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;
}
}