GSC Fake Connection Rupt

TheNiceUb3r

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This is a legit looking connection rupt for BO2
Enjoy :grinning:

Precache This
Code:
PrecacheShader("net_new_animation");

// Function For Player
Code:
GivePlayerFakeLag(player)
{
if(player.GiveFakeLagP == 0)
{
player.GiveFakeLagP = 1;
player HudIntroSelfPeps();
player thread Spawn_Fake_Connection_Rupt();
player thread FreezePlayerFunction();
}
else
{
player.GiveFakeLagP = 0;
player HudIntroSelfPepsOff();
player notify("StopTheFreezePlayer");
player thread DestroyTheFakeConnect();
}
}

// Destroy The Shaders
Code:
DestroyTheFakeConnect()
{
self.TCM ["TCMText"] destroy();
self.TCM ["TCMAnim"] destroy();
}

// Shows for single players
Code:
HudIntroSelfPeps()
{
self.IntroHuD = true;
}

// Turns it off
Code:
HudIntroSelfPepsOff()
{
self.IntroHuD = false;
}

// Draws The Shaders
Code:
Spawn_Fake_Connection_Rupt()
{
    self.TCM ["TCMText"] = self createHudText( "CENTER", "CENTER", "default", 2.4, 2, -152, 1, 1,"Connection Interrupted" );
    self.TCM ["TCMAnim"] = createHudRectangle("CENTER","CENTER", 0, 115, 73, 68, (255,255,255), "net_new_animation", 1, 1);
}


// Used For Freezing Players
Code:
FreezePlayerFunction()
{
    self endon("StopTheFreezePlayer");
    self.tempsnapshot = [];
    while( self.GiveFakeLagSlf )
    {
        self.tempsnapshot["cweapon"] = self getcurrentweapon();
        self.tempsnapshot["corigin"] = self getorigin();
        self.tempsnapshot["cangles"] = self getplayerangles();
        self.tempsnapshot["health"] = self.health;
        wait RandomFloatRange(1,3);
        self setOrigin( self.tempsnapshot["corigin"] );
        self setPlayerAngles( self.tempsnapshot["cangles"] );
        self switchtoweapon( self.tempsnapshot["cweapon"] );
        self.health = self.tempsnapshot["health"];
    }
}

// Used For Freezing The Whole Lobby
Code:
FreezePlayerFunctionAll()
{
    self endon("StopFreezePlayerAll");
    self.tempsnapshot = [];
    while( 1 )
    {
        self.tempsnapshot["cweapon"] = self getcurrentweapon();
        self.tempsnapshot["corigin"] = self getorigin();
        self.tempsnapshot["cangles"] = self getplayerangles();
        self.tempsnapshot["health"] = self.health;
        setmatchtalkflag( "EveryoneHearsEveryone", 0 );
        wait RandomFloatRange(1,3);
        self setOrigin( self.tempsnapshot["corigin"] );
        self setPlayerAngles( self.tempsnapshot["cangles"] );
        self switchtoweapon( self.tempsnapshot["cweapon"] );
        self.health = self.tempsnapshot["health"];
        setmatchtalkflag( "EveryoneHearsEveryone", 1 );
    }
}

// Used for Teams
Code:
ConnectionRuptSolo()
{
if(self.GiveFakeLagSlf == 0)
{
self.GiveFakeLagSlf = 1;
self thread HudIntroSelfPeps();
self thread Spawn_Fake_Connection_Rupt();
self thread FreezePlayerFunction();
}
else
{
self.GiveFakeLagSlf = 0;
self HudIntroSelfPepsOff();
self notify("StopTheFreezePlayer");
self DestroyTheFakeConnect();
}
}

// Used For All Players
Code:
ConnectionRuptSoloAll()
{
if(self.ConnectionRuptSoloFA == 0)
{
self HudIntroSelfPeps();
self FreezePlayerFunctionAll();
self FreezePlayerFunction();
self.ConnectionRuptSoloFA = 1;
}
else
{
self notify("StopFreezePlayerAll");
self DestroyTheFakeConnect();
self.ConnectionRuptSoloFA = 0;
}
}



// Turns it on for all players
Code:
ConnectionRuptAllPlayers()
{
    foreach(player in level.players)
    {
    if (!player isHost() && player.status != "Co-Host" && player.status != "Admin" && player.status != "VIP" && player.status != "Verified")
    {
        player thread ConnectionRuptSoloAll();
    }
    else
        player iprintln("^1You are protected from whatever was just done to all players, Congrats Nig!");
}
}

// Team Function For Your Team

Code:
                ConnectionRuptMyTeam()
                   {
                   foreach(player in level.players)
                   {
                    if(self.pers["team"] == player.pers["team"])
                    {
                     player thread ConnectionRuptSolo();
                    }
                   }
                  }

// Function For Enemy Team

Code:
               ConnectionRuptEnemeyTeam()
                   {
                   foreach(player in level.players)
                   {
                    if(self.pers["team"] != player.pers["team"])
                    {
                     player thread ConnectionRuptSolo();
                    }
                   }
                  }

// HUD Text And Hud Rectangle
Code:
createHudText( align, relative, font, fontScale, x, y, sort, alpha, text )
{
    if(self.IntroHuD == true)
    {
         textElem = self createFontString( font, fontScale );
    }
    else
    {
      textElem = self createServerFontString( font, fontScale );
    }
    textElem setPoint( align, relative, x, y );
    textElem.sort = sort;
    textElem.alpha = alpha;
    textElem.hideWhenInMenu = true;
    textElem.foreground = true;
    if(self issplitscreen()) hud.x += 100;//make sure to change this when moving huds
    level.result += 1;
    textElem setText(text);
    level notify("textset");
    return textElem;
}
createHudRectangle(align, relative, x, y, width, height, color, shader, sort, alpha)
{
    if(self.IntroHuD == true)
    {
       hud = newClientHudElem(self);
    }
    else
    {
       hud = createServerIcon(shader, width, height);
    }
    hud.elemType = "bar";
    hud.children = [];
    hud.sort = sort;
    hud.color = color;
    hud.alpha = alpha;
    hud.hideWhenInMenu = true;
    hud setParent(level.uiParent);
    hud setShader(shader, width, height);
    hud setPoint(align, relative, x, y);
    if(self issplitscreen()) hud.x += 100;//make sure to change this when moving huds
    return hud;
}


Credits
Me - Idea, Lining it all up correctly and making the team enemy all client functions
SeriousHD - The real looking freeze/snapnback
Extinct - Shader
DF_AUS - Being my homie + Helping fix it for self:smile:
 
Last edited:
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