frosty#6666
T6 Server: Frostbite FFA Snipers | Vekays Certified
Server Owner
frosty#9999
home of the snowmen
enjoy your stay
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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
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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
@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
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?
@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
@RentalWTaken It's an admin program for your server... its not a "script"
@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