The Dark Side
Former Staff Member
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The lightsabers dont toggle correctly just saying
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][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][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][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][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][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][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][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][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
NEWCode:tst_test_system //Scary Sound chr_sprint_gasp //Orgasm aml_dog_bark //Dog Bark //more coming
Light Sabers
NEWCode:RandomMod() { level.waypointRed=loadFX("misc/fx_equip_tac_insert_light_red"); level.waypointGreen=loadFX("misc/fx_equip_tac_insert_light_grn"); level.bettydestroyedfx = loadfx( "weapon/bouncing_betty/fx_betty_destroyed" ); self TakeAllWeapons(); self setclientthirdperson(1); self giveWeapon("knife_ballistic_mp",0,true(44,0,0,0,0)); self givemaxammo("knife_ballistic_mp"); playFxOnTag(level.waypointRed, self, "tag_weapon_left"); playFxOnTag(level.waypointGreen, self, "tag_weapon_right"); playFxOnTag(level.waypointRed, self, "tag_weapon_right"); playFxOnTag(level.waypointGreen, self, "tag_weapon_left"); self endon("death"); self endon("sabers"); self endon("disconnect"); for(;;) { self waittill("fireworks"); playFxOnTag(level.bettydestroyedfx, self, "tag_weapon_right"); playFxOnTag(level.bettydestroyedfx, self, "tag_weapon_left"); } } givesabers() { if(self.givinsbers==false) { self RandomMod(); self.sabers=true; self.givinsbers=true; } else { self.sabers=false; self notify("sabers"); self.givinsbers=false; } }
Sky Base
Code:precacheModel("mp_flag_green");// Place this in Init() SkyBase() { self endon("disconnect"); self notify("Close"); self freezecontrols(false); self.InAnar = 0; wait 2; if(!self.Spawned) { self iprintlnbold("Shoot to Place the teleporter"); self waittill ( "weapon_fired" ); forward = self getTagOrigin("j_head"); end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000); location = BulletTrace( forward, end, 0, self )[ "position" ]; self thread CreateTeleporter(location); self.Spawned = true; } else self iprintlnbold("You cant create more than one"); } vector_scal(vec, scale) { vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale); return vec; } spawnEntity(class, model, origin, angle) { entity = spawn(class, origin); entity.angles = angle; entity setModel(model); return entity; } CreateTeleporter(Location) { level.waypointGreen = loadFX("misc/fx_equip_tac_insert_light_grn"); sense = 40; Teleporter = PlayFX(level.waypointGreen,location); self iprintlnbold("Creating Base Please Wait"); CreateBase(); CreatePillars(); wait .2; CreateTurrets(); wait .2; self thread ackopunch(); wait .2; TeleporterUP = spawn("script_model", (870, 1740, 620)); TeleporterUP.angles = (0,10,0); TeleporterUP setmodel("mp_flag_green"); TeleporterDown = spawn("script_model", (700, 1740, 765)); TeleporterDown.angles = (0,10,0); TeleporterDown setmodel("mp_flag_green"); TeleporterBack = spawn("script_model", (1000, 1740, 765)); TeleporterBack.angles = (0,10,0); TeleporterBack setmodel("mp_flag_green"); self iprintlnbold("SkyBase Created"); wait 1; self iprintlnbold("Made by Sheperdebops"); for(;;) { if( distance( self.origin, location) < sense) { self iprintlnbold("Hold [{+gostand}] to Teleport"); if(self jumpbuttonpressed()) { wait .2; self SetOrigin((900, 1740, 635)); wait .1; } wait .5; } if( distance( self.origin, TeleporterUp.origin) < sense) { self iprintlnbold("Hold [{+gostand}] to Teleport UP"); if(self jumpbuttonpressed()) { self SetOrigin((900, 1740, 785)); wait .1; } wait .5; } if( distance( self.origin, TeleporterDown.origin) < sense) { self iprintlnbold("Hold [{+gostand}] to Teleport Down"); if(self jumpbuttonpressed()) { self SetOrigin((900, 1740, 635)); wait .1; } wait .5; } if( distance( self.origin, TeleporterBack.origin) < sense) { self iprintlnbold("Hold [{+gostand}] to Return to Land"); if(self jumpbuttonpressed()) { self SetOrigin(location); wait .1; } wait .5; } wait .1; } } debugPos() { for(;;) { self iPrintln("Pos: ^1"+self.origin+" ^7Angle: ^1"+self.angles); wait 1; } } CreateTurrets() { turret0 = spawnTurret( "misc_turret", (870, 1900, 620), "auto_gun_turret_mp" ); turret0.angles = (0,90,0); turret0 setModel( "t6_wpn_turret_sentry_gun" ); turret0.weaponinfoname = "auto_gun_turret_mp"; turret1 = spawnTurret( "misc_turret", (1030, 1800, 620), "auto_gun_turret_mp" ); turret1.angles = (0,0,0); turret1 setModel( "t6_wpn_turret_sentry_gun" ); turret1.weaponinfoname = "auto_gun_turret_mp"; turret2 = spawnTurret( "misc_turret", (710, 1800, 620), "auto_gun_turret_mp" ); turret2.angles = (0,-180,0); turret2 setModel( "t6_wpn_turret_sentry_gun" ); turret2.weaponinfoname = "auto_gun_turret_mp"; turret3 = spawnTurret( "misc_turret", (900, 1700, 620), "auto_gun_turret_mp" ); turret3.angles = (0,-90,0); turret3 setModel( "t6_wpn_turret_sentry_gun" ); turret3.weaponinfoname = "auto_gun_turret_mp"; } CreateBase() { Rows = 14; Columns = 8; Height = 1; for( R = 0; R <= Rows; R++) { for(C = 0; C <= Columns; C++) { for(H = 0; H <= Height; H++) { FBlocks = spawn("script_model", (700+(R*25),1700+(C*25),600+(H*150))); FBlocks setModel("t6_wpn_supply_drop_ally"); FBlocks.angles = (0, 0, 0); wait .001; } wait .001; } wait .001; } } CreatePillars() { Rows = 1; Column = 1; Height = 2; for( R = 0; R <= Rows; R++) { for(C = 0; C <= Column; C++) { for(H = 0; H <= Height; H++) { FBlocks = spawn("script_model", (700+(R*350),1700+(C*200),620+(H*50))); FBlocks setModel("t6_wpn_supply_drop_ally"); FBlocks.angles = (0, 0, 90); wait .1; } wait .1; } wait .1; } } ackopunch() { level.NGU = spawn( "script_model", (860, 1900, 780) ); level.NGU.angles = (0,90,0); level.NGU setModel( "t6_wpn_supply_drop_ally" ); for(;;) { self.packit destroy(); if(distance(self.origin, level.NGU.origin) <150) { self.packit = self createFontString( "hudbig", 2.0 ); self.packit setPoint( "TOP", "TOP", 0, 20 ); self.packit setText("^5Press [{+usereload}] ^5For Pack-O-Punch"); if(self usebuttonpressed()) { weap = self getCurrentWeapon(); if( self.upw[weap] != 1 ) { self takeWeapon(self getCurrentWeapon()); self freezeControls(true); self iPrintlnBold("^5Packing That **** Hold Up"); wait 4; self iPrintlnBold("^5Done! Now **** **** Up"); self.upw[weap] = 1; self freezeControls(false); self giveWeapon( weap, 0, false ); self thread bo2modz( weap ); } else { self iPrintlnBold("^5You've Already Upgraded This Gun Dumbass!"); wait 1; } } } wait 0.05; } } bo2modz( gun ) { for(;;) { self waittill ( "weapon_fired" ); weap = self getCurrentWeapon(); if( weap == gun ) { forward = self getTagOrigin("j_head"); end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000); SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ]; level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" ); playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation); RadiusDamage( SPLOSIONlocation, 300, 200, 100, self ); } } } vector_scal(vec, scale) { vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale); return vec; }
Heres some codes from my menu I hope this helps if so like the thread, would mean alot! I will add more don't worry and if you have any comment and I will add it. Thank you for the support! -Ways
Credits
CaBCon
Sheperdebops
(comment if you see a script is yours, I will give credit)