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  3. [Resource] Trickshotting GSC LIST!

[Resource] Trickshotting GSC LIST!

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
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  • roundsgqundefined Offline
    roundsgqundefined Offline
    roundsgq
    wrote on last edited by
    #12

    what is the calling for the platforms?

    1 Reply Last reply
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    • Rynoxarundefined Offline
      Rynoxarundefined Offline
      Rynoxar Contributor
      wrote on last edited by
      #13
      This post is deleted!
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      • R1pzieundefined Offline
        R1pzieundefined Offline
        R1pzie
        wrote on last edited by
        #14

        Better Slides

        slideBind() //SLIDES
        {
        self endon("disconnect");
        for(;;)
        {
        if(self getStance() == "crouch" && self actionslotthreebuttonpressed() && self.slidecount > 0)
        {
        self thread Slide(bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"] + (0,0,20), self getPlayerAngles());
        self iprintln("^6Slide Placed!");
        self iprintln("^6Knife the carepackage to get launched!");
        self.slidecount -= 1;
        self iprintln("You have ^6"+self.slidecount+"^7 slides left");
        wait .2;
        }
        wait .01;
        }
        wait .2;
        }

        Slide( slidePosition, slideAngles ) //SLIDES

        {

        level endon( "game_ended" );

        level.slide[level.numberOfSlides] = spawn("script_model", slidePosition);

        level.slide[level.numberOfSlides].angles = (0,slideAngles[1]-90,60);

        level.slide[level.numberOfSlides] setModel("t6_wpn_supply_drop_trap");

        level.numberOfSlides++;

        for(;;)

        {

        foreach(player in level.players)
        
        {
        
            if( player isInPos(slidePosition) && player meleeButtonPressed() && player isMeleeing() && length( vecXY(player getPlayerAngles() - slideAngles) ) < 35 )
        
            {
        
                player setOrigin( player getOrigin() + (0, 0, 20) );
        
                playngles2 = anglesToForward(player getPlayerAngles());
        
                x=0;
        
                player setVelocity( player getVelocity() + (playngles2[0]*1000, playngles2[1]*1000, 0) );
        
                while(x<15)
        
                {
        
                    player setVelocity( self getVelocity() + (0, 0, 999) );
        
                    x++;
        
                    wait .01;
        
                }
        
                wait 1;
        
            }
        
        }
        

        wait .01;

        }
        }

        vecXY( vec ) //SLIDES

        {

        return (vec[0], vec[1], 0);

        }

        isInPos( sP ) //SLIDES

        {

        if(distance( self.origin, sP ) < 100)

        return true;
        

        return false;
        }

        1 Reply Last reply
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        • 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
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          • frostyundefined Offline
            frostyundefined Offline
            frosty
            replied to Vulgar on last edited by
            #16

            Vulgar Go on google and look for a script to remove sky barriers should work after that

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            • 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
                • Deicideundefined Offline
                  Deicideundefined Offline
                  Deicide
                  replied to mikzy 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
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                  • 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
                    • Duui YTundefined Offline
                      Duui YTundefined Offline
                      Duui YT
                      replied to mikzy on last edited by Duui YT
                      #21
                      This post is deleted!
                      1 Reply Last reply
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                      • Duui YTundefined Offline
                        Duui YTundefined Offline
                        Duui YT
                        replied to Deicide 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

                            1 Reply Last reply
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                            • luaaaundefined Offline
                              luaaaundefined Offline
                              luaaa
                              wrote on last edited by
                              #25

                              howd you even make the suicide function a cmd

                              1 Reply Last reply
                              0

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