[Resource] GSC trickshot scripts i found online
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disclaimer I DID NOT MAKE THIS CODES I FOUND THEM ON [Redated]
slide Credit @warcos
Place this in init()
level.numberOfSlides = 0;
add this anywhere and put
self thread monitorButtons();
in onplayerspawned
if you what it to sppawn next to you do this
self thread Slide(self.origin + (0,0,20), self.angles + self getPlayerAngles());
monitorButtons() { self endon("disconnect"); for(;;) { if(self getStance() == "crouch" && self actionSlotThreeButtonPressed()) self thread Slide(bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"] + (0,0,20), self getPlayerAngles()); wait .2; } }
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(distance( self.origin, sP ) < 100) return true; return false; }
platform
spawnPlatform() { while (isDefined(self.spawnedcrate[0][0])) { i = -3; while (i < 3) { d = -3; while (d < 3) { self.spawnedcrate[d] delete(); d++; } i++; } } startpos = self.origin + (0, 0, -15); i = -3; while (i < 3) { d = -3; while (d < 3) { self.spawnedcrate[d] = spawn("script_model", startpos + (d * 40, i * 70, 0)); self.spawnedcrate[d] setmodel("t6_wpn_supply_drop_ally"); d++; } i++; } self iprintlnbold("^2Platform Spawned!"); wait 1; }
save & load
made by me
callself thread saveandload();
in onplayerspawnedsaveandload() { self endon("disconnect"); for(;;) { if (self actionslottwobuttonpressed() && self GetStance() == "crouch") { self.savedOrigin = self.origin; self.savedAngles = self.angles; self iprintln("^2Saved location"); wait 2; } if (self actionslotonebuttonpressed() && self GetStance() == "crouch") { self setOrigin(self.savedOrigin); self.angles = self.savedAngles; } wait 0.05; } }
Noclip (UFO)
Toggle_NoClip() { self notify("StopNoClip"); if(!isDefined(self.NoClip)) self.NoClip = false; self.NoClip = !self.NoClip; if(self.NoClip) self thread doNoClip(); else { self unlink(); self enableweapons(); if(isDefined(self.NoClipEntity)) { self.NoClipEntity delete(); self.NoClipEntity = undefined; } } self iPrintln("NoClip " + (self.NoClip ? "^2ON" : "^1OFF")); } doNoClip() { self notify("StopNoClip"); if(isDefined(self.NoClipEntity)) { self.NoClipEntity delete(); self.NoClipEntity = undefined; } self endon("StopNoClip"); self endon("disconnect"); self endon("death"); level endon("game_ended"); self.NoClipEntity = spawn( "script_origin", self.origin, 1); self.NoClipEntity.angles = self.angles; self playerlinkto(self.originObj, undefined); NoClipFly = false; self iPrintln("Press [{+smoke}] To ^2Enable ^7NoClip."); self iPrintln("Press [{+gostand}] To Move Fast."); self iPrintln("Press [{+stance}] To ^1Disable ^7NoClip."); while(isDefined(self.NoClip) && self.NoClip) { if(self secondaryOffhandButtonPressed() && !NoClipFly) { self disableweapons(); self playerLinkTo(self.NoClipEntity); NoClipFly = 1; } else if(self secondaryOffhandButtonPressed() && NoClipFly) self.NoClipEntity moveTo(self.origin + vector_scal(anglesToForward(self getPlayerAngles()),30), .01); else if(self jumpButtonPressed() && NoClipFly) self.NoClipEntity moveTo(self.origin + vector_scal(anglesToForward(self getPlayerAngles()),170), .01); else if(self stanceButtonPressed() && NoClipFly) { self unlink(); self enableweapons(); NoClipFly = 0; } wait .01; } }
billcam
likeLoz() { if(self.billcamComing == 0) { self.billcamComing = 1; iPrintln("Billcam called by: ^3" + self.name); level.billcamComing = true; wait 2; Plane = spawn( "script_model", ( 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(); playfx( 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() ) { playFx( 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 = spawn( "script_model", origin ); entity_crate.angles = angle; entity_crate setModel( model ); return entity_crate; } spaawnFirst_Crate( originn, angless ) { crateNum_One = spawn( "script_model", originn ); crateNum_One.angles = angless; crateNum_One setModel( "t6_wpn_supply_drop_trap" ); return crateNum_One; } spawnSecond_Crate( originnn ) { crateNum_Two = spawn( "script_model", originnn ); crateNum_Two.angles = ( 0, -90, 55 ); crateNum_Two setModel( "t6_wpn_supply_drop_trap" ); return crateNum_Two; } WP(D,Z,P) { L=strTok(D,","); for(i = 0 ; i < L.size; i += 2) { B = spawn("script_model",self.origin+(int(L[i]),int(L[i+1]),Z)); if(!P) B.angles=(90,0,0); B setModel("t6_wpn_supply_drop_ally"); } }
camos
toggleCamo() { randy = RandomIntRange( 1, 16 ); weaps = self getCurrentWeapon(); self takeWeapon( weaps ); self giveWeapon( weaps, 0, true ( randy, 0, 0, 0, 0 )); self switchToWeapon( weaps ); self iPrintln("Camo Number: ^1" + randy); } toggleCamoDLC() { randy = RandomIntRange( 17, 46 ); weaps = self getCurrentWeapon(); self takeWeapon( weaps ); self giveWeapon( weaps, 0, true ( randy, 0, 0, 0, 0 )); self switchToWeapon( weaps ); self iPrintln("Camo Number: ^1" + randy); } dragonCamo() { weaps = self getCurrentWeapon(); self takeWeapon( weaps ); self giveWeapon( weaps, 0, true ( 32, 0, 0, 0, 0 )); self switchToWeapon( weaps ); } Weapon115() { weaps = self getCurrentWeapon(); self takeWeapon( weaps ); self giveWeapon( weaps, 0, true ( 43, 0, 0, 0, 0 )); self switchToWeapon( weaps ); } cyborge() { weaps = self getCurrentWeapon(); self takeWeapon( weaps ); self giveWeapon( weaps, 0, true ( 31, 0, 0, 0, 0 )); self switchToWeapon( weaps ); } toggleCEDigital() { weaps = self getCurrentWeapon(); self takeWeapon( weaps ); self giveWeapon( weaps, 0, true ( 18, 0, 0, 0, 0 )); self switchToWeapon( weaps ); } toggleGhosts() { weaps = self getCurrentWeapon(); self takeWeapon( weaps ); self giveWeapon( weaps, 0, true ( 29, 0, 0, 0, 0 )); self switchToWeapon( weaps ); } toggleDiamond() { weaps = self getCurrentWeapon(); self takeWeapon( weaps ); self giveWeapon( weaps, 0, true ( 16, 0, 0, 0, 0 )); self switchToWeapon( weaps ); } giveAfterlife() { weap = self getCurrentWeapon(); self takeWeapon(self getCurrentWeapon()); self giveWeapon( weap, 0, true ( 44, 0, 0, 0, 0 )); self switchToWeapon( weap ); }
hunter killer ride
doHunterRide() { self endon("disconnect"); self giveWeapon( "missile_drone_mp" ); self switchToWeapon( "missile_drone_mp" ); self iPrintln("Hunter Killer Drone ^2Given"); wait .3; for (;;) { self waittill("missile_fire", weapon, weapname); self enableInvulnerability(); if (weapname == "missile_drone_projectile_mp") { self PlayerLinkTo(weapon); weapon waittill("death"); self detachAll(); self DisableInvulnerability(); } wait 0.05; } }
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nice thread i need some of these code thanks
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All killstreaks
GiveKillstreak(killstreak) { self maps/mp/killstreaks/_killstreaks::givekillstreak(maps/mp/killstreaks/_killstreaks::getkillstreakbymenuname( killstreak ) , 5594, true, 5594); } GiveUAV() { self GiveKillstreak("killstreak_spyplane"); self iPrintln("UAV Given"); } GiveRC() { self GiveKillstreak("killstreak_rcbomb"); self iPrintln("RC-XD Given"); } GiveHunt() { self giveWeapon( "missile_drone_mp" ); self switchToWeapon( "missile_drone_mp" ); self iPrintln("Hunter Killer Drone Given"); } GiveCare() { self giveWeapon( "supplydrop_mp" ); self switchToWeapon( "supplydrop_mp" ); self iPrintln("Care Package Given"); } GiveCUAV() { self GiveKillstreak("killstreak_counteruav"); self iPrintln("Counter UAV Given"); } GiveGaurd() { self GiveWeapon("microwaveturret_mp"); self switchToWeapon( "microwaveturret_mp" ); self iPrintln("Gaurdian Given"); } GiveHell() { self GiveKillstreak("killstreak_remote_missile"); self iPrintln("Hellstorm Missle Given"); } GiveLS() { self GiveKillstreak("killstreak_planemortar"); self iPrintln("Lightning Strike Given"); } GiveSG() { self GiveWeapon("autoturret_mp"); self switchToWeapon( "autoturret_mp" ); self iPrintln("Sentry Gun Given"); } GiveAG() { self giveWeapon( "ai_tank_drop_mp" ); self switchToWeapon( "ai_tank_drop_mp" ); self iPrintln("A.G.R Given"); } GiveSC() { self GiveKillstreak("killstreak_helicopter_comlink"); self iPrintln("Stealth Chopper Given"); } GiveVSAT() { self GiveKillstreak("killstreak_spyplane_direction"); self iPrintln("Orbital VSAT Given"); } GiveED() { self GiveKillstreak("killstreak_helicopter_guard"); self iPrintln("Escort Drone Given"); } GiveEMP() { self giveWeapon( "emp_mp" ); self switchToWeapon( "emp_mp" ); self iPrintln("EMP System Given"); } GiveWH() { self GiveKillstreak("killstreak_straferun"); self iPrintln("Warthog Given"); } GiveLST() { self GiveKillstreak("killstreak_remote_mortar"); self iPrintln("Loadestar Given"); } GiveVW() { self giveWeapon( "helicopter_player_gunner_mp" ); self switchToWeapon( "helicopter_player_gunner_mp" ); self iPrintln("VTOL Warship Given"); } GiveDogs() { self maps/mp/killstreaks/_killstreaks::givekillstreak("dogs_mp", 5594, true, 5594); self iPrintln("Dogs Given"); } GiveSwarm() { self GiveKillstreak("killstreak_missile_swarm"); self iPrintln("Swarm Given"); }
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call like this
self add_option("settingsmenu", "Bind Bounce To [{+actionslot 2}]", ::togglebindbounce);
bind bounce
from loz azza menu
togglebindbounce() { if(!self.bindbounce) { { self.bindbounce = 1; self iprintln("Bounce Bind ^2Enabled"); self thread bindbounce(); } } else { self.bindbounce = 0; self iprintln("Bounce Bind ^1Disabled"); self notify("stop_bounce_bind"); } } bindbounce() { self endon("disconnect"); level endon("game_ended"); self endon("stop_bounce_bind"); while(self actionslottwobuttonpressed() && !self.menu.open && !isdefined(self.allowedtobounce)) { if(self isonground()) { self setorigin(self.origin); } for(i = 0; i < 5; i++) { self.allowedtobounce = 1; self setvelocity(self getvelocity() + (0, 0, 999)); wait(0.05); } self.allowedtobounce = undefined; wait(1); wait(0.05); } }
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I suggest you not to link to that forum again.
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