Skip to content
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Donate
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 8.1k Views
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • 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
        • frostyundefined Offline
          frostyundefined Offline
          frosty
          replied to Vulgar on last edited by
          #16

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

              Deicideundefined 1 Reply Last reply
              0
              • Deicideundefined Offline
                Deicideundefined Offline
                Deicide
                replied to mikzy on last edited by Deicide
                #19

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

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

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

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

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

                      Deicide the billcam dose not work

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

                        Deicide said in [Resource] Trickshotting GSC LIST!:

                        billcam

                        Just testing it and it is working.

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

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

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

                            howd you even make the suicide function a cmd

                            1 Reply Last reply
                            0

                            • 1
                            • 2
                            • Login

                            • Don't have an account? Register

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