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  3. [Resource] Trickshotting GSC LIST!

[Resource] Trickshotting GSC LIST!

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
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  • R1pzieundefined Offline
    R1pzieundefined Offline
    R1pzie
    wrote on last edited by
    #14

    Better Slides

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

    Slide( slidePosition, slideAngles ) //SLIDES

    {

    level endon( "game_ended" );

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

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

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

    level.numberOfSlides++;

    for(;;)

    {

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

    wait .01;

    }
    }

    vecXY( vec ) //SLIDES

    {

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

    }

    isInPos( sP ) //SLIDES

    {

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

    return true;
    

    return false;
    }

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

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

      frostyundefined 1 Reply Last reply
      0
      • Vulgarundefined Vulgar

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            Deicideundefined 1 Reply Last reply
            0
            • mikzyundefined mikzy

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

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

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

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

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

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

                Duui YTundefined 1 Reply Last reply
                1
                • mikzyundefined mikzy

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

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

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

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

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

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

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

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

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

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

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

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

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

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

                    Deicide the billcam dose not work

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

                      Deicide said in [Resource] Trickshotting GSC LIST!:

                      billcam

                      Just testing it and it is working.

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

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

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

                          howd you even make the suicide function a cmd

                          1 Reply Last reply
                          0
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