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  3. [Resource] Trickshotting GSC LIST!

[Resource] Trickshotting GSC LIST!

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
gscblack ops 2slides
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  • 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
                                  • mikzyundefined mikzy

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

                                    Duui YTundefined Offline
                                    Duui YTundefined Offline
                                    Duui YT
                                    wrote on last edited by Duui YT
                                    #21
                                    This post is deleted!
                                    1 Reply Last reply
                                    0
                                    • Deicideundefined Deicide

                                      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 Offline
                                      Duui YTundefined Offline
                                      Duui YT
                                      wrote on last edited by
                                      #22

                                      Deicide the billcam dose not work

                                      1 Reply Last reply
                                      1
                                      • mikzyundefined Offline
                                        mikzyundefined Offline
                                        mikzy
                                        Banned
                                        wrote on last edited by
                                        #23

                                        Deicide said in [Resource] Trickshotting GSC LIST!:

                                        billcam

                                        Just testing it and it is working.

                                        1 Reply Last reply
                                        0
                                        • Duui YTundefined Offline
                                          Duui YTundefined Offline
                                          Duui YT
                                          wrote on last edited by Duui YT
                                          #24

                                          mikzy slide i put it and i added it to my menu and i put calling i put in onplayerspowned but it wont work it only sends me flying it dose not spown the slide

                                          1 Reply Last reply
                                          0

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