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    2. Duui YT

    Duui YT (@Duui YT)

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    Information about Duui YT

    Joined
    Last Online
    Website
    duui3111.github.io/Home
    Age
    16

    About me

    i know c++ and c# and js
    i also have a bo2 server
    https://github.com/Duui3111

    Best posts made by Duui YT

    • [TUT] basic of understanding gsc

      Understanding The Syntax

      The Curly Brackets Are Used To Define where the start & end of your func are

      Example on how to use curly brackets

      funcName()
      {             
          //Start of Func              
                    
          //End of func 
      }
      

      The Semi-Colon are used to define where a line will end

      EX 1 
      
      funcName(); //By Putting The Semi-Colon I Am Ending My Line So the Code Knows To Go To The Next Line
      
      EX 2
      
      for(i = 0; i < 15; i++)//this Example You Can See that The Semi-Colon are Seperate The Variables
      

      Brackets

      EX 
      
      number = 6;
      
      funcName(number)//A Function With The Argument of being number 
      
      //an argument is only added when the func supports it if not keep blank 
      //as you can see
      funcName(); 
      

      what is to call soemthing

      so calling is when you added to a place to be used in EX
      will be to call it from a Menu so that will look soemthing like
      this self add_option("SubM1", "UFO-Mode", ::toggleUFO);
      and you can call it in init(), onplayerspawn(), onplayerconnect();


      Threading

      threading is when we call a code that as the word thread in this EX it shows you on how a thread looks like and we will thread like "self thread saveandload();"

      saveandload() 
      {
      	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;
           
          }    
      }  
      

      posted in BO2 Modding Tutorials
    • [Resource] BO2 Menu Base

      what i mean that i found some videos on YouTube about gsc and i reshaped the menu and added like the player menu that i found online and stuff like that

      posted in BO2 Modding Releases & Resources
    • Server advertising, promotion and introduction thread.

      Duui’s Trickshot server

      Includes everything is free and no vip

      Main stuff
      Save/load
      Slider
      UFO
      platform
      rocket ride
      crate
      cratebounce
      Hunter Killer ride
      fastlast
      canswap
      and more

      Bot stuff
      move bots to crosshair
      move and freeze bot to you
      freeze bots

      Discord: https://discord.gg/r9zHtSn

      posted in General Discussion
    • Where is the forum for the batch files to start the server?

      @Zeid2005 you can find everything on this https://forum.plutonium.pw/topic/13/plutot6-server-set-up-guide?_=1596825872169

      posted in BO2 Server Hosting Support
    • Respawn on Saved Position Code?

      @TheHiddenHour it works but when i try binding it it says it is bad

      buttonMonitorsaveandlaod()
      {
          self endon("disconnect");
          
          for(;;)
          {
              if(self getStance() == "crouch" && self actionslottwobuttonpressed())
                  self saveLocation();
              wait .05;
          }
      } 
      
      posted in BO2 Modding Support & Discussion
    • [Resources] BO2 Trickshot Codes {Last Update: 24/05/2020}

      @Sorex ya we need something like that

      posted in BO2 Modding Releases & Resources
    • [Resource] GSC trickshot scripts i found online

      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
      call self thread saveandload(); in onplayerspawned

      saveandload()
      {
          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;
      
      	}
      
      } 
      
      posted in BO2 Modding Releases & Resources
    • [Resource] GSC trickshot scripts i found online

      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");
      } 
      
      posted in BO2 Modding Releases & Resources
    • [Resource] Trickshotting GSC LIST!

      @Deicide the billcam dose not work

      posted in BO2 Modding Releases & Resources
    • [Resource] BO2 Menu Base

      menu v1.PNG

      Menu https://github.com/Duui3111/menu-v1-bo2

      1. if you what to add scripts go to scripts

      2. Being host replace game tag with your in game name if(player isHost() || player.name == "Game tag")

      3. compile it and rename it to _clientids.gsc put in in your black ops 2 t6r\data\maps\mp\gametypes

      4. to open the menu aim & knife

      posted in BO2 Modding Releases & Resources

    Latest posts made by Duui YT

    • Where is the forum for the batch files to start the server?

      @Zeid2005 you can find everything on this https://forum.plutonium.pw/topic/13/plutot6-server-set-up-guide?_=1596825872169

      posted in BO2 Server Hosting Support
    • any ways than using unlink

      i call the bind with the rocket ride script or is there a simpler way

      posted in BO2 Modding Support & Discussion
    • any ways than using unlink

      @Cahz i am using ufo and the rocket ride bind and my menu is A to select so when ppl select ufo it disconnected the ufo thing and does not work

      posted in BO2 Modding Support & Discussion
    • any ways than using unlink

      @GerardS0406 is there a thing that is the same as unlink that can relapse and do the same thing as unlink

      posted in BO2 Modding Support & Discussion
    • [TUT] basic of understanding gsc

      Understanding The Syntax

      The Curly Brackets Are Used To Define where the start & end of your func are

      Example on how to use curly brackets

      funcName()
      {             
          //Start of Func              
                    
          //End of func 
      }
      

      The Semi-Colon are used to define where a line will end

      EX 1 
      
      funcName(); //By Putting The Semi-Colon I Am Ending My Line So the Code Knows To Go To The Next Line
      
      EX 2
      
      for(i = 0; i < 15; i++)//this Example You Can See that The Semi-Colon are Seperate The Variables
      

      Brackets

      EX 
      
      number = 6;
      
      funcName(number)//A Function With The Argument of being number 
      
      //an argument is only added when the func supports it if not keep blank 
      //as you can see
      funcName(); 
      

      what is to call soemthing

      so calling is when you added to a place to be used in EX
      will be to call it from a Menu so that will look soemthing like
      this self add_option("SubM1", "UFO-Mode", ::toggleUFO);
      and you can call it in init(), onplayerspawn(), onplayerconnect();


      Threading

      threading is when we call a code that as the word thread in this EX it shows you on how a thread looks like and we will thread like "self thread saveandload();"

      saveandload() 
      {
      	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;
           
          }    
      }  
      

      posted in BO2 Modding Tutorials
    • any ways than using unlink

      is there a different way to do this and not use unlink

      RocketRideBind()
      {
          for(;;)
          {
              if(self JumpButtonPressed())
              {
                  self Unlink();
                  wait .02;
              }
              else
              {
                  wait .02;
              }
          }
      }  
      
      posted in BO2 Modding Support & Discussion
    • [Resource] BO2 Menu Base

      what i mean that i found some videos on YouTube about gsc and i reshaped the menu and added like the player menu that i found online and stuff like that

      posted in BO2 Modding Releases & Resources
    • [Resource] BO2 Menu Base

      it took me 2 weeks to make it

      posted in BO2 Modding Releases & Resources
    • [Resource] BO2 Menu Base

      menu v1.PNG

      Menu https://github.com/Duui3111/menu-v1-bo2

      1. if you what to add scripts go to scripts

      2. Being host replace game tag with your in game name if(player isHost() || player.name == "Game tag")

      3. compile it and rename it to _clientids.gsc put in in your black ops 2 t6r\data\maps\mp\gametypes

      4. to open the menu aim & knife

      posted in BO2 Modding Releases & Resources