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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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  • 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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                                    0
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