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[Resource] Trickshotting GSC LIST!

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  • 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
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                • 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
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                    • 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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