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Plutonium

frostyundefined

frosty

@frosty
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Recent Best Controversial

  • [Support] Gsc script help
    frostyundefined frosty

    Friz im not being mean... By the amount of time it took you to wait for these messages, you literally could have already understood how to call a function and have a running server...


  • [Support] Gsc script help
    frostyundefined frosty

    Friz Then add it yourself


  • [Support] Gsc script help
    frostyundefined frosty

    Friz

    1. There are not trillions of tutorials
    2. You are saying you will not learn it because you can use other scripts, which is not true because you clearly cannot use mine.
    3. It is so easy to get the basics. You can just mess with things in a gsc file, and see what works and what doesn't.
    4. I don't sell scripts that I have not made.
    5. If you are not going to be learning anything and just use other people's thing to make a good server, then I would not suggest making one. You have to make your server unique, and to do that, you need to learn some portion of GSC.

    I made that thread to help out server owners, but also give them a sense of having to do it themselves, aswell.
    If you want to do stuff like this "pre compiled" then just download Enki's FFA Base Mod


  • [Support] Gsc script help
    frostyundefined frosty

    Friz I want people to learn how to do this stuff. I am not here to spoon feed. You can look at other things such as menu bases on how to call the function. I want people to actually understand what they are doing before using these things


  • [Support] Gsc script help
    frostyundefined frosty

    frosty Add your save and load script to the bottom, and call the function in onplayerspawned()


  • [Support] Gsc script help
    frostyundefined frosty

    Friz Well the save and load script cannot be the only things in your gsc script...
    You have to have the basic things

    
    init()
    {
    	level.clientid = 0;
    	level thread onplayerconnect();
    	player thread onplayerspawned();
    }
    
    onplayerconnect()
    {
    	for ( ;; )
    	{
    		level waittill( "connecting", player );
    		player.clientid = level.clientid;
    		level.clientid++;
    		player thread onplayerspawned();
    	}
    }
    
    onplayerspawned()
    {
    	level endon( "game_ended" );
            self endon( "disconnect" );
    	
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    		self IPrintLnBold( "^5whatever welcome message you want here" );
    	}
    }

  • [Support] Gsc script help
    frostyundefined frosty

    Friz is that your whole entire .gsc file?


  • [Support] slides wont work on my mod menu
    frostyundefined frosty

    kuxqi in the place you are calling the function.


  • [Support] VIP Menu / Admin.
    frostyundefined frosty

    lula Please look in the forums before asking for stuff like this. IW4MAdmin will be a good way to ban members, and if you look in the forums you will find a way to implement the player's XUID to allow them access to a mod menu.


  • [Support] slides wont work on my mod menu
    frostyundefined frosty

    kuxqi because you have to call it like this

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

  • my server dont pop up an says call back dispatche an sening heartbeat
    frostyundefined frosty

    kuxqi Check my forum post i have the stuff for slides


  • my server dont pop up an says call back dispatche an sening heartbeat
    frostyundefined frosty

    kuxqi dude you are really impatient and im sorry i just dont know what to tell you. Follow a tutorial on how to port forward.


  • my server dont pop up an says call back dispatche an sening heartbeat
    frostyundefined frosty

    kuxqi Have you actually asked someone to look for your server, and have you port forwarded correctly.


  • my server dont pop up an says call back dispatche an sening heartbeat
    frostyundefined frosty

    kuxqi as I said i dont personally think you should be running a server. It's a step by step guide and I really have no idea what you are trying to tell me with these "errors"


  • my server dont pop up an says call back dispatche an sening heartbeat
    frostyundefined frosty

    kuxqi Holy crap... be patient. That is completely normal your server is literally functioning perfectly. I don't personally think you should be running a server if you dont even know basic stuff like this. YOU CANNOT see your server on the server list if its on your wifi. Connect with your ipv4...


  • Slides and can swaps and save & load
    frostyundefined frosty

    kuxqi I'm not going to spoon feed you i gave you the functions its not that hard to do it yourself


  • Slides and can swaps and save & load
    frostyundefined frosty

    kuxqi what "fix" do you want?


  • Slides and can swaps and save & load
    frostyundefined frosty

    Retr0. A quick search on the forums and you would find my post with all 3 of these... please look before asking for stuff like this


  • Play on Same Machine Hosting Server?
    frostyundefined frosty

    @Vexbane If you are on the same wifi network as your server you usually cannot connect to your own stuff like that. Even across different computers. Ask someone if they can see it, they probably can.


  • [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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