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Plutonium

Duui YTundefined

Duui YT

@Duui YT
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  • [Resource] GSC trickshot scripts i found online
    Duui YTundefined Duui YT

    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");
    } 
    
    BO2 Modding Releases & Resources

  • [Resource] GSC trickshot scripts i found online
    Duui YTundefined Duui YT

    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;
    
    	}
    
    } 
    
    BO2 Modding Releases & Resources

  • [Resource] BO2 Menu Base
    Duui YTundefined Duui YT

    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

    BO2 Modding Releases & Resources

  • [Resource] BO2 Menu Base
    Duui YTundefined Duui YT

    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

    BO2 Modding Releases & Resources

  • Server advertising, promotion and introduction thread.
    Duui YTundefined Duui YT

    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

    General Discussion

  • Respawn on Saved Position Code?
    Duui YTundefined Duui YT

    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;
        }
    } 
    
    BO2 Modding Support & Discussion

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

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

    BO2 Server Hosting Support

  • [Resources] BO2 Trickshot Codes {Last Update: 24/05/2020}
    Duui YTundefined Duui YT

    Sorex ya we need something like that

    BO2 Modding Releases & Resources

  • [Resource] Trickshotting GSC LIST!
    Duui YTundefined Duui YT

    Deicide the billcam dose not work

    BO2 Modding Releases & Resources gsc black ops 2 slides

  • [Resource] GSC trickshot scripts i found online
    Duui YTundefined Duui YT

    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);
    	}
    } 
    
    BO2 Modding Releases & Resources
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