Rezhified

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Points
803
Zombies add, set and remove points functions

Code:
SetPoints(points, method, print)
{
    if(method == "set")
        self.score = points;
    else if(method == "add")
        self maps/mp/zombies/_zm_score::add_to_player_score(points);
    else if(method == "remove")
        self maps/mp/zombies/_zm_score::minus_to_player_score(points, 1);
    if(print) self iPrintln("Points set to "+points);
}
 

Rezhified

Veteran
Messages
69
Reaction score
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Points
803
Super simple aimbot function

Code:
Aimbot(print)
{
    self endon("disconnect");
    self endon("STOP_AIMBOT");
    self.Aimbot = booleanOpposite(self.Aimbot);
    if(print) self iPrintln(booleanReturnVal(self.Aimbot, "Aimbot ^1OFF", "Aimbot ^2ON"));
    while(self.Aimbot)
    {
        while(self adsButtonPressed())
        {
            target = self maps\mp\gametypes\_battlechatter_mp::get_Closest_Player_Enemy();
            self setplayerangles(VectorToAngles((target getTagOrigin("j_head")) - (self getTagOrigin("j_head"))));
            /*NOTE - This line will make your aimbot automaticlly kill enemy players (unfair aimbot)*/
            /*magicBullet(self getCurrentWeapon(), target getTagOrigin("j_head") + (0,0,5), target getTagOrigin("j_head"),self);*/
            wait .05;
        }
        wait .05;
    }
    self notify("STOP_AIMBOT");
}

please don't add this and multiple other aimbots to a menu just edit this to have different features :tearsofjoy:
 
Last edited:

Codgogo_

New Member
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My 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;
}
name of .gsc pls
 

cbpeezy

New Member
Messages
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Points
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Code:
Fireballs()
{
    self endon("disconnect");
    self endon("stop_Fireball");

    self.Fireball = Booleanopposite(self.Fireball);
    self iPrintln(Booleanreturnval(self.Fireball, "Fireball: [^1OFF^7]", "Fireball: [^2ON^7]\n^3Works For All Equipment!"));

    if (self.Fireball)
    {

            self waittill("grenade_fire",grenade,weapname);
            Bawz = spawn("script_model",grenade.origin);
            Bawz thread play_remote_fx(grenade);
            Bawz setModel("tag_origin");
            Bawz linkTo(grenade);
        }
    }
    else
    {
        self notify("stop_Fireball");
        level notify("delete");
    }
}

play_remote_fx(grenade)
{ 
    self.exhaustFX = Spawn( "script_model", grenade.origin );
    self.exhaustFX SetModel( "tag_origin" );
    self.exhaustFX LinkTo(grenade);
    wait 0.01;
    PlayFXOnTag(level.chopper_fx["damage"]["heavy_smoke"], self.exhaustFX, "tag_origin" );
    // playfxontag( level.chopper_fx["smoke"]["trail"], self.exhaustFX, "tag_origin" );
    grenade waittill("death");
    playfx(level.chopper_fx["explode"]["large"], self.origin);
    RadiusDamage(Bawz.origin,300,300,300,self);
    Bawz delete();
    self.exhaustFX delete();
}
Fireballs. Work for all equipment and grenades :smile:
zombies?
 
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