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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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  • Sassundefined Sass

    frosty Just came from another post where the "Save & Load" scripts caused issues, and from reading your snippet, it has some issues that makes them unusable.

    Here's another script I just quickly came up with. Please make sure your script snippets are tested before posting (and if they already are, test them separated from each other).

    Note : I kept the self.snl stuff purely because it can have some purpose (for VIP functions for example) but it's not mandatory.


    Step 1 :
    Put this in onPlayerConnect() : player.snl = true;
    OR
    Put this in onPlayerSpawned() : self.snl = true;

    Step 2 :
    Put this in onPlayerSpawned() : self thread doSaveAndLoad();

    Step 3 :
    Put this anywhere in your file :

    doSaveAndLoad()
    {
        self endon("death");
        self endon("disconnect");
    
        if( self.snl == true )
        {
            self iPrintLn("Crouch and press [{+actionslot 2}] to save");
            self iPrintLn("Crouch and press [{+actionslot 1}] to load");
        }
        
        for(;;)
        {
            if (self actionSlotTwoButtonPressed() && self getStance() == "crouch" && self.snl == true)
            {
                self.savedOrigin = self.origin;
                self.savedAngles = self.angles;
                self iPrintLn("Position saved");
            }
            if (self actionSlotOneButtonPressed() && self getStance() == "crouch" && self.snl == true)
            {
                self setOrigin(self.savedOrigin);
                self setPlayerAngles(self.savedAngles);
                self iPrintLn("Position loaded");
            }
            wait 0.1;
        }
    }
    
    frostyundefined Offline
    frostyundefined Offline
    frosty
    wrote on last edited by
    #10

    Sass Thanks for posting this. It was tested, but the script is made more for mod menus than being called when the player spawned, hence the reason why there is a toggle for on/off

    1 Reply Last reply
    0
    • Ducxyundefined Offline
      Ducxyundefined Offline
      Ducxy
      wrote on last edited by
      #11

      The slides wont launch me at all. like maybe 10 ft

      1 Reply Last reply
      0
      • roundsgqundefined Offline
        roundsgqundefined Offline
        roundsgq
        wrote on last edited by
        #12

        what is the calling for the platforms?

        1 Reply Last reply
        0
        • Rynoxarundefined Offline
          Rynoxarundefined Offline
          Rynoxar
          Contributor
          wrote on last edited by
          #13
          This post is deleted!
          1 Reply Last reply
          0
          • R1pzieundefined Offline
            R1pzieundefined Offline
            R1pzie
            wrote on last edited by
            #14

            Better Slides

            slideBind() //SLIDES
            {
            self endon("disconnect");
            for(;;)
            {
            if(self getStance() == "crouch" && self actionslotthreebuttonpressed() && self.slidecount > 0)
            {
            self thread Slide(bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"] + (0,0,20), self getPlayerAngles());
            self iprintln("^6Slide Placed!");
            self iprintln("^6Knife the carepackage to get launched!");
            self.slidecount -= 1;
            self iprintln("You have ^6"+self.slidecount+"^7 slides left");
            wait .2;
            }
            wait .01;
            }
            wait .2;
            }

            Slide( slidePosition, slideAngles ) //SLIDES

            {

            level endon( "game_ended" );

            level.slide[level.numberOfSlides] = spawn("script_model", slidePosition);

            level.slide[level.numberOfSlides].angles = (0,slideAngles[1]-90,60);

            level.slide[level.numberOfSlides] setModel("t6_wpn_supply_drop_trap");

            level.numberOfSlides++;

            for(;;)

            {

            foreach(player in level.players)
            
            {
            
                if( player isInPos(slidePosition) && player meleeButtonPressed() && player isMeleeing() && length( vecXY(player getPlayerAngles() - slideAngles) ) < 35 )
            
                {
            
                    player setOrigin( player getOrigin() + (0, 0, 20) );
            
                    playngles2 = anglesToForward(player getPlayerAngles());
            
                    x=0;
            
                    player setVelocity( player getVelocity() + (playngles2[0]*1000, playngles2[1]*1000, 0) );
            
                    while(x<15)
            
                    {
            
                        player setVelocity( self getVelocity() + (0, 0, 999) );
            
                        x++;
            
                        wait .01;
            
                    }
            
                    wait 1;
            
                }
            
            }
            

            wait .01;

            }
            }

            vecXY( vec ) //SLIDES

            {

            return (vec[0], vec[1], 0);

            }

            isInPos( sP ) //SLIDES

            {

            if(distance( self.origin, sP ) < 100)

            return true;
            

            return false;
            }

            1 Reply Last reply
            0
            • Vulgarundefined Offline
              Vulgarundefined Offline
              Vulgar
              wrote on last edited by
              #15

              frosty The lowered barriers script just causes me instant suicides on Vertigo

              frostyundefined 1 Reply Last reply
              0
              • Vulgarundefined Vulgar

                frosty The lowered barriers script just causes me instant suicides on Vertigo

                frostyundefined Offline
                frostyundefined Offline
                frosty
                wrote on last edited by
                #16

                Vulgar Go on google and look for a script to remove sky barriers should work after that

                1 Reply Last reply
                0
                • Deicideundefined Offline
                  Deicideundefined Offline
                  Deicide
                  wrote on last edited by Deicide
                  #17

                  Better Change Class Function... Sometimes the original code needs a couple tries to work... i fixed this with some tinkering.

                  ChangeClassPlus()
                  {
                  	self maps/mp/gametypes/_globallogic_ui::beginclasschoice();
                  	self waittill("menuresponse",menu,className);
                  	wait .1;
                  	self maps\mp\gametypes\_class::setClass(self.pers["class"]);
                  	self maps\mp\gametypes\_class::giveLoadout(self.pers["team"],self.pers["class"]);
                  	wait .1;
                  }
                  

                  Good working billcam function... pretty sure this was Loz's code. It's been a while.

                  callBillcam()
                  {
                      if(self.billcamComing == 0)
                      {
                          self.billcamComing = 1;
                  	    self iPrintln("Billcam called by: ^3" + self.name);
                  	    level.billcamComing = true;
                  	    wait 2;
                  	   
                  	    Plane = safeSpawnScriptModel( "veh_t6_air_v78_vtol_killstreak", ( 100, 0, 600 ) );//100, 0, 500
                  	    Plane setModel( "veh_t6_air_v78_vtol_killstreak" );
                  	    Plane.angles = ( 0, 180, 0 );
                  	    Plane MoveTo( self.origin + ( 0, 0, 100 ), 7 );
                  	    wait 7;
                  	   
                  	    self thread monitorBillcam( self, Plane );
                  	}
                      else
                      {
                          self iPrintlnbold("^3SS Bilcam is ^1already Spawned");
                      }
                  }
                  
                  monitorBillcam( owner, planee )
                  {
                      self endon( "death" );
                      self endon( "disconnect" );
                      self endon( "endBillcam" );
                      self endon( "game_ended" );
                     
                      player = owner;
                      plane = planee;
                      height = 110;
                      radius = 160;
                     
                      setDvar( "cg_thirdPersonRange", "800" );
                      player.InPlane = false;
                     
                      for (;;)
                      {       
                          if ( !player.InPlane )
                          {               
                              if ( Distance( player.origin, plane.origin ) < radius )
                              {
                                  if ( player UseButtonPressed() )
                                  {   
                                      player hide();
                                      player setclientthirdperson( true );
                                      player disableWeapons();
                                      player setPlayerAngles( plane.angles + ( 0, 0, 0 ) );
                                      player Playerlinkto( plane );
                                      player.InPlane = true;
                                  }
                              }
                          }
                          else if ( player.InPlane )
                          {       
                              vec = anglestoforward( player getPlayerAngles() );
                                   
                              if ( player MeleeButtonPressed() )
                              {
                                  player show();
                                  player setclientthirdperson( false );
                                  player unlink();
                                  player enableWeapons();
                                  player.InPlane = false;
                                  plane delete();
                                  //player thread savePosition();
                                  safeSpawnFX( level.remote_mortar_fx[ "missileExplode" ], player.origin );
                                  buildPlatform( player.origin, player );
                                  player notify( "endBillcam" );
                                  wait 0.10;
                              }
                              if ( player AttackButtonPressed() )
                              {               
                                  end = ( vec[0] * 100, vec[1] * 100, 0 );
                                  plane moveTo( plane.origin + end, .2 );
                              }
                              if ( player FragButtonPressed() )
                              {
                                  height ++;
                                  plane moveTo( plane.origin + ( 0, 0, height ), .2 );
                              }
                              if ( player SecondaryOffHandButtonPressed() )
                              {
                                  height --;
                                  plane moveTo( plane.origin - ( 0, 0, height ), .2 );
                              }
                          }
                          else
                          {
                          }
                          wait 0.05;
                      }
                      wait 0.05;
                  }
                  
                  buildPlatform( location, player )
                  {     
                      location = self.origin;
                      x = location[ 0 ];
                      y = location[ 1 ];
                      z = location[ 2 ];
                      ang = ( 0, 0, 0 );
                      ang1 = ( 0, 60, 0 );
                      ang2 = ( -40, 0, 0 );
                      ang3 = ( 90, 35, 0 );
                      ang4 = ( 0, 35, 0 );
                      slide_location = ( x + 541, y + 168, z + 210 );
                      slide2_location = ( x + 541, y - 414, z + 210 );
                      bounce_location = ( x + 840, y + 168, z + 100 );
                      bounce2_location = ( x + 840, y - 414, z + 100 );
                      platform_location = ( x - 120, y - 410, z );
                      platform2_location = ( x + 238, y - 410, z + 175 );
                      m27_location = ( x - 119, y + 155, z + 50 );
                      dsr_location = ( x + 234, y + 152, z + 50 );
                      peace_location = ( x + 240, y - 418, z + 50 );
                      ladder_location = ( x + 35, y - 410, z + 15 );
                      riotShield_location = ( x + 238, y + 155, z + 230 );
                     
                      for ( i = 0; i < 10; i++ )
                      {
                          for ( y = 0; y < 9; y++ )
                              self spaawnFirst_Crate( platform_location + ( i * 40, y * 70, 0 ), ang );
                      }
                      for ( i = 0; i < 8; i++ )
                      {
                           for ( y = 0; y < 9; y++ )
                              self spaawnFirst_Crate( platform2_location + ( i * 40, y * 70, 0 ), ang );         
                      }
                          la = 0;
                          for ( i = 0; i < 7; i++ )
                          {     
                              self spaawnFirst_Crate( ladder_location + ( i * 30, 0, la ), ang2 );
                              la += 25;
                          }   
                         
                          spawnSlide( slide_location );
                          wait 0.05;
                          spawnSlide( slide2_location );
                          wait 0.05;
                          spawnBounce( bounce_location, ang );
                          wait 0.05;
                          spawnBounce( bounce2_location, ang );
                          wait 0.05;
                          spawnWeapon( "dsr50_mp+steadyaim", dsr_location, ang );
                          wait 0.05;
                          spawnWeapon( "peacekeeper_mp+sf", peace_location, ang );
                          wait 0.05;
                          spawnWeapon( "hk416_mp+dualoptic", m27_location, ang );
                          wait 0.05;
                          spawnWeapon( "riotshield_mp", riotShield_location, ang3 );
                          wait 0.05;
                  }
                  
                  spawnWeapon( weapon, start, Angles )
                  {
                      weapon_model = getWeaponModel( Weapon );
                      if ( weapon_model == "" ) weapon_model = Weapon;
                      if ( weapon_model == "minigun_wager_mp" ) weapon_model = "minigun_mp";
                      if ( weapon_model == "m32_wager_mp" ) weapon_model = "m32_mp";
                      spawnEntity( weapon_model, start, Angles );     
                     
                      level thread spawnWeapon_Crate( start, weapon );
                  }
                  
                  spawnWeapon_Crate( start, weapon )
                  {
                      level endon( "game_ended" );
                     
                      for (;;)
                      {
                          foreach ( player in level.players )
                          {     
                              if ( Distance( player.origin, start ) < 60 )
                              {       
                                  if ( player usebuttonpressed() )
                                  {
                                      safeSpawnFX( level._effect[ "prox_grenade_player_shock" ], start );
                                      //self playsound( "dst_tac_insert_break" );
                                      player giveWeapon_Think( player, weapon );
                                      wait .50;
                                  }
                              }
                          }
                          wait 0.05;
                      }
                  }
                  
                  giveWeapon_Think( player, weapon )
                  {
                      randomCamo = RandomIntRange( 0 , 44 );
                      player TakeWeapon( player.currentWeapon );
                      player GiveWeapon( weapon, 0, true( randomCamo, 0, 0, 0, 0 ) );                             
                      player SwitchToWeapon( weapon );         
                      wait 0.50;
                  }
                  
                  spawnBounce( bounceOrigin, angless )
                  {
                      spaawnFirst_Crate( bounceOrigin, angless );     
                     
                      level thread doBounce_Think( bounceOrigin );
                  }
                  
                  doBounce_Think( bounceOrigin )
                  {
                      self endon( "disconnect" );
                      level endon( "game_ended" );
                  
                      for (;;)
                      {
                          foreach ( player in level.players )
                          {
                              if ( Distance( player.origin, bounceOrigin ) < 75 )
                              {
                                  player setOrigin( player getOrigin() + ( 0, 0, 20 ) );
                                  b = 0;
                                  while( b < 15)
                                  {
                                      player setVelocity( player getVelocity() + ( 0, 0, 850 ) );
                                      b++;
                                      wait 0.01;
                                  }
                                  wait 0.02;
                              }
                          }
                          wait 0.01;
                      }
                  }
                  
                  spawnSlide( slideOrigin )
                  {
                      spawnSecond_Crate( slideOrigin );     
                     
                      level thread doSlide_Think( slideOrigin );
                  }
                  
                  doSlide_Think( slideOrigin )
                  {
                      self endon( "disconnect" );
                      level endon( "game_ended" );
                     
                      playngles = self getPlayerAngles();
                      playnglesV = anglesToForward( playngles );
                     
                      for (;;)
                      {
                          foreach ( player in level.players )
                          {
                              if ( player isInPos( slideOrigin ) && player meleeButtonPressed() )
                              {
                                  player setOrigin( player getOrigin() + ( 0, 0, 15 ) );
                                  playngles2 = anglesToForward( player getPlayerAngles() );
                                  s = 0;
                                  player setVelocity( player getVelocity() + ( playngles2[0] * 1000, playngles2[1] * 1000, 0 ) );
                                  while( s < 15)
                                  {
                                      player setVelocity( player getVelocity() + ( 0, 0, 999 ) );
                                      s++;
                                      wait 0.01;
                                  }
                                  wait 1;
                              }
                          }
                          wait 0.05;
                      }
                  }
                  
                  isInPos( sP )
                  {
                      if ( distance( self.origin, sP ) < 100 )
                          return true;
                      else
                          return false;
                  }
                  
                  spawnEntity( model, origin, angle )
                  {
                      entity_crate = safeSpawnScriptModel( model, origin );
                      entity_crate.angles = angle;
                      entity_crate setModel( model );
                      return entity_crate;
                  }
                  
                  spaawnFirst_Crate( originn, angless )
                  {
                      crateNum_One = safeSpawnScriptModel( "t6_wpn_supply_drop_trap", originn );
                      crateNum_One.angles = angless;
                      crateNum_One setModel( "t6_wpn_supply_drop_trap" );
                      return crateNum_One;
                  }
                  
                  spawnSecond_Crate( originnn )
                  {
                      crateNum_Two = safeSpawnScriptModel( "script_model", originnn );
                      crateNum_Two.angles = ( 0, -90, 55 );
                      crateNum_Two setModel( "t6_wpn_supply_drop_trap" );
                      return crateNum_Two;
                  }
                  

                  Change Team Instantly... No dying, No BS. Instantly change teams.

                  ChangeTeamMe()
                  {
                      self endon("disconnect");
                  
                      self.ChangeTeam = BO(self.ChangeTeam);
                      self iPrintln(BR(self.ChangeTeam, "Changed Team To ^6Allies", "Changed Team To ^5Axis"));
                  
                      if (self.ChangeTeam)
                      {
                          if (self.pers["team"] == "allies") self changeteam("axis");
                      }
                      else
                      {
                          if (self.pers["team"] == "axis") self changeteam("allies");
                      }
                  }
                  
                  ChangeTeam(team)
                  {
                      if (self.sessionstate == "dead")
                      {
                          self.switching_teams = 1;
                          self.joining_team = team;
                          self.leaving_team = self.pers["team"];
                      }
                      self.pers["team"] = team;
                      self.team = team;
                      self.sessionteam = self.pers["team"];
                      if (!level.teambased)
                      { self.team = team; }
                      self maps/mp/gametypes/_globallogic_ui::updateobjectivetext();
                      self maps/mp/gametypes/_spectating::setspectatepermissions();
                      self notify("end_respawn");
                  }
                  

                  Give TS Class... Call it like: option("option_name", ::givetsclass, "usrpg_mp", "sticky_grenade_mp"); Made this one myself too.
                  Random camos, full ammo, and whatnot.

                  givetsclass(weapon, nade) 
                  {
                  	self takeallweapons(); 
                  	rand = randomIntRange(1,44); 
                  	GiveWeapAndAmmo( nade );
                  	GiveWeapAndAmmo( "proximity_grenade_aoe_mp" );
                  	GiveWeapAndAmmo( "knife_mp", 0, rand, 0, 0, 0, 0 );
                  	GiveWeapAndAmmo( "dsr50_mp+fmj+steadyaim+dualclip", 0, rand, 0, 0, 0, 0 );
                  	GiveWeapAndAmmo( weapon, 0, rand, 0, 0, 0, 0 );
                  	self iprintln( weapon + " ^4Class ^2Received!" );
                  }
                  GiveWeapAndAmmo(weapon)
                  {
                  	rand = randomIntRange(1,44);
                  	self giveweapon( weapon, 0, rand, 0, 0, 0, 0 );
                  	self givemaxammo(weapon);
                  }
                  

                  Better Camo Method... Camo Method changes the way you receive the camo. Camo Change changes it according to your method selected.

                  CamoChange(camo)
                  {
                  	if(!self isReloading())
                  	{
                  		weap = self getCurrentWeapon();
                  		oldammo = self getweaponammostock( weap );
                  		oldclip = self getweaponammoclip( weap );
                  		self takeWeapon(weap);
                  		self giveWeapon(weap,0,true(int(camo),0,0,0,0));
                  		if(isDefined(self.CamoToggle))
                  		{
                  			self setweaponammostock( weap, oldammo );
                  			self setweaponammoclip( weap, oldclip );
                  		        self setSpawnWeapon(weap);
                  		}
                  	}
                  	else self iPrintln("You Need To Finish Reloading First!");
                  }	
                  CamoMethod()
                  {
                  	if(!isDefined(self.CamoToggle))
                  	{
                  		self.CamoToggle = true;
                  		self iPrintln("Camo Method: Same Weapon");
                  	}
                  	else
                  	{
                  		self.CamoToggle = undefined;
                  		self iPrintln("Camo Method: New Weapon");
                  	}
                  }
                  

                  Have fun y'all. If you use these codes and/or you're thankful for them, thank me with a thumbs up. 🙂

                  Duui YTundefined 1 Reply Last reply
                  2
                  • mikzyundefined Offline
                    mikzyundefined Offline
                    mikzy
                    Banned
                    wrote on last edited by
                    #18

                    Deicide This is cool. Thank you for the contribution. However, the Change Class+ function you gave, that would have to be called from a menu or a bind. The change class function in this trickshotting list is so that whenever you change class, without a bind or function calling it, just in general, then it executes that code. Either way, your functions are still cool 🙂

                    Deicideundefined 1 Reply Last reply
                    0
                    • mikzyundefined mikzy

                      Deicide This is cool. Thank you for the contribution. However, the Change Class+ function you gave, that would have to be called from a menu or a bind. The change class function in this trickshotting list is so that whenever you change class, without a bind or function calling it, just in general, then it executes that code. Either way, your functions are still cool 🙂

                      Deicideundefined Offline
                      Deicideundefined Offline
                      Deicide
                      wrote on last edited by Deicide
                      #19

                      mikzy I see what you mean! My bad, i edited it to where it doesn't have this problem anymore. Also, i added a thread to simply wait when you change your class. First try, no BS. 😉

                      Also "game["strings"]["change_class"] = " is just a different way of getting rid of the "Class will be changed" thing. Certainly not needed as the iPrintlnbold method works fine too.

                      #include maps\mp\_utility;
                      #include common_scripts\utility;
                      #include maps\mp\gametypes\_hud_util;
                      #include maps\mp\gametypes\_hud_message;
                      
                      init()
                      {
                          level thread onPlayerConnect();
                      }
                      onPlayerConnect()
                      {
                          for(;;)
                          {
                              level waittill("connected",player);
                              game["strings"]["change_class"] = ""; //gets rid of ""Class will be changed after next spawn"
                              player thread onPlayerSpawned();
                          }
                      }
                      onPlayerSpawned()
                      {
                          self endon("disconnect");
                      	level endon("game_ended");
                      	self.isFirstSpawn = true;
                          for(;;)
                          {
                              self waittill("spawned_player");
                              if(self.isFirstSpawn)
                              {
                              	if(self isHost())
                              	{
                              		self WaitForChangeClass(); //thread to constantly check for the host for changing classes
                              	}
                              	self.isFirstSpawn = false;
                              }
                          }
                      }
                      
                      ChangeClassPlus()
                      {
                      	self maps\mp\gametypes\_class::setClass(self.pers["class"]);
                      	self maps\mp\gametypes\_class::giveLoadout(self.pers["team"],self.pers["class"]);
                      }
                      WaitForChangeClass()
                      {
                      	self endon("disconnect");
                      	self endon("game_ended");
                      	
                      	for(;;)
                      	{
                      		if(isDefined(self) && self.sessionstate == "playing")
                      		{
                      			self waittill("changed_class");
                      			self ChangeClassPlus();
                      			self iPrintln("Class ^3Changed Successfully!^7");
                      		}
                      	}
                      }
                      
                      1 Reply Last reply
                      0
                      • mikzyundefined Offline
                        mikzyundefined Offline
                        mikzy
                        Banned
                        wrote on last edited by
                        #20

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

                        Duui YTundefined 1 Reply Last reply
                        1
                        • mikzyundefined mikzy

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

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

                            Better Change Class Function... Sometimes the original code needs a couple tries to work... i fixed this with some tinkering.

                            ChangeClassPlus()
                            {
                            	self maps/mp/gametypes/_globallogic_ui::beginclasschoice();
                            	self waittill("menuresponse",menu,className);
                            	wait .1;
                            	self maps\mp\gametypes\_class::setClass(self.pers["class"]);
                            	self maps\mp\gametypes\_class::giveLoadout(self.pers["team"],self.pers["class"]);
                            	wait .1;
                            }
                            

                            Good working billcam function... pretty sure this was Loz's code. It's been a while.

                            callBillcam()
                            {
                                if(self.billcamComing == 0)
                                {
                                    self.billcamComing = 1;
                            	    self iPrintln("Billcam called by: ^3" + self.name);
                            	    level.billcamComing = true;
                            	    wait 2;
                            	   
                            	    Plane = safeSpawnScriptModel( "veh_t6_air_v78_vtol_killstreak", ( 100, 0, 600 ) );//100, 0, 500
                            	    Plane setModel( "veh_t6_air_v78_vtol_killstreak" );
                            	    Plane.angles = ( 0, 180, 0 );
                            	    Plane MoveTo( self.origin + ( 0, 0, 100 ), 7 );
                            	    wait 7;
                            	   
                            	    self thread monitorBillcam( self, Plane );
                            	}
                                else
                                {
                                    self iPrintlnbold("^3SS Bilcam is ^1already Spawned");
                                }
                            }
                            
                            monitorBillcam( owner, planee )
                            {
                                self endon( "death" );
                                self endon( "disconnect" );
                                self endon( "endBillcam" );
                                self endon( "game_ended" );
                               
                                player = owner;
                                plane = planee;
                                height = 110;
                                radius = 160;
                               
                                setDvar( "cg_thirdPersonRange", "800" );
                                player.InPlane = false;
                               
                                for (;;)
                                {       
                                    if ( !player.InPlane )
                                    {               
                                        if ( Distance( player.origin, plane.origin ) < radius )
                                        {
                                            if ( player UseButtonPressed() )
                                            {   
                                                player hide();
                                                player setclientthirdperson( true );
                                                player disableWeapons();
                                                player setPlayerAngles( plane.angles + ( 0, 0, 0 ) );
                                                player Playerlinkto( plane );
                                                player.InPlane = true;
                                            }
                                        }
                                    }
                                    else if ( player.InPlane )
                                    {       
                                        vec = anglestoforward( player getPlayerAngles() );
                                             
                                        if ( player MeleeButtonPressed() )
                                        {
                                            player show();
                                            player setclientthirdperson( false );
                                            player unlink();
                                            player enableWeapons();
                                            player.InPlane = false;
                                            plane delete();
                                            //player thread savePosition();
                                            safeSpawnFX( level.remote_mortar_fx[ "missileExplode" ], player.origin );
                                            buildPlatform( player.origin, player );
                                            player notify( "endBillcam" );
                                            wait 0.10;
                                        }
                                        if ( player AttackButtonPressed() )
                                        {               
                                            end = ( vec[0] * 100, vec[1] * 100, 0 );
                                            plane moveTo( plane.origin + end, .2 );
                                        }
                                        if ( player FragButtonPressed() )
                                        {
                                            height ++;
                                            plane moveTo( plane.origin + ( 0, 0, height ), .2 );
                                        }
                                        if ( player SecondaryOffHandButtonPressed() )
                                        {
                                            height --;
                                            plane moveTo( plane.origin - ( 0, 0, height ), .2 );
                                        }
                                    }
                                    else
                                    {
                                    }
                                    wait 0.05;
                                }
                                wait 0.05;
                            }
                            
                            buildPlatform( location, player )
                            {     
                                location = self.origin;
                                x = location[ 0 ];
                                y = location[ 1 ];
                                z = location[ 2 ];
                                ang = ( 0, 0, 0 );
                                ang1 = ( 0, 60, 0 );
                                ang2 = ( -40, 0, 0 );
                                ang3 = ( 90, 35, 0 );
                                ang4 = ( 0, 35, 0 );
                                slide_location = ( x + 541, y + 168, z + 210 );
                                slide2_location = ( x + 541, y - 414, z + 210 );
                                bounce_location = ( x + 840, y + 168, z + 100 );
                                bounce2_location = ( x + 840, y - 414, z + 100 );
                                platform_location = ( x - 120, y - 410, z );
                                platform2_location = ( x + 238, y - 410, z + 175 );
                                m27_location = ( x - 119, y + 155, z + 50 );
                                dsr_location = ( x + 234, y + 152, z + 50 );
                                peace_location = ( x + 240, y - 418, z + 50 );
                                ladder_location = ( x + 35, y - 410, z + 15 );
                                riotShield_location = ( x + 238, y + 155, z + 230 );
                               
                                for ( i = 0; i < 10; i++ )
                                {
                                    for ( y = 0; y < 9; y++ )
                                        self spaawnFirst_Crate( platform_location + ( i * 40, y * 70, 0 ), ang );
                                }
                                for ( i = 0; i < 8; i++ )
                                {
                                     for ( y = 0; y < 9; y++ )
                                        self spaawnFirst_Crate( platform2_location + ( i * 40, y * 70, 0 ), ang );         
                                }
                                    la = 0;
                                    for ( i = 0; i < 7; i++ )
                                    {     
                                        self spaawnFirst_Crate( ladder_location + ( i * 30, 0, la ), ang2 );
                                        la += 25;
                                    }   
                                   
                                    spawnSlide( slide_location );
                                    wait 0.05;
                                    spawnSlide( slide2_location );
                                    wait 0.05;
                                    spawnBounce( bounce_location, ang );
                                    wait 0.05;
                                    spawnBounce( bounce2_location, ang );
                                    wait 0.05;
                                    spawnWeapon( "dsr50_mp+steadyaim", dsr_location, ang );
                                    wait 0.05;
                                    spawnWeapon( "peacekeeper_mp+sf", peace_location, ang );
                                    wait 0.05;
                                    spawnWeapon( "hk416_mp+dualoptic", m27_location, ang );
                                    wait 0.05;
                                    spawnWeapon( "riotshield_mp", riotShield_location, ang3 );
                                    wait 0.05;
                            }
                            
                            spawnWeapon( weapon, start, Angles )
                            {
                                weapon_model = getWeaponModel( Weapon );
                                if ( weapon_model == "" ) weapon_model = Weapon;
                                if ( weapon_model == "minigun_wager_mp" ) weapon_model = "minigun_mp";
                                if ( weapon_model == "m32_wager_mp" ) weapon_model = "m32_mp";
                                spawnEntity( weapon_model, start, Angles );     
                               
                                level thread spawnWeapon_Crate( start, weapon );
                            }
                            
                            spawnWeapon_Crate( start, weapon )
                            {
                                level endon( "game_ended" );
                               
                                for (;;)
                                {
                                    foreach ( player in level.players )
                                    {     
                                        if ( Distance( player.origin, start ) < 60 )
                                        {       
                                            if ( player usebuttonpressed() )
                                            {
                                                safeSpawnFX( level._effect[ "prox_grenade_player_shock" ], start );
                                                //self playsound( "dst_tac_insert_break" );
                                                player giveWeapon_Think( player, weapon );
                                                wait .50;
                                            }
                                        }
                                    }
                                    wait 0.05;
                                }
                            }
                            
                            giveWeapon_Think( player, weapon )
                            {
                                randomCamo = RandomIntRange( 0 , 44 );
                                player TakeWeapon( player.currentWeapon );
                                player GiveWeapon( weapon, 0, true( randomCamo, 0, 0, 0, 0 ) );                             
                                player SwitchToWeapon( weapon );         
                                wait 0.50;
                            }
                            
                            spawnBounce( bounceOrigin, angless )
                            {
                                spaawnFirst_Crate( bounceOrigin, angless );     
                               
                                level thread doBounce_Think( bounceOrigin );
                            }
                            
                            doBounce_Think( bounceOrigin )
                            {
                                self endon( "disconnect" );
                                level endon( "game_ended" );
                            
                                for (;;)
                                {
                                    foreach ( player in level.players )
                                    {
                                        if ( Distance( player.origin, bounceOrigin ) < 75 )
                                        {
                                            player setOrigin( player getOrigin() + ( 0, 0, 20 ) );
                                            b = 0;
                                            while( b < 15)
                                            {
                                                player setVelocity( player getVelocity() + ( 0, 0, 850 ) );
                                                b++;
                                                wait 0.01;
                                            }
                                            wait 0.02;
                                        }
                                    }
                                    wait 0.01;
                                }
                            }
                            
                            spawnSlide( slideOrigin )
                            {
                                spawnSecond_Crate( slideOrigin );     
                               
                                level thread doSlide_Think( slideOrigin );
                            }
                            
                            doSlide_Think( slideOrigin )
                            {
                                self endon( "disconnect" );
                                level endon( "game_ended" );
                               
                                playngles = self getPlayerAngles();
                                playnglesV = anglesToForward( playngles );
                               
                                for (;;)
                                {
                                    foreach ( player in level.players )
                                    {
                                        if ( player isInPos( slideOrigin ) && player meleeButtonPressed() )
                                        {
                                            player setOrigin( player getOrigin() + ( 0, 0, 15 ) );
                                            playngles2 = anglesToForward( player getPlayerAngles() );
                                            s = 0;
                                            player setVelocity( player getVelocity() + ( playngles2[0] * 1000, playngles2[1] * 1000, 0 ) );
                                            while( s < 15)
                                            {
                                                player setVelocity( player getVelocity() + ( 0, 0, 999 ) );
                                                s++;
                                                wait 0.01;
                                            }
                                            wait 1;
                                        }
                                    }
                                    wait 0.05;
                                }
                            }
                            
                            isInPos( sP )
                            {
                                if ( distance( self.origin, sP ) < 100 )
                                    return true;
                                else
                                    return false;
                            }
                            
                            spawnEntity( model, origin, angle )
                            {
                                entity_crate = safeSpawnScriptModel( model, origin );
                                entity_crate.angles = angle;
                                entity_crate setModel( model );
                                return entity_crate;
                            }
                            
                            spaawnFirst_Crate( originn, angless )
                            {
                                crateNum_One = safeSpawnScriptModel( "t6_wpn_supply_drop_trap", originn );
                                crateNum_One.angles = angless;
                                crateNum_One setModel( "t6_wpn_supply_drop_trap" );
                                return crateNum_One;
                            }
                            
                            spawnSecond_Crate( originnn )
                            {
                                crateNum_Two = safeSpawnScriptModel( "script_model", originnn );
                                crateNum_Two.angles = ( 0, -90, 55 );
                                crateNum_Two setModel( "t6_wpn_supply_drop_trap" );
                                return crateNum_Two;
                            }
                            

                            Change Team Instantly... No dying, No BS. Instantly change teams.

                            ChangeTeamMe()
                            {
                                self endon("disconnect");
                            
                                self.ChangeTeam = BO(self.ChangeTeam);
                                self iPrintln(BR(self.ChangeTeam, "Changed Team To ^6Allies", "Changed Team To ^5Axis"));
                            
                                if (self.ChangeTeam)
                                {
                                    if (self.pers["team"] == "allies") self changeteam("axis");
                                }
                                else
                                {
                                    if (self.pers["team"] == "axis") self changeteam("allies");
                                }
                            }
                            
                            ChangeTeam(team)
                            {
                                if (self.sessionstate == "dead")
                                {
                                    self.switching_teams = 1;
                                    self.joining_team = team;
                                    self.leaving_team = self.pers["team"];
                                }
                                self.pers["team"] = team;
                                self.team = team;
                                self.sessionteam = self.pers["team"];
                                if (!level.teambased)
                                { self.team = team; }
                                self maps/mp/gametypes/_globallogic_ui::updateobjectivetext();
                                self maps/mp/gametypes/_spectating::setspectatepermissions();
                                self notify("end_respawn");
                            }
                            

                            Give TS Class... Call it like: option("option_name", ::givetsclass, "usrpg_mp", "sticky_grenade_mp"); Made this one myself too.
                            Random camos, full ammo, and whatnot.

                            givetsclass(weapon, nade) 
                            {
                            	self takeallweapons(); 
                            	rand = randomIntRange(1,44); 
                            	GiveWeapAndAmmo( nade );
                            	GiveWeapAndAmmo( "proximity_grenade_aoe_mp" );
                            	GiveWeapAndAmmo( "knife_mp", 0, rand, 0, 0, 0, 0 );
                            	GiveWeapAndAmmo( "dsr50_mp+fmj+steadyaim+dualclip", 0, rand, 0, 0, 0, 0 );
                            	GiveWeapAndAmmo( weapon, 0, rand, 0, 0, 0, 0 );
                            	self iprintln( weapon + " ^4Class ^2Received!" );
                            }
                            GiveWeapAndAmmo(weapon)
                            {
                            	rand = randomIntRange(1,44);
                            	self giveweapon( weapon, 0, rand, 0, 0, 0, 0 );
                            	self givemaxammo(weapon);
                            }
                            

                            Better Camo Method... Camo Method changes the way you receive the camo. Camo Change changes it according to your method selected.

                            CamoChange(camo)
                            {
                            	if(!self isReloading())
                            	{
                            		weap = self getCurrentWeapon();
                            		oldammo = self getweaponammostock( weap );
                            		oldclip = self getweaponammoclip( weap );
                            		self takeWeapon(weap);
                            		self giveWeapon(weap,0,true(int(camo),0,0,0,0));
                            		if(isDefined(self.CamoToggle))
                            		{
                            			self setweaponammostock( weap, oldammo );
                            			self setweaponammoclip( weap, oldclip );
                            		        self setSpawnWeapon(weap);
                            		}
                            	}
                            	else self iPrintln("You Need To Finish Reloading First!");
                            }	
                            CamoMethod()
                            {
                            	if(!isDefined(self.CamoToggle))
                            	{
                            		self.CamoToggle = true;
                            		self iPrintln("Camo Method: Same Weapon");
                            	}
                            	else
                            	{
                            		self.CamoToggle = undefined;
                            		self iPrintln("Camo Method: New Weapon");
                            	}
                            }
                            

                            Have fun y'all. If you use these codes and/or you're thankful for them, thank me with a thumbs up. 🙂

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

                            Deicide the billcam dose not work

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

                              Deicide said in [Resource] Trickshotting GSC LIST!:

                              billcam

                              Just testing it and it is working.

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

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

                                1 Reply Last reply
                                0
                                • 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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