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    frosty (@frosty)

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    Information about frosty

    Contributor
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    About me

    Server Owner
    frosty#9999
    home of the snowmen
    enjoy your stay

    Best posts made by frosty

    • Sign ups for Server-Owners channel - Discord

      frosty#6666

      T6 Server: Frostbite FFA Snipers | Vekays Certified

      posted in General Discussion
    • [Resource] Trickshotting GSC LIST!

      -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
      Dont be one of those people who sell these scripts, especially if you are just pasting them"
      We are all here to have fun
      Put credit where credit is due
      -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

      Hopefully this contains literally all the gsc's you needed

      Fast Last - Credit @warcos

      fastlast()
      
      {
      
      	self iPrintlnBold ("^1Given ^51 ^1Kill! " );
      	self.pointstowin = 1; // change all the 1's to your kill limit... if it was 10, do 9, and edit the score. self.score goes by 200's
      	self.pers["pointstowin"] = 1;
      	self.score = 200;
      	self.pers["score"] = 100;
      	self.kills = 1;
      	self.deaths = 0;
      	self.headshots = 0;
      	self.pers["kills"] = 1;
      	self.pers["deaths"] = 0;
      	self.pers["headshots"] = 0;
      }
      

      Save & Load - Credit @itsSorrow (This code is meant for a mod menu, and not to be called when the player spawned, doing that will cause issues)

      saveandload()
      
      {
      
          if (self.snl == 0)
      
          {
      
              self iprintln("^5Save and Load Enabled");
      
              self iprintln("Crouch and Press [{+actionslot 2}] To Save");
      
              self iprintln("Crouch and Press [{+actionslot 1}] To Load");
      
              self thread dosaveandload();
      
              self.snl = 1;
      
          }
      
          else
      
          {
      
              self iprintln("^1Save and Load Disabled");
      
              self.snl = 0;
      
              self notify("SaveandLoad");
      
          }
      
      }
      
      dosaveandload()
      
      {
      
          self endon("disconnect");
      
          self endon("SaveandLoad");
      
          load = 0;
      
          for(;;)
      
          {
      
          if (self actionslottwobuttonpressed() && self GetStance() == "crouch" && self.snl == 1)
      
          {
      
              self.o = self.origin;
      
              self.a = self.angles;
      
              load = 1;
      
              self iprintln("^5Position Saved");
      
              wait 2;
      
          }
      
          if (self actionslotonebuttonpressed() && self GetStance() == "crouch" && load == 1 && self.snl == 1)
      
          {
      
              self setplayerangles(self.a);
      
              self setorigin(self.o);
      
          }
      
          wait 0.05;
      
      }
      
      }
      

      Change Class Mid Game - Credit @VariationModz7s

      Place this in "onplayerspawned()"

      	self thread monitorClass();
      

      Place this anywhere

      MonitorClass()
      {
      
         self endon("disconnect");
      
         for(;;)
      
         {
      
      		self waittill("changed_class");
      
      		self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
      
      		wait .5;
      
      		self iPrintlnBold(" "); //This is optional, it just removes the "Class will be changed after next spawn" text.
      
      		wait 0.01;
      
         }
      
      }
      

      Spawn Platform

      Platform()
      {
      	location = self.origin;
      	while (isDefined(self.spawnedcrate[0][0]))
      	{
      		i = -3;
      		while (i < 3)
      		{
      			d = -3;
      			while (d < 3)
      			{
      				self.spawnedcrate[i][d] delete();
      				d++;
      			}
      			i++;
      		}
      	}
      	startpos = location + (0, 0, -15);
      	i = -3;
      	while (i < 3)
      	{
      		d = -3;
      		while (d < 3)
      		{
      			self.spawnedcrate[i][d] = spawn("script_model", startpos + (d * 40, i * 70, 0));
      			self.spawnedcrate[i][d] setmodel("t6_wpn_supply_drop_axis");
      			d++;
      		}
      		i++;
      	}
      	//self.origin = (startpos + (0, 0, 5));
      	//offset = (0,0,1255);
      	//self thread godmodeThread();
      	//self iPrintln("God Mode ^7[^6ON^7]");
      	//self.GM = true;
      	//self.GMstatus = "[^6ON^7]";
      	//self modStatusUpdate();
      	//wait .05;
      	//self setOrigin(startpos + (0,0,10));
      }
      selfOriginGet()
      {
      	for(;;)
      	{
      		self iprintln("self.origin - ^5" + self.origin);
      		wait .5;
      	}
      	wait .5;
      }
      selfAnglesGet()
      {
      	for(;;)
      	{
      		self iprintln("self.angles - ^2" + self.angles);
      		wait .5;
      	}
      	wait .5;
      }
      

      Suicide

      	self suicide();
      

      Lowered Barriers (thanks to enki)

      Place this in onplayerspawned()

      	level thread manageBarriers( );
      

      Place this anywhere

      manageBarriers()
      {
      	currentMap = getDvar( "mapname" );
      	
      	switch ( currentMap )
      	{
      		case "mp_bridge": //Detour
      			return moveTrigger( 950 );
      		case "mp_hydro": //Hydro
      			return moveTrigger( 1000 );
      		case "mp_uplink": //Uplink
      			return moveTrigger( 300 );
      		case "mp_vertigo": //Vertigo
      			return moveTrigger( 800 );
      			
      		default:
      			return;
      	}
      }
      moveTrigger( z ) 
      {
      	if ( !isDefined ( z ) || isDefined ( level.barriersDone ) )
      		return;
      		
      	level.barriersDone = true;
      	
      	trigger = getEntArray( "trigger_hurt", "classname" );
      
      	for( i = 0; i < trigger.size; i++ )
      	{
      		if( trigger[i].origin[2] < self.origin[2] )
      			trigger[i].origin -= ( 0 , 0 , z );
      	}
      }
      

      Camo Changer/Canswap Credit @ImRatixed

      CamoChanger()
      {
      	rand=RandomIntRange(1,45);
      	weap=self getCurrentWeapon();
      	self takeWeapon(weap);
      	self giveWeapon(weap,0,true(rand,0,0,0,0));
      	self switchToWeapon(weap);
      	self giveMaxAmmo(weap);
      	self iPrintln("Random Camo Received ^2#"+ rand);
      }
      

      Drop Canswap - Credit @warcos

      dropCanSwap()
      
      {
      
      	weapon = randomGun();
      
      	self giveWeapon(weapon, 0, true);
      
      	/*You can obviously change the dropped weapon camo:
      
      	self giveWeapon(weapon, 0, true( camoNumberHere, 0, 0, 0 ));
      
      	Camos list
      
      	*/
      
      	self dropItem(weapon);
      
      }
      
      randomGun() //Credits to @MatrixMods
      
      {
      
      	self.gun = "";
      
      	while(self.gun == "")
      
      	{
      
      		id = random(level.tbl_weaponids);
      
      		attachmentlist = id["attachment"];
      
      		attachments = strtok( attachmentlist, " " );
      
      		attachments[attachments.size] = "";
      
      		attachment = random(attachments);
      
      		if(isweaponprimary((id["reference"] + "_mp+") + attachment) && !checkGun(id["reference"] + "_mp+" + attachment))
      
      			self.gun = (id["reference"] + "_mp+") + attachment;
      
      		wait 0.1;
      
      		return self.gun;
      
      	}
      
         wait 0.1;
      
      }
      
      checkGun(weap) //Credits to @MatrixMods
      
      {
      
      	self.allWeaps = [];
      
      	self.allWeaps = self getWeaponsList();
      
      	foreach(weapon in self.allWeaps)
      
      	{
      
      		if(isSubStr(weapon, weap))
      
      			return true;
      
      	}
      
      	return false;
      
      }
      

      Spawn Slides - Credit @warcos

      Place this in init()

      level.numberOfSlides = 0;
      

      Calling

      self thread Slide(bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"] + (0,0,20), self getPlayerAngles());
      

      (make sure its all in one line)

      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 you are going to use both the slide and the bounce make sure to change one of the thread's name because the distances compared are different in the two cases.
      
      {
      
      	if(distance( self.origin, sP ) < 100)
      
      		return true;
      
      	return false;
      
      }
      

      Hope this helps, may add more in the future
      All credit is posted where it is due. These may not be the original creators, but this is where i found them
      I would reccomend not selling access to these features
      frosty#9999

      posted in BO2 Modding Releases & Resources

    Latest posts made by frosty

    • Sign ups for Server-Owners channel - Discord

      frosty#6666

      T6 Server: Frostbite FFA Snipers | Vekays Certified

      posted in General Discussion
    • [Support] VIP Dvar system

      @mikzy I too require support in this subject matter

      posted in BO2 Modding Support & Discussion
    • Failed to Fetch Info

      @Mr-Android I have allowed it through my firewall and tried the things you listed. It was working before, and then I restarted my game and I began to get that error. I use XFinity

      posted in MW3 Client Support
    • Failed to Fetch Info

      @Mr-Android It's been 22 hours and I still can not play the game.

      posted in MW3 Client Support
    • Failed to Fetch Info

      Plutonium Updater

      Failed to fetch info: Get "https://cdn.plutonium.pw/updater/prod.json": tls: first record does not look like a TLS handshake

      Press 'enter' to quit.
      help?

      I allowed through firewall like the known errors said but I am still getting the error, any help?

      posted in MW3 Client Support
    • Standard 6v6 Multiplayer lobbies?

      @b2n This is not a thing. The only way to find lobbies are through the server browser. It is mostly populated by trickshotting servers but servers like Awog and Namelessnoobs have TDM and other servers

      posted in General Discussion
    • [Support] GSC Admin Script

      @RentalWTaken It's an admin program for your server... its not a "script"

      posted in BO2 Modding Support & Discussion
    • Follow up to last forum post about the editor.

      @Ducxy can you compile stuff within the editor

      posted in BO2 Modding Support & Discussion
    • Mod menu on own hosted servers

      @Ducxy I wouldn't consider it "Ruining it for others" Your server has a mod menu, correct? Thing is even if this guy injects his menu he still wont be host anyways

      posted in BO2 Server Hosting Support