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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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  • frostyundefined frosty

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Dont be one of those people who sell these scripts, especially if you are just pasting them"
    We are all here to have fun
    Put credit where credit is due
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Hopefully this contains literally all the gsc's you needed

    Fast Last - Credit Warcos

    fastlast()
    
    {
    
    	self iPrintlnBold ("^1Given ^51 ^1Kill! " );
    	self.pointstowin = 1; // change all the 1's to your kill limit... if it was 10, do 9, and edit the score. self.score goes by 200's
    	self.pers["pointstowin"] = 1;
    	self.score = 200;
    	self.pers["score"] = 100;
    	self.kills = 1;
    	self.deaths = 0;
    	self.headshots = 0;
    	self.pers["kills"] = 1;
    	self.pers["deaths"] = 0;
    	self.pers["headshots"] = 0;
    }
    

    Save & Load - Credit @itsSorrow (This code is meant for a mod menu, and not to be called when the player spawned, doing that will cause issues)

    saveandload()
    
    {
    
        if (self.snl == 0)
    
        {
    
            self iprintln("^5Save and Load Enabled");
    
            self iprintln("Crouch and Press [{+actionslot 2}] To Save");
    
            self iprintln("Crouch and Press [{+actionslot 1}] To Load");
    
            self thread dosaveandload();
    
            self.snl = 1;
    
        }
    
        else
    
        {
    
            self iprintln("^1Save and Load Disabled");
    
            self.snl = 0;
    
            self notify("SaveandLoad");
    
        }
    
    }
    
    dosaveandload()
    
    {
    
        self endon("disconnect");
    
        self endon("SaveandLoad");
    
        load = 0;
    
        for(;;)
    
        {
    
        if (self actionslottwobuttonpressed() && self GetStance() == "crouch" && self.snl == 1)
    
        {
    
            self.o = self.origin;
    
            self.a = self.angles;
    
            load = 1;
    
            self iprintln("^5Position Saved");
    
            wait 2;
    
        }
    
        if (self actionslotonebuttonpressed() && self GetStance() == "crouch" && load == 1 && self.snl == 1)
    
        {
    
            self setplayerangles(self.a);
    
            self setorigin(self.o);
    
        }
    
        wait 0.05;
    
    }
    
    }
    

    Change Class Mid Game - Credit @VariationModz7s

    Place this in "onplayerspawned()"

    	self thread monitorClass();
    

    Place this anywhere

    MonitorClass()
    {
    
       self endon("disconnect");
    
       for(;;)
    
       {
    
    		self waittill("changed_class");
    
    		self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
    
    		wait .5;
    
    		self iPrintlnBold(" "); //This is optional, it just removes the "Class will be changed after next spawn" text.
    
    		wait 0.01;
    
       }
    
    }
    

    Spawn Platform

    Platform()
    {
    	location = self.origin;
    	while (isDefined(self.spawnedcrate[0][0]))
    	{
    		i = -3;
    		while (i < 3)
    		{
    			d = -3;
    			while (d < 3)
    			{
    				self.spawnedcrate[i][d] delete();
    				d++;
    			}
    			i++;
    		}
    	}
    	startpos = location + (0, 0, -15);
    	i = -3;
    	while (i < 3)
    	{
    		d = -3;
    		while (d < 3)
    		{
    			self.spawnedcrate[i][d] = spawn("script_model", startpos + (d * 40, i * 70, 0));
    			self.spawnedcrate[i][d] setmodel("t6_wpn_supply_drop_axis");
    			d++;
    		}
    		i++;
    	}
    	//self.origin = (startpos + (0, 0, 5));
    	//offset = (0,0,1255);
    	//self thread godmodeThread();
    	//self iPrintln("God Mode ^7[^6ON^7]");
    	//self.GM = true;
    	//self.GMstatus = "[^6ON^7]";
    	//self modStatusUpdate();
    	//wait .05;
    	//self setOrigin(startpos + (0,0,10));
    }
    selfOriginGet()
    {
    	for(;;)
    	{
    		self iprintln("self.origin - ^5" + self.origin);
    		wait .5;
    	}
    	wait .5;
    }
    selfAnglesGet()
    {
    	for(;;)
    	{
    		self iprintln("self.angles - ^2" + self.angles);
    		wait .5;
    	}
    	wait .5;
    }
    

    Suicide

    	self suicide();
    

    Lowered Barriers (thanks to enki)

    Place this in onplayerspawned()

    	level thread manageBarriers( );
    

    Place this anywhere

    manageBarriers()
    {
    	currentMap = getDvar( "mapname" );
    	
    	switch ( currentMap )
    	{
    		case "mp_bridge": //Detour
    			return moveTrigger( 950 );
    		case "mp_hydro": //Hydro
    			return moveTrigger( 1000 );
    		case "mp_uplink": //Uplink
    			return moveTrigger( 300 );
    		case "mp_vertigo": //Vertigo
    			return moveTrigger( 800 );
    			
    		default:
    			return;
    	}
    }
    moveTrigger( z ) 
    {
    	if ( !isDefined ( z ) || isDefined ( level.barriersDone ) )
    		return;
    		
    	level.barriersDone = true;
    	
    	trigger = getEntArray( "trigger_hurt", "classname" );
    
    	for( i = 0; i < trigger.size; i++ )
    	{
    		if( trigger[i].origin[2] < self.origin[2] )
    			trigger[i].origin -= ( 0 , 0 , z );
    	}
    }
    

    Camo Changer/Canswap Credit @ImRatixed

    CamoChanger()
    {
    	rand=RandomIntRange(1,45);
    	weap=self getCurrentWeapon();
    	self takeWeapon(weap);
    	self giveWeapon(weap,0,true(rand,0,0,0,0));
    	self switchToWeapon(weap);
    	self giveMaxAmmo(weap);
    	self iPrintln("Random Camo Received ^2#"+ rand);
    }
    

    Drop Canswap - Credit Warcos

    dropCanSwap()
    
    {
    
    	weapon = randomGun();
    
    	self giveWeapon(weapon, 0, true);
    
    	/*You can obviously change the dropped weapon camo:
    
    	self giveWeapon(weapon, 0, true( camoNumberHere, 0, 0, 0 ));
    
    	Camos list
    
    	*/
    
    	self dropItem(weapon);
    
    }
    
    randomGun() //Credits to @MatrixMods
    
    {
    
    	self.gun = "";
    
    	while(self.gun == "")
    
    	{
    
    		id = random(level.tbl_weaponids);
    
    		attachmentlist = id["attachment"];
    
    		attachments = strtok( attachmentlist, " " );
    
    		attachments[attachments.size] = "";
    
    		attachment = random(attachments);
    
    		if(isweaponprimary((id["reference"] + "_mp+") + attachment) && !checkGun(id["reference"] + "_mp+" + attachment))
    
    			self.gun = (id["reference"] + "_mp+") + attachment;
    
    		wait 0.1;
    
    		return self.gun;
    
    	}
    
       wait 0.1;
    
    }
    
    checkGun(weap) //Credits to @MatrixMods
    
    {
    
    	self.allWeaps = [];
    
    	self.allWeaps = self getWeaponsList();
    
    	foreach(weapon in self.allWeaps)
    
    	{
    
    		if(isSubStr(weapon, weap))
    
    			return true;
    
    	}
    
    	return false;
    
    }
    

    Spawn Slides - Credit Warcos

    Place this in init()

    level.numberOfSlides = 0;
    

    Calling

    self thread Slide(bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"] + (0,0,20), self getPlayerAngles());
    

    (make sure its all in one line)

    Slide( slidePosition, slideAngles ) 
    
    {
    
    	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) ) < 15 )
    
    			{
    
    				player setOrigin( player getOrigin() + (0, 0, 10) );
    
    				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 )
    
    {
    
       return (vec[0], vec[1], 0);
    
    }
    
    isInPos( sP ) //If you are going to use both the slide and the bounce make sure to change one of the thread's name because the distances compared are different in the two cases.
    
    {
    
    	if(distance( self.origin, sP ) < 100)
    
    		return true;
    
    	return false;
    
    }
    

    Hope this helps, may add more in the future
    All credit is posted where it is due. These may not be the original creators, but this is where i found them
    I would reccomend not selling access to these features
    frosty#9999

    Drgnundefined Offline
    Drgnundefined Offline
    Drgn
    Plutonium Staff
    wrote on last edited by
    #2

    frosty None of these at all have credits apart from the 2 functions in one of them. Please credit the creator of the code, even if it is not from Plutonium forums.

    1 Reply Last reply
    0
    • treyfulundefined Offline
      treyfulundefined Offline
      treyful
      wrote on last edited by
      #3
      This post is deleted!
      1 Reply Last reply
      0
      • Baiterundefined Offline
        Baiterundefined Offline
        Baiter
        wrote on last edited by
        #4
        This post is deleted!
        Mr. Androidundefined 1 Reply Last reply
        0
        • Baiterundefined Baiter

          This post is deleted!

          Mr. Androidundefined Offline
          Mr. Androidundefined Offline
          Mr. Android
          Plutonium Admin
          wrote on last edited by
          #5

          Baiter Make a new thread, please don't derail this one.

          @OP - Pinned post as I think it will be useful.

          1 Reply Last reply
          0
          • Ioofundefined Offline
            Ioofundefined Offline
            Ioof
            Contributor
            wrote on last edited by Ioof
            #6

            frosty the barrier code needs to be called on onPlayerSpawned and with self thread

            frostyundefined 1 Reply Last reply
            0
            • Ioofundefined Ioof

              frosty the barrier code needs to be called on onPlayerSpawned and with self thread

              frostyundefined Offline
              frostyundefined Offline
              frosty
              wrote on last edited by
              #7

              Enki fixed

              :::

              testestestestseteste

              :::

              1 Reply Last reply
              0
              • Ducxyundefined Offline
                Ducxyundefined Offline
                Ducxy
                wrote on last edited by
                #8

                Do you have a working change map script?

                1 Reply Last reply
                0
                • frostyundefined frosty

                  -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                  Dont be one of those people who sell these scripts, especially if you are just pasting them"
                  We are all here to have fun
                  Put credit where credit is due
                  -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                  Hopefully this contains literally all the gsc's you needed

                  Fast Last - Credit Warcos

                  fastlast()
                  
                  {
                  
                  	self iPrintlnBold ("^1Given ^51 ^1Kill! " );
                  	self.pointstowin = 1; // change all the 1's to your kill limit... if it was 10, do 9, and edit the score. self.score goes by 200's
                  	self.pers["pointstowin"] = 1;
                  	self.score = 200;
                  	self.pers["score"] = 100;
                  	self.kills = 1;
                  	self.deaths = 0;
                  	self.headshots = 0;
                  	self.pers["kills"] = 1;
                  	self.pers["deaths"] = 0;
                  	self.pers["headshots"] = 0;
                  }
                  

                  Save & Load - Credit @itsSorrow (This code is meant for a mod menu, and not to be called when the player spawned, doing that will cause issues)

                  saveandload()
                  
                  {
                  
                      if (self.snl == 0)
                  
                      {
                  
                          self iprintln("^5Save and Load Enabled");
                  
                          self iprintln("Crouch and Press [{+actionslot 2}] To Save");
                  
                          self iprintln("Crouch and Press [{+actionslot 1}] To Load");
                  
                          self thread dosaveandload();
                  
                          self.snl = 1;
                  
                      }
                  
                      else
                  
                      {
                  
                          self iprintln("^1Save and Load Disabled");
                  
                          self.snl = 0;
                  
                          self notify("SaveandLoad");
                  
                      }
                  
                  }
                  
                  dosaveandload()
                  
                  {
                  
                      self endon("disconnect");
                  
                      self endon("SaveandLoad");
                  
                      load = 0;
                  
                      for(;;)
                  
                      {
                  
                      if (self actionslottwobuttonpressed() && self GetStance() == "crouch" && self.snl == 1)
                  
                      {
                  
                          self.o = self.origin;
                  
                          self.a = self.angles;
                  
                          load = 1;
                  
                          self iprintln("^5Position Saved");
                  
                          wait 2;
                  
                      }
                  
                      if (self actionslotonebuttonpressed() && self GetStance() == "crouch" && load == 1 && self.snl == 1)
                  
                      {
                  
                          self setplayerangles(self.a);
                  
                          self setorigin(self.o);
                  
                      }
                  
                      wait 0.05;
                  
                  }
                  
                  }
                  

                  Change Class Mid Game - Credit @VariationModz7s

                  Place this in "onplayerspawned()"

                  	self thread monitorClass();
                  

                  Place this anywhere

                  MonitorClass()
                  {
                  
                     self endon("disconnect");
                  
                     for(;;)
                  
                     {
                  
                  		self waittill("changed_class");
                  
                  		self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
                  
                  		wait .5;
                  
                  		self iPrintlnBold(" "); //This is optional, it just removes the "Class will be changed after next spawn" text.
                  
                  		wait 0.01;
                  
                     }
                  
                  }
                  

                  Spawn Platform

                  Platform()
                  {
                  	location = self.origin;
                  	while (isDefined(self.spawnedcrate[0][0]))
                  	{
                  		i = -3;
                  		while (i < 3)
                  		{
                  			d = -3;
                  			while (d < 3)
                  			{
                  				self.spawnedcrate[i][d] delete();
                  				d++;
                  			}
                  			i++;
                  		}
                  	}
                  	startpos = location + (0, 0, -15);
                  	i = -3;
                  	while (i < 3)
                  	{
                  		d = -3;
                  		while (d < 3)
                  		{
                  			self.spawnedcrate[i][d] = spawn("script_model", startpos + (d * 40, i * 70, 0));
                  			self.spawnedcrate[i][d] setmodel("t6_wpn_supply_drop_axis");
                  			d++;
                  		}
                  		i++;
                  	}
                  	//self.origin = (startpos + (0, 0, 5));
                  	//offset = (0,0,1255);
                  	//self thread godmodeThread();
                  	//self iPrintln("God Mode ^7[^6ON^7]");
                  	//self.GM = true;
                  	//self.GMstatus = "[^6ON^7]";
                  	//self modStatusUpdate();
                  	//wait .05;
                  	//self setOrigin(startpos + (0,0,10));
                  }
                  selfOriginGet()
                  {
                  	for(;;)
                  	{
                  		self iprintln("self.origin - ^5" + self.origin);
                  		wait .5;
                  	}
                  	wait .5;
                  }
                  selfAnglesGet()
                  {
                  	for(;;)
                  	{
                  		self iprintln("self.angles - ^2" + self.angles);
                  		wait .5;
                  	}
                  	wait .5;
                  }
                  

                  Suicide

                  	self suicide();
                  

                  Lowered Barriers (thanks to enki)

                  Place this in onplayerspawned()

                  	level thread manageBarriers( );
                  

                  Place this anywhere

                  manageBarriers()
                  {
                  	currentMap = getDvar( "mapname" );
                  	
                  	switch ( currentMap )
                  	{
                  		case "mp_bridge": //Detour
                  			return moveTrigger( 950 );
                  		case "mp_hydro": //Hydro
                  			return moveTrigger( 1000 );
                  		case "mp_uplink": //Uplink
                  			return moveTrigger( 300 );
                  		case "mp_vertigo": //Vertigo
                  			return moveTrigger( 800 );
                  			
                  		default:
                  			return;
                  	}
                  }
                  moveTrigger( z ) 
                  {
                  	if ( !isDefined ( z ) || isDefined ( level.barriersDone ) )
                  		return;
                  		
                  	level.barriersDone = true;
                  	
                  	trigger = getEntArray( "trigger_hurt", "classname" );
                  
                  	for( i = 0; i < trigger.size; i++ )
                  	{
                  		if( trigger[i].origin[2] < self.origin[2] )
                  			trigger[i].origin -= ( 0 , 0 , z );
                  	}
                  }
                  

                  Camo Changer/Canswap Credit @ImRatixed

                  CamoChanger()
                  {
                  	rand=RandomIntRange(1,45);
                  	weap=self getCurrentWeapon();
                  	self takeWeapon(weap);
                  	self giveWeapon(weap,0,true(rand,0,0,0,0));
                  	self switchToWeapon(weap);
                  	self giveMaxAmmo(weap);
                  	self iPrintln("Random Camo Received ^2#"+ rand);
                  }
                  

                  Drop Canswap - Credit Warcos

                  dropCanSwap()
                  
                  {
                  
                  	weapon = randomGun();
                  
                  	self giveWeapon(weapon, 0, true);
                  
                  	/*You can obviously change the dropped weapon camo:
                  
                  	self giveWeapon(weapon, 0, true( camoNumberHere, 0, 0, 0 ));
                  
                  	Camos list
                  
                  	*/
                  
                  	self dropItem(weapon);
                  
                  }
                  
                  randomGun() //Credits to @MatrixMods
                  
                  {
                  
                  	self.gun = "";
                  
                  	while(self.gun == "")
                  
                  	{
                  
                  		id = random(level.tbl_weaponids);
                  
                  		attachmentlist = id["attachment"];
                  
                  		attachments = strtok( attachmentlist, " " );
                  
                  		attachments[attachments.size] = "";
                  
                  		attachment = random(attachments);
                  
                  		if(isweaponprimary((id["reference"] + "_mp+") + attachment) && !checkGun(id["reference"] + "_mp+" + attachment))
                  
                  			self.gun = (id["reference"] + "_mp+") + attachment;
                  
                  		wait 0.1;
                  
                  		return self.gun;
                  
                  	}
                  
                     wait 0.1;
                  
                  }
                  
                  checkGun(weap) //Credits to @MatrixMods
                  
                  {
                  
                  	self.allWeaps = [];
                  
                  	self.allWeaps = self getWeaponsList();
                  
                  	foreach(weapon in self.allWeaps)
                  
                  	{
                  
                  		if(isSubStr(weapon, weap))
                  
                  			return true;
                  
                  	}
                  
                  	return false;
                  
                  }
                  

                  Spawn Slides - Credit Warcos

                  Place this in init()

                  level.numberOfSlides = 0;
                  

                  Calling

                  self thread Slide(bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"] + (0,0,20), self getPlayerAngles());
                  

                  (make sure its all in one line)

                  Slide( slidePosition, slideAngles ) 
                  
                  {
                  
                  	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) ) < 15 )
                  
                  			{
                  
                  				player setOrigin( player getOrigin() + (0, 0, 10) );
                  
                  				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 )
                  
                  {
                  
                     return (vec[0], vec[1], 0);
                  
                  }
                  
                  isInPos( sP ) //If you are going to use both the slide and the bounce make sure to change one of the thread's name because the distances compared are different in the two cases.
                  
                  {
                  
                  	if(distance( self.origin, sP ) < 100)
                  
                  		return true;
                  
                  	return false;
                  
                  }
                  

                  Hope this helps, may add more in the future
                  All credit is posted where it is due. These may not be the original creators, but this is where i found them
                  I would reccomend not selling access to these features
                  frosty#9999

                  Sassundefined Offline
                  Sassundefined Offline
                  Sass
                  Plutonium Staff
                  wrote on last edited by Sass
                  #9

                  frosty Just came from another post where the "Save & Load" scripts caused issues, and from reading your snippet, it has some issues that makes them unusable.

                  Here's another script I just quickly came up with. Please make sure your script snippets are tested before posting (and if they already are, test them separated from each other).

                  Note : I kept the self.snl stuff purely because it can have some purpose (for VIP functions for example) but it's not mandatory.


                  Step 1 :
                  Put this in onPlayerConnect() : player.snl = true;
                  OR
                  Put this in onPlayerSpawned() : self.snl = true;

                  Step 2 :
                  Put this in onPlayerSpawned() : self thread doSaveAndLoad();

                  Step 3 :
                  Put this anywhere in your file :

                  doSaveAndLoad()
                  {
                      self endon("death");
                      self endon("disconnect");
                  
                      if( self.snl == true )
                      {
                          self iPrintLn("Crouch and press [{+actionslot 2}] to save");
                          self iPrintLn("Crouch and press [{+actionslot 1}] to load");
                      }
                      
                      for(;;)
                      {
                          if (self actionSlotTwoButtonPressed() && self getStance() == "crouch" && self.snl == true)
                          {
                              self.savedOrigin = self.origin;
                              self.savedAngles = self.angles;
                              self iPrintLn("Position saved");
                          }
                          if (self actionSlotOneButtonPressed() && self getStance() == "crouch" && self.snl == true)
                          {
                              self setOrigin(self.savedOrigin);
                              self setPlayerAngles(self.savedAngles);
                              self iPrintLn("Position loaded");
                          }
                          wait 0.1;
                      }
                  }
                  
                  frostyundefined 1 Reply Last reply
                  1
                  • Sassundefined Sass

                    frosty Just came from another post where the "Save & Load" scripts caused issues, and from reading your snippet, it has some issues that makes them unusable.

                    Here's another script I just quickly came up with. Please make sure your script snippets are tested before posting (and if they already are, test them separated from each other).

                    Note : I kept the self.snl stuff purely because it can have some purpose (for VIP functions for example) but it's not mandatory.


                    Step 1 :
                    Put this in onPlayerConnect() : player.snl = true;
                    OR
                    Put this in onPlayerSpawned() : self.snl = true;

                    Step 2 :
                    Put this in onPlayerSpawned() : self thread doSaveAndLoad();

                    Step 3 :
                    Put this anywhere in your file :

                    doSaveAndLoad()
                    {
                        self endon("death");
                        self endon("disconnect");
                    
                        if( self.snl == true )
                        {
                            self iPrintLn("Crouch and press [{+actionslot 2}] to save");
                            self iPrintLn("Crouch and press [{+actionslot 1}] to load");
                        }
                        
                        for(;;)
                        {
                            if (self actionSlotTwoButtonPressed() && self getStance() == "crouch" && self.snl == true)
                            {
                                self.savedOrigin = self.origin;
                                self.savedAngles = self.angles;
                                self iPrintLn("Position saved");
                            }
                            if (self actionSlotOneButtonPressed() && self getStance() == "crouch" && self.snl == true)
                            {
                                self setOrigin(self.savedOrigin);
                                self setPlayerAngles(self.savedAngles);
                                self iPrintLn("Position loaded");
                            }
                            wait 0.1;
                        }
                    }
                    
                    frostyundefined Offline
                    frostyundefined Offline
                    frosty
                    wrote on last edited by
                    #10

                    Sass Thanks for posting this. It was tested, but the script is made more for mod menus than being called when the player spawned, hence the reason why there is a toggle for on/off

                    1 Reply Last reply
                    0
                    • Ducxyundefined Offline
                      Ducxyundefined Offline
                      Ducxy
                      wrote on last edited by
                      #11

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

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

                        what is the calling for the platforms?

                        1 Reply Last reply
                        0
                        • 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
                              • 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
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