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Black Ops 2 GSC Managed Code List 2
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<blockquote data-quote="Sheperdebops" data-source="post: 2211" data-attributes="member: 21"><p>it needs tidying up you have random spoilers haaha also theres lots off HTML it looks like everywhere anyway add this</p><p></p><p>My Skybase(This is for MP.. Has 4 turrets and a pack a punch places the teleporter where ever you shoot)</p><p>[SPOILER="Sheperdebops Skybase"]</p><p>[PHP]precacheModel("mp_flag_green");// Place this in Init()</p><p></p><p></p><p></p><p>SkyBase()</p><p>{</p><p>self endon("disconnect");</p><p>self notify("Close");</p><p>self freezecontrols(false);</p><p>self.InAnar = 0;</p><p>wait 2;</p><p>if(!self.Spawned)</p><p> {</p><p> self iprintlnbold("Shoot to Place the teleporter");</p><p> self waittill ( "weapon_fired" );</p><p> forward = self getTagOrigin("j_head");</p><p> end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);</p><p> location = BulletTrace( forward, end, 0, self )[ "position" ];</p><p> self thread CreateTeleporter(location);</p><p> self.Spawned = true;</p><p> }</p><p> else</p><p> self iprintlnbold("You cant create more than one");</p><p>}</p><p>vector_scal(vec, scale)</p><p>{</p><p> vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);</p><p> return vec;</p><p>}</p><p>spawnEntity(class, model, origin, angle)</p><p>{</p><p> entity = spawn(class, origin);</p><p> entity.angles = angle;</p><p> entity setModel(model);</p><p> return entity;</p><p>}</p><p></p><p>CreateTeleporter(Location)</p><p>{</p><p>level.waypointGreen = loadFX("misc/fx_equip_tac_insert_light_grn");</p><p>sense = 40;</p><p>Teleporter = PlayFX(level.waypointGreen,location);</p><p>self iprintlnbold("Creating Base Please Wait");</p><p>CreateBase();</p><p>CreatePillars();</p><p>wait .2;</p><p>CreateTurrets();</p><p>wait .2;</p><p>self thread ackopunch();</p><p>wait .2;</p><p>TeleporterUP = spawn("script_model", (870, 1740, 620));</p><p>TeleporterUP.angles = (0,10,0);</p><p>TeleporterUP setmodel("mp_flag_green");</p><p>TeleporterDown = spawn("script_model", (700, 1740, 765));</p><p>TeleporterDown.angles = (0,10,0);</p><p>TeleporterDown setmodel("mp_flag_green");</p><p>TeleporterBack = spawn("script_model", (1000, 1740, 765));</p><p>TeleporterBack.angles = (0,10,0);</p><p>TeleporterBack setmodel("mp_flag_green");</p><p></p><p>self iprintlnbold("SkyBase Created");</p><p>wait 1;</p><p>self iprintlnbold("Made by Sheperdebops");</p><p>for(;;)</p><p> {</p><p> if( distance( self.origin, location) < sense)</p><p> {</p><p> self iprintlnbold("Hold [{+gostand}] to Teleport");</p><p> if(self jumpbuttonpressed())</p><p> {</p><p> wait .2;</p><p> self SetOrigin((900, 1740, 635));</p><p> wait .1;</p><p> }</p><p> wait .5;</p><p> }</p><p> if( distance( self.origin, TeleporterUp.origin) < sense)</p><p> {</p><p> self iprintlnbold("Hold [{+gostand}] to Teleport UP");</p><p> if(self jumpbuttonpressed())</p><p> {</p><p> self SetOrigin((900, 1740, 785));</p><p> wait .1;</p><p> }</p><p> wait .5;</p><p> }</p><p> if( distance( self.origin, TeleporterDown.origin) < sense)</p><p> {</p><p> self iprintlnbold("Hold [{+gostand}] to Teleport Down");</p><p> if(self jumpbuttonpressed())</p><p> {</p><p> self SetOrigin((900, 1740, 635));</p><p> wait .1;</p><p> }</p><p> wait .5;</p><p> }</p><p> if( distance( self.origin, TeleporterBack.origin) < sense)</p><p> {</p><p> self iprintlnbold("Hold [{+gostand}] to Return to Land");</p><p> if(self jumpbuttonpressed())</p><p> {</p><p> self SetOrigin(location);</p><p> wait .1;</p><p> }</p><p> wait .5;</p><p> }</p><p> wait .1;</p><p> }</p><p>}</p><p>debugPos()</p><p>{</p><p>for(;;)</p><p> {</p><p> self iPrintln("Pos: ^1"+self.origin+" ^7Angle: ^1"+self.angles);</p><p> wait 1;</p><p> }</p><p>}</p><p>CreateTurrets()</p><p>{</p><p>turret0 = spawnTurret( "misc_turret", (870, 1900, 620), "auto_gun_turret_mp" );</p><p>turret0.angles = (0,90,0);</p><p>turret0 setModel( "t6_wpn_turret_sentry_gun" );</p><p>turret0.weaponinfoname = "auto_gun_turret_mp";</p><p></p><p>turret1 = spawnTurret( "misc_turret", (1030, 1800, 620), "auto_gun_turret_mp" );</p><p>turret1.angles = (0,0,0);</p><p>turret1 setModel( "t6_wpn_turret_sentry_gun" );</p><p>turret1.weaponinfoname = "auto_gun_turret_mp";</p><p></p><p>turret2 = spawnTurret( "misc_turret", (710, 1800, 620), "auto_gun_turret_mp" );</p><p>turret2.angles = (0,-180,0);</p><p>turret2 setModel( "t6_wpn_turret_sentry_gun" );</p><p>turret2.weaponinfoname = "auto_gun_turret_mp";</p><p></p><p>turret3 = spawnTurret( "misc_turret", (900, 1700, 620), "auto_gun_turret_mp" );</p><p>turret3.angles = (0,-90,0);</p><p>turret3 setModel( "t6_wpn_turret_sentry_gun" );</p><p>turret3.weaponinfoname = "auto_gun_turret_mp";</p><p>}</p><p>CreateBase()</p><p>{</p><p> Rows = 14;</p><p> Columns = 8;</p><p> Height = 1;</p><p> for( R = 0; R <= Rows; R++)</p><p> {</p><p> for(C = 0; C <= Columns; C++)</p><p> {</p><p> for(H = 0; H <= Height; H++)</p><p> {</p><p> FBlocks = spawn("script_model", (700+(R*25),1700+(C*25),600+(H*150)));</p><p> FBlocks setModel("t6_wpn_supply_drop_ally");</p><p> FBlocks.angles = (0, 0, 0);</p><p> wait .001;</p><p> }</p><p> wait .001;</p><p> }</p><p> wait .001;</p><p> }</p><p>}</p><p>CreatePillars()</p><p>{</p><p> Rows = 1;</p><p> Column = 1;</p><p> Height = 2;</p><p> for( R = 0; R <= Rows; R++)</p><p> {</p><p> for(C = 0; C <= Column; C++)</p><p> {</p><p> for(H = 0; H <= Height; H++)</p><p> {</p><p> FBlocks = spawn("script_model", (700+(R*350),1700+(C*200),620+(H*50)));</p><p> FBlocks setModel("t6_wpn_supply_drop_ally");</p><p> FBlocks.angles = (0, 0, 90);</p><p> wait .1;</p><p> }</p><p> wait .1;</p><p> }</p><p> wait .1;</p><p> }</p><p>}</p><p></p><p>ackopunch()</p><p>{</p><p>level.NGU = spawn( "script_model", (860, 1900, 780) );</p><p>level.NGU.angles = (0,90,0);</p><p>level.NGU setModel( "t6_wpn_supply_drop_ally" );</p><p>for(;;)</p><p>{</p><p>self.packit destroy();</p><p>if(distance(self.origin, level.NGU.origin) <150)</p><p>{</p><p>self.packit = self createFontString( "hudbig", 2.0 );</p><p>self.packit setPoint( "TOP", "TOP", 0, 20 );</p><p>self.packit setText("^5Press [{+usereload}] ^5For Pack-O-Punch");</p><p>if(self usebuttonpressed())</p><p>{</p><p>weap = self getCurrentWeapon();</p><p>if( self.upw[weap] != 1 )</p><p>{</p><p>self takeWeapon(self getCurrentWeapon());</p><p>self freezeControls(true);</p><p>self iPrintlnBold("^5Packing That **** Hold Up");</p><p>wait 4;</p><p>self iPrintlnBold("^5Done! Now **** **** Up");</p><p>self.upw[weap] = 1;</p><p>self freezeControls(false);</p><p>self giveWeapon( weap, 0, false );</p><p>self thread bo2modz( weap );</p><p>} else {</p><p>self iPrintlnBold("^5You've Already Upgraded This Gun Dumbass!");</p><p>wait 1;</p><p>}</p><p>}</p><p>}</p><p>wait 0.05;</p><p>}</p><p>}</p><p>bo2modz( gun )</p><p>{</p><p>for(;;)</p><p>{</p><p>self waittill ( "weapon_fired" );</p><p>weap = self getCurrentWeapon();</p><p>if( weap == gun )</p><p>{</p><p>forward = self getTagOrigin("j_head");</p><p>end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);</p><p>SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];</p><p>level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );</p><p>playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);</p><p>RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );</p><p>}</p><p>}</p><p>}</p><p>vector_scal(vec, scale)</p><p>{</p><p>vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);</p><p>return vec;</p><p>}[/PHP]</p><p>[/SPOILER]</p><p>Pack o Punch is from NGU credits to who evercame up with that</p><p>Please note this can be tidied by making a function but it was really wierd for me and i couldn't be arsed tidying it xD</p><p></p><p>Just call SkyBase()</p></blockquote><p></p>
[QUOTE="Sheperdebops, post: 2211, member: 21"] it needs tidying up you have random spoilers haaha also theres lots off HTML it looks like everywhere anyway add this My Skybase(This is for MP.. Has 4 turrets and a pack a punch places the teleporter where ever you shoot) [SPOILER="Sheperdebops Skybase"] [PHP]precacheModel("mp_flag_green");// Place this in Init() SkyBase() { self endon("disconnect"); self notify("Close"); self freezecontrols(false); self.InAnar = 0; wait 2; if(!self.Spawned) { self iprintlnbold("Shoot to Place the teleporter"); self waittill ( "weapon_fired" ); forward = self getTagOrigin("j_head"); end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000); location = BulletTrace( forward, end, 0, self )[ "position" ]; self thread CreateTeleporter(location); self.Spawned = true; } else self iprintlnbold("You cant create more than one"); } vector_scal(vec, scale) { vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale); return vec; } spawnEntity(class, model, origin, angle) { entity = spawn(class, origin); entity.angles = angle; entity setModel(model); return entity; } CreateTeleporter(Location) { level.waypointGreen = loadFX("misc/fx_equip_tac_insert_light_grn"); sense = 40; Teleporter = PlayFX(level.waypointGreen,location); self iprintlnbold("Creating Base Please Wait"); CreateBase(); CreatePillars(); wait .2; CreateTurrets(); wait .2; self thread ackopunch(); wait .2; TeleporterUP = spawn("script_model", (870, 1740, 620)); TeleporterUP.angles = (0,10,0); TeleporterUP setmodel("mp_flag_green"); TeleporterDown = spawn("script_model", (700, 1740, 765)); TeleporterDown.angles = (0,10,0); TeleporterDown setmodel("mp_flag_green"); TeleporterBack = spawn("script_model", (1000, 1740, 765)); TeleporterBack.angles = (0,10,0); TeleporterBack setmodel("mp_flag_green"); self iprintlnbold("SkyBase Created"); wait 1; self iprintlnbold("Made by Sheperdebops"); for(;;) { if( distance( self.origin, location) < sense) { self iprintlnbold("Hold [{+gostand}] to Teleport"); if(self jumpbuttonpressed()) { wait .2; self SetOrigin((900, 1740, 635)); wait .1; } wait .5; } if( distance( self.origin, TeleporterUp.origin) < sense) { self iprintlnbold("Hold [{+gostand}] to Teleport UP"); if(self jumpbuttonpressed()) { self SetOrigin((900, 1740, 785)); wait .1; } wait .5; } if( distance( self.origin, TeleporterDown.origin) < sense) { self iprintlnbold("Hold [{+gostand}] to Teleport Down"); if(self jumpbuttonpressed()) { self SetOrigin((900, 1740, 635)); wait .1; } wait .5; } if( distance( self.origin, TeleporterBack.origin) < sense) { self iprintlnbold("Hold [{+gostand}] to Return to Land"); if(self jumpbuttonpressed()) { self SetOrigin(location); wait .1; } wait .5; } wait .1; } } debugPos() { for(;;) { self iPrintln("Pos: ^1"+self.origin+" ^7Angle: ^1"+self.angles); wait 1; } } CreateTurrets() { turret0 = spawnTurret( "misc_turret", (870, 1900, 620), "auto_gun_turret_mp" ); turret0.angles = (0,90,0); turret0 setModel( "t6_wpn_turret_sentry_gun" ); turret0.weaponinfoname = "auto_gun_turret_mp"; turret1 = spawnTurret( "misc_turret", (1030, 1800, 620), "auto_gun_turret_mp" ); turret1.angles = (0,0,0); turret1 setModel( "t6_wpn_turret_sentry_gun" ); turret1.weaponinfoname = "auto_gun_turret_mp"; turret2 = spawnTurret( "misc_turret", (710, 1800, 620), "auto_gun_turret_mp" ); turret2.angles = (0,-180,0); turret2 setModel( "t6_wpn_turret_sentry_gun" ); turret2.weaponinfoname = "auto_gun_turret_mp"; turret3 = spawnTurret( "misc_turret", (900, 1700, 620), "auto_gun_turret_mp" ); turret3.angles = (0,-90,0); turret3 setModel( "t6_wpn_turret_sentry_gun" ); turret3.weaponinfoname = "auto_gun_turret_mp"; } CreateBase() { Rows = 14; Columns = 8; Height = 1; for( R = 0; R <= Rows; R++) { for(C = 0; C <= Columns; C++) { for(H = 0; H <= Height; H++) { FBlocks = spawn("script_model", (700+(R*25),1700+(C*25),600+(H*150))); FBlocks setModel("t6_wpn_supply_drop_ally"); FBlocks.angles = (0, 0, 0); wait .001; } wait .001; } wait .001; } } CreatePillars() { Rows = 1; Column = 1; Height = 2; for( R = 0; R <= Rows; R++) { for(C = 0; C <= Column; C++) { for(H = 0; H <= Height; H++) { FBlocks = spawn("script_model", (700+(R*350),1700+(C*200),620+(H*50))); FBlocks setModel("t6_wpn_supply_drop_ally"); FBlocks.angles = (0, 0, 90); wait .1; } wait .1; } wait .1; } } ackopunch() { level.NGU = spawn( "script_model", (860, 1900, 780) ); level.NGU.angles = (0,90,0); level.NGU setModel( "t6_wpn_supply_drop_ally" ); for(;;) { self.packit destroy(); if(distance(self.origin, level.NGU.origin) <150) { self.packit = self createFontString( "hudbig", 2.0 ); self.packit setPoint( "TOP", "TOP", 0, 20 ); self.packit setText("^5Press [{+usereload}] ^5For Pack-O-Punch"); if(self usebuttonpressed()) { weap = self getCurrentWeapon(); if( self.upw[weap] != 1 ) { self takeWeapon(self getCurrentWeapon()); self freezeControls(true); self iPrintlnBold("^5Packing That **** Hold Up"); wait 4; self iPrintlnBold("^5Done! Now **** **** Up"); self.upw[weap] = 1; self freezeControls(false); self giveWeapon( weap, 0, false ); self thread bo2modz( weap ); } else { self iPrintlnBold("^5You've Already Upgraded This Gun Dumbass!"); wait 1; } } } wait 0.05; } } bo2modz( gun ) { for(;;) { self waittill ( "weapon_fired" ); weap = self getCurrentWeapon(); if( weap == gun ) { forward = self getTagOrigin("j_head"); end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000); SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ]; level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" ); playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation); RadiusDamage( SPLOSIONlocation, 300, 200, 100, self ); } } } vector_scal(vec, scale) { vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale); return vec; }[/PHP] [/SPOILER] Pack o Punch is from NGU credits to who evercame up with that Please note this can be tidied by making a function but it was really wierd for me and i couldn't be arsed tidying it xD Just call SkyBase() [/QUOTE]
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Call of Duty: Black Ops 2 Mods and Scripts
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Black Ops 2 GSC Managed Code List 2
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