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  3. [Resource] Trickshotting GSC LIST!

[Resource] Trickshotting GSC LIST!

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
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  • frostyundefined Offline
    frostyundefined Offline
    frosty
    replied to Vulgar 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
        • Deicideundefined Offline
          Deicideundefined Offline
          Deicide
          replied to mikzy 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
            • Duui YTundefined Offline
              Duui YTundefined Offline
              Duui YT
              replied to mikzy on last edited by Duui YT
              #21
              This post is deleted!
              1 Reply Last reply
              0
              • Duui YTundefined Offline
                Duui YTundefined Offline
                Duui YT
                replied to Deicide on last edited by
                #22

                Deicide the billcam dose not work

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

                  Deicide said in [Resource] Trickshotting GSC LIST!:

                  billcam

                  Just testing it and it is working.

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

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

                    1 Reply Last reply
                    0
                    • luaaaundefined Offline
                      luaaaundefined Offline
                      luaaa
                      wrote on last edited by
                      #25

                      howd you even make the suicide function a cmd

                      1 Reply Last reply
                      0

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