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

                                          Deicide said in [Resource] Trickshotting GSC LIST!:

                                          billcam

                                          Just testing it and it is working.

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