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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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  • 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

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                                        0
                                        • luaaaundefined Offline
                                          luaaaundefined Offline
                                          luaaa
                                          wrote on last edited by
                                          #25

                                          howd you even make the suicide function a cmd

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