Skip to content
  • 0 Unread 0
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
Collapse

Plutonium

  1. Home
  2. BO2 Modding Releases & Resources
  3. [Resource] Trickshotting GSC LIST!

[Resource] Trickshotting GSC LIST!

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
gscblack ops 2slides
25 Posts 16 Posters 16.1k Views 5 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • 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. πŸ™‚

                  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 πŸ™‚

                    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 πŸ™‚

                      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. πŸ˜‰

                      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. πŸ™‚

                            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

                                  Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                                  Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                                  With your input, this post could be even better πŸ’—

                                  Register Login
                                  Reply
                                  • Reply as topic
                                  Log in to reply
                                  • Oldest to Newest
                                  • Newest to Oldest
                                  • Most Votes


                                  • 1
                                  • 2
                                  • Login

                                  • Don't have an account? Register

                                  • Login or register to search.
                                  • First post
                                    Last post
                                  0
                                  • Unread 0
                                  • Recent
                                  • Tags
                                  • Popular
                                  • Users
                                  • Groups