Ways
Veteran
- Messages
- 141
- Reaction score
- 45
- Points
- 803
Hello CabCon Community Today I bring you with a Managed Code List of many functions and options hope you enjoy if you see a script that is yours just comment and I will give credits, thank you. -Ways
God Mode
Unlimited Ammo
God Mode
GodMode()
{
if(self.god == false)
{
self iprintln("God Mode: ^2On");
self enableInvulnerability();
self.god=false;
}
else
{
self iprintln("God Mode: ^1Off");
self DisableInvulnerability();
self.god=true;
}
}
{
if(self.god == false)
{
self iprintln("God Mode: ^2On");
self enableInvulnerability();
self.god=false;
}
else
{
self iprintln("God Mode: ^1Off");
self DisableInvulnerability();
self.god=true;
}
}
Unlimited Ammo
Code:
unlimited_ammo()[/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT]
[B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B][LEFT]{
self endon( "disconnect" );
self endon( "death" );
for(;;)
{
wait 0.1;
currentWeapon = self getcurrentweapon();
if ( currentWeapon != "none" )
{
self setweaponammoclip( currentWeapon, weaponclipsize(currentWeapon) );
self givemaxammo( currentWeapon );
}
currentoffhand = self getcurrentoffhand();
if ( currentoffhand != "none" )
self givemaxammo( currentoffhand );
}
}
Teleport
Code:
doTeleport()[/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT]
[B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B][LEFT]{
self beginLocationSelection( "map_mortar_selector" );
self.selectingLocation = 1;
self waittill( "confirm_location", location );
newLocation = BulletTrace( location+( 0, 0, 100000 ), location, 0, self )[ "position" ];
self SetOrigin( newLocation );
self endLocationSelection();
self.selectingLocation = undefined;
self iPrintLn("Teleported!");
}
Change Class
Code:
ChangeClass()[/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT]
[B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B][LEFT]{
self endon("disconnect");
self endon("death");
self maps/mp/gametypes/_globallogic_ui::beginclasschoice();
for(;;)
{
if(self.pers[ "changed_class" ])
self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
wait 0.05;
}
}
Change Speed
Code:
speedx2()[/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT]
[B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B][LEFT]{
self iprintln("Speed x2");
self setmovespeedscale(2); //change number
}
//If you want it faster or something change the number
Fill Killstreaks
Code:
{[/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT]
[B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B][LEFT] maps/mp/gametypes/_globallogic_score::_setplayermomentum(self, 9999);
}
Constant Radar
Code:
doUAV()[/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT]
[B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B][LEFT]{
self setclientuivisibilityflag("g_compassShowEnemies", 1);
self iPrintLn("UAV ^2Enabled");
}
All Perks
Code:
doPerks()[/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT]
[B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B][LEFT]{
self clearperks();
self setperk("specialty_additionalprimaryweapon");
self setperk("specialty_armorpiercing");
self setperk("specialty_armorvest");
self setperk("specialty_bulletaccuracy");
self setperk("specialty_bulletdamage");
self setperk("specialty_bulletflinch");
self setperk("specialty_bulletpenetration");
self setperk("specialty_deadshot");
self setperk("specialty_delayexplosive");
self setperk("specialty_detectexplosive");
self setperk("specialty_disarmexplosive");
self setperk("specialty_earnmoremomentum");
self setperk("specialty_explosivedamage");
self setperk("specialty_extraammo");
self setperk("specialty_fallheight");
self setperk("specialty_fastads");
self setperk("specialty_fastequipmentuse");
self setperk("specialty_fastladderclimb");
self setperk("specialty_fastmantle");
self setperk("specialty_fastmeleerecovery");
self setperk("specialty_fastreload");
self setperk("specialty_fasttoss");
self setperk("specialty_fastweaponswitch");
self setperk("specialty_finalstand");
self setperk("specialty_fireproof");
self setperk("specialty_flakjacket");
self setperk("specialty_flashprotection");
self setperk("specialty_gpsjammer");
self setperk("specialty_grenadepulldeath");
self setperk("specialty_healthregen");
self setperk("specialty_holdbreath");
self setperk("specialty_immunecounteruav");
self setperk("specialty_immuneemp");
self setperk("specialty_immunemms");
self setperk("specialty_immunenvthermal");
self setperk("specialty_immunerangefinder");
self setperk("specialty_killstreak");
self setperk("specialty_longersprint");
self setperk("specialty_loudenemies");
self setperk("specialty_marksman");
self setperk("specialty_movefaster");
self setperk("specialty_nomotionsensor");
self setperk("specialty_noname");
self setperk("specialty_nottargetedbyairsupport");
self setperk("specialty_nokillstreakreticle");
self setperk("specialty_nottargettedbysentry");
self setperk("specialty_pin_back");
self setperk("specialty_pistoldeath");
self setperk("specialty_proximityprotection");
self setperk("specialty_quickrevive");
self setperk("specialty_quieter");
self setperk("specialty_reconnaissance");
self setperk("specialty_rof");
self setperk("specialty_scavenger");
self setperk("specialty_showenemyequipment");
self setperk("specialty_stunprotection");
self setperk("specialty_shellshock");
self setperk("specialty_sprintrecovery");
self setperk("specialty_showonradar");
self setperk("specialty_stalker");
self setperk("specialty_twogrenades");
self setperk("specialty_twoprimaries");
self setperk("specialty_unlimitedsprint");
self iPrintln("All Perks ^2Set");
}
Force Host
Code:
forceHost()[/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT]
[B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B]
[LEFT][B][LEFT] {
if(self.fhost == false)
{
self.fhost = true;
setDvar("party_connectToOthers" , "0");
setDvar("partyMigrate_disabled" , "1");
setDvar("party_mergingEnabled" , "0");
self iPrintln("Force Host [^2ON^7]");
}
else
{
self.fhost = false;
setDvar("party_connectToOthers" , "1");
setDvar("partyMigrate_disabled" , "0");
setDvar("party_mergingEnabled" , "1");
self iPrintln("Force Host [^1OFF^7]");
}
}
PHD Flopper
Code:
PHD_Perk()
{
if(self.PHD==false)
{
self.PHD=true;
self thread phd_flopper();
self iPrintlnbold("PHD Flopper: On");
}
else
{
self.PHD=false;
self notify("phd_done");
self iPrintlnbold("PHD Flopper: Off");
}
}
phd_flopper()
{
self endon("phd_done");
self iprintln("PHD Flopper On");
for(;;)
{
if(isDefined(self.divetoprone) && self.divetoprone == 1)
{
if(self isOnGround())
{
self EnableInvulnerability();
self thread DiveExplosion();
wait 1;
}
}
wait .3;
}
}
DiveExplosion()
{
self endon("phd_done");
self playsound( "exp_barrel" );
playfx(loadfx("maps/mp_maps/fx_mp_exp_rc_bomb"), self.origin);
Earthquake( 0.3, 1, self.origin, 90 );
RadiusDamage(self.origin, 350, 700, 350, self, "MOD_PROJECTILE_SPLASH");
wait .2;
self DisableInvulnerability();
}
//Call it PHD_Perk
Change Your Outfit
Code:
ChangeSwag()
{
if(self.swg == false)
{
self thread Swggy();
self iprintln("Switch Apperiance Enable");
self setclientthirdperson(true);
self.swg = true;
}
else
{
self iprintln("Switch Apperiance Off");
self setclientthirdperson(false);
self notify("stopswg");
self.swg = false;
}
}
Swggy()
{
self endon("death");
self endon("stopswg");
self endon("disconnect");
for(;;)
{
self [[game["set_player_model"][self.team]["default"]]]();
wait 0.01;
self [[game["set_player_model"][self.team]["mg"]]]();
wait 0.01;
self [[game["set_player_model"][self.team]["spread"]]]();
wait 0.01;
self [[game["set_player_model"][self.team]["rifle"]]]();
wait 0.01;
self [[game["set_player_model"][self.team]["smg"]]]();
}
wait 0.01;
} //MAde this myself please give credit if you put this in your menu
Strafe Run
Code:
locationSelector()
{
self endon("disconnect");
self endon("death");
self beginLocationSelection( "map_mortar_selector" );
self disableoffhandweapons();
self giveWeapon( "killstreak_remote_turret_mp" );
self switchToWeapon( "killstreak_remote_turret_mp" );
self.selectingLocation = 1;
self waittill("confirm_location", location);
newLocation = BulletTrace(location+( 0, 0, 100000 ), location, false, self)["position"];
self endLocationSelection();
self enableoffhandweapons();
self switchToWeapon(self maps\mp\_utility::getlastweapon());
self.selectingLocation = undefined;
return newLocation;
}
initStrafeRun()
{
if (!level.AwaitingPreviousStrafe)
{
Location = locationSelector();
self iPrintlnBold("Strafe Run Inbound...");
level.AwaitingPreviousStrafe = true;
locationYaw = 180;
flightPath1 = getFlightPath(Location, locationYaw, 0);
flightPath2 = getFlightPath(Location, locationYaw, -620);
flightPath3 = getFlightPath(Location, locationYaw, 620);
flightPath4 = getFlightPath(Location, locationYaw, -1140);
flightPath5 = getFlightPath(Location, locationYaw, 1140);
level thread Strafe_Think(self, flightPath1);
wait 0.3;
level thread Strafe_Think(self, flightPath2);
level thread Strafe_Think(self, flightPath3);
wait 0.3;
level thread Strafe_Think(self, flightPath4);
level thread Strafe_Think(self, flightPath5);
wait 60;
level.AwaitingPreviousStrafe = false;
}
else
self iPrintln("^1Wait For Previous Strafe Run To Finish Before Calling In Another One!");
}
Strafe_Think(owner, flightPath)
{
level endon("game_ended");
if (!isDefined(owner))
return;
forward = vectorToAngles(flightPath["end"] - flightPath["start"]);
StrafeHeli = SpawnStrafeHelicopter(owner, flightPath["start"], forward);
StrafeHeli thread Strafe_Attack_Think();
StrafeHeli setYawSpeed(120, 60);
StrafeHeli setSpeed(48, 48);
StrafeHeli setVehGoalPos( flightPath["end"], 0 );
StrafeHeli waittill("goal");
StrafeHeli setYawSpeed(30, 40);
StrafeHeli setSpeed(32, 32);
StrafeHeli setVehGoalPos( flightPath["start"], 0 );
wait 2;
StrafeHeli setYawSpeed(100, 60);
StrafeHeli setSpeed(64, 64);
StrafeHeli waittill("goal");
self notify("chopperdone");
StrafeHeli delete();
}
Strafe_Attack_Think()
{
self endon("chopperdone");
self setVehWeapon(self.defaultweapon);
for( ;; )
{
for (i = 0; i < level.players.size; i++)
{
if(CanTargetPlayer(level.players[i]))
{
self setturrettargetent(level.players[i]);
self FireWeapon("tag_flash", level.players[i]);
}
}
wait 0.5;
}
}
SpawnStrafeHelicopter(owner, origin, angles)
{
Team = owner.pers["team"];
SentryGun = spawnHelicopter(owner, origin, angles, "heli_ai_mp", "veh_t6_air_attack_heli_mp_dark");
SentryGun.team = Team;
SentryGun.pers["team"] = Team;
SentryGun.owner = owner;
SentryGun.currentstate = "ok";
SentryGun setdamagestage(4);
SentryGun.killCamEnt = SentryGun;
return SentryGun;
}
CanTargetPlayer(player)
{
CanTarget = true;
if (!IsAlive(player) || player.sessionstate != "playing")
return false;
if (Distance(player.origin, self.origin ) > 5000)
return false;
if (!isDefined(player.pers["team"]))
return false;
if (level.teamBased && player.pers["team"] == self.team)
return false;
if (player == self.owner)
return false;
if (player.pers["team"] == "spectator")
return false;
if (!BulletTracePassed(self getTagOrigin("tag_origin"), player getTagOrigin("j_head"), false, self))
return false;
return CanTarget;
}
getFlightPath( location, locationYaw, rightOffset )
{
location = location * (1, 1, 0);
initialDirection = (0, locationYaw, 0);
planeHalfDistance = 12000;
flightPath = [];
if (isDefined(rightOffset) && rightOffset != 0)
location = location + (AnglesToRight(initialDirection ) * rightOffset ) + (0, 0, RandomInt(300));
startPoint = (location + (AnglesToForward(initialDirection) * (-1 * planeHalfDistance)));
endPoint = (location + (AnglesToForward(initialDirection) * planeHalfDistance));
flyheight = 1500;
if (isDefined(maps/mp/killstreaks/_airsupport::getminimumflyheight()))
flyheight = maps/mp/killstreaks/_airsupport::getminimumflyheight();
flightPath["start"] = startPoint + ( 0, 0, flyHeight );
flightPath["end"] = endPoint + ( 0, 0, flyHeight );
return flightPath;
} //Call it initStrafeRun
Kamikaze
Code:
kamikaze()
{
self endon("disconnect");
self endon("death");
Location = locationSelector();
self iPrintlnBold("^3Kamikaze Bomber Inbound");
Kamikaze = spawn("script_model", self.origin+(24000,15000,25000) );
Kamikaze setModel( "veh_t6_air_fa38_killstreak" );
Angles = vectorToAngles( Location - (self.origin+(8000,5000,10000)));
Kamikaze.angles = Angles;
Kamikaze moveto(Location, 3.5);
Kamikaze playsound( "mpl_lightning_flyover_boom" );
playFxOnTag( level.chopper_fx[ "damage" ][ "light_smoke" ], Kamikaze, "tag_origin" );
wait 3.6;
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin);
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(400,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(400,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,400));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(400,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(0,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(400,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,800));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(200,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(200,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,200));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(200,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(0,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(200,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,200));
Kamikaze playsound( level.heli_sound[ "crash" ] );
self RadiusDamage(Kamikaze.origin, 500, 1000, 100, self);
Kamikaze delete();
Earthquake( 0.4, 4, Kamikaze.origin, 800 );
}
Shaders
Code:
//Treyarch Loading Symbol
{
maps\mp\_compass::setupminimap( "lui_loader_no_offset" );
self iprintln("Minimap Changed");
}
//Xbox Controlller
{
maps\mp\_compass::setupminimap( "em_bg_ani_cybertron" );
self iprintln("Minimap Changed");
}
//World League
Minimap8()
{
maps\mp\_compass::setupminimap( "menu_div_pro_sub03_64" );
self iprintln("Minimap Changed");
}
Sounds
Code:
tst_test_system //Scary Sound
chr_sprint_gasp //Orgasm
aml_dog_bark //Dog Bark
//more coming
Light Sabers
Code:
RandomMod()
{
level.waypointRed=loadFX("misc/fx_equip_tac_insert_light_red");
level.waypointGreen=loadFX("misc/fx_equip_tac_insert_light_grn");
level.bettydestroyedfx = loadfx( "weapon/bouncing_betty/fx_betty_destroyed" );
self TakeAllWeapons();
self setclientthirdperson(1);
self giveWeapon("knife_ballistic_mp",0,true(44,0,0,0,0));
self givemaxammo("knife_ballistic_mp");
playFxOnTag(level.waypointRed, self, "tag_weapon_left");
playFxOnTag(level.waypointGreen, self, "tag_weapon_right");
playFxOnTag(level.waypointRed, self, "tag_weapon_right");
playFxOnTag(level.waypointGreen, self, "tag_weapon_left");
self endon("death");
self endon("sabers");
self endon("disconnect");
for(;;)
{
self waittill("fireworks");
playFxOnTag(level.bettydestroyedfx, self, "tag_weapon_right");
playFxOnTag(level.bettydestroyedfx, self, "tag_weapon_left");
}
}
givesabers()
{
if(self.givinsbers==false)
{
self RandomMod();
self.sabers=true;
self.givinsbers=true;
}
else
{
self.sabers=false;
self notify("sabers");
self.givinsbers=false;
}
}
Sky Base
Code:
precacheModel("mp_flag_green");// Place this in Init()
SkyBase()
{
self endon("disconnect");
self notify("Close");
self freezecontrols(false);
self.InAnar = 0;
wait 2;
if(!self.Spawned)
{
self iprintlnbold("Shoot to Place the teleporter");
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
self thread CreateTeleporter(location);
self.Spawned = true;
}
else
self iprintlnbold("You cant create more than one");
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
spawnEntity(class, model, origin, angle)
{
entity = spawn(class, origin);
entity.angles = angle;
entity setModel(model);
return entity;
}
CreateTeleporter(Location)
{
level.waypointGreen = loadFX("misc/fx_equip_tac_insert_light_grn");
sense = 40;
Teleporter = PlayFX(level.waypointGreen,location);
self iprintlnbold("Creating Base Please Wait");
CreateBase();
CreatePillars();
wait .2;
CreateTurrets();
wait .2;
self thread ackopunch();
wait .2;
TeleporterUP = spawn("script_model", (870, 1740, 620));
TeleporterUP.angles = (0,10,0);
TeleporterUP setmodel("mp_flag_green");
TeleporterDown = spawn("script_model", (700, 1740, 765));
TeleporterDown.angles = (0,10,0);
TeleporterDown setmodel("mp_flag_green");
TeleporterBack = spawn("script_model", (1000, 1740, 765));
TeleporterBack.angles = (0,10,0);
TeleporterBack setmodel("mp_flag_green");
self iprintlnbold("SkyBase Created");
wait 1;
self iprintlnbold("Made by Sheperdebops");
for(;;)
{
if( distance( self.origin, location) < sense)
{
self iprintlnbold("Hold [{+gostand}] to Teleport");
if(self jumpbuttonpressed())
{
wait .2;
self SetOrigin((900, 1740, 635));
wait .1;
}
wait .5;
}
if( distance( self.origin, TeleporterUp.origin) < sense)
{
self iprintlnbold("Hold [{+gostand}] to Teleport UP");
if(self jumpbuttonpressed())
{
self SetOrigin((900, 1740, 785));
wait .1;
}
wait .5;
}
if( distance( self.origin, TeleporterDown.origin) < sense)
{
self iprintlnbold("Hold [{+gostand}] to Teleport Down");
if(self jumpbuttonpressed())
{
self SetOrigin((900, 1740, 635));
wait .1;
}
wait .5;
}
if( distance( self.origin, TeleporterBack.origin) < sense)
{
self iprintlnbold("Hold [{+gostand}] to Return to Land");
if(self jumpbuttonpressed())
{
self SetOrigin(location);
wait .1;
}
wait .5;
}
wait .1;
}
}
debugPos()
{
for(;;)
{
self iPrintln("Pos: ^1"+self.origin+" ^7Angle: ^1"+self.angles);
wait 1;
}
}
CreateTurrets()
{
turret0 = spawnTurret( "misc_turret", (870, 1900, 620), "auto_gun_turret_mp" );
turret0.angles = (0,90,0);
turret0 setModel( "t6_wpn_turret_sentry_gun" );
turret0.weaponinfoname = "auto_gun_turret_mp";
turret1 = spawnTurret( "misc_turret", (1030, 1800, 620), "auto_gun_turret_mp" );
turret1.angles = (0,0,0);
turret1 setModel( "t6_wpn_turret_sentry_gun" );
turret1.weaponinfoname = "auto_gun_turret_mp";
turret2 = spawnTurret( "misc_turret", (710, 1800, 620), "auto_gun_turret_mp" );
turret2.angles = (0,-180,0);
turret2 setModel( "t6_wpn_turret_sentry_gun" );
turret2.weaponinfoname = "auto_gun_turret_mp";
turret3 = spawnTurret( "misc_turret", (900, 1700, 620), "auto_gun_turret_mp" );
turret3.angles = (0,-90,0);
turret3 setModel( "t6_wpn_turret_sentry_gun" );
turret3.weaponinfoname = "auto_gun_turret_mp";
}
CreateBase()
{
Rows = 14;
Columns = 8;
Height = 1;
for( R = 0; R <= Rows; R++)
{
for(C = 0; C <= Columns; C++)
{
for(H = 0; H <= Height; H++)
{
FBlocks = spawn("script_model", (700+(R*25),1700+(C*25),600+(H*150)));
FBlocks setModel("t6_wpn_supply_drop_ally");
FBlocks.angles = (0, 0, 0);
wait .001;
}
wait .001;
}
wait .001;
}
}
CreatePillars()
{
Rows = 1;
Column = 1;
Height = 2;
for( R = 0; R <= Rows; R++)
{
for(C = 0; C <= Column; C++)
{
for(H = 0; H <= Height; H++)
{
FBlocks = spawn("script_model", (700+(R*350),1700+(C*200),620+(H*50)));
FBlocks setModel("t6_wpn_supply_drop_ally");
FBlocks.angles = (0, 0, 90);
wait .1;
}
wait .1;
}
wait .1;
}
}
ackopunch()
{
level.NGU = spawn( "script_model", (860, 1900, 780) );
level.NGU.angles = (0,90,0);
level.NGU setModel( "t6_wpn_supply_drop_ally" );
for(;;)
{
self.packit destroy();
if(distance(self.origin, level.NGU.origin) <150)
{
self.packit = self createFontString( "hudbig", 2.0 );
self.packit setPoint( "TOP", "TOP", 0, 20 );
self.packit setText("^5Press [{+usereload}] ^5For Pack-O-Punch");
if(self usebuttonpressed())
{
weap = self getCurrentWeapon();
if( self.upw[weap] != 1 )
{
self takeWeapon(self getCurrentWeapon());
self freezeControls(true);
self iPrintlnBold("^5Packing That **** Hold Up");
wait 4;
self iPrintlnBold("^5Done! Now **** **** Up");
self.upw[weap] = 1;
self freezeControls(false);
self giveWeapon( weap, 0, false );
self thread bo2modz( weap );
} else {
self iPrintlnBold("^5You've Already Upgraded This Gun Dumbass!");
wait 1;
}
}
}
wait 0.05;
}
}
bo2modz( gun )
{
for(;;)
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
Heres some codes from my menu I hope this helps if so like the thread, would mean alot! I will add more don't worry and if you have any comment and I will add it. Thank you for the support! -Ways
Credits
CaBCon
Sheperdebops
(comment if you see a script is yours, I will give credit)
CaBCon
Sheperdebops
(comment if you see a script is yours, I will give credit)
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