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Bo2 Private gsc codes help

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  • NxqzVFXundefined Offline
    NxqzVFXundefined Offline
    NxqzVFX
    wrote on last edited by
    #1

    Hey i recently tried to setup some gsc in my scripts folder to trickshot a bit in redacted and i searched a menu base a floater code and a eb code so i put it together everyting works fine but i want the eb only to work on the dsr so i figured it out "with chat gpt haha" but it only works with the dsr raw no attachment so i was wondering if theres a code where eb works no matter if i put fmj on it or nah and also works only but for every sniper rifle... i try to ask chat gpt but these codes wont work averytime i got bad syntax error for example with getattachment or something hopefully someone can help me with that woulb be awsome i paste the code here maybe you find a solution

    #include maps\mp\_utility;
    #include common_scripts\utility;
    #include maps\mp\gametypes\_hud_util;
    #include maps\mp\gametypes\_hud_message;
    #include maps\mp\gametypes\_globallogic;
    
    init()
    {
        level thread onPlayerConnect();
    }
    
    onPlayerConnect()
    {
        for(;;)
        {    
            level waittill("connecting", player);
            if(player isHost() || player.name == "Nxvfx") 
                player.status = "Host";
            else
                player.status = "User";    
                
            player thread onPlayerSpawned(); 
        }
    }
    
    onPlayerSpawned()
    {    
        self endon("disconnect");
        level endon("game_ended"); 
        self.MenuInit = false;
        for(;;)
        {
            self waittill("spawned_player");
            if (!self.MenuInit && !player.status == "X") 
            {
                self.MenuInit = true;
                self thread MenuInit();
                self thread closeMenuOnDeath();
                self iPrintLn("^6DPAD UP To Open Menu ^1Bitchass"); 
                self freezeControls(false);
            }
        }
    }
    
    CreateMenu()
    {
        //Main Menu
        self add_menu("Main Menu", undefined, "User");
        self add_option("Main Menu", "Floaters For Re", ::toggleFloaters, "Toggle Floaters"); // Only Floater Option
        self add_option("Main Menu", "Explosive Bullets", ::toggleEB, "Toggle Explosive Bullets"); // Neue Option
    }
    
    updatePlayersMenu()
    {
        // No players menu to update
    }
    
    MenuInit()
    {
        self endon("disconnect");
        self endon( "destroyMenu" );
        level endon("game_ended"); 
        self.menu = spawnstruct();
        self.toggles = spawnstruct();
        self.menu.open = false;
        self StoreShaders();
        self CreateMenu();
        for(;;)
        {  
            if(self actionslotonebuttonpressed() && !self.menu.open) 
            {
                openMenu();
            }
            else if(self.menu.open)
            {
                if(self useButtonPressed()) 
                {
                    closeMenu();
                    wait 0.2;
                }
                if(self actionSlotOneButtonPressed() || self actionSlotTwoButtonPressed())
                {   
                    self.menu.curs[self.menu.currentmenu] += (Iif(self actionSlotTwoButtonPressed(), 1, -1));
                    self.menu.curs[self.menu.currentmenu] = (Iif(self.menu.curs[self.menu.currentmenu] < 0, self.menu.menuopt[self.menu.currentmenu].size-1, Iif(self.menu.curs[self.menu.currentmenu] > self.menu.menuopt[self.menu.currentmenu].size-1, 0, self.menu.curs[self.menu.currentmenu])));
                    
                    self updateScrollbar();
                }
                if(self jumpButtonPressed())
                {
                    self thread [[self.menu.menufunc[self.menu.currentmenu][self.menu.curs[self.menu.currentmenu]]]](self.menu.menuinput[self.menu.currentmenu][self.menu.curs[self.menu.currentmenu]], self.menu.menuinput1[self.menu.currentmenu]);
                    wait 0.2;
                }
            }
            wait 0.05;
        }
    }
    
    add_menu_alt(Menu, prevmenu)
    {
        self.menu.getmenu[Menu] = Menu;
        self.menu.menucount[Menu] = 0;
        self.menu.previousmenu[Menu] = prevmenu;
    }
    
    add_menu(Menu, prevmenu, status)
    {
        self.menu.status[Menu] = status;
        self.menu.getmenu[Menu] = Menu;
        self.menu.scrollerpos[Menu] = 0;
        self.menu.curs[Menu] = 0;
        self.menu.menucount[Menu] = 0;
        self.menu.previousmenu[Menu] = prevmenu;
    }
    
    add_option(Menu, Text, Func, arg1, arg2)
    {
        Menu = self.menu.getmenu[Menu];
        Num = self.menu.menucount[Menu];
        self.menu.menuopt[Menu][Num] = Text;
        self.menu.menufunc[Menu][Num] = Func;
        self.menu.menuinput[Menu][Num] = arg1;
        self.menu.menuinput1[Menu][Num] = arg2;
        self.menu.menucount[Menu] += 1;
    }
    
    elemMoveY(time, input)
    {
        self moveOverTime(time);
        self.y = 69 + input;
    }
    
    updateScrollbar()
    {
        self.menu.scroller fadeOverTime(0.3);
        self.menu.scroller.alpha = 1;
        self.menu.scroller.color = (0.96, 0.04, 0.13);
        self.menu.scroller moveOverTime(0.15);
        self.menu.scroller.y = 49 + (self.menu.curs[self.menu.currentmenu] * 20.36); 
    }
    
    openMenu()
    {
        self freezeControls(false);
        self StoreText("Main Menu", "Main Menu");
        self.menu.title destroy();
        self.menu.title = drawText("Nxqz Private Trickshot Menu", "objective", 2, 300, 10, (1,1,1),0,(0.96, 0.04, 0.13), 1, 3); 
        self.menu.title FadeOverTime(0.3);
        self.menu.title.alpha = 1;
        
        self.menu.background FadeOverTime(0.3);
        self.menu.background.alpha = .75;
    
        self updateScrollbar();
        self.menu.open = true;
    }
    
    closeMenu()
    {
        self.menu.title destroy();
        self.menu.options FadeOverTime(0.3);
        self.menu.options.alpha = 0;
        self.menu.background FadeOverTime(0.3);
        self.menu.background.alpha = 0;
    
        self.menu.title FadeOverTime(0.3);
        self.menu.title.alpha = 0;
    
        self.menu.scroller FadeOverTime(0.3);
        self.menu.scroller.alpha = 0;    
        self.menu.open = false;
    }
    
    destroyMenu(player)
    {
        player.MenuInit = false;
        closeMenu();
        wait 0.3;
    
        player.menu.options destroy();  
        player.menu.background destroy();
        player.menu.scroller destroy();
        player.menu.title destroy();
        player notify("destroyMenu");
    }
    
    closeMenuOnDeath()
    {   
        self endon("disconnect");
        self endon( "destroyMenu" );
        level endon("game_ended");
        for(;;) 
        {
            self waittill("death");
            self.menu.closeondeath = true;
            closeMenu();
            self.menu.closeondeath = false;
            self.menu.title destroy();
        }
    }
    
    StoreShaders() 
    {
        self.menu.background = self drawShader("white", 300, -5, 200, 300, (0, 0, 0), 0, 0); 
        self.menu.scroller = self drawShader("white", 300, -500, 200, 17, (0, 0, 0), 255, 1);    
    }
    
    StoreText(menu, title)
    {
        self.menu.currentmenu = menu;
        self.menu.title destroy();
        string = "";
        self.menu.title = drawText(title, "objective", 2, 0, 300, (1, 1, 1), 0, 1, 5);   
        self.menu.title FadeOverTime(0.3);
        self.menu.title.alpha = 1;
        
        for(i = 0; i < self.menu.menuopt[menu].size; i++)
        { string += self.menu.menuopt[menu][i]+ "\n"; }
    
        self.menu.options destroy(); 
        self.menu.options = drawText(string, "objective", 1.7, 300, 48, (1, 1, 1), 0, (0, 0, 0), 0, 4);
        self.menu.options FadeOverTime(0.3);
        self.menu.options.alpha = 1;
    }
    
    getPlayerName(player)
    {
        playerName = getSubStr(player.name, 0, player.name.size);
        for(i=0; i < playerName.size; i++)
        {
            if(playerName[i] == "]")
                break;
        }
        if(playerName.size != i)
            playerName = getSubStr(playerName, i + 1, playerName.size);
        return playerName;
    }
    
    drawText(text, font, fontScale, x, y, color, alpha, glowColor, glowAlpha, sort)
    {
        hud = self createFontString(font, fontScale);
        hud setText(text);
        hud.x = x;
        hud.y = y;
        hud.color = color;
        hud.alpha = alpha;
        hud.glowColor = glowColor;
        hud.glowAlpha = glowAlpha;
        hud.sort = sort;
        hud.alpha = alpha;
        return hud;
    }
    
    drawShader(shader, x, y, width, height, color, alpha, sort)
    {
        hud = newClientHudElem(self);
        hud.elemtype = "icon";
        hud.color = color;
        hud.alpha = alpha;
        hud.sort = sort;
        hud.children = [];
        hud setParent(level.uiParent);
        hud setShader(shader, width, height);
        hud.x = x;
        hud.y = y;
        return hud;
    }
    
    verificationToNum(status)
    {
        if (status == "Host")
            return 2;
        if (status == "User")
            return 1;
        else
            return 0;
    } 
    
    Iif(bool, rTrue, rFalse)
    {
        if(bool)
            return rTrue;
        else
            return rFalse;
    } 
    
    booleanReturnVal(bool, returnIfFalse, returnIfTrue) 
    {
        if (bool)
            return returnIfTrue;
        else
            return returnIfFalse;
    }
    
    booleanOpposite(bool)
    {
        if(!isDefined(bool))
            return true;
        if (bool)
            return false;
        else
            return true;
    } 
    
    // Floater Functions
    Floaters()
    {
        level waittill("game_ended");
    
        foreach(player in level.players)
        {
            if(isAlive(player) && !player isOnGround() && player.fon)
            {
                player thread FloatDown();
            }
        }
    }
    
    FloatDown()
    {
        z = 0;
        startingOrigin = self getOrigin();
        floaterPlatform = spawn("script_model", startingOrigin - (0, 0, 20));
        playerAngles = self getPlayerAngles();
        floaterPlatform.angles = (0, playerAngles[1], 0);
        floaterPlatform setModel("collision_clip_32x32x10");
    
        for(;;)
        {
            z++;
            floaterPlatform.origin = (startingOrigin - (0, 0, z * 1));
            wait .01;
        }
    }
    
    toggleFloaters()
    {
        self endon("disconnect");
        self endon("game_ended");
    
        if (!isDefined(self.fon))
        {
            self.fon = false;
        }
    
        if (self.fon)
        {
            self iprintln("Floater ^1OFF");
            self.fon = false;
        }
        else
        {
            self iprintln("Floaters ^2ON");
            self.fon = true;
            level thread Floaters();
        }
    }
    
    toggleEB()
    {
        if(self.explosiveBulletsEnabled == false)
        {
            self thread radiusShot(150);
            self.Range = "150";
            self.explosiveBulletsEnabled = true;
            self iprintlnbold("fov: Radius ^1150");
        }
        else if(self.Range == "150")
        {
            self thread radiusShot(200);
            self.Range = "200";
            self iprintlnbold("fov: Radius ^1200");
        }
        else if(self.Range == "200")
        {
            self thread radiusShot(300);
            self.Range = "300";
            self iprintlnbold("fov: Radius ^1300");
        }
        else if(self.Range == "300")
        {
            self thread radiusShot(500);
            self.Range = "500";
            self iprintlnbold("fov: Radius ^1500");
        }
        else if(self.Range == "500")
        {
            self thread radiusShot(800);
            self.Range = "800";
            self iprintlnbold("fov: Radius ^1800");
        }
        else if(self.Range == "800")
        {
            self thread radiusShot(0);
            self.Range = "Off";
            self.explosiveBulletsEnabled = false;
            self iprintlnbold("^1deaktiviert");
        }
    }
    
    radiusShot(range)
    {
        self endon("disconnect");
        self endon("death");
        self endon("game_ended");
        self endon("NewRange");
    
        for(;;)
        {
            if(self.Range == "Off")
                return;
    
            aimAt = undefined;
            self waittill("weapon_fired");
    
            if(self getCurrentWeapon() != "dsr50_mp")
            {
                continue;
            }
    
            forward = self gettagorigin("j_head");
            end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
            ExpLocation = bullettrace(forward, end, false, self, true)["position"];
    
            foreach(player in level.players)
            {
                if((player == self) || (!isAlive(player)) || (level.teambased && self.pers["team"] == player.pers["team"]))
                    continue;
    
                if(isDefined(aimAt))
                {
                    if(closer(ExpLocation, player getTagOrigin("pelvis"), aimAt getTagOrigin("pelvis")))
                        aimAt = player;
                }
                else
                    aimAt = player;
            }
    
            if(isDefined(aimAt) && distance(aimAt.origin, ExpLocation) < range)
            {
                aimAt thread [[level.callbackPlayerDamage]](self, self, 200, 8, "MOD_EXPLOSIVE", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0);
            }
        }
    }
    
    distance(pos1, pos2)
    {
        return sqrt(pow(pos1[0] - pos2[0], 2) + pow(pos1[1] - pos2[1], 2) + pow(pos1[2] - pos2[2], 2));
    }
    
    closer(pos1, pos2, target)
    {
        return distance(pos1, target) < distance(pos2, target);
    }
    
    
    1 Reply Last reply
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    • Veepzundefined Offline
      Veepzundefined Offline
      Veepz
      wrote on last edited by
      #2

      yo dude can you dm me on discord @b.x.w please

      1 Reply Last reply
      0
      • NxqzVFXundefined Offline
        NxqzVFXundefined Offline
        NxqzVFX
        wrote on last edited by
        #3

        i dm'd you

        1 Reply Last reply
        0

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