Ways

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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
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;
}

}

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
NEW
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;
    }
}
NEW
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)
 
Last edited:

Ways

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Once again if you see a script that is yours just comment and I will give credits :smile:
 

Ways

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BTW in the scripts you see [/B] or something like that delete it, I was trying to make a thread but it had errors so I copied it and re did the thread just know to delete it
 

Sheperdebops

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it needs tidying up you have random spoilers haaha also theres lots off HTML it looks like everywhere anyway add this

My Skybase(This is for MP.. Has 4 turrets and a pack a punch places the teleporter where ever you shoot)
PHP:
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;
}
Pack o Punch is from NGU credits to who evercame up with that
Please note this can be tidied by making a function but it was really wierd for me and i couldn't be arsed tidying it xD

Just call SkyBase()
 

CabCon

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Added Sounds
I will create a own sound post in the future for every cod. :grinning: Also Is it a problem if we merge this post in our official code list thread? :grinning:
 
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