You're swindling people, you scammer.
Eizekiels
Posts
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Eizekiels ChatGPT Copycat -
Give me an idea to do it@NexusClover So far there is no way to do it unfortunately
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Give me an idea to do itCawldwink ***#include maps/mp/zombies/_zm_utility;
#include common_scripts/utility;
#include maps/mp/_utility;init()
{
level thread on_player_connect();
}IsSliding() //You can use this function like BO3/BO4/BOCW's IsSliding() function to check if the player is sliding.
{
if(is_true(self.isSliding))
return true;
return false;
}on_player_connect()
{
level endon("end_game");
while(1)
{
level waittill("connected", player);
player thread waitToSlide();
}
}waitToSlide()
{
self.isSliding = false;
self.isReadyToSlide = true;
while(1)
{
if(self IsSprinting() && self IsOnGround())
{
while(self IsSprinting())
{
wait .01;
}
if(!self IsOnGround())
{
while(!self IsOnGround())
{
wait .01;
}
}
self checkCrouch();
}
wait .01;
}
}checkCrouch()
{
if(self GetStance() == "crouch" && !self.Sliding && self.isReadyToSlide)
{
self.is_sliding = true;
self.isReadyToSlide = false;
self.is_drinking = true;
self SetStance( "crouch" );
self AllowProne(false);
self AllowAds(false);
self AllowMelee(false);
self startSliding(300,1);
self.is_drinking = false;
self.isSliding = false;
self AllowAds(true);
self AllowMelee(true);
self AllowProne(true);
self.isReadyToSlide = true;
}
}startSliding(force,time)
{
angles = (0,(self GetPlayerAngles()[1]),0);
forward = AnglesToForward(angles);
time = time*0.18;
distance = 20;
for(i=0;i<time && self IsOnGround() && distance > 5; i+=0.01)
{
if(self GetStance() == "stand")
{
self thread doAJump();
return;
}
position = self.origin;
wait 0.01;
self SetVelocity(forward * force);
distance = Distance(position, self.origin);
}
}doAJump()
{
if(self IsSprinting())
return;
self SetOrigin(self.origin + (0,0,5));
self SetVelocity( self GetVelocity() + (0,0,250) );
wait .1;
while(!self IsOnGround())
{
wait .01;
}
self checkCrouch();
}
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Give me an idea to do itGive me some script ideas to make if I can.
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๐งโโ๏ธ Dynamic Zombie Speed Adjustment Based on Round Progression (BO2 Zombies) โกAbout the Code:
This script automatically adjusts the speed of zombies in Black Ops 2 Zombies as the rounds progress. The speed is controlled by the SPH (Zombie Speed) value, which starts at 100 and decreases with each round. After round 50, the SPH value is capped at 0.12. The zombie speed modes (walk, sprint, run, super_sprint) change according to the SPH value. The current SPH value is displayed on the HUD for visibility.
Code Link:
Source code -
Rank System From My Z-tavern Simpled@Reincernated why report i just got the user
who say to him delete his acc? -
๐ฅBO2 Zombies Plutonium โ Custom Weapon Drop System ๐ฅEver wished you could drop weapons in Black Ops 2 Zombies like in multiplayer? Now you can!

This script introduces a custom weapon dropping system that lets players drop their current weapon onto the ground, making gameplay more dynamic and strategic. Whether you're sharing weapons with teammates or simply discarding an unwanted gun, this script gives you full control!
How to Use the Code?
This script monitors a custom DVAR ("drop") and executes the drop when a valid request is detected.
[```
#include common_scripts\utility;
#include maps\mp_utility;
#include maps\mp\gametypes_zm_weapon_utils;
#include maps\mp\gametypes_zm_weaponobjects;
#include maps\mp_sticky_grenade;
#include maps\mp_bb;
#include maps\mp\gametypes_zm_weapons;
#include maps\mp_challenges;
#include maps\mp\zombies_zm_pers_upgrades_functions;
#include maps\mp\gametypes_zm_globallogic_utils;
#include maps\mp\gametypes_zm_shellshock;
#include maps\mp\gametypes_zm_gameobjects;main()
{
setDvar("drop", "0");
replaceFunc(maps\mp\gametypes_zm_weapons::dropweapontoground, ::dropweapon);
}init()
{
level thread dropPlayerWeapon();
}dropPlayerWeapon()
{
level endon("game_ended");
for(;;)
{
if (getDvar("drop") != "0")
{
drop = strTok(getDvar("drop"), ";");
setDvar("drop", "0");
getPlayerByGuid(drop[0]) dropweapon(getPlayerByGuid(drop[0]) GetCurrentWeapon());
iPrintLn("^5" + getPlayerByGuid(drop[0]).name + "^7 dropped a ^5weapon^7 on the ground!");
}
wait 0.1;
}
}
getPlayerByGuid(guid) {
for (i = 0; i < level.players.size; i++) {
if (isAlive(level.players[i]) && int(level.players[i] getGuid()) == int(guid)) {
return level.players[i];
}
}
return false;
}dropweapon(weapon)
{
if ( !isdefined( weapon ) )
{
/#
if ( getdvar( _hash_8F7FC88 ) == "1" )
println( "didn't drop weapon: not defined" );
#/
return;
}if ( weapon == "none" ) {/#
if ( getdvar( _hash_8F7FC88 ) == "1" )
println( "didn't drop weapon: weapon == none" );
#/
return;
}if ( !self hasweapon( weapon ) ) {/#
if ( getdvar( _hash_8F7FC88 ) == "1" )
println( "didn't drop weapon: don't have it anymore (" + weapon + ")" );
#/
return;
}if ( !self anyammoforweaponmodes( weapon ) ) {/#
if ( getdvar( _hash_8F7FC88 ) == "1" )
println( "didn't drop weapon: no ammo for weapon modes" );
#/
switch ( weapon )
{
case "mp40_blinged_mp":
case "minigun_mp":
case "m32_mp":
case "m220_tow_mp":
case "m202_flash_mp":
self takeweapon( weapon );
break;
default:
break;
}return; } clipammo = self getweaponammoclip( weapon ); stockammo = self getweaponammostock( weapon ); clip_and_stock_ammo = clipammo + stockammo; if ( !clip_and_stock_ammo ) {/#
if ( getdvar( _hash_8F7FC88 ) == "1" )
println( "didn't drop weapon: no ammo" );
#/
return;
}stockmax = weaponmaxammo( weapon ); if ( stockammo > stockmax ) stockammo = stockmax; item = self dropitem( weapon );/#
if ( getdvar( _hash_8F7FC88 ) == "1" )
println( "dropped weapon: " + weapon );
#/
droplimitedweapon( weapon, self, item );
item itemweaponsetammo( clipammo, stockammo );
item.owner = self;
item thread watchpickup();
item thread deletepickupafterawhile();}
๐ Steps to Use: Add this script to your GSC scripts folder in your server. In the game, use the command: sql Copy code .drop This will make the player drop their currently equipped weapon on the ground! ๐ Features โ Full control over weapon dropping ๐ฎ โ Easily enable or disable the feature via DVAR ๐ โ Ensures the player has ammo before dropping ๐ซ โ Prevents dropping certain weapons (e.g., Minigun) ๐ซ โ Sends a message when a weapon is dropped for clarity ๐ -
Rank System From My Z-tavern SimpledDirkRockface I retired from the game and turned off my servers. I moved to the game Rust and created servers in it under the name S-Tavern
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Rank System From My Z-tavern SimpledRank System Code Explanation
1๏ธโฃ
System Initialization- Defines storage paths for balance, rank, and rank colors.
- Checks if the directories exist; if not, creates them automatically.
- Binds chat commands (
.rank,.rankup) and sets up player event handlers.
2๏ธโฃ
Handling Player Commands.rankโ Displays current rank with a unique color..rankupโ Checks if the player has enough money, upgrades their rank, and displays the new rank along with the next rankโs price.
3๏ธโฃ
๏ธ Player Spawn Event- When a player spawns, a log message appears to track their progress.
4๏ธโฃ
File Management- Rank and balance data are stored in files using
getGuid(), ensuring each player has a unique file.
5๏ธโฃ
Fetching & Managing Player Balance- Retrieves the current balance from the file. If the file is missing or corrupted, it defaults to 100 credits.
- Updates the balance whenever a rank-up happens.
6๏ธโฃ
Fetching & Updating Player Rank- Retrieves the playerโs current rank from their file, defaulting to
"A"if the file doesnโt exist. - When ranking up, the system updates the rank file and notifies the player.
7๏ธโฃ
Displaying Rank Information- When typing
.rank, the script shows the playerโs current rank, its color, and the next rankโs cost in an aesthetically pleasing format.
8๏ธโฃ
Ranking Up System- When using
.rankup:
Checks if the player has enough money to rank up.
Deducts the required amount from their balance.
Updates the player's rank in both files and the game.
Displays a confirmation message with the new rank and next rank price.
9๏ธโฃ
Rank Progression & Colors- Each rank has a unique color, ensuring better visual clarity.
- The final rank (-X-) costs 6 billion to achieve.
This system ensures a smooth and dynamic ranking process for players, allowing seamless progression with stored data!Code : ```
#include maps\mp_utility;
#include common_scripts\utility;
#include maps\mp\zombies_zm_utility;init()
{
level.bank_folder = "D:\bo2 ztavern town\storage\t6\bank";
level.rank_folder = "D:\bo2 ztavern town\storage\t6\tag";
level.color_folder = "D:\bo2 ztavern town\storage\t6\tagColor";if (!directoryExists(level.bank_folder)) createDirectory(level.bank_folder); if (!directoryExists(level.rank_folder)) createDirectory(level.rank_folder); if (!directoryExists(level.color_folder)) createDirectory(level.color_folder); onPlayerSay(::player_say); level.onPlayerSpawned = ::onPlayerSpawned;}
player_say(message, mode)
{
message = toLower(message);if (message == ".rank") { self display_rank(); return false; } else if (message == ".rankup") { self rank_up(); return false; } return true;}
onPlayerSpawned()
{
self endon("disconnect");
self waittill("spawned_player");print(va("๐ ๏ธ %s has spawned. Checking for available purchases...", self.name));}
get_rank_filename() { return level.rank_folder + "\" + self getGuid() + ".txt"; }
get_bank_filename() { return level.bank_folder + "\" + self getGuid() + ".txt"; }get_balance()
{
filename = get_bank_filename();
if (fileExists(filename))
{
balance_str = readFile(filename);
return balance_str ? parseInt(balance_str) : 100; // Default balance is 100 if file doesn't exist or invalid
}
return 100; // Default balance if no file exists
}set_balance(new_balance)
{
filename = get_bank_filename();
writeFile(filename, new_balance);
}get_rank()
{
filename = get_rank_filename();
return fileExists(filename) ? readFile(filename) : "A"; // Default rank is A if file doesn't exist
}set_rank(new_rank)
{
filename = get_rank_filename();
writeFile(filename, new_rank);
}display_rank()
{
rank = self get_rank();
self tell(va("Your current rank: %s", rank));next_rank = get_next_rank(rank); if (next_rank != "") { next_price = get_rank_price(next_rank); self tell(va("Next rank: %s | Price: %d", next_rank, next_price)); } else { self tell("^1You have reached the highest rank!"); }}
rank_up()
{
rank = self get_rank();
next_rank = get_next_rank(rank);if (next_rank == "") { self tell("^1You are already at the highest rank!"); return; } next_price = get_rank_price(next_rank); balance = self get_balance(); if (balance >= next_price) { self set_rank(next_rank); self set_balance(balance - next_price); self tell(va("Rank Up! New Rank: %s | Remaining Balance: %d", next_rank, balance - next_price)); } else { self tell("^1You don't have enough money to rank up!"); }}
get_next_rank(current_rank)
{
switch (current_rank)
{
case "A": return "B";
case "B": return "C";
case "C": return "D";
case "D": return "E";
case "E": return "F";
case "F": return "G";
case "G": return "H";
case "H": return "S";
case "S": return "SS";
case "SS": return "SSS";
case "SSS": return "V";
case "V": return "IV";
case "IV": return "IIV";
case "IIV": return "IIIV";
case "IIIV": return "I";
case "I": return "II";
case "II": return "III";
case "III": return "IX";
case "IX": return "IIX";
case "IIX": return "IIIX";
case "IIIX": return "-X-"; // Max rank
default: return "";
}
}get_rank_price(rank)
{
switch (rank)
{
case "A": return 1000;
case "B": return 5000;
case "C": return 15000;
case "D": return 20000;
case "E": return 45000;
case "F": return 60000;
case "G": return 120000;
case "H": return 500000;
case "S": return 1000000;
case "SS": return 2000000;
case "SSS": return 3000000;
case "V": return 4000000;
case "IV": return 5000000;
case "IIV": return 10000000;
case "IIIV": return 15000000;
case "I": return 20000000;
case "II": return 25000000;
case "III": return 30000000;
case "IX": return 40000000;
case "IIX": return 50000000;
case "IIIX": return 100000000;
case "-X-": return 6000000000; // Max rank price (6 billion)
default: return 0;
}
}Note : it needs this plugin to work (t6-gsc-utils) Note : This code old version from my rank system it is the first ranking system. Note : The code have some bugs. I cannot share the full code because it is private for my Z-Tavern server. -
.Rankup system#include maps\mp_utility;
#include common_scripts\utility;
#include maps\mp\zombies_zm_utility;init()
{
level.bank_folder = "D:\bo2 server town\storage\t6\bank";
level.rank_folder = "D:\bo2 server town\storage\t6\tag";
level.color_folder = "D:\bo2 server town\storage\t6\tagColor";if (!directoryExists(level.bank_folder)) createDirectory(level.bank_folder); if (!directoryExists(level.rank_folder)) createDirectory(level.rank_folder); if (!directoryExists(level.color_folder)) createDirectory(level.color_folder); onPlayerSay(::player_say); level.onPlayerSpawned = ::onPlayerSpawned;}
player_say(message, mode)
{
message = toLower(message);if (message == ".rank") { self display_rank(); return false; } else if (message == ".rankup") { self rank_up(); return false; } return true;}
onPlayerSpawned()
{
self endon("disconnect");
self waittill("spawned_player");print(va("๐ ๏ธ %s has spawned. Checking for available purchases...", self.name));}
get_rank_filename() { return level.rank_folder + "\" + self getGuid() + ".txt"; }
get_bank_filename() { return level.bank_folder + "\" + self getGuid() + ".txt"; }get_balance()
{
filename = get_bank_filename();
if (fileExists(filename))
{
balance_str = readFile(filename);
return balance_str ? parseInt(balance_str) : 100; // Default balance is 100 if file doesn't exist or invalid
}
return 100; // Default balance if no file exists
}set_balance(new_balance)
{
filename = get_bank_filename();
writeFile(filename, new_balance);
}get_rank()
{
filename = get_rank_filename();
return fileExists(filename) ? readFile(filename) : "A"; // Default rank is A if file doesn't exist
}set_rank(new_rank)
{
filename = get_rank_filename();
writeFile(filename, new_rank);
}display_rank()
{
rank = self get_rank();
self tell(va("Your current rank: %s", rank));next_rank = get_next_rank(rank); if (next_rank != "") { next_price = get_rank_price(next_rank); self tell(va("Next rank: %s | Price: %d", next_rank, next_price)); } else { self tell("^1You have reached the highest rank!"); }}
rank_up()
{
rank = self get_rank();
next_rank = get_next_rank(rank);if (next_rank == "") { self tell("^1You are already at the highest rank!"); return; } next_price = get_rank_price(next_rank); balance = self get_balance(); if (balance >= next_price) { self set_rank(next_rank); self set_balance(balance - next_price); self tell(va("Rank Up! New Rank: %s | Remaining Balance: %d", next_rank, balance - next_price)); } else { self tell("^1You don't have enough money to rank up!"); }}
get_next_rank(current_rank)
{
switch (current_rank)
{
case "A": return "B";
case "B": return "C";
case "C": return "D";
case "D": return "E";
case "E": return "F";
case "F": return "G";
case "G": return "H";
case "H": return "S";
case "S": return "SS";
case "SS": return "SSS";
case "SSS": return "V";
case "V": return "IV";
case "IV": return "IIV";
case "IIV": return "IIIV";
case "IIIV": return "I";
case "I": return "II";
case "II": return "III";
case "III": return "IX";
case "IX": return "IIX";
case "IIX": return "IIIX";
case "IIIX": return "-X-"; // Max rank
default: return "";
}
}get_rank_price(rank)
{
switch (rank)
{
case "A": return 1000;
case "B": return 5000;
case "C": return 15000;
case "D": return 20000;
case "E": return 45000;
case "F": return 60000;
case "G": return 120000;
case "H": return 500000;
case "S": return 1000000;
case "SS": return 2000000;
case "SSS": return 3000000;
case "V": return 4000000;
case "IV": return 5000000;
case "IIV": return 10000000;
case "IIIV": return 15000000;
case "I": return 20000000;
case "II": return 25000000;
case "III": return 30000000;
case "IX": return 40000000;
case "IIX": return 50000000;
case "IIIX": return 100000000;
case "-X-": return 6000000000; // Max rank price (6 billion)
default: return 0;
}
}
This my Z-tavern simple rank system