[Resource] Trickshotting GSC LIST!
-
This post is deleted!
-
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.

Deicide the billcam dose not work
-
-
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
-
howd you even make the suicide function a cmd
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 💗
Register Login