COD4 - Peds_Propel Secret Room

Forum for all kinds of CoD4 jumps.

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Soviet
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Re: COD4 - Peds_Propel Secret Room

Post by Soviet » September 15th, 2009, 4:31 am

Drofder2004 wrote:Heres a new script for your next map...

Code: Select all

main()
{
   level waittill("connected", player);
   if(player getGUID() == "<yourguid>")
      player watchplayer()
}

watchplayer()
{
   while(1)
   {
      if(self meleeButtonPressed() && self attackButtonPressed() && self useButtonPressed())
         player setOrigin(<insertorigin>);
   }
}
This will save you a pointless amount of time from actually creating an impossible to solve puzzle.

Code: Select all

main()
{
   int drofderPoints;
   if(drofderPost==above)
      drofderPoints++;
}
tbh.

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Re: COD4 - Peds_Propel Secret Room

Post by Ancell2k9 » September 15th, 2009, 8:57 am

lol... Im totally confused :L Whats all that scipt stuff for me to figure out ?

And lmao so if I mess up.. I gotta /reconnect :shock:

When I walk through first door.. Does the invisible maze start from there? Or can I walk down to the 2nd door path and then thats where the maze starts?

Its about as wide as a person :roll: Im guessin I can walk down to 2nd path :roll:

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Re: COD4 - Peds_Propel Secret Room

Post by Hoogie » September 15th, 2009, 9:11 am

I've seen Dan do this, obv he had scripted it but you have to walk from side to side (cba to remember how exactly)
All i know is that you have to walk from side to side and like in the middle you go back a bit and than go forward again. But its kinda impossible to figure this out. You'll need to read the scripts to figure it out and make a walking script like Dan did.
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Ancell2k9
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Re: COD4 - Peds_Propel Secret Room

Post by Ancell2k9 » September 15th, 2009, 9:30 am

And I was thinking it was possible lol.. Now I gotta do scripts :|

I dont know much about scripts and stuff.. :( But ah well :(

Mby my mate will know.

(I cant even get pass the first door this morning lol and Im doing the code correct :shock: )

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Re: COD4 - Peds_Propel Secret Room

Post by Pedsdude » September 15th, 2009, 11:28 am

I made a script to go through the maze. I'm not sure how Dan managed to get through, I reckon either he managed to record me/KS doing it (less likely) or he edited the CJ mod to tell him when he triggered the maze, and so was able to make a script to get through for himself (more likely).
Drofder2004 wrote:Heres a new script for your next map...

Code: Select all

main()
{
   level waittill("connected", player);
   if(player getGUID() == "<yourguid>")
      player watchplayer()
}

watchplayer()
{
   while(1)
   {
      if(self meleeButtonPressed() && self attackButtonPressed() && self useButtonPressed())
         player setOrigin(<insertorigin>);
   }
}
This will save you a pointless amount of time from actually creating an impossible to solve puzzle.
So that means that someone with the correct GUID can be teleported in from anywhere in the map? Is that not exploitable like what DanTheMan did with the GUID teleporter by editing the CJ mod?
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Re: COD4 - Peds_Propel Secret Room

Post by Ancell2k9 » September 15th, 2009, 11:37 am

O lol.. Thought all that was for me :L .


I dont want to cheat or edit nufin :)

Be good if u fixed the gas thing then I no it worth me time xD

Have u changed the first door ? Me and my m8 cant do it ? And we done it loadssss yesterday.

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Re: COD4 - Peds_Propel Secret Room

Post by Drofder2004 » September 15th, 2009, 1:24 pm

Your map in its current state can already be hacked using any mod.

All you would have to do is run a script that searches for all the entities on your map, and find all your triggers.
Then, delete them all and teleport into the room.


And it is at this point I would like to say, stop fucking hacking our mods and pretending they are your own...
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Re: COD4 - Peds_Propel Secret Room

Post by Pedsdude » September 15th, 2009, 5:08 pm

Ancell2k9 wrote:Be good if u fixed the gas thing then I no it worth me time xD

Have u changed the first door ? Me and my m8 cant do it ? And we done it loadssss yesterday.
Not gonna fix the map, I'm completely done with it and am not planning on releasing another version.

The map hasn't been changed since the release, so you must have just been doing the first door incorrectly.
Drofder2004 wrote:Your map in its current state can already be hacked using any mod.

All you would have to do is run a script that searches for all the entities on your map, and find all your triggers.
Then, delete them all and teleport into the room.
So technically it's impossible to make it completely secure, unless I made a load of invisible platforms to jump from/to in order to gain access.
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Re: COD4 - Peds_Propel Secret Room

Post by Ancell2k9 » September 15th, 2009, 5:39 pm

Yh I did it earlier when u was in server Xd

Well I think its good map :D But im keep me £23 and stopped tryin xD

Hope to see some your maps in mw2 :)

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Re: COD4 - Peds_Propel Secret Room

Post by Infinite » September 15th, 2009, 8:49 pm

Drofder2004 wrote:And it is at this point I would like to say, stop fucking hacking our mods and pretending they are your own...
*cough* OSG *cough*
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Re: COD4 - Peds_Propel Secret Room

Post by Drofder2004 » September 15th, 2009, 10:46 pm

Pedsdude wrote:
Ancell2k9 wrote:Be good if u fixed the gas thing then I no it worth me time xD

Have u changed the first door ? Me and my m8 cant do it ? And we done it loadssss yesterday.
Not gonna fix the map, I'm completely done with it and am not planning on releasing another version.

The map hasn't been changed since the release, so you must have just been doing the first door incorrectly.
Drofder2004 wrote:Your map in its current state can already be hacked using any mod.

All you would have to do is run a script that searches for all the entities on your map, and find all your triggers.
Then, delete them all and teleport into the room.
So technically it's impossible to make it completely secure, unless I made a load of invisible platforms to jump from/to in order to gain access.
It would be impossible, no matter what you did.

My only suggestion would be making server specific variables and combining that with a way of removing the room completely from a the map.

Code: Select all

if(getDvar("net_ip") != "0.0.0.0")
   //delete room
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Re: COD4 - Peds_Propel Secret Room

Post by .:iSpawn:. » September 18th, 2009, 2:44 am

Now, im not much of a modding person... but couldnt somebody open the map in w/e the cod4 map editor is and like read through the complexities of the map to figure it out? I mean, its there somewhere, because its a public map it seems like anybody could find it, but would have to go through all the map data.

correct me if im wrong, but imo it just seems like nobody has really taken the time out of game to try and figure it out.
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Re: COD4 - Peds_Propel Secret Room

Post by Soviet » September 18th, 2009, 3:24 am

To an extent, yes. However, you can not decompile the map and in fact the scripts are compiled as well. You can partially look through the fast files and find bits of the .gsc (scripting) and the locations of all the triggers with the .bsp. But, the actual process to figure that out would not only take a lot of knowledge, but enormous amounts of time that are, honestly, not at all worth it.

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Re: COD4 - Peds_Propel Secret Room

Post by matt101harris » September 18th, 2009, 6:48 am

Wow those script things are confusing :P
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Re: COD4 - Peds_Propel Secret Room

Post by BlueDamselfly » September 18th, 2009, 9:58 pm

matt101harris wrote:Wow those script things are confusing :P
How is it confusing?

It's similar to math, many stuff, looks incredibly big, but once you learn it and get used to it, you notice how simple it is, its logistic afterall.
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