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Black Ops 2 GSC Managed Code List 2
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<blockquote data-quote="Ways" data-source="post: 2117" data-attributes="member: 299"><p style="text-align: left"><strong>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</strong></p> <p style="text-align: left"><strong>God Mode</strong></p> <p style="text-align: left"><strong>[SPOILER="God Mode"]</strong></p> <p style="text-align: left"><strong>GodMode()</strong></p> <p style="text-align: left"><strong>{</strong></p> <p style="text-align: left"><strong> if(self.god == false)</strong></p> <p style="text-align: left"><strong> {</strong></p> <p style="text-align: left"><strong> self iprintln("God Mode: ^2On");</strong></p> <p style="text-align: left"><strong> self enableInvulnerability();</strong></p> <p style="text-align: left"><strong> self.god=false;</strong></p> <p style="text-align: left"><strong> }</strong></p> <p style="text-align: left"><strong> else</strong></p> <p style="text-align: left"><strong> {</strong></p> <p style="text-align: left"><strong> self iprintln("God Mode: ^1Off");</strong></p> <p style="text-align: left"><strong> self DisableInvulnerability();</strong></p> <p style="text-align: left"><strong> self.god=true;</strong></p> <p style="text-align: left"><strong> }</strong></p> <p style="text-align: left"><strong> </strong></p> <p style="text-align: left"><strong>}</strong></p> <p style="text-align: left"><strong>[/SPOILER]</strong></p> <p style="text-align: left"><strong></strong></p> <p style="text-align: left"><strong>Unlimited Ammo</strong></p> <p style="text-align: left"><strong>[SPOILER="Unlimited Ammo"]</strong></p> <p style="text-align: left"><strong>[CODE]unlimited_ammo()[/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT]</strong></p> <p style="text-align: left"><strong>[B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B][LEFT]{</strong></p> <p style="text-align: left"><strong> self endon( "disconnect" );</strong></p> <p style="text-align: left"><strong> self endon( "death" );</strong></p> <p style="text-align: left"><strong></strong></p> <p style="text-align: left"><strong> for(;;)</strong></p> <p style="text-align: left"><strong> {</strong></p> <p style="text-align: left"><strong> wait 0.1;</strong></p> <p style="text-align: left"><strong></strong></p> <p style="text-align: left"><strong> currentWeapon = self getcurrentweapon();</strong></p> <p style="text-align: left"><strong> if ( currentWeapon != "none" )</strong></p> <p style="text-align: left"><strong> {</strong></p> <p style="text-align: left"><strong> self setweaponammoclip( currentWeapon, weaponclipsize(currentWeapon) );</strong></p> <p style="text-align: left"><strong> self givemaxammo( currentWeapon );</strong></p> <p style="text-align: left"><strong> }</strong></p> <p style="text-align: left"><strong></strong></p> <p style="text-align: left"><strong> currentoffhand = self getcurrentoffhand();</strong></p> <p style="text-align: left"><strong> if ( currentoffhand != "none" )</strong></p> <p style="text-align: left"><strong> self givemaxammo( currentoffhand );</strong></p> <p style="text-align: left"><strong> }</strong></p> <p style="text-align: left"><strong>}[/CODE][/SPOILER]</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>[SPOILER="Unlimited Ammo"][/spoiler]</strong>[SPOILER="Unlimited Ammo"]</p><p style="text-align: left"></p><p>[/SPOILER]</p><p style="text-align: left"><strong></strong></p> <p style="text-align: left"><strong>Teleport</strong></p> <p style="text-align: left"><strong>[SPOILER="Teleport"]</strong></p> <p style="text-align: left"><strong>[CODE]doTeleport()[/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT]</strong></p> <p style="text-align: left"><strong>[B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B][LEFT]{</strong></p> <p style="text-align: left"><strong> self beginLocationSelection( "map_mortar_selector" );</strong></p> <p style="text-align: left"><strong> self.selectingLocation = 1;</strong></p> <p style="text-align: left"><strong> self waittill( "confirm_location", location );</strong></p> <p style="text-align: left"><strong> newLocation = BulletTrace( location+( 0, 0, 100000 ), location, 0, self )[ "position" ];</strong></p> <p style="text-align: left"><strong> self SetOrigin( newLocation );</strong></p> <p style="text-align: left"><strong> self endLocationSelection();</strong></p> <p style="text-align: left"><strong> self.selectingLocation = undefined;</strong></p> <p style="text-align: left"><strong> self iPrintLn("Teleported!");</strong></p> <p style="text-align: left"><strong>}[/CODE][/SPOILER]</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>[SPOILER="Teleport"][/spoiler]</strong>[SPOILER="Teleport"]</p><p style="text-align: left"></p><p>[/SPOILER]</p><p style="text-align: left"><strong></strong></p> <p style="text-align: left"><strong>Change Class</strong></p> <p style="text-align: left"><strong>[SPOILER="change Class"]</strong></p> <p style="text-align: left"><strong>[CODE]ChangeClass()[/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT]</strong></p> <p style="text-align: left"><strong>[B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B][LEFT]{</strong></p> <p style="text-align: left"><strong> self endon("disconnect");</strong></p> <p style="text-align: left"><strong> self endon("death");</strong></p> <p style="text-align: left"><strong></strong></p> <p style="text-align: left"><strong> self maps/mp/gametypes/_globallogic_ui::beginclasschoice();</strong></p> <p style="text-align: left"><strong> for(;;)</strong></p> <p style="text-align: left"><strong> {</strong></p> <p style="text-align: left"><strong> if(self.pers[ "changed_class" ])</strong></p> <p style="text-align: left"><strong> self maps/mp/gametypes/_class::giveloadout( self.team, self.class );</strong></p> <p style="text-align: left"><strong> wait 0.05;</strong></p> <p style="text-align: left"><strong> }</strong></p> <p style="text-align: left"><strong>}[/CODE][/SPOILER]</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>[SPOILER="change Class"][/spoiler]</strong>[SPOILER="change Class"]</p><p style="text-align: left"></p><p>[/SPOILER]</p><p style="text-align: left"><strong></strong></p> <p style="text-align: left"><strong>Change Speed</strong></p> <p style="text-align: left"><strong>[SPOILER="Change Speed"][CODE]speedx2()[/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT]</strong></p> <p style="text-align: left"><strong>[B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B][LEFT]{</strong></p> <p style="text-align: left"><strong> self iprintln("Speed x2");</strong></p> <p style="text-align: left"><strong> self setmovespeedscale(2); //change number</strong></p> <p style="text-align: left"><strong>}</strong></p> <p style="text-align: left"><strong></strong></p> <p style="text-align: left"><strong>//If you want it faster or something change the number[/CODE][/SPOILER]</strong></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p style="text-align: left"><strong></strong></p> <p style="text-align: left"><strong>Fill Killstreaks</strong></p> <p style="text-align: left"><strong>[SPOILER="Killstreaks"]</strong></p> <p style="text-align: left"><strong>[CODE]{[/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT]</strong></p> <p style="text-align: left"><strong>[B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B][LEFT] maps/mp/gametypes/_globallogic_score::_setplayermomentum(self, 9999);</strong></p> <p style="text-align: left"><strong>}[/CODE][/SPOILER]</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>[SPOILER="Killstreaks"][/spoiler]</strong>[SPOILER="Killstreaks"]</p><p style="text-align: left"></p><p>[/SPOILER]</p><p style="text-align: left"><strong></strong></p> <p style="text-align: left"><strong>Constant Radar</strong></p> <p style="text-align: left"><strong>[SPOILER="UAV Forever"]</strong></p> <p style="text-align: left"><strong>[CODE]doUAV()[/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT]</strong></p> <p style="text-align: left"><strong>[B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B][LEFT]{</strong></p> <p style="text-align: left"><strong> self setclientuivisibilityflag("g_compassShowEnemies", 1);</strong></p> <p style="text-align: left"><strong> self iPrintLn("UAV ^2Enabled");</strong></p> <p style="text-align: left"><strong>}[/CODE][/SPOILER]</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>[SPOILER="UAV Forever"][/spoiler]</strong>[SPOILER="UAV Forever"]</p><p style="text-align: left"></p><p>[/SPOILER]</p><p style="text-align: left"><strong></strong></p> <p style="text-align: left"><strong>All Perks</strong></p> <p style="text-align: left"><strong>[SPOILER="All Perks"]</strong></p> <p style="text-align: left"><strong>[CODE]doPerks()[/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT]</strong></p> <p style="text-align: left"><strong>[B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B][LEFT]{</strong></p> <p style="text-align: left"><strong> self clearperks();</strong></p> <p style="text-align: left"><strong> self setperk("specialty_additionalprimaryweapon");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_armorpiercing");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_armorvest");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_bulletaccuracy");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_bulletdamage");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_bulletflinch");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_bulletpenetration");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_deadshot");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_delayexplosive");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_detectexplosive");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_disarmexplosive");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_earnmoremomentum");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_explosivedamage");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_extraammo");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_fallheight");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_fastads");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_fastequipmentuse");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_fastladderclimb");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_fastmantle");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_fastmeleerecovery");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_fastreload");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_fasttoss");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_fastweaponswitch");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_finalstand");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_fireproof");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_flakjacket");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_flashprotection");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_gpsjammer");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_grenadepulldeath");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_healthregen");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_holdbreath");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_immunecounteruav");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_immuneemp");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_immunemms");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_immunenvthermal");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_immunerangefinder");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_killstreak");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_longersprint");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_loudenemies");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_marksman");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_movefaster");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_nomotionsensor");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_noname");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_nottargetedbyairsupport");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_nokillstreakreticle");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_nottargettedbysentry");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_pin_back");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_pistoldeath");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_proximityprotection");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_quickrevive");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_quieter");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_reconnaissance");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_rof");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_scavenger");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_showenemyequipment");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_stunprotection");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_shellshock");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_sprintrecovery");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_showonradar");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_stalker");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_twogrenades");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_twoprimaries");</strong></p> <p style="text-align: left"><strong> self setperk("specialty_unlimitedsprint");</strong></p> <p style="text-align: left"><strong> self iPrintln("All Perks ^2Set");</strong></p> <p style="text-align: left"><strong>}[/CODE][/SPOILER]</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>[SPOILER="All Perks"][/spoiler]</strong>[SPOILER="All Perks"]</p><p style="text-align: left"></p><p>[/SPOILER]</p><p style="text-align: left"><strong></strong></p> <p style="text-align: left"><strong>Force Host</strong></p> <p style="text-align: left"><strong>[SPOILER="Force Host"]</strong></p> <p style="text-align: left"><strong>[CODE]forceHost()[/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT][/B][/LEFT]</strong></p> <p style="text-align: left"><strong>[B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B]</strong></p> <p style="text-align: left"><strong>[LEFT][B][LEFT] {</strong></p> <p style="text-align: left"><strong> if(self.fhost == false)</strong></p> <p style="text-align: left"><strong> {</strong></p> <p style="text-align: left"><strong> self.fhost = true;</strong></p> <p style="text-align: left"><strong> setDvar("party_connectToOthers" , "0");</strong></p> <p style="text-align: left"><strong> setDvar("partyMigrate_disabled" , "1");</strong></p> <p style="text-align: left"><strong> setDvar("party_mergingEnabled" , "0");</strong></p> <p style="text-align: left"><strong> self iPrintln("Force Host [^2ON^7]");</strong></p> <p style="text-align: left"><strong> }</strong></p> <p style="text-align: left"><strong> else</strong></p> <p style="text-align: left"><strong> {</strong></p> <p style="text-align: left"><strong> self.fhost = false;</strong></p> <p style="text-align: left"><strong> setDvar("party_connectToOthers" , "1");</strong></p> <p style="text-align: left"><strong> setDvar("partyMigrate_disabled" , "0");</strong></p> <p style="text-align: left"><strong> setDvar("party_mergingEnabled" , "1");</strong></p> <p style="text-align: left"><strong> self iPrintln("Force Host [^1OFF^7]");</strong></p> <p style="text-align: left"><strong> }</strong></p> <p style="text-align: left"><strong>}[/CODE][/SPOILER]</strong></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p style="text-align: left"><strong></strong></p> <p style="text-align: left"><strong>PHD Flopper</strong></p> <p style="text-align: left"><strong>[SPOILER="PHD Flopper"][/SPOILER]</strong></p><p><strong>[SPOILER="PHD Flopper"]</strong></p><p><strong>[CODE]PHD_Perk()</strong></p><p><strong>{</strong></p><p><strong> if(self.PHD==false)</strong></p><p><strong> {</strong></p><p><strong> self.PHD=true;</strong></p><p><strong> self thread phd_flopper();</strong></p><p><strong> self iPrintlnbold("PHD Flopper: On");</strong></p><p><strong> }</strong></p><p><strong> else</strong></p><p><strong> {</strong></p><p><strong> self.PHD=false;</strong></p><p><strong> self notify("phd_done");</strong></p><p><strong> self iPrintlnbold("PHD Flopper: Off");</strong></p><p><strong> }</strong></p><p><strong>}</strong></p><p><strong>phd_flopper()</strong></p><p><strong>{</strong></p><p><strong>self endon("phd_done");</strong></p><p><strong>self iprintln("PHD Flopper On");</strong></p><p><strong>for(;;)</strong></p><p><strong>{</strong></p><p><strong> if(isDefined(self.divetoprone) && self.divetoprone == 1)</strong></p><p><strong> {</strong></p><p><strong> if(self isOnGround())</strong></p><p><strong> {</strong></p><p><strong> self EnableInvulnerability();</strong></p><p><strong> self thread DiveExplosion();</strong></p><p><strong> wait 1;</strong></p><p><strong> }</strong></p><p><strong> }</strong></p><p><strong> wait .3;</strong></p><p><strong>}</strong></p><p><strong>}</strong></p><p><strong>DiveExplosion()</strong></p><p><strong>{</strong></p><p><strong>self endon("phd_done");</strong></p><p><strong>self playsound( "exp_barrel" );</strong></p><p><strong>playfx(loadfx("maps/mp_maps/fx_mp_exp_rc_bomb"), self.origin);</strong></p><p><strong>Earthquake( 0.3, 1, self.origin, 90 );</strong></p><p><strong>RadiusDamage(self.origin, 350, 700, 350, self, "MOD_PROJECTILE_SPLASH");</strong></p><p><strong>wait .2;</strong></p><p><strong>self DisableInvulnerability();</strong></p><p><strong>}</strong></p><p><strong></strong></p><p><strong>//Call it PHD_Perk[/CODE]</strong></p><p><strong>[/SPOILER]</strong></p><p style="text-align: left"><strong></strong></p> <p style="text-align: left"><strong>Change Your Outfit</strong></p> <p style="text-align: left"><strong>[SPOILER="Change Your Outfit"][/SPOILER]</strong>[SPOILER="Change Your Outfit"][/spoiler]</p><p>[SPOILER="Change Your Outfit"]</p><p><strong></strong></p><p><strong>[CODE]ChangeSwag()</strong></p><p><strong>{</strong></p><p><strong> if(self.swg == false)</strong></p><p><strong> {</strong></p><p><strong> self thread Swggy();</strong></p><p><strong> self iprintln("Switch Apperiance Enable");</strong></p><p><strong> self setclientthirdperson(true);</strong></p><p><strong> self.swg = true;</strong></p><p><strong> }</strong></p><p><strong> else</strong></p><p><strong> {</strong></p><p><strong> self iprintln("Switch Apperiance Off");</strong></p><p><strong> self setclientthirdperson(false);</strong></p><p><strong> self notify("stopswg");</strong></p><p><strong> self.swg = false;</strong></p><p><strong> }</strong></p><p><strong>}</strong></p><p><strong></strong></p><p><strong>Swggy()</strong></p><p><strong>{</strong></p><p><strong> self endon("death");</strong></p><p><strong> self endon("stopswg");</strong></p><p><strong> self endon("disconnect");</strong></p><p><strong> for(;;)</strong></p><p><strong> {</strong></p><p><strong> self [[game["set_player_model"][self.team]["default"]]]();</strong></p><p><strong> wait 0.01;</strong></p><p><strong> self [[game["set_player_model"][self.team]["mg"]]]();</strong></p><p><strong> wait 0.01;</strong></p><p><strong> self [[game["set_player_model"][self.team]["spread"]]]();</strong></p><p><strong> wait 0.01;</strong></p><p><strong> self [[game["set_player_model"][self.team]["rifle"]]]();</strong></p><p><strong> wait 0.01;</strong></p><p><strong> self [[game["set_player_model"][self.team]["smg"]]]();</strong></p><p><strong> }</strong></p><p><strong> wait 0.01;</strong></p><p><strong>} //MAde this myself please give credit if you put this in your menu[/CODE]</strong></p><p>[/SPOILER]</p><p></p><p><strong>Strafe Run</strong></p><p><strong>[SPOILER="Strafe Run"]</strong></p><p><strong>[CODE]locationSelector()</strong></p><p><strong>{</strong></p><p><strong>self endon("disconnect");</strong></p><p><strong>self endon("death");</strong></p><p><strong></strong></p><p><strong>self beginLocationSelection( "map_mortar_selector" );</strong></p><p><strong>self disableoffhandweapons();</strong></p><p><strong>self giveWeapon( "killstreak_remote_turret_mp" );</strong></p><p><strong>self switchToWeapon( "killstreak_remote_turret_mp" );</strong></p><p><strong>self.selectingLocation = 1;</strong></p><p><strong>self waittill("confirm_location", location);</strong></p><p><strong>newLocation = BulletTrace(location+( 0, 0, 100000 ), location, false, self)["position"];</strong></p><p><strong>self endLocationSelection();</strong></p><p><strong>self enableoffhandweapons();</strong></p><p><strong>self switchToWeapon(self maps\mp\_utility::getlastweapon());</strong></p><p><strong>self.selectingLocation = undefined;</strong></p><p><strong>return newLocation;</strong></p><p><strong>}</strong></p><p><strong></strong></p><p><strong>initStrafeRun()</strong></p><p><strong>{</strong></p><p><strong>if (!level.AwaitingPreviousStrafe)</strong></p><p><strong>{</strong></p><p><strong> Location = locationSelector();</strong></p><p><strong> self iPrintlnBold("Strafe Run Inbound...");</strong></p><p><strong> level.AwaitingPreviousStrafe = true;</strong></p><p><strong></strong></p><p><strong> locationYaw = 180;</strong></p><p><strong> flightPath1 = getFlightPath(Location, locationYaw, 0);</strong></p><p><strong> flightPath2 = getFlightPath(Location, locationYaw, -620);</strong></p><p><strong> flightPath3 = getFlightPath(Location, locationYaw, 620);</strong></p><p><strong> flightPath4 = getFlightPath(Location, locationYaw, -1140);</strong></p><p><strong> flightPath5 = getFlightPath(Location, locationYaw, 1140);</strong></p><p><strong></strong></p><p><strong> level thread Strafe_Think(self, flightPath1);</strong></p><p><strong> wait 0.3;</strong></p><p><strong> level thread Strafe_Think(self, flightPath2);</strong></p><p><strong> level thread Strafe_Think(self, flightPath3);</strong></p><p><strong> wait 0.3;</strong></p><p><strong> level thread Strafe_Think(self, flightPath4);</strong></p><p><strong> level thread Strafe_Think(self, flightPath5);</strong></p><p><strong> wait 60;</strong></p><p><strong> level.AwaitingPreviousStrafe = false;</strong></p><p><strong>}</strong></p><p><strong>else</strong></p><p><strong> self iPrintln("^1Wait For Previous Strafe Run To Finish Before Calling In Another One!");</strong></p><p><strong>}</strong></p><p><strong></strong></p><p><strong>Strafe_Think(owner, flightPath)</strong></p><p><strong>{</strong></p><p><strong>level endon("game_ended");</strong></p><p><strong></strong></p><p><strong>if (!isDefined(owner))</strong></p><p><strong> return;</strong></p><p><strong></strong></p><p><strong>forward = vectorToAngles(flightPath["end"] - flightPath["start"]);</strong></p><p><strong>StrafeHeli = SpawnStrafeHelicopter(owner, flightPath["start"], forward);</strong></p><p><strong>StrafeHeli thread Strafe_Attack_Think();</strong></p><p><strong></strong></p><p><strong>StrafeHeli setYawSpeed(120, 60);</strong></p><p><strong>StrafeHeli setSpeed(48, 48);</strong></p><p><strong>StrafeHeli setVehGoalPos( flightPath["end"], 0 );</strong></p><p><strong>StrafeHeli waittill("goal");</strong></p><p><strong></strong></p><p><strong>StrafeHeli setYawSpeed(30, 40);</strong></p><p><strong>StrafeHeli setSpeed(32, 32);</strong></p><p><strong>StrafeHeli setVehGoalPos( flightPath["start"], 0 );</strong></p><p><strong>wait 2;</strong></p><p><strong></strong></p><p><strong>StrafeHeli setYawSpeed(100, 60);</strong></p><p><strong>StrafeHeli setSpeed(64, 64);</strong></p><p><strong>StrafeHeli waittill("goal");</strong></p><p><strong>self notify("chopperdone");</strong></p><p><strong>StrafeHeli delete();</strong></p><p><strong>}</strong></p><p><strong></strong></p><p><strong>Strafe_Attack_Think()</strong></p><p><strong>{</strong></p><p><strong>self endon("chopperdone");</strong></p><p><strong></strong></p><p><strong>self setVehWeapon(self.defaultweapon);</strong></p><p><strong>for( ;; )</strong></p><p><strong>{</strong></p><p><strong> for (i = 0; i < level.players.size; i++)</strong></p><p><strong> {</strong></p><p><strong> if(CanTargetPlayer(level.players[i]))</strong></p><p><strong> {</strong></p><p><strong> self setturrettargetent(level.players[i]);</strong></p><p><strong> self FireWeapon("tag_flash", level.players[i]);</strong></p><p><strong> }</strong></p><p><strong> }</strong></p><p><strong> wait 0.5;</strong></p><p><strong>}</strong></p><p><strong>}</strong></p><p><strong></strong></p><p><strong>SpawnStrafeHelicopter(owner, origin, angles)</strong></p><p><strong>{</strong></p><p><strong>Team = owner.pers["team"];</strong></p><p><strong>SentryGun = spawnHelicopter(owner, origin, angles, "heli_ai_mp", "veh_t6_air_attack_heli_mp_dark");</strong></p><p><strong>SentryGun.team = Team;</strong></p><p><strong>SentryGun.pers["team"] = Team;</strong></p><p><strong>SentryGun.owner = owner;</strong></p><p><strong>SentryGun.currentstate = "ok";</strong></p><p><strong>SentryGun setdamagestage(4);</strong></p><p><strong>SentryGun.killCamEnt = SentryGun;</strong></p><p><strong>return SentryGun;</strong></p><p><strong>}</strong></p><p><strong></strong></p><p><strong>CanTargetPlayer(player)</strong></p><p><strong>{</strong></p><p><strong> CanTarget = true;</strong></p><p><strong> if (!IsAlive(player) || player.sessionstate != "playing")</strong></p><p><strong> return false;</strong></p><p><strong> if (Distance(player.origin, self.origin ) > 5000)</strong></p><p><strong> return false;</strong></p><p><strong> if (!isDefined(player.pers["team"]))</strong></p><p><strong> return false;</strong></p><p><strong> if (level.teamBased && player.pers["team"] == self.team)</strong></p><p><strong> return false;</strong></p><p><strong> if (player == self.owner)</strong></p><p><strong> return false;</strong></p><p><strong> if (player.pers["team"] == "spectator")</strong></p><p><strong> return false;</strong></p><p><strong> if (!BulletTracePassed(self getTagOrigin("tag_origin"), player getTagOrigin("j_head"), false, self))</strong></p><p><strong> return false;</strong></p><p><strong> return CanTarget;</strong></p><p><strong>}</strong></p><p><strong>getFlightPath( location, locationYaw, rightOffset )</strong></p><p><strong>{</strong></p><p><strong>location = location * (1, 1, 0);</strong></p><p><strong>initialDirection = (0, locationYaw, 0);</strong></p><p><strong>planeHalfDistance = 12000;</strong></p><p><strong>flightPath = [];</strong></p><p><strong>if (isDefined(rightOffset) && rightOffset != 0)</strong></p><p><strong> location = location + (AnglesToRight(initialDirection ) * rightOffset ) + (0, 0, RandomInt(300));</strong></p><p><strong>startPoint = (location + (AnglesToForward(initialDirection) * (-1 * planeHalfDistance)));</strong></p><p><strong>endPoint = (location + (AnglesToForward(initialDirection) * planeHalfDistance));</strong></p><p><strong>flyheight = 1500;</strong></p><p><strong>if (isDefined(maps/mp/killstreaks/_airsupport::getminimumflyheight()))</strong></p><p><strong> flyheight = maps/mp/killstreaks/_airsupport::getminimumflyheight();</strong></p><p><strong></strong></p><p><strong>flightPath["start"] = startPoint + ( 0, 0, flyHeight );</strong></p><p><strong>flightPath["end"] = endPoint + ( 0, 0, flyHeight );</strong></p><p><strong>return flightPath;</strong></p><p><strong>} //Call it initStrafeRun[/CODE]</strong></p><p><strong>[/SPOILER]</strong></p><p></p><p><strong>Kamikaze</strong></p><p><strong>[SPOILER="Kamikaze"]</strong></p><p><strong>[CODE]kamikaze()</strong></p><p><strong>{</strong></p><p><strong> self endon("disconnect");</strong></p><p><strong> self endon("death");</strong></p><p><strong></strong></p><p><strong> Location = locationSelector();</strong></p><p><strong></strong></p><p><strong> self iPrintlnBold("^3Kamikaze Bomber Inbound");</strong></p><p><strong></strong></p><p><strong> Kamikaze = spawn("script_model", self.origin+(24000,15000,25000) );</strong></p><p><strong> Kamikaze setModel( "veh_t6_air_fa38_killstreak" );</strong></p><p><strong> Angles = vectorToAngles( Location - (self.origin+(8000,5000,10000)));</strong></p><p><strong> Kamikaze.angles = Angles;</strong></p><p><strong> Kamikaze moveto(Location, 3.5);</strong></p><p><strong></strong></p><p><strong> Kamikaze playsound( "mpl_lightning_flyover_boom" );</strong></p><p><strong></strong></p><p><strong> playFxOnTag( level.chopper_fx[ "damage" ][ "light_smoke" ], Kamikaze, "tag_origin" );</strong></p><p><strong> wait 3.6;</strong></p><p><strong> playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin);</strong></p><p><strong> playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(400,0,0));</strong></p><p><strong> playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,400,0));</strong></p><p><strong> playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(400,400,0));</strong></p><p><strong> playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,400));</strong></p><p><strong> playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(400,0,0));</strong></p><p><strong> playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(0,400,0));</strong></p><p><strong> playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(400,400,0));</strong></p><p><strong> playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,800));</strong></p><p><strong> playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(200,0,0));</strong></p><p><strong> playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,200,0));</strong></p><p><strong> playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(200,200,0));</strong></p><p><strong> playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,200));</strong></p><p><strong> playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(200,0,0));</strong></p><p><strong> playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(0,200,0));</strong></p><p><strong> playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(200,200,0));</strong></p><p><strong> playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,200));</strong></p><p><strong> Kamikaze playsound( level.heli_sound[ "crash" ] );</strong></p><p><strong> self RadiusDamage(Kamikaze.origin, 500, 1000, 100, self);</strong></p><p><strong></strong></p><p><strong> Kamikaze delete();</strong></p><p><strong> Earthquake( 0.4, 4, Kamikaze.origin, 800 );</strong></p><p><strong>}[/CODE]</strong></p><p><strong>[/SPOILER]</strong></p><p></p><p><strong>Shaders</strong></p><p><strong>[SPOILER="Cool Shaders"]</strong></p><p><strong>[CODE]//Treyarch Loading Symbol</strong></p><p><strong>{</strong></p><p><strong> maps\mp\_compass::setupminimap( "lui_loader_no_offset" );</strong></p><p><strong> self iprintln("Minimap Changed");</strong></p><p><strong>}</strong></p><p><strong>//Xbox Controlller</strong></p><p><strong>{</strong></p><p><strong> maps\mp\_compass::setupminimap( "em_bg_ani_cybertron" );</strong></p><p><strong> self iprintln("Minimap Changed");</strong></p><p><strong>}</strong></p><p><strong>//World League</strong></p><p><strong>Minimap8()</strong></p><p><strong>{</strong></p><p><strong> maps\mp\_compass::setupminimap( "menu_div_pro_sub03_64" );</strong></p><p><strong> self iprintln("Minimap Changed");</strong></p><p><strong>}[/CODE]</strong></p><p><strong>[/SPOILER]</strong></p><p><strong></strong></p><p><strong>Sounds</strong></p><p><strong>[SPOILER="Sounds"]</strong></p><p><strong>[CODE]tst_test_system //Scary Sound</strong></p><p><strong>chr_sprint_gasp //Orgasm</strong></p><p><strong>aml_dog_bark //Dog Bark</strong></p><p><strong>//more coming[/CODE]</strong></p><p><strong>[/SPOILER]</strong></p><p><span style="color: #ff0000"><strong>NEW</strong></span></p><p><strong>Light Sabers</strong></p><p><strong>[SPOILER="Light Sabers"]</strong></p><p><strong>[CODE]RandomMod()</strong></p><p><strong>{</strong></p><p><strong> level.waypointRed=loadFX("misc/fx_equip_tac_insert_light_red");</strong></p><p><strong> level.waypointGreen=loadFX("misc/fx_equip_tac_insert_light_grn");</strong></p><p><strong> level.bettydestroyedfx = loadfx( "weapon/bouncing_betty/fx_betty_destroyed" );</strong></p><p><strong> self TakeAllWeapons();</strong></p><p><strong> self setclientthirdperson(1);</strong></p><p><strong> self giveWeapon("knife_ballistic_mp",0,true(44,0,0,0,0));</strong></p><p><strong> self givemaxammo("knife_ballistic_mp");</strong></p><p><strong> playFxOnTag(level.waypointRed, self, "tag_weapon_left");</strong></p><p><strong> playFxOnTag(level.waypointGreen, self, "tag_weapon_right");</strong></p><p><strong> playFxOnTag(level.waypointRed, self, "tag_weapon_right");</strong></p><p><strong> playFxOnTag(level.waypointGreen, self, "tag_weapon_left");</strong></p><p><strong> self endon("death");</strong></p><p><strong> self endon("sabers");</strong></p><p><strong> self endon("disconnect");</strong></p><p><strong> for(;;)</strong></p><p><strong> {</strong></p><p><strong> self waittill("fireworks");</strong></p><p><strong> playFxOnTag(level.bettydestroyedfx, self, "tag_weapon_right");</strong></p><p><strong> playFxOnTag(level.bettydestroyedfx, self, "tag_weapon_left");</strong></p><p><strong> }</strong></p><p><strong>}</strong></p><p><strong>givesabers()</strong></p><p><strong>{</strong></p><p><strong> if(self.givinsbers==false)</strong></p><p><strong> {</strong></p><p><strong> self RandomMod();</strong></p><p><strong> self.sabers=true;</strong></p><p><strong> self.givinsbers=true;</strong></p><p><strong> }</strong></p><p><strong> else</strong></p><p><strong> {</strong></p><p><strong> self.sabers=false;</strong></p><p><strong> self notify("sabers");</strong></p><p><strong> self.givinsbers=false;</strong></p><p><strong> }</strong></p><p><strong>} [/CODE]</strong></p><p><strong>[/SPOILER]</strong></p><p><span style="color: #ff0000"><strong>NEW</strong></span></p><p><strong>Sky Base</strong></p><p><strong>[SPOILER="Sky Base by Sheperdebops"]</strong></p><p><strong>[CODE]precacheModel("mp_flag_green");// Place this in Init()</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>SkyBase()</strong></p><p><strong>{</strong></p><p><strong>self endon("disconnect");</strong></p><p><strong>self notify("Close");</strong></p><p><strong>self freezecontrols(false);</strong></p><p><strong>self.InAnar = 0;</strong></p><p><strong>wait 2;</strong></p><p><strong>if(!self.Spawned)</strong></p><p><strong> {</strong></p><p><strong> self iprintlnbold("Shoot to Place the teleporter");</strong></p><p><strong> self waittill ( "weapon_fired" );</strong></p><p><strong> forward = self getTagOrigin("j_head");</strong></p><p><strong> end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);</strong></p><p><strong> location = BulletTrace( forward, end, 0, self )[ "position" ];</strong></p><p><strong> self thread CreateTeleporter(location);</strong></p><p><strong> self.Spawned = true;</strong></p><p><strong> }</strong></p><p><strong> else</strong></p><p><strong> self iprintlnbold("You cant create more than one");</strong></p><p><strong>}</strong></p><p><strong>vector_scal(vec, scale)</strong></p><p><strong>{</strong></p><p><strong> vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);</strong></p><p><strong> return vec;</strong></p><p><strong>}</strong></p><p><strong>spawnEntity(class, model, origin, angle)</strong></p><p><strong>{</strong></p><p><strong> entity = spawn(class, origin);</strong></p><p><strong> entity.angles = angle;</strong></p><p><strong> entity setModel(model);</strong></p><p><strong> return entity;</strong></p><p><strong>}</strong></p><p><strong></strong></p><p><strong>CreateTeleporter(Location)</strong></p><p><strong>{</strong></p><p><strong>level.waypointGreen = loadFX("misc/fx_equip_tac_insert_light_grn");</strong></p><p><strong>sense = 40;</strong></p><p><strong>Teleporter = PlayFX(level.waypointGreen,location);</strong></p><p><strong>self iprintlnbold("Creating Base Please Wait");</strong></p><p><strong>CreateBase();</strong></p><p><strong>CreatePillars();</strong></p><p><strong>wait .2;</strong></p><p><strong>CreateTurrets();</strong></p><p><strong>wait .2;</strong></p><p><strong>self thread ackopunch();</strong></p><p><strong>wait .2;</strong></p><p><strong>TeleporterUP = spawn("script_model", (870, 1740, 620));</strong></p><p><strong>TeleporterUP.angles = (0,10,0);</strong></p><p><strong>TeleporterUP setmodel("mp_flag_green");</strong></p><p><strong>TeleporterDown = spawn("script_model", (700, 1740, 765));</strong></p><p><strong>TeleporterDown.angles = (0,10,0);</strong></p><p><strong>TeleporterDown setmodel("mp_flag_green");</strong></p><p><strong>TeleporterBack = spawn("script_model", (1000, 1740, 765));</strong></p><p><strong>TeleporterBack.angles = (0,10,0);</strong></p><p><strong>TeleporterBack setmodel("mp_flag_green");</strong></p><p><strong></strong></p><p><strong>self iprintlnbold("SkyBase Created");</strong></p><p><strong>wait 1;</strong></p><p><strong>self iprintlnbold("Made by Sheperdebops");</strong></p><p><strong>for(;;)</strong></p><p><strong> {</strong></p><p><strong> if( distance( self.origin, location) < sense)</strong></p><p><strong> {</strong></p><p><strong> self iprintlnbold("Hold [{+gostand}] to Teleport");</strong></p><p><strong> if(self jumpbuttonpressed())</strong></p><p><strong> {</strong></p><p><strong> wait .2;</strong></p><p><strong> self SetOrigin((900, 1740, 635));</strong></p><p><strong> wait .1;</strong></p><p><strong> }</strong></p><p><strong> wait .5;</strong></p><p><strong> }</strong></p><p><strong> if( distance( self.origin, TeleporterUp.origin) < sense)</strong></p><p><strong> {</strong></p><p><strong> self iprintlnbold("Hold [{+gostand}] to Teleport UP");</strong></p><p><strong> if(self jumpbuttonpressed())</strong></p><p><strong> {</strong></p><p><strong> self SetOrigin((900, 1740, 785));</strong></p><p><strong> wait .1;</strong></p><p><strong> }</strong></p><p><strong> wait .5;</strong></p><p><strong> }</strong></p><p><strong> if( distance( self.origin, TeleporterDown.origin) < sense)</strong></p><p><strong> {</strong></p><p><strong> self iprintlnbold("Hold [{+gostand}] to Teleport Down");</strong></p><p><strong> if(self jumpbuttonpressed())</strong></p><p><strong> {</strong></p><p><strong> self SetOrigin((900, 1740, 635));</strong></p><p><strong> wait .1;</strong></p><p><strong> }</strong></p><p><strong> wait .5;</strong></p><p><strong> }</strong></p><p><strong> if( distance( self.origin, TeleporterBack.origin) < sense)</strong></p><p><strong> {</strong></p><p><strong> self iprintlnbold("Hold [{+gostand}] to Return to Land");</strong></p><p><strong> if(self jumpbuttonpressed())</strong></p><p><strong> {</strong></p><p><strong> self SetOrigin(location);</strong></p><p><strong> wait .1;</strong></p><p><strong> }</strong></p><p><strong> wait .5;</strong></p><p><strong> }</strong></p><p><strong> wait .1;</strong></p><p><strong> }</strong></p><p><strong>}</strong></p><p><strong>debugPos()</strong></p><p><strong>{</strong></p><p><strong>for(;;)</strong></p><p><strong> {</strong></p><p><strong> self iPrintln("Pos: ^1"+self.origin+" ^7Angle: ^1"+self.angles);</strong></p><p><strong> wait 1;</strong></p><p><strong> }</strong></p><p><strong>}</strong></p><p><strong>CreateTurrets()</strong></p><p><strong>{</strong></p><p><strong>turret0 = spawnTurret( "misc_turret", (870, 1900, 620), "auto_gun_turret_mp" );</strong></p><p><strong>turret0.angles = (0,90,0);</strong></p><p><strong>turret0 setModel( "t6_wpn_turret_sentry_gun" );</strong></p><p><strong>turret0.weaponinfoname = "auto_gun_turret_mp";</strong></p><p><strong></strong></p><p><strong>turret1 = spawnTurret( "misc_turret", (1030, 1800, 620), "auto_gun_turret_mp" );</strong></p><p><strong>turret1.angles = (0,0,0);</strong></p><p><strong>turret1 setModel( "t6_wpn_turret_sentry_gun" );</strong></p><p><strong>turret1.weaponinfoname = "auto_gun_turret_mp";</strong></p><p><strong></strong></p><p><strong>turret2 = spawnTurret( "misc_turret", (710, 1800, 620), "auto_gun_turret_mp" );</strong></p><p><strong>turret2.angles = (0,-180,0);</strong></p><p><strong>turret2 setModel( "t6_wpn_turret_sentry_gun" );</strong></p><p><strong>turret2.weaponinfoname = "auto_gun_turret_mp";</strong></p><p><strong></strong></p><p><strong>turret3 = spawnTurret( "misc_turret", (900, 1700, 620), "auto_gun_turret_mp" );</strong></p><p><strong>turret3.angles = (0,-90,0);</strong></p><p><strong>turret3 setModel( "t6_wpn_turret_sentry_gun" );</strong></p><p><strong>turret3.weaponinfoname = "auto_gun_turret_mp";</strong></p><p><strong>}</strong></p><p><strong>CreateBase()</strong></p><p><strong>{</strong></p><p><strong> Rows = 14;</strong></p><p><strong> Columns = 8;</strong></p><p><strong> Height = 1;</strong></p><p><strong> for( R = 0; R <= Rows; R++)</strong></p><p><strong> {</strong></p><p><strong> for(C = 0; C <= Columns; C++)</strong></p><p><strong> {</strong></p><p><strong> for(H = 0; H <= Height; H++)</strong></p><p><strong> {</strong></p><p><strong> FBlocks = spawn("script_model", (700+(R*25),1700+(C*25),600+(H*150)));</strong></p><p><strong> FBlocks setModel("t6_wpn_supply_drop_ally");</strong></p><p><strong> FBlocks.angles = (0, 0, 0);</strong></p><p><strong> wait .001;</strong></p><p><strong> }</strong></p><p><strong> wait .001;</strong></p><p><strong> }</strong></p><p><strong> wait .001;</strong></p><p><strong> }</strong></p><p><strong>}</strong></p><p><strong>CreatePillars()</strong></p><p><strong>{</strong></p><p><strong> Rows = 1;</strong></p><p><strong> Column = 1;</strong></p><p><strong> Height = 2;</strong></p><p><strong> for( R = 0; R <= Rows; R++)</strong></p><p><strong> {</strong></p><p><strong> for(C = 0; C <= Column; C++)</strong></p><p><strong> {</strong></p><p><strong> for(H = 0; H <= Height; H++)</strong></p><p><strong> {</strong></p><p><strong> FBlocks = spawn("script_model", (700+(R*350),1700+(C*200),620+(H*50)));</strong></p><p><strong> FBlocks setModel("t6_wpn_supply_drop_ally");</strong></p><p><strong> FBlocks.angles = (0, 0, 90);</strong></p><p><strong> wait .1;</strong></p><p><strong> }</strong></p><p><strong> wait .1;</strong></p><p><strong> }</strong></p><p><strong> wait .1;</strong></p><p><strong> }</strong></p><p><strong>}</strong></p><p><strong></strong></p><p><strong>ackopunch()</strong></p><p><strong>{</strong></p><p><strong>level.NGU = spawn( "script_model", (860, 1900, 780) );</strong></p><p><strong>level.NGU.angles = (0,90,0);</strong></p><p><strong>level.NGU setModel( "t6_wpn_supply_drop_ally" );</strong></p><p><strong>for(;;)</strong></p><p><strong>{</strong></p><p><strong>self.packit destroy();</strong></p><p><strong>if(distance(self.origin, level.NGU.origin) <150)</strong></p><p><strong>{</strong></p><p><strong>self.packit = self createFontString( "hudbig", 2.0 );</strong></p><p><strong>self.packit setPoint( "TOP", "TOP", 0, 20 );</strong></p><p><strong>self.packit setText("^5Press [{+usereload}] ^5For Pack-O-Punch");</strong></p><p><strong>if(self usebuttonpressed())</strong></p><p><strong>{</strong></p><p><strong>weap = self getCurrentWeapon();</strong></p><p><strong>if( self.upw[weap] != 1 )</strong></p><p><strong>{</strong></p><p><strong>self takeWeapon(self getCurrentWeapon());</strong></p><p><strong>self freezeControls(true);</strong></p><p><strong>self iPrintlnBold("^5Packing That **** Hold Up");</strong></p><p><strong>wait 4;</strong></p><p><strong>self iPrintlnBold("^5Done! Now **** **** Up");</strong></p><p><strong>self.upw[weap] = 1;</strong></p><p><strong>self freezeControls(false);</strong></p><p><strong>self giveWeapon( weap, 0, false );</strong></p><p><strong>self thread bo2modz( weap );</strong></p><p><strong>} else {</strong></p><p><strong>self iPrintlnBold("^5You've Already Upgraded This Gun Dumbass!");</strong></p><p><strong>wait 1;</strong></p><p><strong>}</strong></p><p><strong>}</strong></p><p><strong>}</strong></p><p><strong>wait 0.05;</strong></p><p><strong>}</strong></p><p><strong>}</strong></p><p><strong>bo2modz( gun )</strong></p><p><strong>{</strong></p><p><strong>for(;;)</strong></p><p><strong>{</strong></p><p><strong>self waittill ( "weapon_fired" );</strong></p><p><strong>weap = self getCurrentWeapon();</strong></p><p><strong>if( weap == gun )</strong></p><p><strong>{</strong></p><p><strong>forward = self getTagOrigin("j_head");</strong></p><p><strong>end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);</strong></p><p><strong>SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];</strong></p><p><strong>level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );</strong></p><p><strong>playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);</strong></p><p><strong>RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );</strong></p><p><strong>}</strong></p><p><strong>}</strong></p><p><strong>}</strong></p><p><strong>vector_scal(vec, scale)</strong></p><p><strong>{</strong></p><p><strong>vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);</strong></p><p><strong>return vec;</strong></p><p><strong>}[/CODE]</strong></p><p><strong>[/SPOILER]</strong></p><p><strong></strong></p><p></p><p><strong></strong></p><p><strong>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</strong></p><p><strong></strong></p><p style="text-align: center"><strong><u>Credits</u></strong></p> <p style="text-align: center"><strong>CaBCon</strong></p> <p style="text-align: center"><strong>Sheperdebops</strong></p> <p style="text-align: center"><strong>(comment if you see a script is yours, I will give credit)</strong></p></blockquote><p></p>
[QUOTE="Ways, post: 2117, member: 299"] [LEFT][B]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 [SPOILER="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; } } [/SPOILER] Unlimited Ammo [SPOILER="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 ); } }[/CODE][/SPOILER][/B][/LEFT][B] [SPOILER="Unlimited Ammo"][/spoiler][/B][SPOILER="Unlimited Ammo"] [LEFT][/LEFT] [/SPOILER] [LEFT][B] Teleport [SPOILER="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!"); }[/CODE][/SPOILER][/B][/LEFT][B] [SPOILER="Teleport"][/spoiler][/B][SPOILER="Teleport"] [LEFT][/LEFT] [/SPOILER] [LEFT][B] Change Class [SPOILER="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; } }[/CODE][/SPOILER][/B][/LEFT][B] [SPOILER="change Class"][/spoiler][/B][SPOILER="change Class"] [LEFT][/LEFT] [/SPOILER] [LEFT][B] Change Speed [SPOILER="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[/CODE][/SPOILER][/B][/LEFT][B][/B] [LEFT][B] Fill Killstreaks [SPOILER="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); }[/CODE][/SPOILER][/B][/LEFT][B] [SPOILER="Killstreaks"][/spoiler][/B][SPOILER="Killstreaks"] [LEFT][/LEFT] [/SPOILER] [LEFT][B] Constant Radar [SPOILER="UAV Forever"] [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"); }[/CODE][/SPOILER][/B][/LEFT][B] [SPOILER="UAV Forever"][/spoiler][/B][SPOILER="UAV Forever"] [LEFT][/LEFT] [/SPOILER] [LEFT][B] All Perks [SPOILER="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"); }[/CODE][/SPOILER][/B][/LEFT][B] [SPOILER="All Perks"][/spoiler][/B][SPOILER="All Perks"] [LEFT][/LEFT] [/SPOILER] [LEFT][B] Force Host [SPOILER="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]"); } }[/CODE][/SPOILER][/B][/LEFT][B][/B] [LEFT][B] PHD Flopper [SPOILER="PHD Flopper"][/SPOILER][/B][/LEFT] [B][SPOILER="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[/CODE] [/SPOILER][/B] [LEFT][B] Change Your Outfit [SPOILER="Change Your Outfit"][/SPOILER][/B][SPOILER="Change Your Outfit"][/spoiler][/LEFT] [SPOILER="Change Your Outfit"] [B] [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[/CODE][/B] [/SPOILER] [B]Strafe Run [SPOILER="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[/CODE] [/SPOILER][/B] [B]Kamikaze [SPOILER="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 ); }[/CODE] [/SPOILER][/B] [B]Shaders [SPOILER="Cool 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"); }[/CODE] [/SPOILER] Sounds [SPOILER="Sounds"] [CODE]tst_test_system //Scary Sound chr_sprint_gasp //Orgasm aml_dog_bark //Dog Bark //more coming[/CODE] [/SPOILER][/B] [COLOR=#ff0000][B]NEW[/B][/COLOR] [B]Light Sabers [SPOILER="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; } } [/CODE] [/SPOILER][/B] [COLOR=#ff0000][B]NEW[/B][/COLOR] [B]Sky Base [SPOILER="Sky Base by Sheperdebops"] [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; }[/CODE] [/SPOILER] [/B] [B] 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 [/B] [CENTER][B][U]Credits[/U] CaBCon Sheperdebops (comment if you see a script is yours, I will give credit)[/B][/CENTER] [/QUOTE]
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