5"
      bg_shock_volume_voice "0.5"
      bg_swingSpeed "0.2"
      bg_viewKickMax "90"
      bg_viewKickMin "5"
      bg_viewKickRandom "0.4"
      bg_viewKickScale "0.2"
      bonusbackground "0"
      bullet_penetrationMinFxDist "30"
      burnZombieTerrain "0"
      cg_actorBurnTransitionTime "3.5"
      cg_allow_mature "1"
      cg_allowActorLookAtEntity "1"
      cg_blood "1"
      cg_bloodLimit "0"
      cg_bloodLimitMsec "330"
      cg_bobWeaponAmplitude "0.16"
      cg_bobWeaponLag "0.25"
      cg_bobWeaponMax "10"
      cg_bobWeaponRollAmplitude "1.5"
      cg_brass "1"
      cg_centertime "5"
      cg_chatHeight "5"
      cg_chatTime "12000"
      cg_cinematicFullscreen "1"
      cg_connectionIconSize "0"
      cg_constantSizeHeadIcons "0"
      cg_crosshairAlpha "1"
      cg_crosshairAlphaMin "0.5"
      cg_crosshairDynamic "0"
      cg_crosshairEnemyColor "1"
      cg_cursorHints "4"
      cg_deathScreenFadeInTime "2"
      cg_deathScreenFadeOutTime "0.5"
      cg_debug_overlay_viewport "0"
      cg_debugDrawEllipses "0"
      cg_debugDrawSafeAreas "0"
      cg_debugEllipsesOffset "90"
      cg_debugevents "0"
      cg_debugInfoCornerOffset "0 0"
      cg_debugMounting "0"
      cg_debugposition "0"
      cg_defensive_anim_delay "1"
      cg_descriptiveText "1"
      cg_development "0"
      cg_draw2D "1"
      cg_drawBreathHint "1"
      cg_drawCrosshair "1"
      cg_drawCrosshairNames "1"
      cg_drawCrosshairNamesPosX "300"
      cg_drawCrosshairNamesPosY "180"
      cg_drawFPS "Off"
      cg_drawFPSLabels "1"
      cg_drawFriendlyFireCrosshair "0"
      cg_drawFriendlyNames "1"
      cg_drawGun "1"
      cg_drawHealth "0"
      cg_drawHUD "1"
      cg_drawLagometer "0"
      cg_drawMantleHint "1"
      cg_drawMaterial "Off"
      cg_drawOverheadNames "1"
      cg_drawpaused "1"
      cg_drawPerformanceWarnings "1"
      cg_drawScriptUsage "0"
      cg_drawShellshock "1"
      cg_drawSnapshot "0"
      cg_drawSnapshotTime "1"
      cg_drawSpectatorMessages "1"
      cg_drawThroughWalls "0"
      cg_drawTurretCrosshair "1"
      cg_drawVersion "0"
      cg_drawVersionX "50"
      cg_drawVersionY "18"
      cg_dumpAnims "-1"
      cg_enemyNameFadeIn "250"
      cg_enemyNameFadeOut "250"
      cg_errordecay "100"
      cg_firstPersonTracerChance "0"
      cg_footprints "1"
      cg_footprintsDebug "0"
      cg_footprintsDistortWater "0"
      cg_footsteps "1"
      cg_fov "65"
      cg_fovMin "10"
      cg_fovScale "1"
      cg_friendlyNameFadeIn "0"
      cg_friendlyNameFadeOut "1500"
      cg_gameBoldMessageWidth "390"
      cg_gameMessageWidth "455"
      cg_gun_move_f "0"
      cg_gun_move_minspeed "0"
      cg_gun_move_r "0"
      cg_gun_move_rate "0"
      cg_gun_move_u "0"
      cg_gun_ofs_f "0"
      cg_gun_ofs_r "0"
      cg_gun_ofs_u "0"
      cg_gun_rot_minspeed "0"
      cg_gun_rot_p "0"
      cg_gun_rot_r "0"
      cg_gun_rot_rate "0"
      cg_gun_rot_y "0"
      cg_gun_x "0"
      cg_gun_y "0"
      cg_gun_z "0"
      cg_headIconMinScreenRadius "0.025"
      cg_hintFadeTime "100"
      cg_hudBottomSemimajor "300"
      cg_hudBottomSemiminor "150"
      cg_hudChatPosition "5 200"
      cg_hudDamageIconHeight "64"
      cg_hudDamageIconInScope "0"
      cg_hudDamageIconOffset "128"
      cg_hudDamageIconTime "2000"
      cg_hudDamageIconWidth "128"
      cg_hudFriendlyIndicatorHeight "24"
      cg_hudFriendlyIndicatorWidth "24"
      cg_hudGrenadeIconEnabledFlash "0"
      cg_hudGrenadeIconHeight "25"
      cg_hudGrenadeIconInScope "1"
      cg_hudGrenadeIconMaxHeight "104"
      cg_hudGrenadeIconMaxRangeFlash "500"
      cg_hudGrenadeIconMaxRangeFrag "250"
      cg_hudGrenadeIconOffset "50"
      cg_hudGrenadeIconWidth "25"
      cg_hudGrenadeIndicatorFadeUp "1"
      cg_hudGrenadeIndicatorStartColor "1 1 1 1"
      cg_hudGrenadeIndicatorTargetColor "1 1 1 1"
      cg_hudGrenadePointerHeight "12"
      cg_hudGrenadePointerPivot "12 27"
      cg_hudGrenadePointerPulseFreq "1.7"
      cg_hudGrenadePointerPulseMax "1.85"
      cg_hudGrenadePointerPulseMin "0.3"
      cg_hudGrenadePointerWidth "25"
      cg_hudMapBorderWidth "2"
      cg_hudMapFriendlyHeight "15"
      cg_hudMapFriendlyWidth "15"
      cg_hudMapPlayerHeight "20"
      cg_hudMapPlayerWidth "20"
      cg_hudMapRadarLineThickness "0.15"
      cg_hudProneY "-160"
      cg_hudSayPosition "5 180"
      cg_hudStanceFlash "1 1 1 1"
      cg_hudStanceHintPrints "0"
      cg_hudTopSemimajor "400"
      cg_hudTopSemiminor "220"
      cg_invalidCmdHintBlinkInterval "600"
      cg_invalidCmdHintDuration "1800"
      cg_laserEndOffset "0.5"
      cg_laserFlarePct "0.2"
      cg_laserForceOn "0"
      cg_laserLight "1"
      cg_laserLightBeginOffset "13"
      cg_laserLightBodyTweak "15"
      cg_laserLightEndOffset "-3"
      cg_laserLightRadius "3"
      cg_laserRadius "0.8"
      cg_laserRange "1500"
      cg_laserRangePlayer "1500"
      cg_mapLocationSelectionCursorSpeed "0.6"
      cg_marks_ents_player_only "0"
      cg_marqueeTimeScale "30"
      cg_mature "1"
      cg_MaxDownedPulseRate "2"
      cg_MinDownedPulseRate "0.5"
      cg_motionblur_duration "2500"
      cg_motionblur_fadeout "500"
      cg_nopredict "0"
      cg_objectiveListWrapCountStandard "600"
      cg_objectiveListWrapCountWidescreen "530"
      cg_overheadIconSize "0.9"
      cg_overheadNamesFarDist "1024"
      cg_overheadNamesFarScale "0.5"
      cg_overheadNamesFont "3"
      cg_overheadNamesGlow "0 0 0 1"
      cg_overheadNamesMaxDist "10000"
      cg_overheadNamesNearDist "256"
      cg_overheadNamesSize "0.8"
      cg_overheadRankSize "0.7"
      cg_playersInViewMinDot "0.98"
      cg_predictItems "1"
      cg_readTitleStorageLocally "0"
      cg_scoreboardBannerHeight "35"
      cg_scoreboardFont "0"
      cg_scoreboardHeaderFontScale "0.35"
      cg_scoreboardHeight "435"
      cg_scoreboardItemHeight "18"
      cg_scoreboardMyColor "1 0.8 0.4 1"
      cg_scoreboardPingGraph "0"
      cg_scoreboardPingHeight "0.7"
      cg_scoreboardPingText "1"
      cg_scoreboardPingWidth "0.036"
      cg_scoreboardRankFontScale "0.25"
      cg_scoreboardScrollStep "3"
      cg_scoreboardTextOffset "0.64"
      cg_scoreboardWidth "510"
      cg_ScoresColor_Gamertag_0 "1 1 1 0"
      cg_ScoresColor_Gamertag_1 "0.486275 0.811765 0.933333 0"
      cg_ScoresColor_Gamertag_2 "0.964706 0.792157 0.313726 0"
      cg_ScoresColor_Gamertag_3 "0.513726 0.92549 0.533333 0"
      cg_ScoresColor_Player "0.760784 0.780392 0.101961 1"
      cg_ScoresColor_Player_0 "0.0235294 0.168627 0.203922 0"
      cg_ScoresColor_Player_1 "0.447059 0.380392 0.2 0"
      cg_ScoresColor_Player_2 "0.0235294 0.172549 0.113725 0"
      cg_ScoresColor_Player_3 "0.196078 0.0588235 0.0470588 0"
      cg_ScoresColor_Transparency "0.35"
      cg_ScoresColor_TransparencyZombie "0.8"
      cg_ScoresColor_Zombie "0.423529 0.00392157 0 0"
      cg_ScoresPing_BgColor "0.25098 0.25098 0.25098 0.501961"
      cg_ScoresPing_HighColor "0.8 0 0 1"
      cg_ScoresPing_Interval "100"
      cg_ScoresPing_LowColor "0 0.74902 0 1"
      cg_ScoresPing_MaxBars "4"
      cg_ScoresPing_MedColor "0.8 0.8 0 1"
      cg_scriptIconSize "0"
      cg_showmiss "0"
      cg_small_dev_string_fontscale "1"
      cg_splitscreenScoreboardWidth "450"
      cg_sprintMeterDisabledColor "0.8 0.1 0.1 0.2"
      cg_sprintMeterEmptyColor "0.7 0.5 0.2 0.8"
      cg_sprintMeterFullColor "0.8 0.8 0.8 0.8"
      cg_subtitleMinTime "3"
      cg_subtitles "1"
      cg_subtitleWidthStandard "360"
      cg_subtitleWidthWidescreen "520"
      cg_teamChatsOnly "0"
      cg_thirdPerson "0"
      cg_thirdPersonAngle "0"
      cg_thirdPersonFocusDist "512"
      cg_thirdPersonMode "Fixed"
      cg_thirdPersonRange "120"
      cg_timedDamageDuration "500"
      cg_tracerchance "0.2"
      cg_tracerlength "160"
      cg_tracerScale "1"
      cg_tracerScaleDistRange "25000"
      cg_tracerScaleMinDist "5000"
      cg_tracerScrewDist "100"
      cg_tracerScrewRadius "0.5"
      cg_tracerSpeed "7500"
      cg_tracerwidth "4"
      cg_treadmarks "0"
      cg_ufo_scaler "6"
      cg_usingClientScripts "1"
      cg_viewVehicleInfluence "0"
      cg_viewVehicleInfluenceGunner "1 1 1"
      cg_viewVehicleInfluenceGunnerFiring "0 0 0"
      cg_viewZSmoothingMax "16"
      cg_viewZSmoothingMin "1"
      cg_viewZSmoothingTime "0.1"
      cg_voiceIconSize "0"
      cg_watersheeting "1"
      cg_waterTrailRippleFrequency "600"
      cg_waterTrailRippleVariance "500"
      cg_weaponCycleDelay "0"
      cg_weaponHintsCoD1Style "1"
      cg_weaponleftbone "tag_weapon_left"
      cg_weaponrightbone "tag_weapon_right"
      cg_youInKillCamSize "6"
      cheat_items_set1 "0"
      cheat_items_set2 "0"
      cheat_points "0"
      cl_allowDownload "0"
      cl_analog_attack_threshold "0.8"
      cl_anglespeedkey "1.5"
      cl_avidemo "0"
      cl_bypassMouseInput "0"
      cl_connectionAttempts "20"
      cl_connectTimeout "200"
      cl_forceavidemo "0"
      cl_freelook "1"
      cl_freemove "0"
      cl_freemoveScale "1"
      cl_freezeDemo "0"
      cl_hudDrawsBehindUI "1"
      cl_ingame "0"
      cl_maxpackets "30"
      cl_maxPing "800"
      cl_motdString ""
      cl_mouseAccel "0"
      cl_network_warning "0"
      cl_nodelta "0"
      cl_noprint "0"
      cl_packetdup "1"
      cl_paused "0"
      cl_pitchspeed "140"
      cl_punkbuster "0"
      cl_serverStatusResendTime "750"
      cl_showmouserate "0"
      cl_shownet "0"
      cl_shownuments "0"
      cl_showSend "0"
      cl_showServerCommands "0"
      cl_showTimeDelta "0"
      cl_stanceHoldTime "300"
      cl_talking "0"
      cl_timeout "40"
      cl_updateavailable "0"
      cl_updatefiles ""
      cl_updateoldversion ""
      cl_updateversion ""
      cl_viewport_lerptime "0.15"
      cl_voice "1"
      cl_wadefps "0"
      cl_yawspeed "140"
      clanName ""
      collectible_flakJacket "10"
      collectible_flakJacketMaxDamage "25"
      collectible_hardHeaded "50"
      collectible_stoneScaleSpeed "2"
      collectible_stoneScaleUp "1"
      collectors "0"
      com_animCheck "0"
      com_filter_output "0"
      com_introPlayed "1"
      com_maxfps "85"
      com_maxFrameTime "100"
      com_movieIsPlaying "0"
      com_playerProfile "Teffrie"
      com_recommendedSet "1"
      com_startupIntroPlayed "0"
      com_statmon "0"
      com_timescale "1"
      com_voip_bandwidth_restricted "1"
      com_voip_disable_threshold "1200"
      com_voip_resume_time "0"
      compass "1"
      compassClampIcons "1"
      compassCoords "740 3590 400"
      compassECoordCutoff "37"
      compassEnemyFootstepEnabled "0"
      compassEnemyFootstepMaxRange "500"
      compassEnemyFootstepMaxZ "100"
      compassEnemyFootstepMinSpeed "140"
      compassFriendlyHeight "10"
      compassFriendlyWidth "10"
      compassIconOtherVehHeight "40"
      compassIconOtherVehWidth "40"
      compassIconTankHeight "25"
      compassIconTankWidth "25"
      compassMaxRange "3500"
      compassMinRadius "0.0001"
      compassMinRange "0.0001"
      compassObjectiveArrowHeight "20"
      compassObjectiveArrowOffset "2"
      compassObjectiveArrowRotateDist "5"
      compassObjectiveArrowWidth "20"
      compassObjectiveDetailDist "10"
      compassObjectiveDrawLines "1"
      compassObjectiveHeight "20"
      compassObjectiveIconHeight "32"
      compassObjectiveIconWidth "32"
      compassObjectiveMaxHeight "70"
      compassObjectiveMaxRange "2048"
      compassObjectiveMinAlpha "1"
      compassObjectiveMinDistRange "2"
      compassObjectiveMinHeight "-70"
      compassObjectiveNearbyDist "8"
      compassObjectiveNumRings "10"
      compassObjectiveRingSize "80"
      compassObjectiveRingTime "10000"
      compassObjectiveTextHeight "18"
      compassObjectiveTextScale "0.3"
      compassObjectiveWidth "20"
      compassPartialType "0"
      compassPlayerHeight "25"
      compassPlayerWidth "25"
      compassRadarLineThickness "0.4"
      compassRadarPingFadeTime "4"
      compassRadarUpdateTime "4"
      compassRotation "1"
      compassShowEnemies "1"
      compassSize "1"
      compassSoundPingFadeTime "2"
      compassTickertapeStretch "0.5"
      con_default_console_filter "*"
      con_errormessagetime "8"
      con_external "0"
      con_gameMsgWindow0FadeInTime "0.25"
      con_gameMsgWindow0FadeOutTime "0.5"
      con_gameMsgWindow0Filter "gamenotify obituary"
      con_gameMsgWindow0LineCount "6"
      con_gameMsgWindow0MsgTime "5"
      con_gameMsgWindow0ScrollTime "0.25"
      con_gameMsgWindow0SplitscreenScale "1.5"
      con_gameMsgWindow1FadeInTime "0.25"
      con_gameMsgWindow1FadeOutTime "0.01"
      con_gameMsgWindow1Filter "boldgame"
      con_gameMsgWindow1LineCount "6"
      con_gameMsgWindow1MsgTime "8"
      con_gameMsgWindow1ScrollTime "0.25"
      con_gameMsgWindow1SplitscreenScale "1.5"
      con_gameMsgWindow2FadeInTime "0.75"
      con_gameMsgWindow2FadeOutTime "0.5"
      con_gameMsgWindow2Filter "subtitle"
      con_gameMsgWindow2LineCount "7"
      con_gameMsgWindow2MsgTime "5"
      con_gameMsgWindow2ScrollTime "0.25"
      con_gameMsgWindow2SplitscreenScale "1.5"
      con_gameMsgWindow3FadeInTime "0.25"
      con_gameMsgWindow3FadeOutTime "0.5"
      con_gameMsgWindow3Filter "coopinfo"
      con_gameMsgWindow3LineCount "6"
      con_gameMsgWindow3MsgTime "5"
      con_gameMsgWindow3ScrollTime "0.25"
      con_gameMsgWindow3SplitscreenScale "1.5"
      con_inputBoxColor "0.25 0.25 0.2 1"
      con_inputHintBoxColor "0.4 0.4 0.35 1"
      con_matchPrefixOnly "1"
      con_minicon "0"
      con_miniconlines "5"
      con_minicontime "4"
      con_outputBarColor "1 1 0.95 0.6"
      con_outputSliderColor "0.15 0.15 0.1 0.6"
      con_outputWindowColor "0.35 0.35 0.3 0.75"
      con_typewriterColorBase "1 1 1"
      con_typewriterColorGlowCheckpoint "0.6 0.5 0.6 1"
      con_typewriterColorGlowCompleted "0 0.3 0.8 1"
      con_typewriterColorGlowFailed "0.8 0 0 1"
      con_typewriterColorGlowUpdated "0 0.6 0.18 1"
      con_typewriterDecayDuration "1000"
      con_typewriterDecayStartTime "4000"
      con_typewriterEnabledSounds "0"
      con_typewriterPrintSpeed "40"
      createpublicserver "0"
      customclass1 "Custom 1"
      customclass2 "Custom 2"
      customclass3 "Custom 3"
      customclass4 "Custom 4"
      customclass5 "Custom 5"
      debug_trace "0"
      debugCurves "0"
      DebugFireManager "0"
      dedicated "listen server"
      defaultDamageDuration "300"
      defaultDamageInterval "300"
      defaultHitDamage "5"
      developer "1"
      developer_script "0"
      developeruser "0"
      dog_MeleeDamage "150"
      doublesided_raycasts "0"
      drew_notes "4"
      dw_active "1"
      dw_dupe_key "0"
      dw_loggedin "0"
      dw_numaccounts "-1"
      dw_party_active "1"
      dw_popup ""
      dw_user0 ""
      dw_user1 ""
      dw_user2 ""
      dw_user3 ""
      dw_user4 ""
      dynEnt_bulletForce "800"
      dynEnt_explodeForce "12500"
      dynEnt_explodeMaxEnts "20"
      dynEnt_explodeMinForce "40"
      dynEnt_explodeSpinScale "4"
      dynEnt_explodeUpbias "0.5"
      dynEnt_spawnedLimit "50"
      dynEntPieces_angularVelocity "0 0 0"
      dynEntPieces_impactForce "1000"
      dynEntPieces_velocity "0 0 0"
      enemyuser "0"
      fire_spread_probability "0.2"
      fire_stage1_burn_time "3000"
      fire_stage2_burn_time "0"
      fire_stage3_burn_time "0"
      fire_world_damage "5"
      fire_world_damage_duration "5"
      fire_world_damage_rate "1"
      fixedtime "0"
      flame_config_valid "0"
      flame_debug_render "0"
      flame_kick_offset "-5 0 0"
      flame_kick_recover_speed "3"
      flame_kick_speed "1"
      flame_render "1"
      flame_team_damage "0"
      flame_test "0"
      flame_use_dvars "0"
      flameVar_editingFlameTable "none"
      flameVar_lastFlameTable "none"
      flareDisableEffects "0"
      friction "5.5"
      friendlyNameFontColor "0.9 1 0.9 0.7"
      friendlyNameFontGlowColor "0 0.3 0 1"
      friendlyNameFontObjective "1"
      friendlyNameFontSize "0.3"
      friendlyNameSplitScreenFontSize "0.4"
      frienduser "0"
      fs_basegame ""
      fs_basepath "J:\Program Files\Steam\steamapps\common\Call of Duty World at War"
      fs_cdpath ""
      fs_copyfiles "0"
      fs_debug "0"
      fs_game "raw"
      fs_homepath "J:\Program Files\Steam\steamapps\common\Call of Duty World at War"
      fs_ignoreLocalized "0"
      fs_localAppData "C:\Users\Gebruiker\AppData\Local\Activision\CoDWaW"
      fs_personalDocuments "C:\Users\Gebruiker\Documents\Activision\CoDWaW"
      fs_restrict "0"
      fs_usedevdir "1"
      fx_marks "1"
      fx_marks_ents "1"
      fx_marks_smodels "1"
      fxfrustumCutoff "1000"
      g_allowvote "1"
      g_antilag "1"
      g_banIPs ""
      g_client_side_lights "1"
      g_clonePlayerMaxVelocity "80"
      g_connectpaths "0"
      g_deadChat "0"
      g_deathDelay "4000"
      g_dropForwardSpeed "10"
      g_dropHorzSpeedRand "100"
      g_dropUpSpeedBase "10"
      g_dropUpSpeedRand "5"
      g_dumpAnimsNetwork "-1"
      g_gameskill "1"
      g_gametype "cmp"
      g_log "games_mp.log"
      g_logSync "0"
      g_oldVoting "1"
      g_player_maxhealth "100"
      g_playerCollisionEjectSpeed "25"
      g_redCrosshairs "1"
      g_synchronousClients "0"
      g_testForDpadItem "1"
      g_useGear "0"
      g_useholdspawndelay "1"
      g_voiceChatTalkingDuration "500"
      g_voteAbstainWeight "0.5"
      gpad_button_deadzone "0.13"
      gpad_button_lstick_deflect_max "1"
      gpad_button_rstick_deflect_max "1"
      gpad_buttonsConfig "buttons_default"
      gpad_debug "0"
      gpad_menu_scroll_delay_first "420"
      gpad_menu_scroll_delay_rest "210"
      gpad_present "0"
      gpad_rumble "1"
      gpad_stick_deadzone_max "0.01"
      gpad_stick_deadzone_min "0.2"
      gpad_stick_pressed "0.4"
      gpad_stick_pressed_hysteresis "0.1"
      gpad_sticksConfig "thumbstick_default"
      hiDef "1"
      hostileNameFontColor "1 0.9 0.9 0.7"
      hostileNameFontGlowColor "0.6 0 0 1"
      hot_joinAllowed "0"
      hud_deathQuoteFadeTime "1000"
      hud_drawHUD "1"
      hud_enable "1"
      hud_fade_ammodisplay "8"
      hud_fade_compass "4"
      hud_fade_healthbar "2"
      hud_fade_offhand "8"
      hud_fade_sprint "1.7"
      hud_fade_stance "1.7"
      hud_fadeout_speed "0.1"
      hud_flash_period_offhand "0.5"
      hud_flash_time_offhand "2"
      hud_health_pulserate_critical "0.5"
      hud_health_pulserate_injured "1"
      hud_health_startpulse_critical "0.33"
      hud_health_startpulse_injured "1"
      hud_missionFailed "0"
      hud_showStance "1"
      hud_showTextNoAmmo "1"
      hudElemPausedBrightness "0.4"
      in_mouse "1"
      inertiaAngle "-1000"
      inertiaDebug "0"
      inertiaMax "50"
      input_invertPitch "0"
      input_viewSensitivity "1"
      invite_waitPeriod "30000"
      jump_height "39"
      jump_ladderPushVel "128"
      jump_slowdownEnable "0"
      jump_spreadAdd "64"
      jump_stepSize "18"
      language "english"
      lastStandSwayAccel "0.05"
      lastStandSwayMaxDrift "1"
      loc_forceEnglish "0"
      loc_language "0"
      loc_translate "1"
      loc_warnings "0"
      loc_warningsAsErrors "0"
      log_append "0"
      logfile "2"
      long_blocking_call "0"
      lowAmmoWarningColor1 "0.901961 0.901961 0.901961 0.8"
      lowAmmoWarningColor2 "1 1 1 1"
      lowAmmoWarningNoAmmoColor1 "0.8 0 0 0.8"
      lowAmmoWarningNoAmmoColor2 "1 0 0 1"
      lowAmmoWarningNoReloadColor1 "0.701961 0.701961 0 0.8"
      lowAmmoWarningNoReloadColor2 "1 1 0 1"
      lowAmmoWarningPulseFreq "1.7"
      lowAmmoWarningPulseMax "1.5"
      lowAmmoWarningPulseMin "0"
      m_filter "0"
      m_forward "0.25"
      m_pitch "0.022"
      m_side "0.25"
      m_yaw "0.022"
      mantle_check_angle "60"
      mantle_check_radius "0.1"
      mantle_check_range "20"
      mantle_debug "0"
      mantle_enable "1"
      mantle_view_yawcap "60"
      mapname ""
      masterPort "20810"
      masterServerName "cod4master.activision.com"
      matchmaking_debug "1"
      mg0 "0"
      mg1 "0"
      mg10 "0"
      mg11 "0"
      mg12 "0"
      mg13 "0"
      mg14 "0"
      mg15 "0"
      mg16 "0"
      mg17 "0"
      mg18 "0"
      mg19 "0"
      mg2 "0"
      mg20 "0"
      mg21 "0"
      mg22 "0"
      mg23 "0"
      mg24 "0"
      mg25 "0"
      mg26 "0"
      mg27 "0"
      mg28 "0"
      mg29 "0"
      mg3 "0"
      mg4 "0"
      mg5 "0"
      mg6 "0"
      mg7 "0"
      mg8 "0"
      mg9 "0"
      miniscoreboardhide "0"
      mis_01 "0"
      mis_01_unlock "15"
      mis_cheat "0"
      mis_difficulty "00000000000000000000000000000000000000000000000000"
      missionsuccessbar "0"
      monkeytoy "0"
      motd ""
      msg_dumpEnts "0"
      msg_hudelemspew "0"
      msg_printEntityNums "0"
      name "Teffrie"
      net_ip "localhost"
      net_lanauthorize "0"
      net_minigraph "0"
      net_noipx "0"
      net_noudp "0"
      net_port "28960"
      net_profile "0"
      net_showprofile "0"
      net_socksEnabled "0"
      net_socksPassword ""
      net_socksPort "1080"
      net_socksServer ""
      net_socksUsername ""
      nextdemo ""
      nextmap ""
      nightVisionDisableEffects "0"
      nightVisionFadeInOutTime "0.1"
      nightVisionPowerOnTime "0.3"
      onlinegame "0"
      onlinegameandhost "0"
      onlineunrankedgameandhost "0"
      overrideNVGModelWithKnife "0"
      packetDebug "0"
      party_autoteams "1"
      party_clientTimeout "24000"
      party_connectTimeout "6000"
      party_connectToOthers "1"
      party_debug "0"
      party_editingsettings "0"
      party_firstSubpartyIndex "0"
      party_gamesize ""
      party_gameStartTimerLength "10"
      party_gametype ""
      party_host "0"
      party_hostname ""
      party_iamhost "0"
      party_joinInProgressAllowed "0"
      party_keepKickAbility "1"
      party_kickplayerquestion ""
      party_linearMapCycle "0"
      party_linearMapCycleRandom "0"
      party_lobbyPlayerCount ""
      party_mapname ""
      party_mappacks ""
      party_matchedPlayerCount "4"
      party_matchmakingFixStep1 "1"
      party_matchmakingFixStep2 "1"
      party_matchmakingFixStep3 "1"
      party_matchmakingFixStep4 "1"
      party_maxplayers "4"
      party_maxTeamDiff "1"
      party_minLobbyTime "45"
      party_minplayers "2"
      party_minResumeMs "2000"
      party_partyPlayerCount ""
      party_playerCount "1"
      party_playervisible "0"
      party_pregameStartTimerLength "5"
      party_simulateLongQoS "0"
      party_splitscreenJoinAllowed "1"
      party_teambased "1"
      party_timer "0"
      party_timerVisible "0"
      party_vetoButtonVisible "0"
      party_vetoDelayTime "4"
      party_vetoPassed "0"
      party_vetoPercentRequired "0.501"
      party_vetoStatus ""
      password ""
      pc_newversionavailable "0"
      penetrationCount "2"
      perk_altMeleeDamage "200"
      perk_altMeleeLerpTime "40"
      perk_bulletPenetrationMultiplier "2"
      perk_extraBreath "5"
      perk_grenadeDeath "frag_grenade_short_mp"
      perk_grenadeTossBackTimer "2500"
      perk_overheatReduction "0.7"
      perk_sprintMultiplier "2"
      perk_turretRotSpeedMultiplier "1.25"
      perk_vehicleReloadReduction "0.7"
      perk_weapRateMultiplier "0.75"
      perk_weapReloadMultiplier "0.5"
      perk_weapSpreadMultiplier "0.65"
      phys_bulletSpinScale "3"
      phys_bulletUpBias "0.5"
      phys_buoyancyFastComputation "0"
      phys_buoyancyRippleFrequency "3000"
      phys_buoyancyRippleVariance "2000"
      phys_dragAngular "0.5"
      phys_dragLinear "0.03"
      phys_drawAwake "0"
      phys_drawCollisionObj "0"
      phys_drawCollisionWorld "0"
      phys_drawcontacts "0"
      phys_drawDebugInfo "0"
      phys_drawNitrousVehicle "0"
      phys_entityCollision "1"
      phys_floatTimeVariance "30000"
      phys_frictionScale "1"
      phys_gravity "-800"
      phys_impact_distance_cutoff "3000"
      phys_impact_fx "1"
      phys_impact_intensity_limit "50"
      phys_impact_max_pfx_per_frame "10"
      phys_impact_max_sfx_per_frame "10"
      phys_impact_render "0"
      phys_impact_silence_window "0.3"
      phys_interBodyCollision "1"
      phys_maxFloatTime "180000"
      phys_msecstep "0"
      phys_ragdoll_joint_damp_scale "0.04"
      phys_ragdoll_self_collision "1"
      phys_reeval_frequency "5"
      phys_terrain_collision "1"
      phys_userRigidBodies "1"
      phys_vehicleFriction "0.1"
      phys_waterDragAngular "-2"
      phys_waterDragLinear "-1"
      player_adsExitDelay "0"
      player_AimBlend_Back_Low "0.2 0.4 0.5"
      player_AimBlend_Back_Mid "0.3 0.4 0.5"
      player_AimBlend_Back_Up "0.5 0.2 -0.6"
      player_AimBlend_Head "0 0 0"
      player_AimBlend_Neck "0.3 0.3 0"
      player_AimBlend_Shoulder "1 1 1"
      player_backSpeedScale "0.7"
      player_bayonetLaunchDebugging "0"
      player_bayonetLaunchProof "1"
      player_bayonetLaunchZCap "300"
      player_bayonetRange "85"
      player_bayonetTargetDist "65"
      player_breath_fire_delay "0"
      player_breath_gasp_lerp "6"
      player_breath_gasp_scale "4.5"
      player_breath_gasp_time "1"
      player_breath_hold_lerp "4"
      player_breath_hold_time "4.5"
      player_breath_snd_delay "1"
      player_breath_snd_lerp "2"
      player_burstFireCooldown "0.2"
      player_clipSizeMultiplier "1"
      player_damageMultiplier "0.363636"
      player_deathInvulnerableTime "1000"
      player_debugHealth "0"
      player_dmgtimer_flinchTime "500"
      player_dmgtimer_maxTime "750"
      player_dmgtimer_minScale "0"
      player_dmgtimer_stumbleTime "500"
      player_dmgtimer_timePerPoint "100"
      player_footstepsThreshhold "60"
      player_healthEasy "500"
      player_healthFu "115"
      player_healthHard "165"
      player_healthMedium "275"
      player_lastStandBleedoutTime "30"
      player_lastStandHealthOverlayTime "8"
      player_lean_rotate_crouch_left "1"
      player_lean_rotate_crouch_right "1"
      player_lean_rotate_left "1.25"
      player_lean_rotate_right "1.25"
      player_lean_shift_crouch_left "12.5"
      player_lean_shift_crouch_right "2.5"
      player_lean_shift_left "5"
      player_lean_shift_right "2.5"
      player_meleeChargeFriction "1200"
      player_meleeHeight "10"
      player_meleeRange "64"
      player_meleeWidth "10"
      player_move_factor_on_torso "0"
      player_moveThreshhold "1"
      player_push_enabled "0"
      player_revivePlayerListCycleTime "2"
      player_reviveTriggerRadius "64"
      player_reviveXP "2"
      player_runbkThreshhold "60"
      player_runThreshhold "110"
      player_scopeExitOnDamage "0"
      player_spectateSpeedScale "1"
      player_sprintCameraBob "0.5"
      player_sprintForwardMinimum "105"
      player_sprintMinTime "1"
      player_sprintRechargePause "0"
      player_sprintSpeedScale "1.5"
      player_sprintStrafeSpeedScale "0.667"
      player_sprintThreshhold "185"
      player_sprintTime "4"
      player_sprintUnlimited "0"
      player_strafeAnimCosAngle "0.5"
      player_strafeSpeedScale "0.8"
      player_sustainAmmo "0"
      player_swimDamage "15"
      player_swimDamagerInterval "1"
      player_swimTime "16"
      player_turnAnims "0"
      player_view_pitch_down "85"
      player_view_pitch_up "85"
      player_waterSpeedScale "0.5"
      playlist "0"
      presell "0"
      prestigeclass1 "Custom 6"
      prestigeclass2 "Custom 7"
      prestigeclass3 "Custom 8"
      prestigeclass4 "Custom 9"
      prestigeclass5 "Custom 10"
      primaryWeaponOffset "0"
      profile_physics "0"
      protocol "62"
      r_aaAlpha "dither (fast)"
      r_aaSamples "4"
      r_aspectRatio "auto"
      r_autopriority "0"
      r_blur "0"
      r_blur_allowed "1"
      r_brightness "0"
      r_brushLimit "512"
      r_burnedDestructibleColor "0.4"
      r_cacheModelLighting "1"
      r_cacheSModelLighting "1"
      r_clear "blink"
      r_clearColor "0 0 0 0"
      r_clearColor2 "0 0 0 0"
      r_colorMap "Unchanged"
      r_contrast "1"
      r_cosmeticCullMax "16"
      r_cosmeticCullMin "16"
      r_cullxmodel "1"
      r_customMode ""
      r_cycleSizeCull "0"
      r_debugLineWidth "1"
      r_debugShader "none"
      r_debugShowCoronas "0"
      r_debugShowDynamicLights "0"
      r_debugShowPrimaryLights "0"
      r_depthPrepass "0"
      r_desaturation "1"
      r_detail "1"
      r_diffuseColorScale "1"
      r_displayRefresh "75 Hz"
      r_distortion "1"
      r_dlightLimit "4"
      r_dlightMaxFullScreenRadius "1000"
      r_dlightMaxNonFullScreenRadius "200"
      r_dobjLimit "512"
      r_dof_bias "0.5"
      r_dof_enable "1"
      r_dof_farBlur "1.8"
      r_dof_farEnd "7000"
      r_dof_farStart "1000"
      r_dof_nearBlur "6"
      r_dof_nearEnd "60"
      r_dof_nearStart "10"
      r_dof_tweak "0"
      r_dof_viewModelEnd "8"
      r_dof_viewModelStart "2"
      r_drawDebugFogParams "0"
      r_drawWater "1"
      r_envMapExponent "5"
      r_envMapMaxIntensity "0.5"
      r_envMapMinIntensity "0.2"
      r_envMapOverride "0"
      r_envMapSpecular "1"
      r_envMapSunIntensity "2"
      r_fastSkin "0"
      r_filmTweakBrightness "0"
      r_filmTweakContrast "1.4"
      r_filmTweakDarkTint "0.7 0.85 1"
      r_filmTweakDesaturation "0.2"
      r_filmTweakEnable "0"
      r_filmTweakInvert "0"
      r_filmTweakLightTint "1.1 1.05 0.85"
      r_filmUseTweaks "0"
      r_flame_allowed "1"
      r_flameFX_brightness "0.0688476"
      r_flameFX_contrast "1.25249"
      r_flameFX_darkTint "1.16924 1.0238 1.08897"
      r_flameFX_desaturation "0.228803"
      r_flameFX_distortionScaleFactor "0 1 1 0.511918"
      r_flameFX_enable "0"
      r_flameFX_fadeDuration "0.5"
      r_flameFX_FPS "15"
      r_flameFX_lightTint "1.32779 1.32472 1.10718"
      r_flameFX_magnitude "0.0215147"
      r_floatz "1"
      r_fog "1"
      r_forceLod "none"
      r_fovScaleThresholdRigid "2.4"
      r_fovScaleThresholdSkinned "2.4"
      r_fullbright "0"
      r_fullscreen "0"
      r_gamma "1.3168"
      r_gfxopt_dynamic_foliage "1"
      r_gfxopt_water_simulation "1"
      r_glow "1"
      r_glow_allowed "1"
      r_glowTweakBloomCutoff "0.5"
      r_glowTweakBloomDesaturation "0"
      r_glowTweakBloomIntensity0 "1"
      r_glowTweakEnable "0"
      r_glowTweakRadius0 "5"
      r_glowTweakRayExpansion "0"
      r_glowTweakRayIntensity "1"
      r_glowUseTweaks "0"
      r_gpuSync "adaptive"
      r_grassBurn "0"
      r_grassEnable "1"
      r_highLodDist "-1"
      r_ignore "0"
      r_ignorehwgamma "0"
      r_inGameVideo "1"
      r_lightConflicts "0"
      r_lightMap "Unchanged"
      r_lightTweakAmbient "0.1"
      r_lightTweakAmbientColor "1 0 0 1"
      r_lightTweakDiffuseFraction "0.5"
      r_lightTweakSunColor "0 1 0 1"
      r_lightTweakSunDiffuseColor "0 0 1 1"
      r_lightTweakSunDirection "0 0 0"
      r_lightTweakSunLight "1"
      r_loadForRenderer "1"
      r_lockPvs "0"
      r_lodBiasRigid "0"
      r_lodBiasSkinned "0"
      r_lodScaleRigid "1"
      r_lodScaleSkinned "1"
      r_logFile "0"
      r_lowestLodDist "-1"
      r_lowLodDist "-1"
      r_mediumLodDist "-1"
      r_mode "1920x1080"
      r_modelLimit "1024"
      r_modelVertColor "1"
      r_monitor "0"
      r_motionblur_blurOrigin "0.5 0.5 0 1"
      r_motionblur_directionFactor "0.001"
      r_motionblur_enable "0"
      r_motionblur_frameBased_enable "0"
      r_motionblur_maxblur "30"
      r_motionblur_numberOfSamples "1"
      r_motionblur_positionFactor "0.01"
      r_multiGpu "1"
      r_noborder "0"
      r_norefresh "0"
      r_normal "1"
      r_normalMap "Unchanged"
      r_open_automate "0"
      r_outdoor "1"
      r_outdoorAwayBias "32"
      r_outdoorDownBias "0"
      r_outdoorFeather "8"
      r_picmip "0"
      r_picmip_bump "0"
      r_picmip_manual "0"
      r_picmip_spec "0"
      r_picmip_water "1"
      r_poisonFX_blurMax "4"
      r_poisonFX_blurMin "0"
      r_poisonFX_debug_amount "1"
      r_poisonFX_debug_enable "0"
      r_poisonFX_dvisionA "0"
      r_poisonFX_dvisionX "0"
      r_poisonFX_dvisionY "0"
      r_poisonFX_pulse "1.1"
      r_poisonFX_warpX "0.2"
      r_poisonFX_warpY "-0.15"
      r_polygonOffsetBias "-1"
      r_polygonOffsetScale "-1"
      r_portalBevels "0.7"
      r_portalBevelsOnly "0"
      r_portalMinClipArea "0.02"
      r_portalMinRecurseDepth "2"
      r_portalWalkLimit "0"
      r_prepassSizeCull "0"
      r_pretess "1"
      r_reflectionProbeGenerate "0"
      r_reflectionProbeGenerateExit "0"
      r_reflectionProbeRegenerateAll "0"
      r_rendererInUse "Shader model 3.0"
      r_rendererPreference "Default"
      r_resampleScene "1"
      r_reviveFX_blurRadiusEdge "6.4"
      r_reviveFX_brightnessCenter "0.234"
      r_reviveFX_brightnessEdge "0.264"
      r_reviveFX_contrastCenter "1.9"
      r_reviveFX_contrastEdge "2.84"
      r_reviveFX_darkTintCenter "0.978 1.01 0.975"
      r_reviveFX_darkTintEdge "0.931 0.955 0.939"
      r_reviveFX_debug "0"
      r_reviveFX_desaturationCenter "0.845"
      r_reviveFX_desaturationEdge "1"
      r_reviveFX_fadeDuration "5"
      r_reviveFX_lightTintCenter "1.02 1 0.99"
      r_reviveFX_lightTintEdge "1 1.03 1.02"
      r_reviveFX_motionblurWeight "0.4"
      r_scaleViewport "1"
      r_showFbColorDebug "None"
      r_showFloatZDebug "0"
      r_showLightGrid "0"
      r_showMissingLightGrid "0"
      r_showPenetration "off"
      r_showPixelCost "off"
      r_showPortals "0"
      r_showSunDirectionDebug "0"
      r_singleCell "0"
      r_sizeCull "0"
      r_skinCache "1"
      r_skipPvs "0"
      r_skyTransition "0"
      r_smc_enable "1"
      r_smp_backend "1"
      r_smp_worker "1"
      r_smp_worker_thread0 "1"
      r_smp_worker_thread1 "1"
      r_smp_worker_thread2 "1"
      r_smp_worker_thread3 "1"
      r_smp_worker_thread4 "1"
      r_smp_worker_thread5 "1"
      r_smp_worker_threads "6"
      r_specular "1"
      r_specularColorScale "1"
      r_specularMap "Unchanged"
      r_spotLightBrightness "14"
      r_spotLightEndRadius "196"
      r_spotLightEntityShadows "1"
      r_spotLightFovInnerFraction "0.7"
      r_spotLightShadows "1"
      r_spotLightSModelShadows "1"
      r_spotLightStartRadius "36"
      r_sse_skinning "1"
      r_sun_from_dvars "0"
      r_sun_fx_position "0 0 0"
      r_sunblind_fadein "0.5"
      r_sunblind_fadeout "3"
      r_sunblind_max_angle "5"
      r_sunblind_max_darken "0.75"
      r_sunblind_min_angle "30"
      r_sunflare_fadein "1"
      r_sunflare_fadeout "1"
      r_sunflare_max_alpha "1"
      r_sunflare_max_angle "2"
      r_sunflare_max_size "2500"
      r_sunflare_min_angle "45"
      r_sunflare_min_size "0"
      r_sunflare_shader "sun_flare"
      r_sunglare_fadein "0.5"
      r_sunglare_fadeout "3"
      r_sunglare_max_angle "5"
      r_sunglare_max_lighten "0.75"
      r_sunglare_min_angle "30"
      r_sunsprite_shader "sun"
      r_sunsprite_size "16"
      r_swrk_override_characterCharredAmount "0"
      r_swrk_override_enable "0"
      r_swrk_override_wetness "0"
      r_texFilterAnisoMax "4"
      r_texFilterAnisoMin "1"
      r_texFilterDisable "0"
      r_texFilterMipBias "0"
      r_texFilterMipMode "Unchanged"
      r_use_separate_char_tech "0"
      r_useLayeredMaterials "0"
      r_vc_makelog "2"
      r_vc_showlog "16"
      r_vsync "0"
      r_warm_bsp "0"
      r_warm_dobj "0"
      r_warm_dpvs "0"
      r_warm_static "0"
      r_warningRepeatDelay "5"
      r_waterSheetingFX_allowed "1"
      r_waterSheetingFX_brightness "0"
      r_waterSheetingFX_contrast "1"
      r_waterSheetingFX_darkTint "1 1 1"
      r_waterSheetingFX_desaturation "0"
      r_waterSheetingFX_distortionScaleFactor "0.021961 1 0 0"
      r_waterSheetingFX_enable "0"
      r_waterSheetingFX_fadeDuration "2"
      r_waterSheetingFX_lightTint "0.780261 1 1"
      r_waterSheetingFX_magnitude "0.0655388"
      r_waterSheetingFX_radius "4.44051"
      r_watersim_curlAmount "0.5"
      r_watersim_curlMax "0.4"
      r_watersim_curlReduce "0.95"
      r_watersim_debug "0"
      r_watersim_enabled "1"
      r_watersim_flatten "0"
      r_watersim_foamAppear "20"
      r_watersim_foamDisappear "0.78"
      r_watersim_minShoreHeight "0.04"
      r_watersim_particleGravity "0.03"
      r_watersim_particleLength "0.03"
      r_watersim_particleLimit "2.5"
      r_watersim_particleWidth "2"
      r_watersim_scroll "0 0"
      r_watersim_waveSeedDelay "500"
      r_watersim_windAmount "0.02"
      r_watersim_windDir "45"
      r_watersim_windMax "0.4"
      r_worldLod "0"
      r_zfar "0"
      r_zFeather "1"
      r_znear "4"
      r_znear_depthhack "0.1"
      ragdoll_baselerp_time "1000"
      ragdoll_bullet_force "500"
      ragdoll_bullet_upbias "0.5"
      ragdoll_debug "0"
      ragdoll_dump_anims "0"
      ragdoll_enable "1"
      ragdoll_explode_force "18000"
      ragdoll_explode_upbias "0.8"
      ragdoll_fps "20"
      ragdoll_jitter_scale "1"
      ragdoll_jointlerp_time "3000"
      ragdoll_max_life "9000"
      ragdoll_max_simulating "16"
      ragdoll_rotvel_scale "1"
      ragdoll_self_collision_scale "1.2"
      rate "25000"
      rifleGrenadeSwitchFix "1"
      s0 "0"
      s1 "0"
      s10 "0"
      s11 "0"
      s12 "0"
      s13 "0"
      s14 "0"
      s15 "0"
      s16 "0"
      s17 "0"
      s18 "0"
      s2 "0"
      s3 "0"
      s4 "0"
      s5 "0"
      s6 "0"
      s7 "0"
      s8 "0"
      s9 "0"
      sc_blur "2"
      sc_count "24"
      sc_debugCasterCount "24"
      sc_debugReceiverCount "24"
      sc_enable "0"
      sc_fadeRange "0.25"
      sc_length "400"
      sc_offscreenCasterLodBias "0"
      sc_offscreenCasterLodScale "20"
      sc_shadowInRate "2"
      sc_shadowOutRate "5"
      sc_showDebug "0"
      sc_showOverlay "0"
      sc_wantCount "12"
      sc_wantCountMargin "1"
      scr_friendlyfire "0"
      scriptmover_useServerAnims "0"
      scriptmover_useServerAnimsEntity "-1"
      sensitivity "5"
      server1 ""
      server10 ""
      server11 ""
      server12 ""
      server13 ""
      server14 ""
      server15 ""
      server16 ""
      server2 ""
      server3 ""
      server4 ""
      server5 ""
      server6 ""
      server7 ""
      server8 ""
      server9 ""
      session_nonblocking "1"
      shortversion "1"
      showdrop "0"
      showpackets "0"
      sm_enable "1"
      sm_fastSunShadow "1"
      sm_fullResSpotShadowEnable "0"
      sm_lightScore_eyeProjectDist "64"
      sm_lightScore_spotProjectFrac "0.125"
      sm_maxLights "4"
      sm_polygonOffsetBias "2.5"
      sm_polygonOffsetScale "2"
      sm_qualitySpotShadow "1"
      sm_spotEnable "1"
      sm_spotShadowFadeTime "1"
      sm_strictCull "1"
      sm_sunAlwaysCastsShadow "0"
      sm_sunEnable "1"
      sm_sunSampleSizeNear "0.25"
      sm_sunShadowCenter "0 0 0"
      sm_sunShadowScale "1"
      snaps "20"
      snd_autoSim "1"
      snd_cinematicVolumeScale "0.580688"
      snd_distanceLpf "-30"
      snd_dlpf_max_distance "3000"
      snd_dlpf_min_distance "800"
      snd_dopplerRate "2.75"
      snd_dopplerScale "25"
      snd_draw3D "Off"
      snd_drawInfo "None"
      snd_drawSort "priority"
      snd_enableEq "0"
      snd_errorOnMissing "0"
      snd_flux_separation "0.3"
      snd_force51 "0"
      snd_force71 "0"
      snd_global_attenuation "-5"
      snd_isbig_distance "1000"
      snd_khz "44"
      snd_levelFadeTime "250"
      snd_losOcclusion "1"
      snd_menu_master "1"
      snd_menu_music "1"
      snd_menu_sfx "0.575397"
      snd_menu_voice "0.59127"
      snd_occlusion_attenuation "-45"
      snd_occlusion_cull_distance "2000"
      snd_occlusion_rate "40"
      snd_omnidirectionalPercentage "0"
      snd_pitch_timescale "0"
      snd_playing_priority_boost "10"
      snd_realDelay "0.5"
      snd_reportSndAliasErrors "0"
      snd_skip_muted_sounds "0"
      snd_slaveFadeInTime "0.15"
      snd_slaveFadeOutTime "0.25"
      snd_speakerConfiguration "Stereo"
      snd_touchStreamFilesOnLoad "0"
      snd_water_occlusion_attenuation "-30"
      snd_water_occlusion_distance "60"
      snd_water_occlusion_minimum "-8"
      snd_water_omni_amount "0.5"
      snd_water_omni_distance "60"
      snd_water_pitch_amount "0.9"
      snd_water_pitch_distance "30"
      stat_version "10"
      stats_backup "1"
      stats_version_check "0"
      stopspeed "100"
      superuser "0"
      sv_allowAnonymous "0"
      sv_allowDownload "1"
      sv_allowedClan1 ""
      sv_allowedClan2 ""
      sv_botsPressAttackBtn "1"
      sv_cheats "0"
      sv_clientArchive "1"
      sv_clientside "0"
      sv_clientSideBullets "1"
      sv_clientSideVehicles "1"
      sv_connectTimeout "45"
      sv_debugRate "0"
      sv_debugReliableCmds "0"
      sv_disableClientConsole "0"
      sv_FakeRemoteClient "0"
      sv_FFCheckSums ""
      sv_FFNames ""
      sv_floodProtect "1"
      sv_fps "20"
      sv_HostBandwidthMinimumPerPlayer "65536"
      sv_hostname "CoDWaWHost"
      sv_iwdNames ""
      sv_iwds ""
      sv_keywords ""
      sv_kickBanTime "300"
      sv_lastSaveCommitedToDevice ""
      sv_lastSaveGame ""
      sv_mapRotation ""
      sv_mapRotationCurrent ""
      sv_maxclients "4"
      sv_maxPing "0"
      sv_maxRate "7000"
      sv_minPing "0"
      sv_netcull_animcmdsize_threshold "2000"
      sv_netcull_msgsize_threshold "3000"
      sv_network_warning "0"
      sv_packet_info "0"
      sv_padPackets "0"
      sv_paused "0"
      sv_privateClients "0"
      sv_privatePassword ""
      sv_punkbuster "0"
      sv_pure "0"
      sv_reconnectlimit "3"
      sv_referencedFFCheckSums ""
      sv_referencedFFNames ""
      sv_referencedIwdNames ""
      sv_referencedIwds ""
      sv_restoreDvars "1"
      sv_running "0"
      sv_saveDeviceAvailable "0"
      sv_saveGameAvailable "0"
      sv_saveGameNotReadable "0"
      sv_saveOnStartMap "1"
      sv_serverid "0"
      sv_showAverageBPS "0"
      sv_showCommands "0"
      sv_showPingSpam "0"
      sv_SnapshotManLaw "1"
      sv_SnapshotPeek "1"
      sv_timeout "240"
      sv_useAnimAcks "1"
      sv_useAnimCulling "1"
      sv_useVIS "1"
      sv_voice "0"
      sv_voiceQuality "3"
      sv_znear "0"
      sv_zombietime "2"
      sys_configSum "206167614"
      sys_configureGHz "0.060664"
      sys_cpuGHz "0.01"
      sys_cpuName "Intel(R) Core(TM) i7-8700 CPU @ 3.20GHz"
      sys_gpu "NVIDIA GeForce RTX 2070 SUPER"
      sys_lockThreads "0"
      sys_smp_allowed "1"
      sys_SSE "1"
      sys_sysMB "1024"
      systemlink "0"
      systemlink_warning_shown "0"
      systemlinkparty "0"
      systemlinkpartyandhost "0"
      systemUiActive "0"
      takeCoverWarnings "0"
      team_indicator "0"
      thereisacow "1337"
      timescale "1"
      turretScopeZoom "20"
      turretScopeZoomMax "20"
      turretScopeZoomMin "5"
      turretScopeZoomRate "15"
      ui_bigFont "0.4"
      ui_browserFriendlyfire "-1"
      ui_browserKillcam "-1"
      ui_browserMod "-1"
      ui_browserShowDedicated "0"
      ui_browserShowEmpty "1"
      ui_browserShowFull "1"
      ui_browserShowPassword "-1"
      ui_browserShowPunkBuster "-1"
      ui_browserShowPure "0"
      ui_currentMap "1"
      ui_currentNetMap "0"
      ui_dedicated "0"
      ui_drawCrosshair "1"
      ui_extraBigFont "0.55"
      ui_hostOptions "0"
      ui_hostOptionsEnabled "0"
      ui_joinGametype "0"
      ui_mousePitch "0"
      ui_netGametype "0"
      ui_netGametypeName "cmp"
      ui_netSource "1"
      ui_playerProfileAlreadyChosen "0"
      ui_serverStatusTimeOut "7000"
      ui_smallFont "0.25"
      ui_sp_unlock "0"
      useFastFile "1"
      useMapPreloading "1"
      useSvMapPreloading "1"
      vehanim_debug "0"
      vehanim_enable "1"
      vehCamPitch "15"
      vehControlMode "1"
      vehHelicopterFreeLookReleaseSpeed "8"
      vehHelicopterHeadSwayOnPitch "0.2"
      vehHelicopterHeadSwayOnRollHorz "0.1"
      vehHelicopterHeadSwayOnRollVert "2"
      vehHelicopterHeadSwayOnYaw "0.1"
      vehicle_perk_boost_duration_seconds "0.74"
      vehicle_push_during_mantle "1"
      vehLockTurretToPlayerView "0"
      version "Call of Duty COD_WaW build 1.7.1263 CL(350073) JADAMS2 Thu Oct 29 15:43:55 2009 win-x86"
      vid_xpos "-5"
      vid_ypos "0"
      voice_deadChat "0"
      voice_global "0"
      voice_localEcho "0"
      waypointDebugDraw "0"
      waypointDistScaleRangeMax "3000"
      waypointDistScaleRangeMin "1000"
      waypointDistScaleSmallest "0.8"
      waypointIconHeight "36"
      waypointIconWidth "36"
      waypointOffscreenCornerRadius "105"
      waypointOffscreenDistanceThresholdAlpha "30"
      waypointOffscreenPadBottom "30"
      waypointOffscreenPadLeft "40"
      waypointOffscreenPadRight "0"
      waypointOffscreenPadTop "0"
      waypointOffscreenPointerDistance "30"
      waypointOffscreenPointerHeight "12"
      waypointOffscreenPointerWidth "25"
      waypointOffscreenRoundedCorners "1"
      waypointOffscreenScaleLength "500"
      waypointOffscreenScaleSmallest "1"
      waypointPlayerOffsetCrouch "56"
      waypointPlayerOffsetProne "30"
      waypointPlayerOffsetStand "74"
      waypointSplitscreenScale "1.8"
      waypointTweakY "-17"
      wideScreen "1"
      wind_debug_display "0"
      wind_global_hi_altitude "0"
      wind_global_low_altitude "0"
      wind_global_low_strength_percent "1"
      wind_global_vector "1 0 0"
      wind_grass_gust_distance "2000"
      wind_grass_gust_radius "400"
      wind_grass_gust_speed "1"
      wind_grass_gust_strength "0.5"
      wind_grass_gustinterval "250"
      wind_grass_scale "10000"
      wind_grass_tension "0.001"
      wind_leaf_scale "176"
      winvoice_mic_mute "1"
      winvoice_mic_reclevel "65535"
      winvoice_mic_scaler "1"
      winvoice_save_voice "0"
      xblive_hostingprivateparty "0"
      xblive_loggedin "0"
      xblive_mappacks "0"
      xblive_privatematch "0"
      xblive_privatepartyclient "0"
      xblive_rankedmatch "0"
      xblive_showmarketplace "0"
      xenon_maxVoicePacketsPerSec "100"
      xenon_maxVoicePacketsPerSecForServer "20"
      xenon_voiceDebug "0"
      xenon_voiceDegrade "0"
      zombiemode "0"

1643 total dvars
1643 dvar indexes
=============================== END DVAR DUMP =====================================
10 months ago
This bugfix was added to the wiki of Zombiemodding but the link no longer works.
What happends? After you got hit by the Wunderwaffle multiple times your health will be set to 1 instead of 100 and does no longer regenerate.
This is the backfire of using the weapon like the Raygun.

How to fix it?

1. copy _zombiemode_tesla from CodWaw/raw/maps to your mod. If you already have one it's fine.

2. Openup the file and look for this:
if ( self == attacker )
{
    damage = int( self.maxhealth * .25 );
    if ( damage < 25 )
    {
        damage = 25;
    }

    if ( self.health - damage < 1 )
    {
        self.health = 1;
    }
    else
    {
        self.health -= damage;
    }
}
Change it to this or remove it:
/*
if ( self == attacker )
{
    damage = int( self.maxhealth * .25 );
    if ( damage < 25 )
    {
        damage = 25;
    }

    if ( self.health - damage < 1 )
    {
        self.health = 1;
    }
    else
    {
        self.health -= damage;
    }
}
*/
3. Build your mod and you're done! :)
Offical link: http://wiki.zombiemodding.com/index.php?title=Jugg_and_wonder_Fix
11 months ago


This is an alternative version of the electricity zombie.
These kind of zombies also set your screen on fire after you got hit by them.
Not much special but it creates a bit uniqueness to your map

________________________________________________

1. copy the following files from raw/maps folder into your mod:
_zombiemode
_zombiemode_spawner
(If you already have those files you don't need to copy them)

________________________________________________

2. In your mod make a new script file (MODNAME/maps) and paste the following code in there:
#include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;

#using_animtree( "generic_human" );
spawn_burnzombie()
{        
    // Settings
    self.pathEnemyFightDist = 72;
    self.meleeAttackDist = 72;
    self.fire_range = 75;
    self.fire_duration = 0.75; // in seconds
    self.maxhealth = int(level.zombie_health * 1.5);
   
    self.health = self.maxhealth;
   
    self detachAll();
    self.headModel = "char_ger_honorgd_zomb_behead";
    self attach(self.headModel);
   
    self thread burn_zombie_fx();
   
    while ( 1 )
    {
        self waittill( "meleeanim", note );
        if ( note == "fire" )
        {
            if( IsDefined( self.favoriteenemy ) )
            {
                if (!self.favoriteenemy maps\_laststand::player_is_in_laststand() && distance( self.favoriteenemy.origin, self.origin ) < self.fire_range)
                {
                    self.favoriteenemy SetBurn( self.fire_duration );
                    self.favoriteenemy shellshock( "pain", self.fire_duration );
                    self.favoriteenemy playsound( "small_fire" );
                }
            }
        }        
    }
}

burn_zombie_fx()
{
    self endon ("death");

    while(1)
    {
        PlayFxOnTag( level._effect["character_fire_death_sm"], self, "j_thumb_le_1" );
        PlayFxOnTag( level._effect["character_fire_death_sm"], self, "j_thumb_ri_1" );
        PlayFxOnTag( level._effect["character_fire_death_sm"], self, "j_head" );
        wait 12;
    }
}
(You can for example copy the _zombiemode.gsc file, clear that file and paste this in)
________________________________________________
3. openup _zombiemode_spawner and look for:
self notify( "zombie_init_done" );
change it to this:
self notify( "zombie_init_done" );

if (self.animname != "quad_zombie" && self.animname != "boss_zombie" && self.animname != "zombie_dog")
{
    spawn_round = 3; // the starting round the burn zombie will spawn
    spawn_percentage = 10; // the spawn percentage the burn zombie will spawn

    if (level.round_number >= spawn_round && randomInt(100) <= spawn_percentage)
    {
        self thread maps\YOURSCRIPT::spawn_burnzombie();
    }
}
________________________________________________
4. Build mod and you're done! Have fun! :)
You don't need to add any fx because I am re-using the flamethrower fx.
11 months ago


I made this mini boss a few years back for the map called: Bayern
These kind of zombies also electrify you after you got hit by them.
Not much special but it creates a bit uniqueness to your map

________________________________________________


1. copy the following files from raw/maps folder into your mod:
_zombiemode
_zombiemode_spawner
(If you already have those files you don't need to copy them)

________________________________________________


2. In your mod make a new script file (MODNAME/maps) and paste the following code in there:
#include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;

#using_animtree( "generic_human" );
spawn_electricityzombie()
{        
    // Settings
    self.pathEnemyFightDist = 72;
    self.meleeAttackDist = 72;
    self.electricity_range = 75;
    self.electrified_duration = 0.75; // in seconds
    self.maxhealth = int(level.zombie_health * 1.5);
   
    self.health = self.maxhealth;
   
    if (randomInt(100) <= 85)
    {
        self.hatModel = "char_ger_honorgd_headgear3";
        self attach(self.hatModel);
    }
    if (randomInt(100) <= 75)
    {
        self.hatModel2 = "char_ger_hnrgd_player_shades";
        self attach(self.hatModel2);
    }
   
    self thread electricity_zombie_fx();
   
    while ( 1 )
    {
        self waittill( "meleeanim", note );
        if ( note == "fire" )
        {
            if( IsDefined( self.favoriteenemy ) )
            {
                if (!self.favoriteenemy maps\_laststand::player_is_in_laststand() && distance( self.favoriteenemy.origin, self.origin ) < self.electricity_range)
                {
                    self.favoriteenemy setelectrified( self.electrified_duration );
                    self.favoriteenemy shellshock( "electrocution", self.electrified_duration );
                    self.favoriteenemy playsound( "tesla_bounce" );
                }
            }
        }        
    }
}

electricity_zombie_fx()
{
    self endon ("death");

    while(1)
    {
        PlayFxOnTag( level._effect["elec_sm"], self, "j_thumb_le_1" );
        PlayFxOnTag( level._effect["elec_sm"], self, "j_thumb_ri_1" );
        wait 6;
    }
}
(You can for example copy the _zombiemode.gsc file, clear that file and paste this in)
3. openup _zombiemode and look for:
precache_models()
{
    precachemodel( "char_ger_honorgd_zomb_behead" );
    precachemodel( "char_ger_zombieeye" );
    PrecacheModel( "tag_origin" );
}
change it to this:
precache_models()
{
    precachemodel( "char_ger_honorgd_zomb_behead" );
    precachemodel( "char_ger_zombieeye" );
    PrecacheModel( "tag_origin" );

    precachemodel( "char_ger_honorgd_headgear3" );
    precachemodel( "char_ger_hnrgd_player_shades" );
}
________________________________________________
4. openup _zombiemode_spawner and look for:
self notify( "zombie_init_done" );
change it to this:
self notify( "zombie_init_done" );

if (self.animname != "quad_zombie" && self.animname != "boss_zombie" && self.animname != "zombie_dog")
{
    spawn_round = 3; // the starting round the electricity zombie will spawn
    spawn_percentage = 10; // the spawn percentage the electricity zombie will spawn

    if (level.round_number >= spawn_round && randomInt(100) <= spawn_percentage)
    {
        self thread maps\YOURSCRIPT::spawn_electricityzombie();
    }
}
________________________________________________
5. Add this to your modbuilder:
// Electricity zombie
xmodel,char_ger_hnrgd_player_shades
xmodel,char_ger_honorgd_headgear3
// Electricity zombie
________________________________________________
6. Build mod and you're done! Have fun! :)
You don't need to add any fx because I am re-using the dlc3 fx.
11 months ago
This tutorial is original written by Bamskater33 aka Jei9363!
go to your _zombiemode_spawner.gsc

find
zombie_head_gib( attacker )
go to
if(isdefined(self.hatmodel))
add:
self.hatmodel_launch = spawn("script_model",self.origin + (0,0,64));
self.hatmodel_launch setmodel(self.hatmodel);
self.hatmodel_launch PhysicsLaunch( self.hatmodel_launch.origin, (0,0,5000) ); //adjust to your hatmodel 3000 - 5000
self.hatmodel_launch thread timed_delete(5);
add to bottom of script
timed_delete(time)
{
    wait time;
    self delete();
}
hatmodels are attached in character/ char_ger_honorguard_zombies and char_ger_honorguard_zombies2
self.hatmodel = "your_model";
self attach(self.hatmodel, "", true);
go in asset viewer, look at the char_ models and pick out a fabulous hat for your zombie!
add to bottom
precacheModel("your_model");
add:
xmodel,your_model
to mod.csv
11 months ago


I made this mini boss a few years back for my big map called: Snowblind
It works fine but they are maybe too focused on their targets even if they are in laststand.
If you are able to fix this issue be my guest and post it here.
I re-checked and fixed some old issues so maybe it's already solved but who knows?

________________________________________________

1. copy the following files from raw/maps folder to your mod:
  • _zombiemode
  • _zombiemode_spawner
  • dlc3_code
(If you already have those files you don't need to copy them)

________________________________________________

2. In your mod make a new script file (MODNAME/maps) and paste the following code in there:
#include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;

#using_animtree( "generic_human" );
spawn_banzaizombie()
{    
    self.gib_override = false;
    self.gibbed = true;
   
    self setModel("char_ger_ansel_body");
   
    self.hatmodel = "char_ger_wermachtwet_helm1";
    self Attach( self.hatmodel );

    // Wait until the zombie entered the player area
    while(1)
    {
        if (!self.ignoreall)
        {
            self thread banzai_zombie();
            break;
        }
        wait 0.5;
    }
}

banzai_zombie()
{
    self endon( "death" );

    // Settings
    self.moveplaybackrate = 0.80; // Play banzai animation at 80%
    self.banzai_minimum_damage = 65; // Melee minimum damage with bayonet
    self.banzai_maximum_damage = 75; // Melee maximum damage with bayonet
    self.banzai_range = 70; // Melee range with bayonet
    self.banzai_hit_range = 30; // Melee hit range with bayonet
    // Settings
   
    self.pathEnemyFightDist = 0.0000001; // To Disable hand melee attacks.
    self.banzai_stop_stabbing = false;
    self thread banzai_zombie_stop_stabbing();
    self thread banzai_zombie_draw_weapon();
   
    self.zombie_move_speed = "sprint";
    banzaiRandom = randomFloat(100);
    if (banzaiRandom <= 25) self.run_combatanim = %ai_bonzai_sprint_a;
    else if (banzaiRandom > 25 && banzaiRandom <= 50) self.run_combatanim = %ai_bonzai_sprint_b;
    else if (banzaiRandom > 50 && banzaiRandom <= 75) self.run_combatanim = %ai_bonzai_sprint_c;
    else self.run_combatanim = %ai_bonzai_sprint_d;
   
    players = get_players();
   
    while( 1 )
    {
        if (isdefined(self.favoriteenemy))
        {
            target = self.favoriteenemy;
            if (self.banzai_stop_stabbing)
            {
                return;
            }
           
            if (target.is_zombie || target maps\_laststand::player_is_in_laststand() || target.sessionstate == "spectator" || !isalive(target))
            {
                continue;
            }
           
            if (distance( target.origin, self.origin ) <= self.banzai_range && target.origin != self.origin)
            {        
                self thread banzai_zombie_attack(target, target.origin);
                self waittill( "attack_done" );
            }
        }
        wait .05;
    }
}

banzai_zombie_attack(player, player_pos)
{
    angles = VectorToAngles( player_pos - self.origin );
    self OrientMode( "face angle", angles );
    self animscripted("melee_zombies", self.origin, self.angles, %ai_bayonet_stab_melee);        
   
    while ( 1 )
    {
        self waittill( "melee_zombies", note );
        if ( note == "fire" )
        {
            if( isalive(player) )
            {
                if (distance( player.origin, self.origin ) < self.banzai_range)
                {
                    radiusdamage(player_pos, 45, self.banzai_maximum_damage, self.banzai_minimum_damage, self, "MOD_MELEE");
                   
                    //Give the player the feeling he got stabbed
                    radiusdamage(player_pos, 45, 0, 0, player, "MOD_MELEE");
                    wait .2;
                    self stopAnimScripted();
                    break;
                }
            }
        }
        if ( note == "end" )
            break;        
    }
    self notify( "attack_done" );
}

banzai_zombie_stop_stabbing()
{
    self endon( "death" );

    level waittill( "end_game" );
   
    self.banzai_stop_stabbing = true;
}

banzai_zombie_draw_weapon()
{
    self endon( "death" );
   
    wait 3; // Otherwise you see spooky things
    self.primaryweapon = "kar98k_bayonet";
    self animscripts\shared::placeWeaponOn( self.primaryweapon, "right" );
}
(You can for example copy the _zombiemode.gsc file, clear that file and paste this in)
________________________________________________
3. openup _zombiemode and look for:
precache_models()
{
    precachemodel( "char_ger_honorgd_zomb_behead" );
    precachemodel( "char_ger_zombieeye" );
    PrecacheModel( "tag_origin" );
}
change it to this:
precache_models()
{
    precachemodel( "char_ger_honorgd_zomb_behead" );
    precachemodel( "char_ger_zombieeye" );
    PrecacheModel( "tag_origin" );
   
    precachemodel( "char_ger_ansel_body" );
    precachemodel( "char_ger_wermachtwet_helm1" );
}
________________________________________________
4. openup _zombiemode_spawner and look for:
self notify( "zombie_init_done" );
change it to this:
self notify( "zombie_init_done" );

if (self.animname != "quad_zombie" && self.animname != "boss_zombie" && self.animname != "zombie_dog")
{
    spawn_round = 6; // the starting round the banzai zombie will spawn
    spawn_percentage = 10; // the spawn percentage the banzai zombie will spawn

    if (level.round_number >= spawn_round && randomInt(100) <= spawn_percentage)
    {
        self thread maps\YOURSCRIPT::spawn_banzaizombie();
    }
}
________________________________________________
5. openup dlc3_code and look for:
include_weapon
along the others add this:
include_weapon( "kar98k_bayonet", false );
________________________________________________
6. Add this to your modbuilder:
// Banzai Zombie
xmodel,char_ger_ansel_body
xmodel,char_ger_wermachtwet_helm1
xanim,ai_bonzai_sprint_a
xanim,ai_bonzai_sprint_b
xanim,ai_bonzai_sprint_c
xanim,ai_bonzai_sprint_d
xanim,ai_bayonet_stab_melee
weapon,sp/kar98k_bayonet
// Banzai Zombie
________________________________________________
7. Build mod and you're done! Have fun! :)
11 months ago
SubZero

Progress
85%

Good day everybody!

Today I want to show you a preview of what I am working on with IamBear.
It includes an epic terrorist zombie with C4 explosives and suicide actions.

Story:
After the War in 1960 the nuclear winter started, temperatures dropped and a thick layer of snow covered the earth.
Survive the cold at a remote farm in asia and find out about all the secrets that lie beneath.



















Terrorist Zombie


Features

Perks: Quick Revive, Speed cola, Double tap, Jugg, Mulekick, Stamin-up
Custom Perks: Baron Samedi run, Chain of Fools, Rewind Time Barcardi

Baron Samedi Rum: Turn into a zombie when your health reach below zero, in that form you have to kill zombies and collect brains to turn back into a human.
If you are too late, haven't killed enough zombies or didn't collect enough brains you will go into laststand.

Rewind Time Barcardi: re-spawn at tactical insertion preventing death.

Chain of Fools: Gives you the ability to slow and stun zombies for a second, kniving slows them garanteed and shooting has a smaller chance.

Custom weapons
Heating bar: Fed by killed zombies, when it drops to zero players will freeze to death.
Blundergat (Ice upgrade)
EasterEgg

PS.

1 year ago


Do you like the gravity as you can see in this screenshot? I am here with the tutorial!
Openup _zombiemode and search for this:

onPlayerConnect_clientDvars
you will see this:

self SetClientDvars( "cg_deadChatWithDead", "1",
        "cg_deadChatWithTeam", "1",
        "cg_deadHearTeamLiving", "1",
        "cg_deadHearAllLiving", "1",
        "cg_everyoneHearsEveryone", "1",
        "compass", "0",
        "hud_showStance", "0",
        "cg_thirdPerson", "0",
        "cg_fov", "65",
        "cg_thirdPersonAngle", "0",
        "ammoCounterHide", "0",
        "miniscoreboardhide", "0",
        "ui_hud_hardcore", "0" );

change it to this:

self SetClientDvars( "cg_deadChatWithDead", "1",
        "cg_deadChatWithTeam", "1",
        "cg_deadHearTeamLiving", "1",
        "cg_deadHearAllLiving", "1",
        "cg_everyoneHearsEveryone", "1",
        "compass", "0",
        // gravity
        "phys_gravity", "0", // Zombie gravity
        "g_gravity", "80", // Player gravity
        "ragdoll_max_life", "500000", // Life time of dead bodies flying around in the air in milliseconds
        // gravity
        "hud_showStance", "0",
        "cg_thirdPerson", "0",
        "cg_fov", "65",
        "cg_thirdPersonAngle", "0",
        "ammoCounterHide", "0",
        "miniscoreboardhide", "0",
        "ui_hud_hardcore", "0" );

After you changed that, build the mod and you're done! :)
Have fun testing! (If this tutorial is already on the forum you have my sorry)
1 year ago
I was busy fixing the cooking grenade issue while working on the bo1 perk called PHD Flopper.
Thread this function on all the players and put this script somewhere:
player_cook_grenade_watcher()
{
    self endon( "disconnect" );

    while(1)
    {
        self waittill("grenade_fire", grenade, weaponName);

        if(isdefined(grenade))
        {
            wait 0.125;
           
            if( distance( self.origin, grenade.origin ) <= 0 && self fragButtonPressed())
            {
                self FreezeControls(true);
                self DisableOffhandWeapons();
               
                grenade delete();
               
                ammo_clip = self GetWeaponAmmoClip( weaponName );
                self TakeWeapon(weaponName);
               
                if(self fragButtonPressed())
                {
                    self waittill("grenade_fire", grenade2, weaponName);
                    if(isdefined(grenade2))
                    {
                        grenade2 delete();
                    }
                }
               
                wait 0.05;
               
                self EnableOffhandWeapons();
                self FreezeControls(false);
               
                wait 1.75;
               
                self GiveWeapon(weaponName);
                self SetWeaponAmmoClip(weaponName, ammo_clip);
            }
        }
    }
}
This was quickly tested and worked fine for me..
Maybe it needs some tweaks but this is it.
1 year ago
Black Ops perks progress
100%


Update, my job on the perks are done! :)

Install Tutorial:

https://www.ugx-mods.com/forum/scripts/55/call-of-duty-world-at-war-black-ops-perks/22180

DOWNLOAD:

Version: 1.0.0
www.ugx-mods.com



Alright guys,

I am working on a new mod adding all the lovely perks from bo1 to bo3 into Call of Duty World at War.

Some cool testing gameplay. :sunglass-smiley:


I feel this is missing to UGX, the perks that could be downloaded are maybe old or removed from the website.
I don't know if I am gonna release this to the public because I am afraid this is going to be boycotted.
Or that people are gonna complain it doesn't work and stuff.
Take from me that I will do my very best to make this mod as stable as possible.
It should be also easy to install and quick to use!

This is currently my list:
--=-- Perks --=--

Quick revive = Done
It should react the same way as the perk with quick revive and solo revive where the zombies run away when you are downed.

Jugg  = Done
Starting with 100 health and 250 when player has jugg

Double Tap 2.0 =  Done
Should react the same as Double Tap 2.0

Speed Cola = Done
Does it need changes?

PHD = Done
Added explosion damage when falling would normally deal damage. It is doubled when the fall would kill you.
Normally you would deal damage when you do the dolphin dive but I am not going to add that in this mod.

Deadshot = Done
Added extra breathing time when aiming down with for example snipers.

Staminup = Done
Keep it the same as the perk

Mulekick = Done
Only need to add a hud to show the player when it has the third weapon.

Who's Who = Done
Keep it the same as the perk

Tombstone = Done
In solo this vending machine is removed because it has no purpose.
I don't think that's right so when you are downed with solo revive you will also get your perks back except Tombstone.
(The revive uses are getting lower everytime you use this perk in solo)

Solo is done!
Co-op is done!.

Electric Cherry = Done
Keep it the same as the perk but maybe it needs some tweaks?

Vulture Aid = Done
Keep it the same as the perk, maybe I have to tweak this a bit.

Widow's Wine = Done
Keep it the same as the perk.

Music for new perks = Done
Shaders for new perks = Done (Gonna use Fusorf's shaders. I already credited you man for your hard work! :)))

I was thinking about to make a IWD file and a patch file to support the creator his map.
gympie6_perks.iwd This contains images, scripts and weaponfiles
localized_common.ff (patch file for loading all the images, models, music and soundeffect ect..)
localized_common_nofx.ff (Same as the localized_common.ff (Must also be renamed to that) but without pushing the creator to use T4M for the map, replacing fx with existing ones)


The following things will not be included in this mod!:
  • Wunderfizz
  • Double pap (Bo3 stuff)
  • Random perk locations
  • Buildable things
I am not going to set a deadline on this mod...
Remember this mod is just an idea... that's all.
2 years ago
DjinnCaves

No T4M Required!








Story

The famous good old heroes went inside a dark secret cave of the Djinns.
The cave however is not stable so the exits are collapsed and the heroes are trapped!!!
In panic they try to find a new way out but without succes...
The horde of zombies seems to be normal but that isn't true, there are new types they have never seen before, How long they can survive is up to you!
(There is no easteregg or buyable ending in this map)


This map was requested by Wakizashi, I just want to make his dream come true so I helped him creating this cool map by his own level design.
There is a lot of action and pure survival! There is no exit and no way to run. The heroes have to go through this nightmare until the cave go dark...

Downloads

MIRROR 01

Installer

Manual

MIRROR 02

Manual

People playing the map! :)




Credits

Credits
Community
Treyarch & Activision
UGX Mods and Zombiemodding

Wakizashi (Level Designer)
Gympie5 (Scripter, Modder and Mapper)
IamBEAR
RedSpace200
Bamskater
Harrybo21
AwesomePieMan
Fusorf
Tom_BMX  
DidUknowiPwn
Don Gooney  
Tim Smith(aka BaD BoY 17)  



2 years ago
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