There's public dumps of all of BO2's gscs.
https://forum.plutonium.pw/topic/10/tutorial-loading-custom-gsc-scripts
A little research can go a long way
There's public dumps of all of BO2's gscs.
https://forum.plutonium.pw/topic/10/tutorial-loading-custom-gsc-scripts
A little research can go a long way
@Xttr The original idea came from one variation of the TSD mod that was super popular on Repz back many years ago.
I just rewrote it for BO2 and posted it here.
Sorex said in [Release] Overwrite Default Class (GSC):
is not your code because u find it but okey
I wrote the code please show your references before accusing me of stealing.
It's a super simple script, why would I claim something that isn't mine?
Show me where this is already posted elsewhere.
Overwrite Default Class (Operative)
Developer: @ItsCahz
Link: https://github.com/Paintball/BO2-GSC/blob/master/overwrite_default_class.gsc
This simple GSC can be used to overwrite the default class Operative.
The setup the script has right now is to replace Operative with a random "trickshotting" class.
The script simply takes the Operative default weapons, and gives you a random primary, secondary, tactical, and lethal.
How to use:
player thread doChangeClass();
if(isDefined(self.RandomClass))
self thread doLoadout();
self.Primary = strTok("dsr50_mp+steadyaim,ballista_mp+steadyaim,svu_mp+steadyaim,as50_mp+steadyaim", ",");
self.Secondary = strTok("dualoptic_xm8_mp,dualoptic_mk48_mp,srm1216_mp,870mcs_mp,an94_mp+gl,as50_mp+fmj,ballista_mp+fmj+is,ballista_mp+fmj,beretta93r_mp,beretta93r_dw_mp,crossbow_mp,dsr50_mp+fmj,evoskorpion_mp+sf,fiveseven_mp,knife_ballistic_mp,ksg_mp+silencer,mp7_mp+sf,pdw57_mp+silencer,peacekeeper_mp+sf,riotshield_mp,sa58_mp+sf,sa58_mp+fmj+silencer,saritch_mp+sf,saritch_mp+fmj+silencer,scar_mp+gl,svu_mp+fmj+silencer,tar21_mp+dualclip,type95_mp+dualclip,vector_mp+sf,vector_mp+rf,usrpg_mp", ",");
Trizz if you are adding a new script, make sure you call the new script under OnPlayerSpawned.
self waittill("spawned_player");
self thread <scriptname>;
Note that this works for MOST scripts and not all. I would highly recommend researching gsc. There are tons of resources out there. Even with only basic knowledge of gsc , you should be able to handle these things on your own.
really good gsc tutorial: https://www.nextgenupdate.com/forums/black-ops-2-gsc-mods-scripts/764127-tutorial-basic-gsc-scripting.html
homura if you toggle it on level instead of self, it only creates one instance of that variable. Let's say everyone in his game has access to toggle the dvar, it would make more sense to have it toggle as level.ladder or whatever so that way it is the same for everyone instead of having 18 separate self variable toggles when it toggles a serverwide dvar
Ox_ said in Code for distance meter for trickshots?:
Cahz said in Code for distance meter for trickshots?:
Ox_ Okay so if one CoD world unit is 2.54cm, then you would actually divide by 39.37.
2.54 cm = 1 unit
100 cm = 39.3700 units = 1 m
Well actually you'd divide by
5000/127
, but maybe just multiply by0.0254
, be easier.
5000/127 is literally 39.37... which works totally fine by the way. So no need to multiply
Ox_ Okay so if one CoD world unit is 2.54cm, then you would actually divide by 39.37.
I'm not going to give an outright copy paste of the code, but I will give you the biggest piece that you need for it.
meterdist = floor( Distance( self.origin, eattacker.origin ) / 46 );
Note that I chose the number 46 to divide by because it seemed the most accurate with testing. It may not be 100% correct but it does the job. Good luck.