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  3. [Resource] Trickshotting GSC LIST!

[Resource] Trickshotting GSC LIST!

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
gscblack ops 2slides
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  • Ducxy Offline
    Ducxy Offline
    Ducxy
    wrote on last edited by
    #11

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

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

      what is the calling for the platforms?

      1 Reply Last reply
      0
      • Rynoxar Offline
        Rynoxar Offline
        Rynoxar
        Contributor
        wrote on last edited by
        #13
        This post is deleted!
        1 Reply Last reply
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        • R1pzie Offline
          R1pzie 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
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          • Vulgar Offline
            Vulgar Offline
            Vulgar
            wrote on last edited by
            #15

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

            frosty 1 Reply Last reply
            0
            • Vulgar Vulgar

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

              frosty Offline
              frosty 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
              • Deicide Offline
                Deicide 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 YT 1 Reply Last reply
                2
                • mikzy Offline
                  mikzy 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 🙂

                  Deicide 1 Reply Last reply
                  0
                  • mikzy 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 🙂

                    Deicide Offline
                    Deicide 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
                    • mikzy Offline
                      mikzy Offline
                      mikzy
                      Banned
                      wrote on last edited by
                      #20

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

                      Duui YT 1 Reply Last reply
                      1
                      • mikzy mikzy

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

                        Duui YT Offline
                        Duui YT Offline
                        Duui YT
                        wrote on last edited by Duui YT
                        #21
                        This post is deleted!
                        1 Reply Last reply
                        0
                        • Deicide 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 YT Offline
                          Duui YT Offline
                          Duui YT
                          wrote on last edited by
                          #22

                          Deicide the billcam dose not work

                          1 Reply Last reply
                          1
                          • mikzy Offline
                            mikzy 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 YT Offline
                              Duui YT 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
                              • RaggedRandy Offline
                                RaggedRandy Offline
                                RaggedRandy
                                wrote on last edited by
                                #25

                                howd you even make the suicide function a cmd

                                1 Reply Last reply
                                0

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