Just out of curiosity, would you mind telling us where you got this code from ? I copy-pasted some random snippets I found to be odd into Google, and it leads me to Black Ops 3 forums.

Sass
Posts
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[Support] Mono Syntax Error -
Contents of the GSC file "_clientids" !QuestionI know the file existed back in CoD4, and wasn't even used back then IIRC.
To clarify,
player.clientid
's do indeed exist and is (somewhat) used in the game. However this file doesn't handle them at all as you can already tell.Edit :
level.clientid
was probably either supposed to distribute a clientid to every client that connects, or be an array that stores every player's clientid. In the COD4 version of the file, you can find this comment :// Is this safe? What if a server runs for a long time and many people join/leave
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yo any reason why it wont runRerun piry.exe
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[Support] How do I find the file path for includes?The GSC Toolkit you can find on this topic has a GSC Dump. Go in the
/Black Ops II GSC Dump/patch_mp
folder and you'll find the gsc files with the correct folder hierarchy. From there you can#include
whatever file you want with the correct path. -
[Support] How do i delete bounces?This snippet looks good to me
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[Support] How do i delete bounces?loop_ This isn't even correct lmao
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[Support] last cooldown wont workCall this on spawn, not connect
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[Support] FPS DvarI know that the com_maxfps dvar works fine, but I can't say the same thing about the toggle command.
Just out of curiosity : Why would you need a toggle that controls your FPS anyway ?
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[Support] anti barrelkuxqi It looks super dumb and ugly but here you go I guess....
if( (distance(eattacker.origin, self.origin ) ) < 200 ) { eattacker iPrintLnBold("bro ur 2 close bro wtf"); iDamage = 0; return iDamage; }
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[Support] anti barrelPut this somewhere in your onplayerdamage() function, assuming you already have one :
if( (distance(eattacker.origin, self.origin ) ) < 200 ) { iDamage = 0; return iDamage; }
You can change 200 to something higher/lower.
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How to change name in gameI suggest you visit the Common Issues and Frequently Asked Questions page. You will find the answer to your question there.
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[Support] Hunter Killer Riding HelpGlad to hear that. Locking thread.
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[Support] Hunter Killer Riding HelpHyper Did you use
self Unlink();
instead ofself detachAll();
?
I told you to use Unlink() in my previous reply, I suggest you read it entirely. -
[Support] Hunter Killer Riding HelpThese mods for trickshotters are getting more and more ridiculous I swear, but who am I to judge.
Anyway, replacing
weapon waittill("death");
bywait X;
(replace X by the amount of seconds you want) should do the trick. I'm not sure how you can come up with a "waittill" but not a simple "wait" though...You need to replace
self detachAll();
byself Unlink();
aswell:detachAll()
isn't what you need to use in that situation.Also put
self enableInvulnerability();
inside your if statement : you don't want to give godmode to people who fires RPGs/SMAWs. -
[Support] How do i delete bounces?You can't do that with the function you have, because it doesn't link "trampoline" to a player entity. Use something like
self.trampoline[i]
so you can manage them better.i
would be an incremented integer. -
[Resource] Ladder ModOr instead of using
level.ladderjump/self.ladderjump
, just use one of the dvar's value for your if statement, e.g :if( getDvar("jump_ladderPushVel") == 128 ) { self iprintln("Ladder Mod ^1ON"); setDvar("jump_ladderPushVel", 1024); setDvar("bg_ladder_yawcap", 0); }
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[Support] Gsc Support #2If you want to spawn one bot, the GSC for it is the following :
self thread maps\mp\bots\_bot::spawn_bot(team); // team is either "axis", "allies" or "autoassign" (WITH QUOTES)
If you need to spawn multiple bots, making a function that loops this line would be the way to go, like this :
self thread spawnBots(NumberOfBots, NameOfTeam); // example : spawnBots(3, "autoassign"); spawnBots(count, team) { for(i = 0; i < count; i++) { self thread maps\mp\bots\_bot::spawn_bot(team); wait .5; } }
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[Support] Make slides strongerJust set it to something higher, exeperiment with it yourself until you find a setting you like.
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[Support] Code for distance meter for trickshots?I also feel so fucking dumb for not posting the right thing. I thought OP wanted a function that detects a player you almost hit and the distance between the impact and the player, not the distance from the player you just killed...
Edit )
Here's what you want to do. I also edited my first reply to include this script instead, sorry for the confusion. While I'm at it I included the "more precise" multiplier too since it seems to cause alot of debate for whatever reason.Step 1 - Add the following in
init()
:level.onkillscore = level.onplayerkilled; level.onplayerkilled = ::onplayerkilled;
Step 2 - Copy the following somewhere in your file :
onPlayerKilled(einflictor, attacker, idamage, smeansofdeath, sweapon, vdir, shitloc, psoffsettime, deathanimduration) { thread [[level.onkillscore]](einflictor, attacker, idamage, smeansofdeath, sweapon, vdir, shitloc, psoffsettime, deathanimduration); // ^ this is here so you can still score normally attacker iPrintLn("You killed " + self.name + " from " + int(distance(self.origin, attacker.origin)*0.0254) + "m away"); }
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[Support] Code for distance meter for trickshots?I already changed my post to 40 yesterday. That's more than good enough, it doesn't need to be dead-on precise.