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  3. [Resource] Trickshotting GSC LIST!

[Resource] Trickshotting GSC LIST!

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
gscblack ops 2slides
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  • 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
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      • 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
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        • 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
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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

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