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Call of Duty Classics
Call of Duty: Black Ops 2
Call of Duty: Black Ops 2 Mods and Scripts
Call of Duty: Black Ops 2 Scripts
Black Ops 2 GSC Code List Fixed*
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<blockquote data-quote="FallenOnDex" data-source="post: 50952" data-attributes="member: 345367"><p>Sorry about that last mess <img src="/styles/default/xenforo/smilies.emoji/people/joy.emoji.svg" class="smilie" loading="lazy" alt=":tearsofjoy:" title="Tears of Joy :tearsofjoy:" data-shortname=":tearsofjoy:" /></p><p></p><p>If you want more please let me know!</p><p></p><p>[SPOILER="Quick Mods"]</p><p>Quicky()</p><p>{</p><p> if( level.quicky == 0 )</p><p> {</p><p> level.quicky = 1;</p><p> self iprintln( "Quick Mods: ^2ON );</p><p> wait 0.5;</p><p> self thread YourFunctionsHere();</p><p> wait 0.5;</p><p> self thread YourFunctionsHere();</p><p> wait 0.5;</p><p> self thread YourFunctionsHere();</p><p> }</p><p> else</p><p> {</p><p> level.quicky = 0;</p><p> self iprintln( "Quick Mods: ^1OFF" );</p><p> wait 0.5;</p><p> self thread YourFunctionsHere();</p><p> wait 0.5;</p><p> self thread YourFunctionsHere();</p><p> wait 0.5;</p><p> self thread YourFunctionsHere();</p><p> }</p><p>}</p><p></p><p>[/SPOILER]</p><p></p><p>[SPOILER="God Mode"]</p><p>GodMode()</p><p>{</p><p> if(self.GM == false)</p><p> {</p><p> self EnableInvulnerability();</p><p> self.GM = true;</p><p> self iPrintln("God Mode: ^2ON");</p><p> }</p><p> else</p><p> {</p><p> self DisableInvulnerability();</p><p> self.GM = false;</p><p> self iPrintln("God Mode: ^1OFF");</p><p> }</p><p>}</p><p></p><p>[/SPOILER]</p><p></p><p>[SPOILER="Demi-God Mode"]</p><p>demimode()</p><p>{</p><p> if( self.god1 == 0 )</p><p> {</p><p> self iprintln( "Demi God: ^1ON" );</p><p> self.maxhealth = 2147483647;</p><p> self.health = self.maxhealth;</p><p> self.god1 = 1;</p><p> }</p><p> else</p><p> {</p><p> self iprintln( "Demi God: ^1OFF" );</p><p> self.maxhealth = 100;</p><p> self.health = self.maxhealth;</p><p> self.god1 = 0;</p><p> }</p><p></p><p>}</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Unlimited Ammo"]</p><p>Toggle_unlimitedammo()</p><p>{</p><p> if(self.unlimitedammo==0)</p><p> {</p><p> self.unlimitedammo=1;</p><p> self iPrintln("Unlimited ammo: ^1ON");</p><p> self thread unlimited_ammo();</p><p> }</p><p> else</p><p> {</p><p> self.unlimitedammo=0;</p><p> self iPrintln("Unlimited ammo: ^1OFF");</p><p> self notify("stop_unlimitedammo");</p><p> }</p><p>}</p><p></p><p>unlimited_ammo( )</p><p>{</p><p> self endon("stop_unlimitedammo");</p><p> for(;<img src="/styles/default/xenforo/smilies.emoji/people/wink.emoji.svg" class="smilie" loading="lazy" alt=":wink:" title="Wink :wink:" data-shortname=":wink:" /></p><p> {</p><p> wait 0.1;</p><p></p><p> currentWeapon = self getcurrentweapon();</p><p> if ( currentWeapon != "none" )</p><p> {</p><p> self setweaponammoclip( currentWeapon, weaponclipsize(currentWeapon) );</p><p> self givemaxammo( currentWeapon );</p><p> }</p><p></p><p> currentoffhand = self getcurrentoffhand();</p><p> if ( currentoffhand != "none" )</p><p> self givemaxammo( currentoffhand );</p><p> }</p><p>}</p><p>[/SPOILER]</p><p></p><p>[SPOILER="All Dem Perks"]</p><p>allperks()</p><p>{</p><p> self endon("disconnect");</p><p> self setperk("specialty_additionalprimaryweapon");</p><p> self setperk("specialty_armorpiercing");</p><p> self setperk("specialty_armorvest");</p><p> self setperk("specialty_bulletaccuracy");</p><p> self setperk("specialty_bulletdamage");</p><p> self setperk("specialty_bulletflinch");</p><p> self setperk("specialty_bulletpenetration");</p><p> self setperk("specialty_deadshot");</p><p> self setperk("specialty_delayexplosive");</p><p> self setperk("specialty_detectexplosive");</p><p> self setperk("specialty_disarmexplosive");</p><p> self setperk("specialty_earnmoremomentum");</p><p> self setperk("specialty_explosivedamage");</p><p> self setperk("specialty_extraammo");</p><p> self setperk("specialty_fallheight");</p><p> self setperk("specialty_fastads");</p><p> self setperk("specialty_fastequipmentuse");</p><p> self setperk("specialty_fastladderclimb");</p><p> self setperk("specialty_fastmantle");</p><p> self setperk("specialty_fastmeleerecovery");</p><p> self setperk("specialty_fastreload");</p><p> self setperk("specialty_fasttoss");</p><p> self setperk("specialty_fastweaponswitch");</p><p> self setperk("specialty_finalstand");</p><p> self setperk("specialty_fireproof");</p><p> self setperk("specialty_flakjacket");</p><p> self setperk("specialty_flashprotection");</p><p> self setperk("specialty_gpsjammer");</p><p> self setperk("specialty_grenadepulldeath");</p><p> self setperk("specialty_healthregen");</p><p> self setperk("specialty_holdbreath");</p><p> self setperk("specialty_immunecounteruav");</p><p> self setperk("specialty_immuneemp");</p><p> self setperk("specialty_immunemms");</p><p> self setperk("specialty_immunenvthermal");</p><p> self setperk("specialty_immunerangefinder");</p><p> self setperk("specialty_killstreak");</p><p> self setperk("specialty_longersprint");</p><p> self setperk("specialty_loudenemies");</p><p> self setperk("specialty_marksman");</p><p> self setperk("specialty_movefaster");</p><p> self setperk("specialty_nomotionsensor");</p><p> self setperk("specialty_noname");</p><p> self setperk("specialty_nottargetedbyairsupport");</p><p> self setperk("specialty_nokillstreakreticle");</p><p> self setperk("specialty_nottargettedbysentry");</p><p> self setperk("specialty_pin_back");</p><p> self setperk("specialty_pistoldeath");</p><p> self setperk("specialty_proximityprotection");</p><p> self setperk("specialty_quickrevive");</p><p> self setperk("specialty_quieter");</p><p> self setperk("specialty_reconnaissance");</p><p> self setperk("specialty_rof");</p><p> self setperk("specialty_scavenger");</p><p> self setperk("specialty_showenemyequipment");</p><p> self setperk("specialty_stunprotection");</p><p> self setperk("specialty_shellshock");</p><p> self setperk("specialty_sprintrecovery");</p><p> self setperk("specialty_showonradar");</p><p> self setperk("specialty_stalker");</p><p> self setperk("specialty_twogrenades");</p><p> self setperk("specialty_twoprimaries");</p><p> self setperk("specialty_unlimitedsprint");</p><p> self iprintln("All Perks: ^2Given!");</p><p>}</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Unlock All Achievements"]</p><p>unlockAchieve()</p><p>{</p><p> self endon("disconnect");</p><p> self iPrintln("^3Unlocking Achievements....");</p><p> self iPrintln("^3This May Take Awhile");</p><p> wait 2;</p><p> trophyList = strtok("SP_COMPLETE_ANGOLA,SP_COMPLETE_MONSOON,SP_COMPLETE_AFGHANISTAN,SP_COMPLETE_NICARAGUA,SP_COMPLETE_PAKISTAN,SP_COMPLETE_KARMA,SP_COMPLETE_PANAMA,SP_COMPLETE_YEMEN,SP_COMPLETE_BLACKOUT,SP_COMPLETE_LA,SP_COMPLETE_HAITI,SP_VETERAN_PAST,SP_VETERAN_FUTURE,SP_ONE_CHALLENGE,SP_ALL_CHALLENGES_IN_LEVEL,SP_ALL_CHALLENGES_IN_GAME,SP_RTS_DOCKSIDE,SP_RTS_AFGHANISTAN,SP_RTS_DRONE,SP_RTS_CARRIER,SP_RTS_PAKISTAN,SP_RTS_SOCOTRA,SP_STORY_MASON_LIVES,SP_STORY_HARPER_FACE,SP_STORY_FARID_DUEL,SP_STORY_OBAMA_SURVIVES,SP_STORY_LINK_CIA,SP_STORY_HARPER_LIVES,SP_STORY_MENENDEZ_CAPTURED,SP_MISC_ALL_INTEL,SP_STORY_CHLOE_LIVES,SP_STORY_99PERCENT,SP_MISC_WEAPONS,SP_BACK_TO_FUTURE,SP_MISC_10K_SCORE_ALL,MP_MISC_1,MP_MISC_2,MP_MISC_3,MP_MISC_4,MP_MISC_5,ZM_DONT_FIRE_UNTIL_YOU_SEE,ZM_THE_LIGHTS_OF_THEIR_EYES,ZM_DANCE_ON_MY_GRAVE,ZM_STANDARD_EQUIPMENT_MAY_VARY,ZM_YOU_HAVE_NO_POWER_OVER_ME,ZM_I_DONT_THINK_THEY_EXIST,ZM_FUEL_EFFICIENT,ZM_HAPPY_HOUR,ZM_TRANSIT_SIDEQUEST,ZM_UNDEAD_MANS_PARTY_BUS,ZM_DLC1_HIGHRISE_SIDEQUEST,ZM_DLC1_VERTIGONER,ZM_DLC1_I_SEE_LIVE_PEOPLE,ZM_DLC1_SLIPPERY_WHEN_UNDEAD,ZM_DLC1_FACING_THE_DRAGON,ZM_DLC1_IM_MY_OWN_BEST_FRIEND,ZM_DLC1_MAD_WITHOUT_POWER,ZM_DLC1_POLYARMORY,ZM_DLC1_SHAFTED,ZM_DLC1_MONKEY_SEE_MONKEY_DOOM,ZM_DLC2_PRISON_SIDEQUEST,ZM_DLC2_FEED_THE_BEAST,ZM_DLC2_MAKING_THE_ROUNDS,ZM_DLC2_ACID_DRIP,ZM_DLC2_FULL_LOCKDOWN,ZM_DLC2_A_BURST_OF_FLAVOR,ZM_DLC2_PARANORMAL_PROGRESS,ZM_DLC2_GG_BRIDGE,ZM_DLC2_TRAPPED_IN_TIME,ZM_DLC2_POP_GOES_THE_WEASEL,ZM_DLC3_WHEN_THE_REVOLUTION_COMES,ZM_DLC3_FSIRT_AGAINST_THE_WALL,ZM_DLC3_MAZED_AND_CONFUSED,ZM_DLC3_REVISIONIST_HISTORIAN,ZM_DLC3_AWAKEN_THE_GAZEBO,ZM_DLC3_CANDYGRAM,ZM_DLC3_DEATH_FROM_BELOW,ZM_DLC3_IM_YOUR_HUCKLEBERRY,ZM_DLC3_ECTOPLASMIC_RESIDUE,ZM_DLC3_BURIED_SIDEQUEST", ",");</p><p> foreach(trophy in trophyList)</p><p> {</p><p> self giveAchievement(trophy);</p><p> wait .1;</p><p> }</p><p> wait 2;</p><p> self iPrintln("^5Achievements Unlocked!!");</p><p> self iPrintln("^3Return to Custom Games To Recieve Your Achievements.);</p><p>}</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Add These For All RayGuns"]</p><p>traceBullet()</p><p>{</p><p> return bulletTrace(self getEye(), self getEye()+vectorScale(anglesToForward(self getPlayerAngles()), 1000000), false, self)["position"];</p><p>}</p><p></p><p>initGiveWeap(code, name, camo, enab)</p><p>{</p><p> if(camo == 0)</p><p> {</p><p> self giveWeapon(code, 0, false);</p><p> }</p><p> else</p><p> {</p><p> self giveWeapon(code, 0, true(camo, 0, 0, 0, 0));</p><p> }</p><p> self switchToWeapon(code);</p><p> self givemaxammo(code);</p><p> self setWeaponAmmoClip(code, weaponClipSize(self getCurrentWeapon()));</p><p> if(enab == 1)</p><p> {</p><p> self iPrintlnbold("Give Weapon to " + name ");</p><p> }</p><p>}</p><p></p><p>optionCalledMesage(titleWord, isNotify, notifyWord, color, time)</p><p>{</p><p> optionMessage = spawnstruct();</p><p> optionMessage.titleText = titleWord;</p><p> if(isNotify == 1)</p><p> {</p><p> optionMessage.notifyText = notifyWord;</p><p> }</p><p> optionMessage.glowColor = color;</p><p> optionMessage.duration = time;</p><p> optionMessage.font = "objective";</p><p> optionMessage.hideWhenInMenu = false;</p><p> self thread maps\mp\gametypes\_hud_message::notifyMessage(optionMessage);</p><p>}</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Raygun MK1"]</p><p>initRaygun()</p><p>{</p><p> if(self.isRaygun == 0)</p><p> {</p><p> self initGiveWeap("judge_mp+reflex", "", 43, 0);</p><p> self thread doRaygun();</p><p> self iPrintln("Raygun [^5ON^7] ^5<<^7");</p><p> self thread optionCalledMesage("You get ^2Raygun^7!", 1, "^7Is this ^0Zombies?", (0.243, 0.957, 0.545), 8);</p><p> self.isRaygun = 1;</p><p> }</p><p> else</p><p> {</p><p> self notify("stop_Raygun");</p><p> self notify("stop_RaygunFX");</p><p> self takeWeapon("judge_mp+reflex");</p><p> self iPrintln("Raygun ^1OFF");</p><p> self.isRaygun = 0;</p><p> }</p><p>}</p><p>doRaygun()</p><p>{</p><p> self endon("disconnect");</p><p> self endon("stop_Raygun");</p><p></p><p> self thread waitRaygunSuicide();</p><p></p><p> for(;<img src="/styles/default/xenforo/smilies.emoji/people/wink.emoji.svg" class="smilie" loading="lazy" alt=":wink:" title="Wink :wink:" data-shortname=":wink:" /></p><p> {</p><p> self waittill("weapon_fired");</p><p> if(self getCurrentWeapon() == "judge_mp+reflex" || self getCurrentWeapon() == "kard_mp+reflex")</p><p> self thread mainRaygun();</p><p> }</p><p> wait .05;</p><p>}</p><p></p><p>mainRaygun()</p><p>{</p><p> raygunExplode = loadfx("weapon/emp/fx_emp_explosion_equip");</p><p> raygunExplode2 = loadfx("explosions/fx_exp_equipment_lg");</p><p> weapOrigin = self getTagOrigin("tag_weapon_right");</p><p> target = self traceBullet();</p><p> raygunMissile = spawn("script_model", weapOrigin);</p><p> raygunMissile setModel("projectile_at4");</p><p> raygunMissile.killcament = raygunMissile;</p><p> endLocation = BulletTrace(raygunMissile.origin, target, false, self)["position"];</p><p> raygunMissile.angles = VectorToAngles(endLocation - raygunMissile.origin);</p><p> raygunMissile rotateto(VectorToAngles(endLocation - raygunMissile.origin), 0.001);</p><p> raygunMissile moveto(endLocation, 0.55);</p><p> self thread raygunEffect(raygunMissile, endLocation);</p><p> wait .5;</p><p> self notify("stop_RaygunFX");</p><p> playfx(raygunExplode, raygunMissile.origin);</p><p> playfx(raygunExplode2, raygunMissile.origin);</p><p> raygunMissile playsound("wpn_flash_grenade_explode");</p><p> earthquake(1, 1, raygunMissile.origin, 300);</p><p> raygunMissile RadiusDamage(raygunMissile.origin, 200, 200, 200, self);</p><p> raygunMissile delete();</p><p>}</p><p></p><p>raygunEffect(object, target)</p><p>{</p><p> self endon("disconnect");</p><p> self endon("stop_RaygunFX_Final");</p><p> self endon("stop_Raygun");</p><p> raygunLaser = loadFX("misc/fx_equip_tac_insert_light_grn");</p><p> for(;<img src="/styles/default/xenforo/smilies.emoji/people/wink.emoji.svg" class="smilie" loading="lazy" alt=":wink:" title="Wink :wink:" data-shortname=":wink:" /></p><p> {</p><p> raygunGreen = spawnFx(raygunLaser, object.origin, VectorToAngles(target - object.origin));</p><p> triggerFx(raygunGreen);</p><p> wait .01;</p><p> raygunGreen delete();</p><p> }</p><p> for(;<img src="/styles/default/xenforo/smilies.emoji/people/wink.emoji.svg" class="smilie" loading="lazy" alt=":wink:" title="Wink :wink:" data-shortname=":wink:" /></p><p> {</p><p> self waittill("stop_RaygunFX");</p><p> effect delete();</p><p> self notify("stop_RaygunFX_Final");</p><p> }</p><p>}</p><p></p><p>waitRaygunSuicide()</p><p>{</p><p> self waittill("death");</p><p> self notify("stop_Raygun");</p><p> self notify("stop_RaygunFX");</p><p> self.isRaygun = 0;</p><p>}</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Raygun MK2"]</p><p>initRaygunM2()</p><p>{</p><p> if(self.isRaygunM2 == 0)</p><p> {</p><p> self initGiveWeap("beretta93r_mp+reflex", "", 38, 0);</p><p> self thread doRaygunM2();</p><p> self iPrintln("Raygun MK-II ^2ON");</p><p> self thread optionCalledMesage("^1Raygun Mark-II", 1, "^7Weapon Upgraded!, (1, 0.502, 0.251), 8);</p><p> self.isRaygunM2 = 1;</p><p> }</p><p> else</p><p> {</p><p> self notify("stop_RaygunM2");</p><p> self notify("stop_RaygunM2FX");</p><p> self takeWeapon("beretta93r_mp+reflex");</p><p> self iPrintln("Raygun MK-II ^1OFF");</p><p> self.isRaygunM2 = 0;</p><p> }</p><p>}</p><p></p><p>doRaygunM2()</p><p>{</p><p> self endon("disconnect");</p><p> self endon("stop_RaygunM2");</p><p></p><p> self thread waitRaygunM2Suicide();</p><p></p><p> for(;<img src="/styles/default/xenforo/smilies.emoji/people/wink.emoji.svg" class="smilie" loading="lazy" alt=":wink:" title="Wink :wink:" data-shortname=":wink:" /></p><p> {</p><p> self waittill("weapon_fired");</p><p> if(self getCurrentWeapon() == "beretta93r_mp+reflex")</p><p> self thread mainRaygunM2();</p><p> }</p><p> wait .05;</p><p>}</p><p></p><p>mainRaygunM2()</p><p>{</p><p> raygunM2Explode = loadfx("weapon/bouncing_betty/fx_betty_destroyed");</p><p> raygunM2Explode2 = loadfx("weapon/tracer/fx_tracer_flak_single_noExp");</p><p> weapOrigin = self getTagOrigin("tag_weapon_right");</p><p> target = self traceBullet();</p><p> raygunM2Missile = spawn("script_model", weapOrigin);</p><p> raygunM2Missile setModel("projectile_at4");</p><p> raygunM2Missile.killcament = raygunM2Missile;</p><p> endLocation = BulletTrace(raygunM2Missile.origin, target, false, self)["position"];</p><p> raygunM2Missile.angles = VectorToAngles(endLocation - raygunM2Missile.origin);</p><p> raygunM2Missile rotateto(VectorToAngles(endLocation - raygunM2Missile.origin), 0.001);</p><p> raygunM2Missile moveto(endLocation, 0.3);</p><p> self thread raygunM2Effect(raygunM2Missile, endLocation);</p><p> wait .3;</p><p> self notify("stop_RaygunM2FX");</p><p> playfx(raygunM2Explode, raygunM2Missile.origin);</p><p> playfx(raygunM2Explode2, raygunM2Missile.origin); //level.fx_u2_explode</p><p> raygunM2Missile playsound("wpn_flash_grenade_explode");</p><p> earthquake(1, 1, raygunM2Missile.origin, 300);</p><p> raygunM2Missile RadiusDamage(raygunM2Missile.origin, 270, 270, 270, self);</p><p> raygunM2Missile delete();</p><p>}</p><p></p><p>raygunM2Effect(object, target)</p><p>{</p><p> self endon("disconnect");</p><p> self endon("stop_RaygunM2FX_Final");</p><p> self endon("stop_RaygunM2");</p><p> raygunM2Laser = loadFX("misc/fx_equip_tac_insert_light_red");</p><p> for(;<img src="/styles/default/xenforo/smilies.emoji/people/wink.emoji.svg" class="smilie" loading="lazy" alt=":wink:" title="Wink :wink:" data-shortname=":wink:" /></p><p> {</p><p> raygunM2Red = spawnFx(raygunM2Laser, object.origin, VectorToAngles(target - object.origin));</p><p> triggerFx(raygunM2Red);</p><p> wait .01;</p><p> raygunM2Red delete();</p><p> }</p><p> for(;<img src="/styles/default/xenforo/smilies.emoji/people/wink.emoji.svg" class="smilie" loading="lazy" alt=":wink:" title="Wink :wink:" data-shortname=":wink:" /></p><p> {</p><p> self waittill("stop_RaygunM2FX");</p><p> raygunM2Red delete();</p><p> self notify("stop_RaygunM2FX_Final");</p><p> }</p><p>}</p><p></p><p>waitRaygunM2Suicide()</p><p>{</p><p> self waittill("death");</p><p> self notify("stop_RaygunM2");</p><p> self notify("stop_RaygunM2FX");</p><p> self.isRaygunM2 = 0;</p><p>}</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Raygun MK3"]</p><p>doRaygunM3()</p><p>{</p><p> self endon("disconnect");</p><p> self endon("stop_RaygunM3");</p><p> self thread waitRaygunM3Suicide();</p><p> self iPrintLn("Raygun MK-III ^2ON");</p><p> self giveWeapon("870mcs_mp",0,true(44,0,0,0,0));</p><p> self switchToWeapon("870mcs_mp");</p><p> self thread optionCalledMesage("You get ^2Raygun^7!", 1, "^7Is this ^0Zombies?", (0.243, 0.957, 0.545), 8);</p><p> for(;<img src="/styles/default/xenforo/smilies.emoji/people/wink.emoji.svg" class="smilie" loading="lazy" alt=":wink:" title="Wink :wink:" data-shortname=":wink:" /></p><p> {</p><p> self waittill("weapon_fired");</p><p> if(self getCurrentWeapon() == "870mcs_mp")</p><p> self thread mainRaygunM3();</p><p> }</p><p> wait .05;</p><p>}</p><p></p><p>mainRaygunM3()</p><p>{</p><p> raygunM3Explode = loadfx("weapon/bouncing_betty/fx_betty_destroyed");</p><p> raygunM3Explode2 = loadfx("weapon/tracer/fx_tracer_flak_single_noExp");</p><p> weapOrigin = self getTagOrigin("tag_weapon_right");</p><p> target = self traceBullet();</p><p> raygunM3Missile = spawn("script_model", weapOrigin);</p><p> raygunM3Missile setModel("projectile_sa6_missile_desert_mp");</p><p> raygunM3Missile.killcament = raygunM3Missile;</p><p> endLocation = BulletTrace(raygunM3Missile.origin, target, false, self)["position"];</p><p> raygunM3Missile.angles = VectorToAngles(endLocation - raygunM3Missile.origin);</p><p> raygunM3Missile rotateto(VectorToAngles(endLocation - raygunM3Missile.origin), 0.001);</p><p> raygunM3Missile moveto(endLocation, 0.3);</p><p> self thread raygunM3Effect(raygunM3Missile, endLocation);</p><p> wait .3;</p><p> self notify("stop_RaygunM3FX");</p><p> playfx(raygunM3Explode, raygunM3Missile.origin);</p><p> playfx(raygunM3Explode2, raygunM3Missile.origin);//level.fx_u2_explode</p><p> raygunM3Missile playsound("wpn_flash_grenade_explode");</p><p> earthquake(1, 1, raygunM3Missile.origin, 300);</p><p> raygunM3Missile RadiusDamage(raygunM3Missile.origin, 200, 200, 200, self);</p><p> raygunM3Missile delete();</p><p>}</p><p></p><p>raygunM3Effect(object, target)</p><p>{</p><p> self endon("disconnect");</p><p> self endon("stop_RaygunM3FX_Final");</p><p> self endon("stop_RaygunM3");</p><p></p><p> raygunM3Laser = loadFX("misc/fx_equip_tac_insert_light_grn");</p><p></p><p> for(;<img src="/styles/default/xenforo/smilies.emoji/people/wink.emoji.svg" class="smilie" loading="lazy" alt=":wink:" title="Wink :wink:" data-shortname=":wink:" /></p><p> {</p><p> raygunM3Red = spawnFx(raygunM3Laser, object.origin, VectorToAngles(target - object.origin));</p><p> triggerFx(raygunM3Red);</p><p> wait .01;</p><p> raygunM3Red delete();</p><p> }</p><p></p><p> for(;<img src="/styles/default/xenforo/smilies.emoji/people/wink.emoji.svg" class="smilie" loading="lazy" alt=":wink:" title="Wink :wink:" data-shortname=":wink:" /></p><p> {</p><p> self waittill("stop_RaygunM3FX");</p><p> raygunM3Red delete();</p><p> self notify("stop_RaygunM3FX_Final");</p><p> }</p><p>}</p><p></p><p>waitRaygunM3Suicide()</p><p>{</p><p> self waittill("death");</p><p> self notify("stop_RaygunM3");</p><p> self notify("stop_RaygunM3FX");</p><p> self.isRaygunM3 = 0;</p><p>}</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Raygun MK4"]</p><p>doRaygunM4()</p><p>{</p><p> self endon("disconnect");</p><p> self endon("stop_RaygunM4");</p><p> self thread waitRaygunM4Suicide();</p><p> self iPrintLn("Ray Gun MK-IV ^2ON");</p><p> self giveWeapon("ballista_mp",0,true(32,0,0,0,0));</p><p> self switchToWeapon("ballista_mp");</p><p> self thread optionCalledMesage("You get ^2Raygun^7!!", 1, "^7Is this ^0Zombies?", (0.243, 0.957, 0.545), 8);</p><p> for(;<img src="/styles/default/xenforo/smilies.emoji/people/wink.emoji.svg" class="smilie" loading="lazy" alt=":wink:" title="Wink :wink:" data-shortname=":wink:" /></p><p> {</p><p> self waittill("weapon_fired");</p><p> if(self getCurrentWeapon() == "ballista_mp")</p><p> self thread mainRaygunM4();</p><p> }</p><p> wait .05;</p><p>}</p><p></p><p>mainRaygunM4()</p><p>{</p><p> raygunM4Explode = loadfx("weapon/bouncing_betty/fx_betty_destroyed");</p><p> raygunM4Explode2 = loadfx("weapon/tracer/fx_tracer_flak_single_noExp");</p><p> weapOrigin = self getTagOrigin("tag_weapon_right");</p><p> target = self traceBullet();</p><p></p><p> raygunM4Missile = spawn("script_model", weapOrigin);</p><p> raygunM4Missile setModel("projectile_at4");</p><p> raygunM4Missile.killcament = raygunM4Missile;</p><p> endLocation = BulletTrace(raygunM4Missile.origin, target, false, self)["position"];</p><p> raygunM4Missile.angles = VectorToAngles(endLocation - raygunM4Missile.origin);</p><p> raygunM4Missile rotateto(VectorToAngles(endLocation - raygunM4Missile.origin), 0.001);</p><p></p><p> raygunM4Missile moveto(endLocation, 0.3);</p><p> self thread raygunM4Effect(raygunM4Missile, endLocation);</p><p> wait .3;</p><p> self notify("stop_RaygunM4FX");</p><p> playfx(raygunM4Explode, raygunM4Missile.origin);</p><p> playfx(raygunM4Explode2, raygunM4Missile.origin); //level.fx_u2_explode</p><p> raygunM4Missile playsound("wpn_flash_grenade_explode");</p><p> earthquake(1, 1, raygunM4Missile.origin, 300);</p><p> raygunM4Missile RadiusDamage(raygunM4Missile.origin, 200, 200, 200, self);</p><p> raygunM4Missile delete();</p><p>}</p><p></p><p>raygunM4Effect(object, target)</p><p>{</p><p> self endon("disconnect");</p><p> self endon("stop_RaygunM4FX_Final");</p><p> self endon("stop_RaygunM4");</p><p></p><p> raygunM4Laser = loadFX("misc/fx_equip_tac_insert_light_red");</p><p></p><p> for(;<img src="/styles/default/xenforo/smilies.emoji/people/wink.emoji.svg" class="smilie" loading="lazy" alt=":wink:" title="Wink :wink:" data-shortname=":wink:" /></p><p> {</p><p> raygunM4Red = spawnFx(raygunM4Laser, object.origin, VectorToAngles(target - object.origin));</p><p> triggerFx(raygunM4Red);</p><p> wait .01;</p><p> raygunM4Red delete();</p><p> }</p><p></p><p> for(;<img src="/styles/default/xenforo/smilies.emoji/people/wink.emoji.svg" class="smilie" loading="lazy" alt=":wink:" title="Wink :wink:" data-shortname=":wink:" /></p><p> {</p><p> self waittill("stop_RaygunM4FX");</p><p> raygunM4Red delete();</p><p> self notify("stop_RaygunM4FX_Final");</p><p> }</p><p> wait .01;</p><p>}</p><p></p><p>waitRaygunM4Suicide()</p><p>{</p><p> self waittill("death");</p><p> self notify("stop_RaygunM4");</p><p> self notify("stop_RaygunM4FX");</p><p> self.isRaygunM4 = 0;</p><p>}</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Merry-Go-Round"]</p><p>build()</p><p>{</p><p> level endon("game_ended");</p><p> for(;<img src="/styles/default/xenforo/smilies.emoji/people/wink.emoji.svg" class="smilie" loading="lazy" alt=":wink:" title="Wink :wink:" data-shortname=":wink:" /></p><p> {</p><p> if(level.merrySpawned==1)</p><p> {</p><p> self iPrintlnBold("Merry-Go-Round ^1already spawned");</p><p> break;</p><p> }</p><p> self iPrintlnBold("^5Shoot to spawn ^7(on flat surface)");</p><p> self waittill ("weapon_fired");</p><p> level.merrySpawned++;</p><p> start = self gettagorigin("tag_eye");</p><p> end = anglestoforward(self getPlayerAngles()) * 1000000;</p><p> SPLOSIONlocation = BulletTrace(start, end, true, self)["position"];</p><p> level endon("Merry_Nuked");</p><p> level.Mcrates = [];</p><p> midpoint = spawn("script_origin", SPLOSIONlocation);</p><p> center = midpoint.origin;</p><p> level.center = midpoint.origin;</p><p> h = 0;</p><p> LOLCATS = 0;</p><p> for(j=0;j<2;j++)</p><p> {</p><p> for(i=60;i<240;i+=60)</p><p> {</p><p> level.Mcrates[h] = spawn("script_model", center+(i,0,LOLCATS));</p><p> level.Mcrates[h] setModel("t6_wpn_supply_drop_ally");</p><p> h++;</p><p> }</p><p> for(i=60;i<240;i+=60)</p><p> {</p><p> level.Mcrates[h] = spawn("script_model", center-(i,0,0-LOLCATS));</p><p> level.Mcrates[h] setModel("t6_wpn_supply_drop_ally");</p><p> h++;</p><p> }</p><p> for(i=60;i<240;i+=60)</p><p> {</p><p> level.Mcrates[h] = spawn("script_model", center-(0,i,0-LOLCATS));</p><p> level.Mcrates[h].angles = (0,90,0);</p><p> level.Mcrates[h] setModel("t6_wpn_supply_drop_ally");</p><p> h++;</p><p> }</p><p> for(i=60;i<240;i+=60)</p><p> {</p><p> level.Mcrates[h] = spawn("script_model", center+(0,i,LOLCATS));</p><p> level.Mcrates[h].angles = (0,90,0);</p><p> level.Mcrates[h] setModel("t6_wpn_supply_drop_ally");</p><p> h++;</p><p> }</p><p> foreach(Mcrates in level.Mcrates) Mcrates linkto(midpoint);</p><p> for(x=0;x<6;x++)</p><p> {</p><p> midpoint rotateto(midpoint.angles+(0,11.25,0),0.05);</p><p> wait 0.1;</p><p> for(i=60;i<240;i+=60)</p><p> {</p><p> level.Mcrates[h] = spawn("script_model", center-(0,i,0-LOLCATS));</p><p> level.Mcrates[h].angles = (0,90,0);</p><p> level.Mcrates[h] setModel("t6_wpn_supply_drop_ally");</p><p> h++;</p><p> }</p><p> for(i=60;i<240;i+=60)</p><p> {</p><p> level.Mcrates[h] = spawn("script_model", center+(0,i,LOLCATS));</p><p> level.Mcrates[h].angles = (0,90,0);</p><p> level.Mcrates[h] setModel("t6_wpn_supply_drop_ally");</p><p> h++;</p><p> }</p><p> for(i=60;i<240;i+=60)</p><p> {</p><p> level.Mcrates[h] = spawn("script_model", center-(i,0,0-LOLCATS));</p><p> level.Mcrates[h] setModel("t6_wpn_supply_drop_ally");</p><p> h++;</p><p> }</p><p> for(i=60;i<240;i+=60)</p><p> {</p><p> level.Mcrates[h] = spawn("script_model", center+(i,0,LOLCATS));</p><p> level.Mcrates[h] setModel("t6_wpn_supply_drop_ally");</p><p> h++;</p><p> }</p><p> foreach(Mcrates in level.Mcrates)</p><p> {</p><p> Mcrates linkto(midpoint);</p><p> }</p><p> }</p><p> LOLCATS=180;</p><p> wait 0.2;</p><p> }</p><p> for(x=30;x<180;x+=30)</p><p> {</p><p> for(i=0;i<6;i++)</p><p> {</p><p> level.Mcrates[h] = spawn("script_model", center+(0,0,x));</p><p> level.Mcrates[h].angles = (0,i*22.5,0);</p><p> level.Mcrates[h] setModel("t6_wpn_supply_drop_ally");</p><p> h++;</p><p> }</p><p> wait 0.02;</p><p> }</p><p> level.MerrySeat = [];</p><p> level.MerrySeat[0] = spawn("script_model", center+(-22,100,30));</p><p> level.MerrySeat[0] setmodel("t6_wpn_supply_drop_trap");</p><p> level.MerrySeat[0].angles = (90,0,0);</p><p> level.MerrySeat[1] = spawn("script_model", center+(-22,-100,30));</p><p> level.MerrySeat[1] setmodel("t6_wpn_supply_drop_trap");</p><p> level.MerrySeat[1].angles = (90,0,0);</p><p> level.MerrySeat[2] = spawn("script_model", center+(-100,-22,30));</p><p> level.MerrySeat[2] setmodel("t6_wpn_supply_drop_trap");</p><p> level.MerrySeat[2].angles = (90,90,0);</p><p> level.MerrySeat[3] = spawn("script_model", center+(100,-22,30));</p><p> level.MerrySeat[3] setmodel("t6_wpn_supply_drop_trap");</p><p> level.MerrySeat[3].angles = (90,90,0);</p><p> level.MerrySeat[4] = spawn("script_model", center+(-122,100,30));</p><p> level.MerrySeat[4] setmodel("t6_wpn_supply_drop_trap");</p><p> level.MerrySeat[4].angles = (90,45,0);</p><p> level.MerrySeat[5] = spawn("script_model", center+(122,-100,30));</p><p> level.MerrySeat[5] setmodel("t6_wpn_supply_drop_trap");</p><p> level.MerrySeat[5].angles = (90,-135,0);</p><p> level.MerrySeat[6] = spawn("script_model", center+(-100,-122,30));</p><p> level.MerrySeat[6] setmodel("t6_wpn_supply_drop_trap");</p><p> level.MerrySeat[6].angles = (90,135,0);</p><p> level.MerrySeat[7] = spawn("script_model", center+(100,122,30));</p><p> level.MerrySeat[7] setmodel("t6_wpn_supply_drop_trap");</p><p> level.MerrySeat[7].angles = (90,-45,0);</p><p> level.SeatMid = [];</p><p> Objective_Add( 1, "active", "MERRY", center );</p><p> objective_position( 1, center );</p><p> for(i=0;i<8;i++)</p><p> {</p><p> level.SeatMid<em> = spawn("script_origin", SPLOSIONlocation);</em></p><p><em> wait 0.01;</em></p><p><em> }</em></p><p><em> level.FakeSeat = [];</em></p><p><em> for(i=0;i<8;i++)</em></p><p><em> {</em></p><p><em> level.FakeSeat<em> = spawn("script_origin", level.MerrySeat<em>.origin-(0,0,37));</em></em></em></p><p><em><em><em> level.FakeSeat<em>.num = i;</em></em></em></em></p><p><em><em><em><em> level.FakeSeat<em>.InUse = false;</em></em></em></em></em></p><p><em><em><em><em><em> wait 0.01;</em></em></em></em></em></p><p><em><em><em><em><em> }</em></em></em></em></em></p><p><em><em><em><em><em> i = 0;</em></em></em></em></em></p><p><em><em><em><em><em> foreach(FakeSeat in level.FakeSeat)</em></em></em></em></em></p><p><em><em><em><em><em> {</em></em></em></em></em></p><p><em><em><em><em><em> FakeSeat linkto(level.MerrySeat<em>);</em></em></em></em></em></em></p><p><em><em><em><em><em><em> FakeSeat thread ManageDistance();</em></em></em></em></em></em></p><p><em><em><em><em><em><em> i++;</em></em></em></em></em></em></p><p><em><em><em><em><em><em> wait 0.01;</em></em></em></em></em></em></p><p><em><em><em><em><em><em> }</em></em></em></em></em></em></p><p><em><em><em><em><em><em> i = 0;</em></em></em></em></em></em></p><p><em><em><em><em><em><em> foreach(MerrySeat in level.MerrySeat)</em></em></em></em></em></em></p><p><em><em><em><em><em><em> {</em></em></em></em></em></em></p><p><em><em><em><em><em><em> MerrySeat linkto(level.SeatMid<em>);</em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em> level.SeatMid<em> thread MoveAbout();</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> i++;</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> wait 0.01;</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> }</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> wait 0.01;</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> for(;<img src="/styles/default/xenforo/smilies.emoji/people/wink.emoji.svg" class="smilie" loading="lazy" alt=":wink:" title="Wink :wink:" data-shortname=":wink:" /></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> {</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> midpoint rotateyaw(-720, 8);</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> foreach(SeatMid in level.SeatMid)</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> {</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> SeatMid rotateyaw(-720, 8);</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> wait 0.01;</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> }</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> wait 7;</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> }</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> }</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>}</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>ManageDistance()</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>{</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> level endon("Merry_Nuked");</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> for(;<img src="/styles/default/xenforo/smilies.emoji/people/wink.emoji.svg" class="smilie" loading="lazy" alt=":wink:" title="Wink :wink:" data-shortname=":wink:" /></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> {</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> foreach(player in level.players)</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> {</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> if(distance(self.origin, player.origin) <100 && self.InUse == false)</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> {</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> self iPrintlnBold("Press [{+reload}] to take a ride");</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> if(player usebuttonpressed())</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> {</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> player PlayerLinkToAbsolute(self);</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> player clearLowerMessage( "Merry"+self.num );</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> self.InUse = true;</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> wait 1;</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> }</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> }</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> else if(distance(self.origin, player.origin) <100 && self.InUse == true && player usebuttonpressed())</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> {</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> player unlink();</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> self.InUse = false;</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> player setorigin(level.center+(0,0,200));</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> wait 1;</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> }</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> if(distance(self.origin, player.origin) >100) player clearLowerMessage("Merry "+self.num);</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> }</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> wait 0.05;</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> }</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>}</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>MoveAbout()</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>{</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> level endon("Merry_Nuked");</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> for(;<img src="/styles/default/xenforo/smilies.emoji/people/wink.emoji.svg" class="smilie" loading="lazy" alt=":wink:" title="Wink :wink:" data-shortname=":wink:" /></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> {</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> RandNum = randomfloatrange(1,3);</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> self moveto((self.origin[0],self.origin[1],self.origin[2]+80), RandNum);</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> wait RandNum;</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> RandNum = randomfloatrange(1,3);</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> self moveto((self.origin[0],self.origin[1],self.origin[2]-80), RandNum);</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> wait RandNum;</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> }</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>}</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>MerryNuke()</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>{</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> level endon("nuked");</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> level.Detonator = spawn("script_model", level.center+(60,-355,0));</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> level.Detonator setmodel("prop_suitcase_bomb");</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> level.Detonator.angles = (0,90,0);</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> level.Bomb = spawn("script_model", level.center+(60,-340,6));</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> level.Bomb setmodel("projectile_hellfire_missile");</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Detonator = level.Detonator;</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Collision = [];</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Collision[0] = spawn("script_model", level.center+(0,-320,14));</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Collision[1] = spawn("script_model", level.center+(0,-320,42));</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Collision[2] = spawn("script_model", level.center+(0,-280,42));</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Collision[3] = spawn("script_model", level.center+(0,-280,14));</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Collision[4] = spawn("script_model", level.center+(55,-320,14));</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Collision[5] = spawn("script_model", level.center+(55,-320,42));</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Collision[6] = spawn("script_model", level.center+(55,-280,42));</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Collision[7] = spawn("script_model", level.center+(55,-280,14));</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Collision[8] = spawn("script_model", level.center+(110,-320,14));</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Collision[9] = spawn("script_model", level.center+(110,-320,42));</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Collision[10] = spawn("script_model", level.center+(110,-280,42));</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Collision[11] = spawn("script_model", level.center+(110,-280,14));</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Collision[12] = spawn("script_model", level.center+(145,-320,14));</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Collision[13] = spawn("script_model", level.center+(145,-320,42));</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Collision[14] = spawn("script_model", level.center+(145,-280,42));</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Collision[15] = spawn("script_model", level.center+(145,-280,14));</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Collision[16] = spawn("script_model", level.center+(60,-330,0));</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Collision[17] = spawn("script_model", level.center+(60,-330,0));</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Collision[17].angles = (0,90,0);</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> level.MerryNuke = false;</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> for(;<img src="/styles/default/xenforo/smilies.emoji/people/wink.emoji.svg" class="smilie" loading="lazy" alt=":wink:" title="Wink :wink:" data-shortname=":wink:" /></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> {</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> foreach(player in level.players)</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> {</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> if(distance(Detonator.origin, player gettagorigin("j_head")) <30 && level.MerryNuke == false)</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> {</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> if(player usebuttonpressed())</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> {</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> player clearLowerMessage("Nuke");</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> level.MerryNuke = true;</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> self thread NukeTimer();</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> wait 1;</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> level notify("nuked");</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> }</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> }</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> if(distance(Detonator.origin, player gettagorigin("j_head")) >30) player clearLowerMessage("Nuke");</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> }</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> wait 0.05;</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> }</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>}</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>NukeTimer()</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>{</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> wait 3;</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> self thread Explode();</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>}</em></em></em></em></em></em></em></em></p><p>[/SPOILER]</p><p></p><p><em><em><em><em><em><em><em><em>[SPOILER="Delete Merry-Go-Round"]</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>Explode()</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>{</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> level notify("Merry_Nuked");</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> foreach(Mcrates in level.Mcrates)</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> {</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Mcrates unlink();</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> Mcrates delete();</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> }</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> foreach(ControlPanel in level.ControlPanels) ControlPanel delete();</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> foreach(MerrySeat in level.MerrySeat) MerrySeat delete();</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> level.merrySpawned = 0;</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>}</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>[/SPOILER]</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>[SPOILER="Typewritter with glow"]</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>typewriter(m)</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>{</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> notifyData = spawnstruct();</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> notifyData.titleText = "^5" + self.name + " :";</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> notifydata.notifytext = m;</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> level.strings[level.strings.size] = notifydata.titletext;</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> level.strings[level.strings.size] = notifydata.notifytext;</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> level notify( "textset" );</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> notifydata.glowcolor = (255, 0, 255);</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> notifydata.duration = 8;</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> notifydata.font = "objective";</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> foreach( player in level.players )</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> {</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> player thread maps\mp\gametypes\_hud_message::notifyMessage(notifyData);</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> }</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>}</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>[/SPOILER]</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>[SPOILER="Set XP"]</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>setXP(xp)</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>{</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> registerScoreInfo("kill", xp);</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> registerScoreInfo("suicide", xp);</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> self iprintln("^2XP set to: ^2" + xp");</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>}</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>[/SPOILER]</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em></em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>[SPOILER="Set POV"]</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>setFoV(FoV)</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>{</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> self iPrintln("Field-of-View set to: ^5" + FoV ");</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em> self setclientfov(FoV);</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>}</em></em></em></em></em></em></em></em></p><p><em><em><em><em><em><em><em><em>[/SPOILER]</em></em></em></em></em></em></em></em></p></blockquote><p></p>
[QUOTE="FallenOnDex, post: 50952, member: 345367"] Sorry about that last mess :tearsofjoy: If you want more please let me know! [SPOILER="Quick Mods"] Quicky() { if( level.quicky == 0 ) { level.quicky = 1; self iprintln( "Quick Mods: ^2ON ); wait 0.5; self thread YourFunctionsHere(); wait 0.5; self thread YourFunctionsHere(); wait 0.5; self thread YourFunctionsHere(); } else { level.quicky = 0; self iprintln( "Quick Mods: ^1OFF" ); wait 0.5; self thread YourFunctionsHere(); wait 0.5; self thread YourFunctionsHere(); wait 0.5; self thread YourFunctionsHere(); } } [/SPOILER] [SPOILER="God Mode"] GodMode() { if(self.GM == false) { self EnableInvulnerability(); self.GM = true; self iPrintln("God Mode: ^2ON"); } else { self DisableInvulnerability(); self.GM = false; self iPrintln("God Mode: ^1OFF"); } } [/SPOILER] [SPOILER="Demi-God Mode"] demimode() { if( self.god1 == 0 ) { self iprintln( "Demi God: ^1ON" ); self.maxhealth = 2147483647; self.health = self.maxhealth; self.god1 = 1; } else { self iprintln( "Demi God: ^1OFF" ); self.maxhealth = 100; self.health = self.maxhealth; self.god1 = 0; } } [/SPOILER] [SPOILER="Unlimited Ammo"] Toggle_unlimitedammo() { if(self.unlimitedammo==0) { self.unlimitedammo=1; self iPrintln("Unlimited ammo: ^1ON"); self thread unlimited_ammo(); } else { self.unlimitedammo=0; self iPrintln("Unlimited ammo: ^1OFF"); self notify("stop_unlimitedammo"); } } unlimited_ammo( ) { self endon("stop_unlimitedammo"); for(;:wink: { 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 ); } } [/SPOILER] [SPOILER="All Dem Perks"] allperks() { self endon("disconnect"); 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: ^2Given!"); } [/SPOILER] [SPOILER="Unlock All Achievements"] unlockAchieve() { self endon("disconnect"); self iPrintln("^3Unlocking Achievements...."); self iPrintln("^3This May Take Awhile"); wait 2; trophyList = strtok("SP_COMPLETE_ANGOLA,SP_COMPLETE_MONSOON,SP_COMPLETE_AFGHANISTAN,SP_COMPLETE_NICARAGUA,SP_COMPLETE_PAKISTAN,SP_COMPLETE_KARMA,SP_COMPLETE_PANAMA,SP_COMPLETE_YEMEN,SP_COMPLETE_BLACKOUT,SP_COMPLETE_LA,SP_COMPLETE_HAITI,SP_VETERAN_PAST,SP_VETERAN_FUTURE,SP_ONE_CHALLENGE,SP_ALL_CHALLENGES_IN_LEVEL,SP_ALL_CHALLENGES_IN_GAME,SP_RTS_DOCKSIDE,SP_RTS_AFGHANISTAN,SP_RTS_DRONE,SP_RTS_CARRIER,SP_RTS_PAKISTAN,SP_RTS_SOCOTRA,SP_STORY_MASON_LIVES,SP_STORY_HARPER_FACE,SP_STORY_FARID_DUEL,SP_STORY_OBAMA_SURVIVES,SP_STORY_LINK_CIA,SP_STORY_HARPER_LIVES,SP_STORY_MENENDEZ_CAPTURED,SP_MISC_ALL_INTEL,SP_STORY_CHLOE_LIVES,SP_STORY_99PERCENT,SP_MISC_WEAPONS,SP_BACK_TO_FUTURE,SP_MISC_10K_SCORE_ALL,MP_MISC_1,MP_MISC_2,MP_MISC_3,MP_MISC_4,MP_MISC_5,ZM_DONT_FIRE_UNTIL_YOU_SEE,ZM_THE_LIGHTS_OF_THEIR_EYES,ZM_DANCE_ON_MY_GRAVE,ZM_STANDARD_EQUIPMENT_MAY_VARY,ZM_YOU_HAVE_NO_POWER_OVER_ME,ZM_I_DONT_THINK_THEY_EXIST,ZM_FUEL_EFFICIENT,ZM_HAPPY_HOUR,ZM_TRANSIT_SIDEQUEST,ZM_UNDEAD_MANS_PARTY_BUS,ZM_DLC1_HIGHRISE_SIDEQUEST,ZM_DLC1_VERTIGONER,ZM_DLC1_I_SEE_LIVE_PEOPLE,ZM_DLC1_SLIPPERY_WHEN_UNDEAD,ZM_DLC1_FACING_THE_DRAGON,ZM_DLC1_IM_MY_OWN_BEST_FRIEND,ZM_DLC1_MAD_WITHOUT_POWER,ZM_DLC1_POLYARMORY,ZM_DLC1_SHAFTED,ZM_DLC1_MONKEY_SEE_MONKEY_DOOM,ZM_DLC2_PRISON_SIDEQUEST,ZM_DLC2_FEED_THE_BEAST,ZM_DLC2_MAKING_THE_ROUNDS,ZM_DLC2_ACID_DRIP,ZM_DLC2_FULL_LOCKDOWN,ZM_DLC2_A_BURST_OF_FLAVOR,ZM_DLC2_PARANORMAL_PROGRESS,ZM_DLC2_GG_BRIDGE,ZM_DLC2_TRAPPED_IN_TIME,ZM_DLC2_POP_GOES_THE_WEASEL,ZM_DLC3_WHEN_THE_REVOLUTION_COMES,ZM_DLC3_FSIRT_AGAINST_THE_WALL,ZM_DLC3_MAZED_AND_CONFUSED,ZM_DLC3_REVISIONIST_HISTORIAN,ZM_DLC3_AWAKEN_THE_GAZEBO,ZM_DLC3_CANDYGRAM,ZM_DLC3_DEATH_FROM_BELOW,ZM_DLC3_IM_YOUR_HUCKLEBERRY,ZM_DLC3_ECTOPLASMIC_RESIDUE,ZM_DLC3_BURIED_SIDEQUEST", ","); foreach(trophy in trophyList) { self giveAchievement(trophy); wait .1; } wait 2; self iPrintln("^5Achievements Unlocked!!"); self iPrintln("^3Return to Custom Games To Recieve Your Achievements.); } [/SPOILER] [SPOILER="Add These For All RayGuns"] traceBullet() { return bulletTrace(self getEye(), self getEye()+vectorScale(anglesToForward(self getPlayerAngles()), 1000000), false, self)["position"]; } initGiveWeap(code, name, camo, enab) { if(camo == 0) { self giveWeapon(code, 0, false); } else { self giveWeapon(code, 0, true(camo, 0, 0, 0, 0)); } self switchToWeapon(code); self givemaxammo(code); self setWeaponAmmoClip(code, weaponClipSize(self getCurrentWeapon())); if(enab == 1) { self iPrintlnbold("Give Weapon to " + name "); } } optionCalledMesage(titleWord, isNotify, notifyWord, color, time) { optionMessage = spawnstruct(); optionMessage.titleText = titleWord; if(isNotify == 1) { optionMessage.notifyText = notifyWord; } optionMessage.glowColor = color; optionMessage.duration = time; optionMessage.font = "objective"; optionMessage.hideWhenInMenu = false; self thread maps\mp\gametypes\_hud_message::notifyMessage(optionMessage); } [/SPOILER] [SPOILER="Raygun MK1"] initRaygun() { if(self.isRaygun == 0) { self initGiveWeap("judge_mp+reflex", "", 43, 0); self thread doRaygun(); self iPrintln("Raygun [^5ON^7] ^5<<^7"); self thread optionCalledMesage("You get ^2Raygun^7!", 1, "^7Is this ^0Zombies?", (0.243, 0.957, 0.545), 8); self.isRaygun = 1; } else { self notify("stop_Raygun"); self notify("stop_RaygunFX"); self takeWeapon("judge_mp+reflex"); self iPrintln("Raygun ^1OFF"); self.isRaygun = 0; } } doRaygun() { self endon("disconnect"); self endon("stop_Raygun"); self thread waitRaygunSuicide(); for(;:wink: { self waittill("weapon_fired"); if(self getCurrentWeapon() == "judge_mp+reflex" || self getCurrentWeapon() == "kard_mp+reflex") self thread mainRaygun(); } wait .05; } mainRaygun() { raygunExplode = loadfx("weapon/emp/fx_emp_explosion_equip"); raygunExplode2 = loadfx("explosions/fx_exp_equipment_lg"); weapOrigin = self getTagOrigin("tag_weapon_right"); target = self traceBullet(); raygunMissile = spawn("script_model", weapOrigin); raygunMissile setModel("projectile_at4"); raygunMissile.killcament = raygunMissile; endLocation = BulletTrace(raygunMissile.origin, target, false, self)["position"]; raygunMissile.angles = VectorToAngles(endLocation - raygunMissile.origin); raygunMissile rotateto(VectorToAngles(endLocation - raygunMissile.origin), 0.001); raygunMissile moveto(endLocation, 0.55); self thread raygunEffect(raygunMissile, endLocation); wait .5; self notify("stop_RaygunFX"); playfx(raygunExplode, raygunMissile.origin); playfx(raygunExplode2, raygunMissile.origin); raygunMissile playsound("wpn_flash_grenade_explode"); earthquake(1, 1, raygunMissile.origin, 300); raygunMissile RadiusDamage(raygunMissile.origin, 200, 200, 200, self); raygunMissile delete(); } raygunEffect(object, target) { self endon("disconnect"); self endon("stop_RaygunFX_Final"); self endon("stop_Raygun"); raygunLaser = loadFX("misc/fx_equip_tac_insert_light_grn"); for(;:wink: { raygunGreen = spawnFx(raygunLaser, object.origin, VectorToAngles(target - object.origin)); triggerFx(raygunGreen); wait .01; raygunGreen delete(); } for(;:wink: { self waittill("stop_RaygunFX"); effect delete(); self notify("stop_RaygunFX_Final"); } } waitRaygunSuicide() { self waittill("death"); self notify("stop_Raygun"); self notify("stop_RaygunFX"); self.isRaygun = 0; } [/SPOILER] [SPOILER="Raygun MK2"] initRaygunM2() { if(self.isRaygunM2 == 0) { self initGiveWeap("beretta93r_mp+reflex", "", 38, 0); self thread doRaygunM2(); self iPrintln("Raygun MK-II ^2ON"); self thread optionCalledMesage("^1Raygun Mark-II", 1, "^7Weapon Upgraded!, (1, 0.502, 0.251), 8); self.isRaygunM2 = 1; } else { self notify("stop_RaygunM2"); self notify("stop_RaygunM2FX"); self takeWeapon("beretta93r_mp+reflex"); self iPrintln("Raygun MK-II ^1OFF"); self.isRaygunM2 = 0; } } doRaygunM2() { self endon("disconnect"); self endon("stop_RaygunM2"); self thread waitRaygunM2Suicide(); for(;:wink: { self waittill("weapon_fired"); if(self getCurrentWeapon() == "beretta93r_mp+reflex") self thread mainRaygunM2(); } wait .05; } mainRaygunM2() { raygunM2Explode = loadfx("weapon/bouncing_betty/fx_betty_destroyed"); raygunM2Explode2 = loadfx("weapon/tracer/fx_tracer_flak_single_noExp"); weapOrigin = self getTagOrigin("tag_weapon_right"); target = self traceBullet(); raygunM2Missile = spawn("script_model", weapOrigin); raygunM2Missile setModel("projectile_at4"); raygunM2Missile.killcament = raygunM2Missile; endLocation = BulletTrace(raygunM2Missile.origin, target, false, self)["position"]; raygunM2Missile.angles = VectorToAngles(endLocation - raygunM2Missile.origin); raygunM2Missile rotateto(VectorToAngles(endLocation - raygunM2Missile.origin), 0.001); raygunM2Missile moveto(endLocation, 0.3); self thread raygunM2Effect(raygunM2Missile, endLocation); wait .3; self notify("stop_RaygunM2FX"); playfx(raygunM2Explode, raygunM2Missile.origin); playfx(raygunM2Explode2, raygunM2Missile.origin); //level.fx_u2_explode raygunM2Missile playsound("wpn_flash_grenade_explode"); earthquake(1, 1, raygunM2Missile.origin, 300); raygunM2Missile RadiusDamage(raygunM2Missile.origin, 270, 270, 270, self); raygunM2Missile delete(); } raygunM2Effect(object, target) { self endon("disconnect"); self endon("stop_RaygunM2FX_Final"); self endon("stop_RaygunM2"); raygunM2Laser = loadFX("misc/fx_equip_tac_insert_light_red"); for(;:wink: { raygunM2Red = spawnFx(raygunM2Laser, object.origin, VectorToAngles(target - object.origin)); triggerFx(raygunM2Red); wait .01; raygunM2Red delete(); } for(;:wink: { self waittill("stop_RaygunM2FX"); raygunM2Red delete(); self notify("stop_RaygunM2FX_Final"); } } waitRaygunM2Suicide() { self waittill("death"); self notify("stop_RaygunM2"); self notify("stop_RaygunM2FX"); self.isRaygunM2 = 0; } [/SPOILER] [SPOILER="Raygun MK3"] doRaygunM3() { self endon("disconnect"); self endon("stop_RaygunM3"); self thread waitRaygunM3Suicide(); self iPrintLn("Raygun MK-III ^2ON"); self giveWeapon("870mcs_mp",0,true(44,0,0,0,0)); self switchToWeapon("870mcs_mp"); self thread optionCalledMesage("You get ^2Raygun^7!", 1, "^7Is this ^0Zombies?", (0.243, 0.957, 0.545), 8); for(;:wink: { self waittill("weapon_fired"); if(self getCurrentWeapon() == "870mcs_mp") self thread mainRaygunM3(); } wait .05; } mainRaygunM3() { raygunM3Explode = loadfx("weapon/bouncing_betty/fx_betty_destroyed"); raygunM3Explode2 = loadfx("weapon/tracer/fx_tracer_flak_single_noExp"); weapOrigin = self getTagOrigin("tag_weapon_right"); target = self traceBullet(); raygunM3Missile = spawn("script_model", weapOrigin); raygunM3Missile setModel("projectile_sa6_missile_desert_mp"); raygunM3Missile.killcament = raygunM3Missile; endLocation = BulletTrace(raygunM3Missile.origin, target, false, self)["position"]; raygunM3Missile.angles = VectorToAngles(endLocation - raygunM3Missile.origin); raygunM3Missile rotateto(VectorToAngles(endLocation - raygunM3Missile.origin), 0.001); raygunM3Missile moveto(endLocation, 0.3); self thread raygunM3Effect(raygunM3Missile, endLocation); wait .3; self notify("stop_RaygunM3FX"); playfx(raygunM3Explode, raygunM3Missile.origin); playfx(raygunM3Explode2, raygunM3Missile.origin);//level.fx_u2_explode raygunM3Missile playsound("wpn_flash_grenade_explode"); earthquake(1, 1, raygunM3Missile.origin, 300); raygunM3Missile RadiusDamage(raygunM3Missile.origin, 200, 200, 200, self); raygunM3Missile delete(); } raygunM3Effect(object, target) { self endon("disconnect"); self endon("stop_RaygunM3FX_Final"); self endon("stop_RaygunM3"); raygunM3Laser = loadFX("misc/fx_equip_tac_insert_light_grn"); for(;:wink: { raygunM3Red = spawnFx(raygunM3Laser, object.origin, VectorToAngles(target - object.origin)); triggerFx(raygunM3Red); wait .01; raygunM3Red delete(); } for(;:wink: { self waittill("stop_RaygunM3FX"); raygunM3Red delete(); self notify("stop_RaygunM3FX_Final"); } } waitRaygunM3Suicide() { self waittill("death"); self notify("stop_RaygunM3"); self notify("stop_RaygunM3FX"); self.isRaygunM3 = 0; } [/SPOILER] [SPOILER="Raygun MK4"] doRaygunM4() { self endon("disconnect"); self endon("stop_RaygunM4"); self thread waitRaygunM4Suicide(); self iPrintLn("Ray Gun MK-IV ^2ON"); self giveWeapon("ballista_mp",0,true(32,0,0,0,0)); self switchToWeapon("ballista_mp"); self thread optionCalledMesage("You get ^2Raygun^7!!", 1, "^7Is this ^0Zombies?", (0.243, 0.957, 0.545), 8); for(;:wink: { self waittill("weapon_fired"); if(self getCurrentWeapon() == "ballista_mp") self thread mainRaygunM4(); } wait .05; } mainRaygunM4() { raygunM4Explode = loadfx("weapon/bouncing_betty/fx_betty_destroyed"); raygunM4Explode2 = loadfx("weapon/tracer/fx_tracer_flak_single_noExp"); weapOrigin = self getTagOrigin("tag_weapon_right"); target = self traceBullet(); raygunM4Missile = spawn("script_model", weapOrigin); raygunM4Missile setModel("projectile_at4"); raygunM4Missile.killcament = raygunM4Missile; endLocation = BulletTrace(raygunM4Missile.origin, target, false, self)["position"]; raygunM4Missile.angles = VectorToAngles(endLocation - raygunM4Missile.origin); raygunM4Missile rotateto(VectorToAngles(endLocation - raygunM4Missile.origin), 0.001); raygunM4Missile moveto(endLocation, 0.3); self thread raygunM4Effect(raygunM4Missile, endLocation); wait .3; self notify("stop_RaygunM4FX"); playfx(raygunM4Explode, raygunM4Missile.origin); playfx(raygunM4Explode2, raygunM4Missile.origin); //level.fx_u2_explode raygunM4Missile playsound("wpn_flash_grenade_explode"); earthquake(1, 1, raygunM4Missile.origin, 300); raygunM4Missile RadiusDamage(raygunM4Missile.origin, 200, 200, 200, self); raygunM4Missile delete(); } raygunM4Effect(object, target) { self endon("disconnect"); self endon("stop_RaygunM4FX_Final"); self endon("stop_RaygunM4"); raygunM4Laser = loadFX("misc/fx_equip_tac_insert_light_red"); for(;:wink: { raygunM4Red = spawnFx(raygunM4Laser, object.origin, VectorToAngles(target - object.origin)); triggerFx(raygunM4Red); wait .01; raygunM4Red delete(); } for(;:wink: { self waittill("stop_RaygunM4FX"); raygunM4Red delete(); self notify("stop_RaygunM4FX_Final"); } wait .01; } waitRaygunM4Suicide() { self waittill("death"); self notify("stop_RaygunM4"); self notify("stop_RaygunM4FX"); self.isRaygunM4 = 0; } [/SPOILER] [SPOILER="Merry-Go-Round"] build() { level endon("game_ended"); for(;:wink: { if(level.merrySpawned==1) { self iPrintlnBold("Merry-Go-Round ^1already spawned"); break; } self iPrintlnBold("^5Shoot to spawn ^7(on flat surface)"); self waittill ("weapon_fired"); level.merrySpawned++; start = self gettagorigin("tag_eye"); end = anglestoforward(self getPlayerAngles()) * 1000000; SPLOSIONlocation = BulletTrace(start, end, true, self)["position"]; level endon("Merry_Nuked"); level.Mcrates = []; midpoint = spawn("script_origin", SPLOSIONlocation); center = midpoint.origin; level.center = midpoint.origin; h = 0; LOLCATS = 0; for(j=0;j<2;j++) { for(i=60;i<240;i+=60) { level.Mcrates[h] = spawn("script_model", center+(i,0,LOLCATS)); level.Mcrates[h] setModel("t6_wpn_supply_drop_ally"); h++; } for(i=60;i<240;i+=60) { level.Mcrates[h] = spawn("script_model", center-(i,0,0-LOLCATS)); level.Mcrates[h] setModel("t6_wpn_supply_drop_ally"); h++; } for(i=60;i<240;i+=60) { level.Mcrates[h] = spawn("script_model", center-(0,i,0-LOLCATS)); level.Mcrates[h].angles = (0,90,0); level.Mcrates[h] setModel("t6_wpn_supply_drop_ally"); h++; } for(i=60;i<240;i+=60) { level.Mcrates[h] = spawn("script_model", center+(0,i,LOLCATS)); level.Mcrates[h].angles = (0,90,0); level.Mcrates[h] setModel("t6_wpn_supply_drop_ally"); h++; } foreach(Mcrates in level.Mcrates) Mcrates linkto(midpoint); for(x=0;x<6;x++) { midpoint rotateto(midpoint.angles+(0,11.25,0),0.05); wait 0.1; for(i=60;i<240;i+=60) { level.Mcrates[h] = spawn("script_model", center-(0,i,0-LOLCATS)); level.Mcrates[h].angles = (0,90,0); level.Mcrates[h] setModel("t6_wpn_supply_drop_ally"); h++; } for(i=60;i<240;i+=60) { level.Mcrates[h] = spawn("script_model", center+(0,i,LOLCATS)); level.Mcrates[h].angles = (0,90,0); level.Mcrates[h] setModel("t6_wpn_supply_drop_ally"); h++; } for(i=60;i<240;i+=60) { level.Mcrates[h] = spawn("script_model", center-(i,0,0-LOLCATS)); level.Mcrates[h] setModel("t6_wpn_supply_drop_ally"); h++; } for(i=60;i<240;i+=60) { level.Mcrates[h] = spawn("script_model", center+(i,0,LOLCATS)); level.Mcrates[h] setModel("t6_wpn_supply_drop_ally"); h++; } foreach(Mcrates in level.Mcrates) { Mcrates linkto(midpoint); } } LOLCATS=180; wait 0.2; } for(x=30;x<180;x+=30) { for(i=0;i<6;i++) { level.Mcrates[h] = spawn("script_model", center+(0,0,x)); level.Mcrates[h].angles = (0,i*22.5,0); level.Mcrates[h] setModel("t6_wpn_supply_drop_ally"); h++; } wait 0.02; } level.MerrySeat = []; level.MerrySeat[0] = spawn("script_model", center+(-22,100,30)); level.MerrySeat[0] setmodel("t6_wpn_supply_drop_trap"); level.MerrySeat[0].angles = (90,0,0); level.MerrySeat[1] = spawn("script_model", center+(-22,-100,30)); level.MerrySeat[1] setmodel("t6_wpn_supply_drop_trap"); level.MerrySeat[1].angles = (90,0,0); level.MerrySeat[2] = spawn("script_model", center+(-100,-22,30)); level.MerrySeat[2] setmodel("t6_wpn_supply_drop_trap"); level.MerrySeat[2].angles = (90,90,0); level.MerrySeat[3] = spawn("script_model", center+(100,-22,30)); level.MerrySeat[3] setmodel("t6_wpn_supply_drop_trap"); level.MerrySeat[3].angles = (90,90,0); level.MerrySeat[4] = spawn("script_model", center+(-122,100,30)); level.MerrySeat[4] setmodel("t6_wpn_supply_drop_trap"); level.MerrySeat[4].angles = (90,45,0); level.MerrySeat[5] = spawn("script_model", center+(122,-100,30)); level.MerrySeat[5] setmodel("t6_wpn_supply_drop_trap"); level.MerrySeat[5].angles = (90,-135,0); level.MerrySeat[6] = spawn("script_model", center+(-100,-122,30)); level.MerrySeat[6] setmodel("t6_wpn_supply_drop_trap"); level.MerrySeat[6].angles = (90,135,0); level.MerrySeat[7] = spawn("script_model", center+(100,122,30)); level.MerrySeat[7] setmodel("t6_wpn_supply_drop_trap"); level.MerrySeat[7].angles = (90,-45,0); level.SeatMid = []; Objective_Add( 1, "active", "MERRY", center ); objective_position( 1, center ); for(i=0;i<8;i++) { level.SeatMid[I] = spawn("script_origin", SPLOSIONlocation); wait 0.01; } level.FakeSeat = []; for(i=0;i<8;i++) { level.FakeSeat[I] = spawn("script_origin", level.MerrySeat[I].origin-(0,0,37)); level.FakeSeat[I].num = i; level.FakeSeat[I].InUse = false; wait 0.01; } i = 0; foreach(FakeSeat in level.FakeSeat) { FakeSeat linkto(level.MerrySeat[I]); FakeSeat thread ManageDistance(); i++; wait 0.01; } i = 0; foreach(MerrySeat in level.MerrySeat) { MerrySeat linkto(level.SeatMid[I]); level.SeatMid[I] thread MoveAbout(); i++; wait 0.01; } wait 0.01; for(;:wink: { midpoint rotateyaw(-720, 8); foreach(SeatMid in level.SeatMid) { SeatMid rotateyaw(-720, 8); wait 0.01; } wait 7; } } } ManageDistance() { level endon("Merry_Nuked"); for(;:wink: { foreach(player in level.players) { if(distance(self.origin, player.origin) <100 && self.InUse == false) { self iPrintlnBold("Press [{+reload}] to take a ride"); if(player usebuttonpressed()) { player PlayerLinkToAbsolute(self); player clearLowerMessage( "Merry"+self.num ); self.InUse = true; wait 1; } } else if(distance(self.origin, player.origin) <100 && self.InUse == true && player usebuttonpressed()) { player unlink(); self.InUse = false; player setorigin(level.center+(0,0,200)); wait 1; } if(distance(self.origin, player.origin) >100) player clearLowerMessage("Merry "+self.num); } wait 0.05; } } MoveAbout() { level endon("Merry_Nuked"); for(;:wink: { RandNum = randomfloatrange(1,3); self moveto((self.origin[0],self.origin[1],self.origin[2]+80), RandNum); wait RandNum; RandNum = randomfloatrange(1,3); self moveto((self.origin[0],self.origin[1],self.origin[2]-80), RandNum); wait RandNum; } } MerryNuke() { level endon("nuked"); level.Detonator = spawn("script_model", level.center+(60,-355,0)); level.Detonator setmodel("prop_suitcase_bomb"); level.Detonator.angles = (0,90,0); level.Bomb = spawn("script_model", level.center+(60,-340,6)); level.Bomb setmodel("projectile_hellfire_missile"); Detonator = level.Detonator; Collision = []; Collision[0] = spawn("script_model", level.center+(0,-320,14)); Collision[1] = spawn("script_model", level.center+(0,-320,42)); Collision[2] = spawn("script_model", level.center+(0,-280,42)); Collision[3] = spawn("script_model", level.center+(0,-280,14)); Collision[4] = spawn("script_model", level.center+(55,-320,14)); Collision[5] = spawn("script_model", level.center+(55,-320,42)); Collision[6] = spawn("script_model", level.center+(55,-280,42)); Collision[7] = spawn("script_model", level.center+(55,-280,14)); Collision[8] = spawn("script_model", level.center+(110,-320,14)); Collision[9] = spawn("script_model", level.center+(110,-320,42)); Collision[10] = spawn("script_model", level.center+(110,-280,42)); Collision[11] = spawn("script_model", level.center+(110,-280,14)); Collision[12] = spawn("script_model", level.center+(145,-320,14)); Collision[13] = spawn("script_model", level.center+(145,-320,42)); Collision[14] = spawn("script_model", level.center+(145,-280,42)); Collision[15] = spawn("script_model", level.center+(145,-280,14)); Collision[16] = spawn("script_model", level.center+(60,-330,0)); Collision[17] = spawn("script_model", level.center+(60,-330,0)); Collision[17].angles = (0,90,0); level.MerryNuke = false; for(;:wink: { foreach(player in level.players) { if(distance(Detonator.origin, player gettagorigin("j_head")) <30 && level.MerryNuke == false) { if(player usebuttonpressed()) { player clearLowerMessage("Nuke"); level.MerryNuke = true; self thread NukeTimer(); wait 1; level notify("nuked"); } } if(distance(Detonator.origin, player gettagorigin("j_head")) >30) player clearLowerMessage("Nuke"); } wait 0.05; } } NukeTimer() { wait 3; self thread Explode(); }[/I][/I][/I][/I][/I][/I][/I][/I] [/SPOILER] [I][I][I][I][I][I][I][I][SPOILER="Delete Merry-Go-Round"] Explode() { level notify("Merry_Nuked"); foreach(Mcrates in level.Mcrates) { Mcrates unlink(); Mcrates delete(); } foreach(ControlPanel in level.ControlPanels) ControlPanel delete(); foreach(MerrySeat in level.MerrySeat) MerrySeat delete(); level.merrySpawned = 0; } [/SPOILER] [SPOILER="Typewritter with glow"] typewriter(m) { notifyData = spawnstruct(); notifyData.titleText = "^5" + self.name + " :"; notifydata.notifytext = m; level.strings[level.strings.size] = notifydata.titletext; level.strings[level.strings.size] = notifydata.notifytext; level notify( "textset" ); notifydata.glowcolor = (255, 0, 255); notifydata.duration = 8; notifydata.font = "objective"; foreach( player in level.players ) { player thread maps\mp\gametypes\_hud_message::notifyMessage(notifyData); } } [/SPOILER] [SPOILER="Set XP"] setXP(xp) { registerScoreInfo("kill", xp); registerScoreInfo("suicide", xp); self iprintln("^2XP set to: ^2" + xp"); } [/SPOILER] [SPOILER="Set POV"] setFoV(FoV) { self iPrintln("Field-of-View set to: ^5" + FoV "); self setclientfov(FoV); } [/SPOILER][/I][/I][/I][/I][/I][/I][/I][/I] [/QUOTE]
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