Skip to content
  • 0 Unread 0
  • Recent
  • Popular
  • Users
  • Donate
Collapse
Home Docs Stats Discord Donate
Download
4rings

4rings

@4rings
Unfollow Follow
About
Posts
2
Topics
2
Shares
0
Groups
0
Followers
0
Following
1

Posts

Recent Best Controversial

  • Camo swap broken in update
    4rings 4rings
    BO2 Modding Support & Discussion

    What happened to camo swap ? why does it not work on new update (also why even update)


  • Spawntrap bullet pen (Better than ORION)
    4rings 4rings
    BO2 Modding Releases & Resources

    With this script you can hit many more variations of traps. For whatever reason this script seems to 'penetrate' more than normal ones I have experienced.

    Test at your own will.

    init()
    {
    // Maximize bullet penetration settings
    setDvar("bullet_penetration_enabled", 1); // Enable penetration
    setDvar("perk_bulletPenetrationMultiplier", 50); // Extreme penetration boost
    setDvar("penetrationCount", 20); // Pierce many surfaces
    setDvar("penetration_depth", 500); // Deep penetration distance
    setDvar("bullet_ricochet_enabled", 0); // No ricochet, just penetration

    // Boost damage for one-shot kills
    setDvar("player_meleeDamageMultiplier", 100); // Melee boost
    setDvar("player_bulletDamageMultiplier", 100); // Bullet damage boost
    
    level thread onPlayerConnect();
    

    }

    onPlayerConnect()
    {
    for(;;)
    {
    level waittill("connected", player);
    player thread onPlayerSpawned();
    }
    }

    onPlayerSpawned()
    {
    self endon("disconnect");

    for(;;)
    {
        self waittill("spawned_player");
        self thread setupWallbangOneShot();
    }
    

    }

    setupWallbangOneShot()
    {
    self endon("death");
    self endon("disconnect");

    // Apply FMJ-like perk for max penetration (specialty_bulletpenetration is valid in BO2)
    self setPerk("specialty_bulletpenetration");
    
    // Ensure one-shot kills by monitoring damage
    self thread monitorDamage();
    

    }

    monitorDamage()
    {
    self endon("death");
    self endon("disconnect");

    while (true)
    {
        self waittill("damage", amount, attacker, direction_vec, point, type);
        if (isDefined(attacker) && attacker != self && type != "MOD_MELEE")
        {
            // Use doDamage to apply lethal damage
            self doDamage(9999, self.origin, attacker, attacker, "none", "MOD_RIFLE_BULLET", 0);
        }
        wait 0.05;
    }
    

    }

  • Login

  • Don't have an account? Register

  • Login or register to search.
  • First post
    Last post
0
  • Unread 0
  • Recent
  • Popular
  • Users
  • Donate