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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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  • 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

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

                                  Deicide said in [Resource] Trickshotting GSC LIST!:

                                  billcam

                                  Just testing it and it is working.

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

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

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                                    0
                                    • luaaaundefined Offline
                                      luaaaundefined Offline
                                      luaaa
                                      wrote on last edited by
                                      #25

                                      howd you even make the suicide function a cmd

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