Skip to content
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
Collapse

Plutonium

  1. Home
  2. BO2 Modding Releases & Resources
  3. [Resource] Trickshotting GSC LIST!

[Resource] Trickshotting GSC LIST!

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
gscblack ops 2slides
25 Posts 16 Posters 15.1k Views 5 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • frostyundefined Offline
    frostyundefined Offline
    frosty
    wrote on last edited by Mr. Android
    #1

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Dont be one of those people who sell these scripts, especially if you are just pasting them"
    We are all here to have fun
    Put credit where credit is due
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Hopefully this contains literally all the gsc's you needed

    Fast Last - Credit Warcos

    fastlast()
    
    {
    
    	self iPrintlnBold ("^1Given ^51 ^1Kill! " );
    	self.pointstowin = 1; // change all the 1's to your kill limit... if it was 10, do 9, and edit the score. self.score goes by 200's
    	self.pers["pointstowin"] = 1;
    	self.score = 200;
    	self.pers["score"] = 100;
    	self.kills = 1;
    	self.deaths = 0;
    	self.headshots = 0;
    	self.pers["kills"] = 1;
    	self.pers["deaths"] = 0;
    	self.pers["headshots"] = 0;
    }
    

    Save & Load - Credit @itsSorrow (This code is meant for a mod menu, and not to be called when the player spawned, doing that will cause issues)

    saveandload()
    
    {
    
        if (self.snl == 0)
    
        {
    
            self iprintln("^5Save and Load Enabled");
    
            self iprintln("Crouch and Press [{+actionslot 2}] To Save");
    
            self iprintln("Crouch and Press [{+actionslot 1}] To Load");
    
            self thread dosaveandload();
    
            self.snl = 1;
    
        }
    
        else
    
        {
    
            self iprintln("^1Save and Load Disabled");
    
            self.snl = 0;
    
            self notify("SaveandLoad");
    
        }
    
    }
    
    dosaveandload()
    
    {
    
        self endon("disconnect");
    
        self endon("SaveandLoad");
    
        load = 0;
    
        for(;;)
    
        {
    
        if (self actionslottwobuttonpressed() && self GetStance() == "crouch" && self.snl == 1)
    
        {
    
            self.o = self.origin;
    
            self.a = self.angles;
    
            load = 1;
    
            self iprintln("^5Position Saved");
    
            wait 2;
    
        }
    
        if (self actionslotonebuttonpressed() && self GetStance() == "crouch" && load == 1 && self.snl == 1)
    
        {
    
            self setplayerangles(self.a);
    
            self setorigin(self.o);
    
        }
    
        wait 0.05;
    
    }
    
    }
    

    Change Class Mid Game - Credit @VariationModz7s

    Place this in "onplayerspawned()"

    	self thread monitorClass();
    

    Place this anywhere

    MonitorClass()
    {
    
       self endon("disconnect");
    
       for(;;)
    
       {
    
    		self waittill("changed_class");
    
    		self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
    
    		wait .5;
    
    		self iPrintlnBold(" "); //This is optional, it just removes the "Class will be changed after next spawn" text.
    
    		wait 0.01;
    
       }
    
    }
    

    Spawn Platform

    Platform()
    {
    	location = self.origin;
    	while (isDefined(self.spawnedcrate[0][0]))
    	{
    		i = -3;
    		while (i < 3)
    		{
    			d = -3;
    			while (d < 3)
    			{
    				self.spawnedcrate[i][d] delete();
    				d++;
    			}
    			i++;
    		}
    	}
    	startpos = location + (0, 0, -15);
    	i = -3;
    	while (i < 3)
    	{
    		d = -3;
    		while (d < 3)
    		{
    			self.spawnedcrate[i][d] = spawn("script_model", startpos + (d * 40, i * 70, 0));
    			self.spawnedcrate[i][d] setmodel("t6_wpn_supply_drop_axis");
    			d++;
    		}
    		i++;
    	}
    	//self.origin = (startpos + (0, 0, 5));
    	//offset = (0,0,1255);
    	//self thread godmodeThread();
    	//self iPrintln("God Mode ^7[^6ON^7]");
    	//self.GM = true;
    	//self.GMstatus = "[^6ON^7]";
    	//self modStatusUpdate();
    	//wait .05;
    	//self setOrigin(startpos + (0,0,10));
    }
    selfOriginGet()
    {
    	for(;;)
    	{
    		self iprintln("self.origin - ^5" + self.origin);
    		wait .5;
    	}
    	wait .5;
    }
    selfAnglesGet()
    {
    	for(;;)
    	{
    		self iprintln("self.angles - ^2" + self.angles);
    		wait .5;
    	}
    	wait .5;
    }
    

    Suicide

    	self suicide();
    

    Lowered Barriers (thanks to enki)

    Place this in onplayerspawned()

    	level thread manageBarriers( );
    

    Place this anywhere

    manageBarriers()
    {
    	currentMap = getDvar( "mapname" );
    	
    	switch ( currentMap )
    	{
    		case "mp_bridge": //Detour
    			return moveTrigger( 950 );
    		case "mp_hydro": //Hydro
    			return moveTrigger( 1000 );
    		case "mp_uplink": //Uplink
    			return moveTrigger( 300 );
    		case "mp_vertigo": //Vertigo
    			return moveTrigger( 800 );
    			
    		default:
    			return;
    	}
    }
    moveTrigger( z ) 
    {
    	if ( !isDefined ( z ) || isDefined ( level.barriersDone ) )
    		return;
    		
    	level.barriersDone = true;
    	
    	trigger = getEntArray( "trigger_hurt", "classname" );
    
    	for( i = 0; i < trigger.size; i++ )
    	{
    		if( trigger[i].origin[2] < self.origin[2] )
    			trigger[i].origin -= ( 0 , 0 , z );
    	}
    }
    

    Camo Changer/Canswap Credit @ImRatixed

    CamoChanger()
    {
    	rand=RandomIntRange(1,45);
    	weap=self getCurrentWeapon();
    	self takeWeapon(weap);
    	self giveWeapon(weap,0,true(rand,0,0,0,0));
    	self switchToWeapon(weap);
    	self giveMaxAmmo(weap);
    	self iPrintln("Random Camo Received ^2#"+ rand);
    }
    

    Drop Canswap - Credit Warcos

    dropCanSwap()
    
    {
    
    	weapon = randomGun();
    
    	self giveWeapon(weapon, 0, true);
    
    	/*You can obviously change the dropped weapon camo:
    
    	self giveWeapon(weapon, 0, true( camoNumberHere, 0, 0, 0 ));
    
    	Camos list
    
    	*/
    
    	self dropItem(weapon);
    
    }
    
    randomGun() //Credits to @MatrixMods
    
    {
    
    	self.gun = "";
    
    	while(self.gun == "")
    
    	{
    
    		id = random(level.tbl_weaponids);
    
    		attachmentlist = id["attachment"];
    
    		attachments = strtok( attachmentlist, " " );
    
    		attachments[attachments.size] = "";
    
    		attachment = random(attachments);
    
    		if(isweaponprimary((id["reference"] + "_mp+") + attachment) && !checkGun(id["reference"] + "_mp+" + attachment))
    
    			self.gun = (id["reference"] + "_mp+") + attachment;
    
    		wait 0.1;
    
    		return self.gun;
    
    	}
    
       wait 0.1;
    
    }
    
    checkGun(weap) //Credits to @MatrixMods
    
    {
    
    	self.allWeaps = [];
    
    	self.allWeaps = self getWeaponsList();
    
    	foreach(weapon in self.allWeaps)
    
    	{
    
    		if(isSubStr(weapon, weap))
    
    			return true;
    
    	}
    
    	return false;
    
    }
    

    Spawn Slides - Credit Warcos

    Place this in init()

    level.numberOfSlides = 0;
    

    Calling

    self thread Slide(bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"] + (0,0,20), self getPlayerAngles());
    

    (make sure its all in one line)

    Slide( slidePosition, slideAngles ) 
    
    {
    
    	level endon( "game_ended" );
    
    	level.slide[level.numberOfSlides] = spawn("script_model", slidePosition);
    
    	level.slide[level.numberOfSlides].angles = (0,slideAngles[1]-90,60);
    
    	level.slide[level.numberOfSlides] setModel("t6_wpn_supply_drop_trap");
    
    	level.numberOfSlides++;
    
    	for(;;)
    
    	{
    
    		foreach(player in level.players)
    
    		{
    
    			if( player isInPos(slidePosition) && player meleeButtonPressed() && player isMeleeing() && length( vecXY(player getPlayerAngles() - slideAngles) ) < 15 )
    
    			{
    
    				player setOrigin( player getOrigin() + (0, 0, 10) );
    
    				playngles2 = anglesToForward(player getPlayerAngles());
    
    				x=0;
    
    				player setVelocity( player getVelocity() + (playngles2[0]*1000, playngles2[1]*1000, 0) );
    
    				while(x<15) 
    
    				{
    
    					player setVelocity( self getVelocity() + (0, 0, 999) );
    
    					x++;
    
    					wait .01;
    
    				}
    
    				wait 1;
    
    			}
    
    		}
    
    	wait .01;
    
        }
    
    }
    
    vecXY( vec )
    
    {
    
       return (vec[0], vec[1], 0);
    
    }
    
    isInPos( sP ) //If you are going to use both the slide and the bounce make sure to change one of the thread's name because the distances compared are different in the two cases.
    
    {
    
    	if(distance( self.origin, sP ) < 100)
    
    		return true;
    
    	return false;
    
    }
    

    Hope this helps, may add more in the future
    All credit is posted where it is due. These may not be the original creators, but this is where i found them
    I would reccomend not selling access to these features
    frosty#9999

    Drgnundefined Sassundefined 2 Replies Last reply
    2
    • frostyundefined frosty

      -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
      Dont be one of those people who sell these scripts, especially if you are just pasting them"
      We are all here to have fun
      Put credit where credit is due
      -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

      Hopefully this contains literally all the gsc's you needed

      Fast Last - Credit Warcos

      fastlast()
      
      {
      
      	self iPrintlnBold ("^1Given ^51 ^1Kill! " );
      	self.pointstowin = 1; // change all the 1's to your kill limit... if it was 10, do 9, and edit the score. self.score goes by 200's
      	self.pers["pointstowin"] = 1;
      	self.score = 200;
      	self.pers["score"] = 100;
      	self.kills = 1;
      	self.deaths = 0;
      	self.headshots = 0;
      	self.pers["kills"] = 1;
      	self.pers["deaths"] = 0;
      	self.pers["headshots"] = 0;
      }
      

      Save & Load - Credit @itsSorrow (This code is meant for a mod menu, and not to be called when the player spawned, doing that will cause issues)

      saveandload()
      
      {
      
          if (self.snl == 0)
      
          {
      
              self iprintln("^5Save and Load Enabled");
      
              self iprintln("Crouch and Press [{+actionslot 2}] To Save");
      
              self iprintln("Crouch and Press [{+actionslot 1}] To Load");
      
              self thread dosaveandload();
      
              self.snl = 1;
      
          }
      
          else
      
          {
      
              self iprintln("^1Save and Load Disabled");
      
              self.snl = 0;
      
              self notify("SaveandLoad");
      
          }
      
      }
      
      dosaveandload()
      
      {
      
          self endon("disconnect");
      
          self endon("SaveandLoad");
      
          load = 0;
      
          for(;;)
      
          {
      
          if (self actionslottwobuttonpressed() && self GetStance() == "crouch" && self.snl == 1)
      
          {
      
              self.o = self.origin;
      
              self.a = self.angles;
      
              load = 1;
      
              self iprintln("^5Position Saved");
      
              wait 2;
      
          }
      
          if (self actionslotonebuttonpressed() && self GetStance() == "crouch" && load == 1 && self.snl == 1)
      
          {
      
              self setplayerangles(self.a);
      
              self setorigin(self.o);
      
          }
      
          wait 0.05;
      
      }
      
      }
      

      Change Class Mid Game - Credit @VariationModz7s

      Place this in "onplayerspawned()"

      	self thread monitorClass();
      

      Place this anywhere

      MonitorClass()
      {
      
         self endon("disconnect");
      
         for(;;)
      
         {
      
      		self waittill("changed_class");
      
      		self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
      
      		wait .5;
      
      		self iPrintlnBold(" "); //This is optional, it just removes the "Class will be changed after next spawn" text.
      
      		wait 0.01;
      
         }
      
      }
      

      Spawn Platform

      Platform()
      {
      	location = self.origin;
      	while (isDefined(self.spawnedcrate[0][0]))
      	{
      		i = -3;
      		while (i < 3)
      		{
      			d = -3;
      			while (d < 3)
      			{
      				self.spawnedcrate[i][d] delete();
      				d++;
      			}
      			i++;
      		}
      	}
      	startpos = location + (0, 0, -15);
      	i = -3;
      	while (i < 3)
      	{
      		d = -3;
      		while (d < 3)
      		{
      			self.spawnedcrate[i][d] = spawn("script_model", startpos + (d * 40, i * 70, 0));
      			self.spawnedcrate[i][d] setmodel("t6_wpn_supply_drop_axis");
      			d++;
      		}
      		i++;
      	}
      	//self.origin = (startpos + (0, 0, 5));
      	//offset = (0,0,1255);
      	//self thread godmodeThread();
      	//self iPrintln("God Mode ^7[^6ON^7]");
      	//self.GM = true;
      	//self.GMstatus = "[^6ON^7]";
      	//self modStatusUpdate();
      	//wait .05;
      	//self setOrigin(startpos + (0,0,10));
      }
      selfOriginGet()
      {
      	for(;;)
      	{
      		self iprintln("self.origin - ^5" + self.origin);
      		wait .5;
      	}
      	wait .5;
      }
      selfAnglesGet()
      {
      	for(;;)
      	{
      		self iprintln("self.angles - ^2" + self.angles);
      		wait .5;
      	}
      	wait .5;
      }
      

      Suicide

      	self suicide();
      

      Lowered Barriers (thanks to enki)

      Place this in onplayerspawned()

      	level thread manageBarriers( );
      

      Place this anywhere

      manageBarriers()
      {
      	currentMap = getDvar( "mapname" );
      	
      	switch ( currentMap )
      	{
      		case "mp_bridge": //Detour
      			return moveTrigger( 950 );
      		case "mp_hydro": //Hydro
      			return moveTrigger( 1000 );
      		case "mp_uplink": //Uplink
      			return moveTrigger( 300 );
      		case "mp_vertigo": //Vertigo
      			return moveTrigger( 800 );
      			
      		default:
      			return;
      	}
      }
      moveTrigger( z ) 
      {
      	if ( !isDefined ( z ) || isDefined ( level.barriersDone ) )
      		return;
      		
      	level.barriersDone = true;
      	
      	trigger = getEntArray( "trigger_hurt", "classname" );
      
      	for( i = 0; i < trigger.size; i++ )
      	{
      		if( trigger[i].origin[2] < self.origin[2] )
      			trigger[i].origin -= ( 0 , 0 , z );
      	}
      }
      

      Camo Changer/Canswap Credit @ImRatixed

      CamoChanger()
      {
      	rand=RandomIntRange(1,45);
      	weap=self getCurrentWeapon();
      	self takeWeapon(weap);
      	self giveWeapon(weap,0,true(rand,0,0,0,0));
      	self switchToWeapon(weap);
      	self giveMaxAmmo(weap);
      	self iPrintln("Random Camo Received ^2#"+ rand);
      }
      

      Drop Canswap - Credit Warcos

      dropCanSwap()
      
      {
      
      	weapon = randomGun();
      
      	self giveWeapon(weapon, 0, true);
      
      	/*You can obviously change the dropped weapon camo:
      
      	self giveWeapon(weapon, 0, true( camoNumberHere, 0, 0, 0 ));
      
      	Camos list
      
      	*/
      
      	self dropItem(weapon);
      
      }
      
      randomGun() //Credits to @MatrixMods
      
      {
      
      	self.gun = "";
      
      	while(self.gun == "")
      
      	{
      
      		id = random(level.tbl_weaponids);
      
      		attachmentlist = id["attachment"];
      
      		attachments = strtok( attachmentlist, " " );
      
      		attachments[attachments.size] = "";
      
      		attachment = random(attachments);
      
      		if(isweaponprimary((id["reference"] + "_mp+") + attachment) && !checkGun(id["reference"] + "_mp+" + attachment))
      
      			self.gun = (id["reference"] + "_mp+") + attachment;
      
      		wait 0.1;
      
      		return self.gun;
      
      	}
      
         wait 0.1;
      
      }
      
      checkGun(weap) //Credits to @MatrixMods
      
      {
      
      	self.allWeaps = [];
      
      	self.allWeaps = self getWeaponsList();
      
      	foreach(weapon in self.allWeaps)
      
      	{
      
      		if(isSubStr(weapon, weap))
      
      			return true;
      
      	}
      
      	return false;
      
      }
      

      Spawn Slides - Credit Warcos

      Place this in init()

      level.numberOfSlides = 0;
      

      Calling

      self thread Slide(bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"] + (0,0,20), self getPlayerAngles());
      

      (make sure its all in one line)

      Slide( slidePosition, slideAngles ) 
      
      {
      
      	level endon( "game_ended" );
      
      	level.slide[level.numberOfSlides] = spawn("script_model", slidePosition);
      
      	level.slide[level.numberOfSlides].angles = (0,slideAngles[1]-90,60);
      
      	level.slide[level.numberOfSlides] setModel("t6_wpn_supply_drop_trap");
      
      	level.numberOfSlides++;
      
      	for(;;)
      
      	{
      
      		foreach(player in level.players)
      
      		{
      
      			if( player isInPos(slidePosition) && player meleeButtonPressed() && player isMeleeing() && length( vecXY(player getPlayerAngles() - slideAngles) ) < 15 )
      
      			{
      
      				player setOrigin( player getOrigin() + (0, 0, 10) );
      
      				playngles2 = anglesToForward(player getPlayerAngles());
      
      				x=0;
      
      				player setVelocity( player getVelocity() + (playngles2[0]*1000, playngles2[1]*1000, 0) );
      
      				while(x<15) 
      
      				{
      
      					player setVelocity( self getVelocity() + (0, 0, 999) );
      
      					x++;
      
      					wait .01;
      
      				}
      
      				wait 1;
      
      			}
      
      		}
      
      	wait .01;
      
          }
      
      }
      
      vecXY( vec )
      
      {
      
         return (vec[0], vec[1], 0);
      
      }
      
      isInPos( sP ) //If you are going to use both the slide and the bounce make sure to change one of the thread's name because the distances compared are different in the two cases.
      
      {
      
      	if(distance( self.origin, sP ) < 100)
      
      		return true;
      
      	return false;
      
      }
      

      Hope this helps, may add more in the future
      All credit is posted where it is due. These may not be the original creators, but this is where i found them
      I would reccomend not selling access to these features
      frosty#9999

      Drgnundefined Offline
      Drgnundefined Offline
      Drgn
      Plutonium Staff
      wrote on last edited by
      #2

      frosty None of these at all have credits apart from the 2 functions in one of them. Please credit the creator of the code, even if it is not from Plutonium forums.

      1 Reply Last reply
      0
      • treyfulundefined Offline
        treyfulundefined Offline
        treyful
        wrote on last edited by
        #3
        This post is deleted!
        1 Reply Last reply
        0
        • Baiterundefined Offline
          Baiterundefined Offline
          Baiter
          wrote on last edited by
          #4
          This post is deleted!
          Mr. Androidundefined 1 Reply Last reply
          0
          • Baiterundefined Baiter

            This post is deleted!

            Mr. Androidundefined Offline
            Mr. Androidundefined Offline
            Mr. Android
            Plutonium Admin
            wrote on last edited by
            #5

            Baiter Make a new thread, please don't derail this one.

            @OP - Pinned post as I think it will be useful.

            1 Reply Last reply
            0
            • Ioofundefined Offline
              Ioofundefined Offline
              Ioof
              Contributor
              wrote on last edited by Ioof
              #6

              frosty the barrier code needs to be called on onPlayerSpawned and with self thread

              frostyundefined 1 Reply Last reply
              0
              • Ioofundefined Ioof

                frosty the barrier code needs to be called on onPlayerSpawned and with self thread

                frostyundefined Offline
                frostyundefined Offline
                frosty
                wrote on last edited by
                #7

                Enki fixed

                :::

                testestestestseteste

                :::

                1 Reply Last reply
                0
                • Ducxyundefined Offline
                  Ducxyundefined Offline
                  Ducxy
                  wrote on last edited by
                  #8

                  Do you have a working change map script?

                  1 Reply Last reply
                  0
                  • frostyundefined frosty

                    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                    Dont be one of those people who sell these scripts, especially if you are just pasting them"
                    We are all here to have fun
                    Put credit where credit is due
                    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                    Hopefully this contains literally all the gsc's you needed

                    Fast Last - Credit Warcos

                    fastlast()
                    
                    {
                    
                    	self iPrintlnBold ("^1Given ^51 ^1Kill! " );
                    	self.pointstowin = 1; // change all the 1's to your kill limit... if it was 10, do 9, and edit the score. self.score goes by 200's
                    	self.pers["pointstowin"] = 1;
                    	self.score = 200;
                    	self.pers["score"] = 100;
                    	self.kills = 1;
                    	self.deaths = 0;
                    	self.headshots = 0;
                    	self.pers["kills"] = 1;
                    	self.pers["deaths"] = 0;
                    	self.pers["headshots"] = 0;
                    }
                    

                    Save & Load - Credit @itsSorrow (This code is meant for a mod menu, and not to be called when the player spawned, doing that will cause issues)

                    saveandload()
                    
                    {
                    
                        if (self.snl == 0)
                    
                        {
                    
                            self iprintln("^5Save and Load Enabled");
                    
                            self iprintln("Crouch and Press [{+actionslot 2}] To Save");
                    
                            self iprintln("Crouch and Press [{+actionslot 1}] To Load");
                    
                            self thread dosaveandload();
                    
                            self.snl = 1;
                    
                        }
                    
                        else
                    
                        {
                    
                            self iprintln("^1Save and Load Disabled");
                    
                            self.snl = 0;
                    
                            self notify("SaveandLoad");
                    
                        }
                    
                    }
                    
                    dosaveandload()
                    
                    {
                    
                        self endon("disconnect");
                    
                        self endon("SaveandLoad");
                    
                        load = 0;
                    
                        for(;;)
                    
                        {
                    
                        if (self actionslottwobuttonpressed() && self GetStance() == "crouch" && self.snl == 1)
                    
                        {
                    
                            self.o = self.origin;
                    
                            self.a = self.angles;
                    
                            load = 1;
                    
                            self iprintln("^5Position Saved");
                    
                            wait 2;
                    
                        }
                    
                        if (self actionslotonebuttonpressed() && self GetStance() == "crouch" && load == 1 && self.snl == 1)
                    
                        {
                    
                            self setplayerangles(self.a);
                    
                            self setorigin(self.o);
                    
                        }
                    
                        wait 0.05;
                    
                    }
                    
                    }
                    

                    Change Class Mid Game - Credit @VariationModz7s

                    Place this in "onplayerspawned()"

                    	self thread monitorClass();
                    

                    Place this anywhere

                    MonitorClass()
                    {
                    
                       self endon("disconnect");
                    
                       for(;;)
                    
                       {
                    
                    		self waittill("changed_class");
                    
                    		self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
                    
                    		wait .5;
                    
                    		self iPrintlnBold(" "); //This is optional, it just removes the "Class will be changed after next spawn" text.
                    
                    		wait 0.01;
                    
                       }
                    
                    }
                    

                    Spawn Platform

                    Platform()
                    {
                    	location = self.origin;
                    	while (isDefined(self.spawnedcrate[0][0]))
                    	{
                    		i = -3;
                    		while (i < 3)
                    		{
                    			d = -3;
                    			while (d < 3)
                    			{
                    				self.spawnedcrate[i][d] delete();
                    				d++;
                    			}
                    			i++;
                    		}
                    	}
                    	startpos = location + (0, 0, -15);
                    	i = -3;
                    	while (i < 3)
                    	{
                    		d = -3;
                    		while (d < 3)
                    		{
                    			self.spawnedcrate[i][d] = spawn("script_model", startpos + (d * 40, i * 70, 0));
                    			self.spawnedcrate[i][d] setmodel("t6_wpn_supply_drop_axis");
                    			d++;
                    		}
                    		i++;
                    	}
                    	//self.origin = (startpos + (0, 0, 5));
                    	//offset = (0,0,1255);
                    	//self thread godmodeThread();
                    	//self iPrintln("God Mode ^7[^6ON^7]");
                    	//self.GM = true;
                    	//self.GMstatus = "[^6ON^7]";
                    	//self modStatusUpdate();
                    	//wait .05;
                    	//self setOrigin(startpos + (0,0,10));
                    }
                    selfOriginGet()
                    {
                    	for(;;)
                    	{
                    		self iprintln("self.origin - ^5" + self.origin);
                    		wait .5;
                    	}
                    	wait .5;
                    }
                    selfAnglesGet()
                    {
                    	for(;;)
                    	{
                    		self iprintln("self.angles - ^2" + self.angles);
                    		wait .5;
                    	}
                    	wait .5;
                    }
                    

                    Suicide

                    	self suicide();
                    

                    Lowered Barriers (thanks to enki)

                    Place this in onplayerspawned()

                    	level thread manageBarriers( );
                    

                    Place this anywhere

                    manageBarriers()
                    {
                    	currentMap = getDvar( "mapname" );
                    	
                    	switch ( currentMap )
                    	{
                    		case "mp_bridge": //Detour
                    			return moveTrigger( 950 );
                    		case "mp_hydro": //Hydro
                    			return moveTrigger( 1000 );
                    		case "mp_uplink": //Uplink
                    			return moveTrigger( 300 );
                    		case "mp_vertigo": //Vertigo
                    			return moveTrigger( 800 );
                    			
                    		default:
                    			return;
                    	}
                    }
                    moveTrigger( z ) 
                    {
                    	if ( !isDefined ( z ) || isDefined ( level.barriersDone ) )
                    		return;
                    		
                    	level.barriersDone = true;
                    	
                    	trigger = getEntArray( "trigger_hurt", "classname" );
                    
                    	for( i = 0; i < trigger.size; i++ )
                    	{
                    		if( trigger[i].origin[2] < self.origin[2] )
                    			trigger[i].origin -= ( 0 , 0 , z );
                    	}
                    }
                    

                    Camo Changer/Canswap Credit @ImRatixed

                    CamoChanger()
                    {
                    	rand=RandomIntRange(1,45);
                    	weap=self getCurrentWeapon();
                    	self takeWeapon(weap);
                    	self giveWeapon(weap,0,true(rand,0,0,0,0));
                    	self switchToWeapon(weap);
                    	self giveMaxAmmo(weap);
                    	self iPrintln("Random Camo Received ^2#"+ rand);
                    }
                    

                    Drop Canswap - Credit Warcos

                    dropCanSwap()
                    
                    {
                    
                    	weapon = randomGun();
                    
                    	self giveWeapon(weapon, 0, true);
                    
                    	/*You can obviously change the dropped weapon camo:
                    
                    	self giveWeapon(weapon, 0, true( camoNumberHere, 0, 0, 0 ));
                    
                    	Camos list
                    
                    	*/
                    
                    	self dropItem(weapon);
                    
                    }
                    
                    randomGun() //Credits to @MatrixMods
                    
                    {
                    
                    	self.gun = "";
                    
                    	while(self.gun == "")
                    
                    	{
                    
                    		id = random(level.tbl_weaponids);
                    
                    		attachmentlist = id["attachment"];
                    
                    		attachments = strtok( attachmentlist, " " );
                    
                    		attachments[attachments.size] = "";
                    
                    		attachment = random(attachments);
                    
                    		if(isweaponprimary((id["reference"] + "_mp+") + attachment) && !checkGun(id["reference"] + "_mp+" + attachment))
                    
                    			self.gun = (id["reference"] + "_mp+") + attachment;
                    
                    		wait 0.1;
                    
                    		return self.gun;
                    
                    	}
                    
                       wait 0.1;
                    
                    }
                    
                    checkGun(weap) //Credits to @MatrixMods
                    
                    {
                    
                    	self.allWeaps = [];
                    
                    	self.allWeaps = self getWeaponsList();
                    
                    	foreach(weapon in self.allWeaps)
                    
                    	{
                    
                    		if(isSubStr(weapon, weap))
                    
                    			return true;
                    
                    	}
                    
                    	return false;
                    
                    }
                    

                    Spawn Slides - Credit Warcos

                    Place this in init()

                    level.numberOfSlides = 0;
                    

                    Calling

                    self thread Slide(bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"] + (0,0,20), self getPlayerAngles());
                    

                    (make sure its all in one line)

                    Slide( slidePosition, slideAngles ) 
                    
                    {
                    
                    	level endon( "game_ended" );
                    
                    	level.slide[level.numberOfSlides] = spawn("script_model", slidePosition);
                    
                    	level.slide[level.numberOfSlides].angles = (0,slideAngles[1]-90,60);
                    
                    	level.slide[level.numberOfSlides] setModel("t6_wpn_supply_drop_trap");
                    
                    	level.numberOfSlides++;
                    
                    	for(;;)
                    
                    	{
                    
                    		foreach(player in level.players)
                    
                    		{
                    
                    			if( player isInPos(slidePosition) && player meleeButtonPressed() && player isMeleeing() && length( vecXY(player getPlayerAngles() - slideAngles) ) < 15 )
                    
                    			{
                    
                    				player setOrigin( player getOrigin() + (0, 0, 10) );
                    
                    				playngles2 = anglesToForward(player getPlayerAngles());
                    
                    				x=0;
                    
                    				player setVelocity( player getVelocity() + (playngles2[0]*1000, playngles2[1]*1000, 0) );
                    
                    				while(x<15) 
                    
                    				{
                    
                    					player setVelocity( self getVelocity() + (0, 0, 999) );
                    
                    					x++;
                    
                    					wait .01;
                    
                    				}
                    
                    				wait 1;
                    
                    			}
                    
                    		}
                    
                    	wait .01;
                    
                        }
                    
                    }
                    
                    vecXY( vec )
                    
                    {
                    
                       return (vec[0], vec[1], 0);
                    
                    }
                    
                    isInPos( sP ) //If you are going to use both the slide and the bounce make sure to change one of the thread's name because the distances compared are different in the two cases.
                    
                    {
                    
                    	if(distance( self.origin, sP ) < 100)
                    
                    		return true;
                    
                    	return false;
                    
                    }
                    

                    Hope this helps, may add more in the future
                    All credit is posted where it is due. These may not be the original creators, but this is where i found them
                    I would reccomend not selling access to these features
                    frosty#9999

                    Sassundefined Offline
                    Sassundefined Offline
                    Sass
                    Plutonium Staff
                    wrote on last edited by Sass
                    #9

                    frosty Just came from another post where the "Save & Load" scripts caused issues, and from reading your snippet, it has some issues that makes them unusable.

                    Here's another script I just quickly came up with. Please make sure your script snippets are tested before posting (and if they already are, test them separated from each other).

                    Note : I kept the self.snl stuff purely because it can have some purpose (for VIP functions for example) but it's not mandatory.


                    Step 1 :
                    Put this in onPlayerConnect() : player.snl = true;
                    OR
                    Put this in onPlayerSpawned() : self.snl = true;

                    Step 2 :
                    Put this in onPlayerSpawned() : self thread doSaveAndLoad();

                    Step 3 :
                    Put this anywhere in your file :

                    doSaveAndLoad()
                    {
                        self endon("death");
                        self endon("disconnect");
                    
                        if( self.snl == true )
                        {
                            self iPrintLn("Crouch and press [{+actionslot 2}] to save");
                            self iPrintLn("Crouch and press [{+actionslot 1}] to load");
                        }
                        
                        for(;;)
                        {
                            if (self actionSlotTwoButtonPressed() && self getStance() == "crouch" && self.snl == true)
                            {
                                self.savedOrigin = self.origin;
                                self.savedAngles = self.angles;
                                self iPrintLn("Position saved");
                            }
                            if (self actionSlotOneButtonPressed() && self getStance() == "crouch" && self.snl == true)
                            {
                                self setOrigin(self.savedOrigin);
                                self setPlayerAngles(self.savedAngles);
                                self iPrintLn("Position loaded");
                            }
                            wait 0.1;
                        }
                    }
                    
                    frostyundefined 1 Reply Last reply
                    1
                    • Sassundefined Sass

                      frosty Just came from another post where the "Save & Load" scripts caused issues, and from reading your snippet, it has some issues that makes them unusable.

                      Here's another script I just quickly came up with. Please make sure your script snippets are tested before posting (and if they already are, test them separated from each other).

                      Note : I kept the self.snl stuff purely because it can have some purpose (for VIP functions for example) but it's not mandatory.


                      Step 1 :
                      Put this in onPlayerConnect() : player.snl = true;
                      OR
                      Put this in onPlayerSpawned() : self.snl = true;

                      Step 2 :
                      Put this in onPlayerSpawned() : self thread doSaveAndLoad();

                      Step 3 :
                      Put this anywhere in your file :

                      doSaveAndLoad()
                      {
                          self endon("death");
                          self endon("disconnect");
                      
                          if( self.snl == true )
                          {
                              self iPrintLn("Crouch and press [{+actionslot 2}] to save");
                              self iPrintLn("Crouch and press [{+actionslot 1}] to load");
                          }
                          
                          for(;;)
                          {
                              if (self actionSlotTwoButtonPressed() && self getStance() == "crouch" && self.snl == true)
                              {
                                  self.savedOrigin = self.origin;
                                  self.savedAngles = self.angles;
                                  self iPrintLn("Position saved");
                              }
                              if (self actionSlotOneButtonPressed() && self getStance() == "crouch" && self.snl == true)
                              {
                                  self setOrigin(self.savedOrigin);
                                  self setPlayerAngles(self.savedAngles);
                                  self iPrintLn("Position loaded");
                              }
                              wait 0.1;
                          }
                      }
                      
                      frostyundefined Offline
                      frostyundefined Offline
                      frosty
                      wrote on last edited by
                      #10

                      Sass Thanks for posting this. It was tested, but the script is made more for mod menus than being called when the player spawned, hence the reason why there is a toggle for on/off

                      1 Reply Last reply
                      0
                      • Ducxyundefined Offline
                        Ducxyundefined Offline
                        Ducxy
                        wrote on last edited by
                        #11

                        The slides wont launch me at all. like maybe 10 ft

                        1 Reply Last reply
                        0
                        • roundsgqundefined Offline
                          roundsgqundefined Offline
                          roundsgq
                          wrote on last edited by
                          #12

                          what is the calling for the platforms?

                          1 Reply Last reply
                          0
                          • Rynoxarundefined Offline
                            Rynoxarundefined Offline
                            Rynoxar
                            Contributor
                            wrote on last edited by
                            #13
                            This post is deleted!
                            1 Reply Last reply
                            0
                            • R1pzieundefined Offline
                              R1pzieundefined Offline
                              R1pzie
                              wrote on last edited by
                              #14

                              Better Slides

                              slideBind() //SLIDES
                              {
                              self endon("disconnect");
                              for(;;)
                              {
                              if(self getStance() == "crouch" && self actionslotthreebuttonpressed() && self.slidecount > 0)
                              {
                              self thread Slide(bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"] + (0,0,20), self getPlayerAngles());
                              self iprintln("^6Slide Placed!");
                              self iprintln("^6Knife the carepackage to get launched!");
                              self.slidecount -= 1;
                              self iprintln("You have ^6"+self.slidecount+"^7 slides left");
                              wait .2;
                              }
                              wait .01;
                              }
                              wait .2;
                              }

                              Slide( slidePosition, slideAngles ) //SLIDES

                              {

                              level endon( "game_ended" );

                              level.slide[level.numberOfSlides] = spawn("script_model", slidePosition);

                              level.slide[level.numberOfSlides].angles = (0,slideAngles[1]-90,60);

                              level.slide[level.numberOfSlides] setModel("t6_wpn_supply_drop_trap");

                              level.numberOfSlides++;

                              for(;;)

                              {

                              foreach(player in level.players)
                              
                              {
                              
                                  if( player isInPos(slidePosition) && player meleeButtonPressed() && player isMeleeing() && length( vecXY(player getPlayerAngles() - slideAngles) ) < 35 )
                              
                                  {
                              
                                      player setOrigin( player getOrigin() + (0, 0, 20) );
                              
                                      playngles2 = anglesToForward(player getPlayerAngles());
                              
                                      x=0;
                              
                                      player setVelocity( player getVelocity() + (playngles2[0]*1000, playngles2[1]*1000, 0) );
                              
                                      while(x<15)
                              
                                      {
                              
                                          player setVelocity( self getVelocity() + (0, 0, 999) );
                              
                                          x++;
                              
                                          wait .01;
                              
                                      }
                              
                                      wait 1;
                              
                                  }
                              
                              }
                              

                              wait .01;

                              }
                              }

                              vecXY( vec ) //SLIDES

                              {

                              return (vec[0], vec[1], 0);

                              }

                              isInPos( sP ) //SLIDES

                              {

                              if(distance( self.origin, sP ) < 100)

                              return true;
                              

                              return false;
                              }

                              1 Reply Last reply
                              0
                              • Vulgarundefined Offline
                                Vulgarundefined Offline
                                Vulgar
                                wrote on last edited by
                                #15

                                frosty The lowered barriers script just causes me instant suicides on Vertigo

                                frostyundefined 1 Reply Last reply
                                0
                                • Vulgarundefined Vulgar

                                  frosty The lowered barriers script just causes me instant suicides on Vertigo

                                  frostyundefined Offline
                                  frostyundefined Offline
                                  frosty
                                  wrote on last edited by
                                  #16

                                  Vulgar Go on google and look for a script to remove sky barriers should work after that

                                  1 Reply Last reply
                                  0
                                  • Deicideundefined Offline
                                    Deicideundefined Offline
                                    Deicide
                                    wrote on last edited by Deicide
                                    #17

                                    Better Change Class Function... Sometimes the original code needs a couple tries to work... i fixed this with some tinkering.

                                    ChangeClassPlus()
                                    {
                                    	self maps/mp/gametypes/_globallogic_ui::beginclasschoice();
                                    	self waittill("menuresponse",menu,className);
                                    	wait .1;
                                    	self maps\mp\gametypes\_class::setClass(self.pers["class"]);
                                    	self maps\mp\gametypes\_class::giveLoadout(self.pers["team"],self.pers["class"]);
                                    	wait .1;
                                    }
                                    

                                    Good working billcam function... pretty sure this was Loz's code. It's been a while.

                                    callBillcam()
                                    {
                                        if(self.billcamComing == 0)
                                        {
                                            self.billcamComing = 1;
                                    	    self iPrintln("Billcam called by: ^3" + self.name);
                                    	    level.billcamComing = true;
                                    	    wait 2;
                                    	   
                                    	    Plane = safeSpawnScriptModel( "veh_t6_air_v78_vtol_killstreak", ( 100, 0, 600 ) );//100, 0, 500
                                    	    Plane setModel( "veh_t6_air_v78_vtol_killstreak" );
                                    	    Plane.angles = ( 0, 180, 0 );
                                    	    Plane MoveTo( self.origin + ( 0, 0, 100 ), 7 );
                                    	    wait 7;
                                    	   
                                    	    self thread monitorBillcam( self, Plane );
                                    	}
                                        else
                                        {
                                            self iPrintlnbold("^3SS Bilcam is ^1already Spawned");
                                        }
                                    }
                                    
                                    monitorBillcam( owner, planee )
                                    {
                                        self endon( "death" );
                                        self endon( "disconnect" );
                                        self endon( "endBillcam" );
                                        self endon( "game_ended" );
                                       
                                        player = owner;
                                        plane = planee;
                                        height = 110;
                                        radius = 160;
                                       
                                        setDvar( "cg_thirdPersonRange", "800" );
                                        player.InPlane = false;
                                       
                                        for (;;)
                                        {       
                                            if ( !player.InPlane )
                                            {               
                                                if ( Distance( player.origin, plane.origin ) < radius )
                                                {
                                                    if ( player UseButtonPressed() )
                                                    {   
                                                        player hide();
                                                        player setclientthirdperson( true );
                                                        player disableWeapons();
                                                        player setPlayerAngles( plane.angles + ( 0, 0, 0 ) );
                                                        player Playerlinkto( plane );
                                                        player.InPlane = true;
                                                    }
                                                }
                                            }
                                            else if ( player.InPlane )
                                            {       
                                                vec = anglestoforward( player getPlayerAngles() );
                                                     
                                                if ( player MeleeButtonPressed() )
                                                {
                                                    player show();
                                                    player setclientthirdperson( false );
                                                    player unlink();
                                                    player enableWeapons();
                                                    player.InPlane = false;
                                                    plane delete();
                                                    //player thread savePosition();
                                                    safeSpawnFX( level.remote_mortar_fx[ "missileExplode" ], player.origin );
                                                    buildPlatform( player.origin, player );
                                                    player notify( "endBillcam" );
                                                    wait 0.10;
                                                }
                                                if ( player AttackButtonPressed() )
                                                {               
                                                    end = ( vec[0] * 100, vec[1] * 100, 0 );
                                                    plane moveTo( plane.origin + end, .2 );
                                                }
                                                if ( player FragButtonPressed() )
                                                {
                                                    height ++;
                                                    plane moveTo( plane.origin + ( 0, 0, height ), .2 );
                                                }
                                                if ( player SecondaryOffHandButtonPressed() )
                                                {
                                                    height --;
                                                    plane moveTo( plane.origin - ( 0, 0, height ), .2 );
                                                }
                                            }
                                            else
                                            {
                                            }
                                            wait 0.05;
                                        }
                                        wait 0.05;
                                    }
                                    
                                    buildPlatform( location, player )
                                    {     
                                        location = self.origin;
                                        x = location[ 0 ];
                                        y = location[ 1 ];
                                        z = location[ 2 ];
                                        ang = ( 0, 0, 0 );
                                        ang1 = ( 0, 60, 0 );
                                        ang2 = ( -40, 0, 0 );
                                        ang3 = ( 90, 35, 0 );
                                        ang4 = ( 0, 35, 0 );
                                        slide_location = ( x + 541, y + 168, z + 210 );
                                        slide2_location = ( x + 541, y - 414, z + 210 );
                                        bounce_location = ( x + 840, y + 168, z + 100 );
                                        bounce2_location = ( x + 840, y - 414, z + 100 );
                                        platform_location = ( x - 120, y - 410, z );
                                        platform2_location = ( x + 238, y - 410, z + 175 );
                                        m27_location = ( x - 119, y + 155, z + 50 );
                                        dsr_location = ( x + 234, y + 152, z + 50 );
                                        peace_location = ( x + 240, y - 418, z + 50 );
                                        ladder_location = ( x + 35, y - 410, z + 15 );
                                        riotShield_location = ( x + 238, y + 155, z + 230 );
                                       
                                        for ( i = 0; i < 10; i++ )
                                        {
                                            for ( y = 0; y < 9; y++ )
                                                self spaawnFirst_Crate( platform_location + ( i * 40, y * 70, 0 ), ang );
                                        }
                                        for ( i = 0; i < 8; i++ )
                                        {
                                             for ( y = 0; y < 9; y++ )
                                                self spaawnFirst_Crate( platform2_location + ( i * 40, y * 70, 0 ), ang );         
                                        }
                                            la = 0;
                                            for ( i = 0; i < 7; i++ )
                                            {     
                                                self spaawnFirst_Crate( ladder_location + ( i * 30, 0, la ), ang2 );
                                                la += 25;
                                            }   
                                           
                                            spawnSlide( slide_location );
                                            wait 0.05;
                                            spawnSlide( slide2_location );
                                            wait 0.05;
                                            spawnBounce( bounce_location, ang );
                                            wait 0.05;
                                            spawnBounce( bounce2_location, ang );
                                            wait 0.05;
                                            spawnWeapon( "dsr50_mp+steadyaim", dsr_location, ang );
                                            wait 0.05;
                                            spawnWeapon( "peacekeeper_mp+sf", peace_location, ang );
                                            wait 0.05;
                                            spawnWeapon( "hk416_mp+dualoptic", m27_location, ang );
                                            wait 0.05;
                                            spawnWeapon( "riotshield_mp", riotShield_location, ang3 );
                                            wait 0.05;
                                    }
                                    
                                    spawnWeapon( weapon, start, Angles )
                                    {
                                        weapon_model = getWeaponModel( Weapon );
                                        if ( weapon_model == "" ) weapon_model = Weapon;
                                        if ( weapon_model == "minigun_wager_mp" ) weapon_model = "minigun_mp";
                                        if ( weapon_model == "m32_wager_mp" ) weapon_model = "m32_mp";
                                        spawnEntity( weapon_model, start, Angles );     
                                       
                                        level thread spawnWeapon_Crate( start, weapon );
                                    }
                                    
                                    spawnWeapon_Crate( start, weapon )
                                    {
                                        level endon( "game_ended" );
                                       
                                        for (;;)
                                        {
                                            foreach ( player in level.players )
                                            {     
                                                if ( Distance( player.origin, start ) < 60 )
                                                {       
                                                    if ( player usebuttonpressed() )
                                                    {
                                                        safeSpawnFX( level._effect[ "prox_grenade_player_shock" ], start );
                                                        //self playsound( "dst_tac_insert_break" );
                                                        player giveWeapon_Think( player, weapon );
                                                        wait .50;
                                                    }
                                                }
                                            }
                                            wait 0.05;
                                        }
                                    }
                                    
                                    giveWeapon_Think( player, weapon )
                                    {
                                        randomCamo = RandomIntRange( 0 , 44 );
                                        player TakeWeapon( player.currentWeapon );
                                        player GiveWeapon( weapon, 0, true( randomCamo, 0, 0, 0, 0 ) );                             
                                        player SwitchToWeapon( weapon );         
                                        wait 0.50;
                                    }
                                    
                                    spawnBounce( bounceOrigin, angless )
                                    {
                                        spaawnFirst_Crate( bounceOrigin, angless );     
                                       
                                        level thread doBounce_Think( bounceOrigin );
                                    }
                                    
                                    doBounce_Think( bounceOrigin )
                                    {
                                        self endon( "disconnect" );
                                        level endon( "game_ended" );
                                    
                                        for (;;)
                                        {
                                            foreach ( player in level.players )
                                            {
                                                if ( Distance( player.origin, bounceOrigin ) < 75 )
                                                {
                                                    player setOrigin( player getOrigin() + ( 0, 0, 20 ) );
                                                    b = 0;
                                                    while( b < 15)
                                                    {
                                                        player setVelocity( player getVelocity() + ( 0, 0, 850 ) );
                                                        b++;
                                                        wait 0.01;
                                                    }
                                                    wait 0.02;
                                                }
                                            }
                                            wait 0.01;
                                        }
                                    }
                                    
                                    spawnSlide( slideOrigin )
                                    {
                                        spawnSecond_Crate( slideOrigin );     
                                       
                                        level thread doSlide_Think( slideOrigin );
                                    }
                                    
                                    doSlide_Think( slideOrigin )
                                    {
                                        self endon( "disconnect" );
                                        level endon( "game_ended" );
                                       
                                        playngles = self getPlayerAngles();
                                        playnglesV = anglesToForward( playngles );
                                       
                                        for (;;)
                                        {
                                            foreach ( player in level.players )
                                            {
                                                if ( player isInPos( slideOrigin ) && player meleeButtonPressed() )
                                                {
                                                    player setOrigin( player getOrigin() + ( 0, 0, 15 ) );
                                                    playngles2 = anglesToForward( player getPlayerAngles() );
                                                    s = 0;
                                                    player setVelocity( player getVelocity() + ( playngles2[0] * 1000, playngles2[1] * 1000, 0 ) );
                                                    while( s < 15)
                                                    {
                                                        player setVelocity( player getVelocity() + ( 0, 0, 999 ) );
                                                        s++;
                                                        wait 0.01;
                                                    }
                                                    wait 1;
                                                }
                                            }
                                            wait 0.05;
                                        }
                                    }
                                    
                                    isInPos( sP )
                                    {
                                        if ( distance( self.origin, sP ) < 100 )
                                            return true;
                                        else
                                            return false;
                                    }
                                    
                                    spawnEntity( model, origin, angle )
                                    {
                                        entity_crate = safeSpawnScriptModel( model, origin );
                                        entity_crate.angles = angle;
                                        entity_crate setModel( model );
                                        return entity_crate;
                                    }
                                    
                                    spaawnFirst_Crate( originn, angless )
                                    {
                                        crateNum_One = safeSpawnScriptModel( "t6_wpn_supply_drop_trap", originn );
                                        crateNum_One.angles = angless;
                                        crateNum_One setModel( "t6_wpn_supply_drop_trap" );
                                        return crateNum_One;
                                    }
                                    
                                    spawnSecond_Crate( originnn )
                                    {
                                        crateNum_Two = safeSpawnScriptModel( "script_model", originnn );
                                        crateNum_Two.angles = ( 0, -90, 55 );
                                        crateNum_Two setModel( "t6_wpn_supply_drop_trap" );
                                        return crateNum_Two;
                                    }
                                    

                                    Change Team Instantly... No dying, No BS. Instantly change teams.

                                    ChangeTeamMe()
                                    {
                                        self endon("disconnect");
                                    
                                        self.ChangeTeam = BO(self.ChangeTeam);
                                        self iPrintln(BR(self.ChangeTeam, "Changed Team To ^6Allies", "Changed Team To ^5Axis"));
                                    
                                        if (self.ChangeTeam)
                                        {
                                            if (self.pers["team"] == "allies") self changeteam("axis");
                                        }
                                        else
                                        {
                                            if (self.pers["team"] == "axis") self changeteam("allies");
                                        }
                                    }
                                    
                                    ChangeTeam(team)
                                    {
                                        if (self.sessionstate == "dead")
                                        {
                                            self.switching_teams = 1;
                                            self.joining_team = team;
                                            self.leaving_team = self.pers["team"];
                                        }
                                        self.pers["team"] = team;
                                        self.team = team;
                                        self.sessionteam = self.pers["team"];
                                        if (!level.teambased)
                                        { self.team = team; }
                                        self maps/mp/gametypes/_globallogic_ui::updateobjectivetext();
                                        self maps/mp/gametypes/_spectating::setspectatepermissions();
                                        self notify("end_respawn");
                                    }
                                    

                                    Give TS Class... Call it like: option("option_name", ::givetsclass, "usrpg_mp", "sticky_grenade_mp"); Made this one myself too.
                                    Random camos, full ammo, and whatnot.

                                    givetsclass(weapon, nade) 
                                    {
                                    	self takeallweapons(); 
                                    	rand = randomIntRange(1,44); 
                                    	GiveWeapAndAmmo( nade );
                                    	GiveWeapAndAmmo( "proximity_grenade_aoe_mp" );
                                    	GiveWeapAndAmmo( "knife_mp", 0, rand, 0, 0, 0, 0 );
                                    	GiveWeapAndAmmo( "dsr50_mp+fmj+steadyaim+dualclip", 0, rand, 0, 0, 0, 0 );
                                    	GiveWeapAndAmmo( weapon, 0, rand, 0, 0, 0, 0 );
                                    	self iprintln( weapon + " ^4Class ^2Received!" );
                                    }
                                    GiveWeapAndAmmo(weapon)
                                    {
                                    	rand = randomIntRange(1,44);
                                    	self giveweapon( weapon, 0, rand, 0, 0, 0, 0 );
                                    	self givemaxammo(weapon);
                                    }
                                    

                                    Better Camo Method... Camo Method changes the way you receive the camo. Camo Change changes it according to your method selected.

                                    CamoChange(camo)
                                    {
                                    	if(!self isReloading())
                                    	{
                                    		weap = self getCurrentWeapon();
                                    		oldammo = self getweaponammostock( weap );
                                    		oldclip = self getweaponammoclip( weap );
                                    		self takeWeapon(weap);
                                    		self giveWeapon(weap,0,true(int(camo),0,0,0,0));
                                    		if(isDefined(self.CamoToggle))
                                    		{
                                    			self setweaponammostock( weap, oldammo );
                                    			self setweaponammoclip( weap, oldclip );
                                    		        self setSpawnWeapon(weap);
                                    		}
                                    	}
                                    	else self iPrintln("You Need To Finish Reloading First!");
                                    }	
                                    CamoMethod()
                                    {
                                    	if(!isDefined(self.CamoToggle))
                                    	{
                                    		self.CamoToggle = true;
                                    		self iPrintln("Camo Method: Same Weapon");
                                    	}
                                    	else
                                    	{
                                    		self.CamoToggle = undefined;
                                    		self iPrintln("Camo Method: New Weapon");
                                    	}
                                    }
                                    

                                    Have fun y'all. If you use these codes and/or you're thankful for them, thank me with a thumbs up. 🙂

                                    Duui YTundefined 1 Reply Last reply
                                    2
                                    • mikzyundefined Offline
                                      mikzyundefined Offline
                                      mikzy
                                      Banned
                                      wrote on last edited by
                                      #18

                                      Deicide This is cool. Thank you for the contribution. However, the Change Class+ function you gave, that would have to be called from a menu or a bind. The change class function in this trickshotting list is so that whenever you change class, without a bind or function calling it, just in general, then it executes that code. Either way, your functions are still cool 🙂

                                      Deicideundefined 1 Reply Last reply
                                      0
                                      • mikzyundefined mikzy

                                        Deicide This is cool. Thank you for the contribution. However, the Change Class+ function you gave, that would have to be called from a menu or a bind. The change class function in this trickshotting list is so that whenever you change class, without a bind or function calling it, just in general, then it executes that code. Either way, your functions are still cool 🙂

                                        Deicideundefined Offline
                                        Deicideundefined Offline
                                        Deicide
                                        wrote on last edited by Deicide
                                        #19

                                        mikzy I see what you mean! My bad, i edited it to where it doesn't have this problem anymore. Also, i added a thread to simply wait when you change your class. First try, no BS. 😉

                                        Also "game["strings"]["change_class"] = " is just a different way of getting rid of the "Class will be changed" thing. Certainly not needed as the iPrintlnbold method works fine too.

                                        #include maps\mp\_utility;
                                        #include common_scripts\utility;
                                        #include maps\mp\gametypes\_hud_util;
                                        #include maps\mp\gametypes\_hud_message;
                                        
                                        init()
                                        {
                                            level thread onPlayerConnect();
                                        }
                                        onPlayerConnect()
                                        {
                                            for(;;)
                                            {
                                                level waittill("connected",player);
                                                game["strings"]["change_class"] = ""; //gets rid of ""Class will be changed after next spawn"
                                                player thread onPlayerSpawned();
                                            }
                                        }
                                        onPlayerSpawned()
                                        {
                                            self endon("disconnect");
                                        	level endon("game_ended");
                                        	self.isFirstSpawn = true;
                                            for(;;)
                                            {
                                                self waittill("spawned_player");
                                                if(self.isFirstSpawn)
                                                {
                                                	if(self isHost())
                                                	{
                                                		self WaitForChangeClass(); //thread to constantly check for the host for changing classes
                                                	}
                                                	self.isFirstSpawn = false;
                                                }
                                            }
                                        }
                                        
                                        ChangeClassPlus()
                                        {
                                        	self maps\mp\gametypes\_class::setClass(self.pers["class"]);
                                        	self maps\mp\gametypes\_class::giveLoadout(self.pers["team"],self.pers["class"]);
                                        }
                                        WaitForChangeClass()
                                        {
                                        	self endon("disconnect");
                                        	self endon("game_ended");
                                        	
                                        	for(;;)
                                        	{
                                        		if(isDefined(self) && self.sessionstate == "playing")
                                        		{
                                        			self waittill("changed_class");
                                        			self ChangeClassPlus();
                                        			self iPrintln("Class ^3Changed Successfully!^7");
                                        		}
                                        	}
                                        }
                                        
                                        1 Reply Last reply
                                        0
                                        • mikzyundefined Offline
                                          mikzyundefined Offline
                                          mikzy
                                          Banned
                                          wrote on last edited by
                                          #20

                                          This looks better and performs well. Thanks for the contribution!

                                          Duui YTundefined 1 Reply Last reply
                                          1

                                          Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                                          Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                                          With your input, this post could be even better 💗

                                          Register Login
                                          Reply
                                          • Reply as topic
                                          Log in to reply
                                          • Oldest to Newest
                                          • Newest to Oldest
                                          • Most Votes


                                          • 1
                                          • 2
                                          • Login

                                          • Don't have an account? Register

                                          • Login or register to search.
                                          • First post
                                            Last post
                                          0
                                          • Recent
                                          • Tags
                                          • Popular
                                          • Users
                                          • Groups