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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 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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                                        0
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