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Plutonium

frostyundefined

frosty

@frosty
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Recent Best Controversial

  • [Release] Shotgun Rank/Max Bank/All Perma-Perks
    frostyundefined frosty

    erupt Actually really helpful I was looking for something like this, thanks for sharing


  • Sign ups for Server-Owners channel - Discord
    frostyundefined frosty

    frosty#6666

    T6 Server: Frostbite FFA Snipers | Vekays Certified


  • [Resource] Trickshotting GSC LIST!
    frostyundefined frosty

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    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

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