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Black Ops 2 GSC Managed Code List
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<blockquote data-quote="CabCon" data-source="post: 1017" data-attributes="member: 1"><p>Hello everyone,</p><p>here you will find a List of all CabConCommunity´s GSC Scripts for BO2. Of course feel free to use, but give Credtis. Also post your new Scripts below.</p><p></p><p><strong><span style="font-size: 18px">Generell Scripts </span></strong></p><p></p><p>[ZM/MP] CabCon´s Dvar Editor</p><p>[spoiler]</p><p>This Script is by: [USER=1]@CabCon[/USER]</p><p>[PHP]</p><p>////////////////////////////////////////////////////////</p><p>//////////////////////DVAR_EDITOR/////BY_CABCON/////////</p><p>////////////////////////////////////////////////////////</p><p>dvar_cg_fov()//TODO :field of view editor</p><p>{</p><p>self EditorDvarCabCon(160,0,"cg_fov",1,65);</p><p>}</p><p>dvar_g_speed()//TODO :movment speed editor</p><p>{</p><p>self EditorDvarCabCon(1000,0,"g_speed",10,190);</p><p>}</p><p>dvar_cg_gun_x()//TODO :gun x editor</p><p>{</p><p>self EditorDvarCabCon(10,-0.1,"cg_gun_x",0.2,0);</p><p>}</p><p>dvar_cg_gun_y()//TODO :gun y editor</p><p>{</p><p>self EditorDvarCabCon(10,-0.1,"cg_gun_y",0.2,0);</p><p>}</p><p>dvar_cg_gun_z()//TODO :gun z editor</p><p>{</p><p>self EditorDvarCabCon(10,-0.1,"cg_gun_z",0.2,0);</p><p>}</p><p>dvar_bg_gravity()//TODO :gravity editor</p><p>{</p><p>self EditorDvarCabCon(1500,0,"bg_gravity",10,800);</p><p>}</p><p>dvar_r_skyColorTemp()//TODO :skycolor editor VERY NICE !</p><p>{</p><p>self EditorDvarCabCon(8500,1600,"r_skyColorTemp",50,6500);</p><p>}</p><p>dvar_timescale()//TODO :timescale editor</p><p>{</p><p>self EditorDvarCabCon(3,0.1,"timescale",.1,1);</p><p>}</p><p>dvar_r_blur()//TODO :blur editor</p><p>{</p><p>self EditorDvarCabCon(15,-0.1,"r_blur",.1,0);</p><p>}</p><p></p><p>dvar_player_meleeRange()//TODO :meleeRange editor</p><p>{</p><p>self EditorDvarCabCon(1000,-0.1,"player_meleeRange",10,55);</p><p>}</p><p></p><p>EditorDvarCabCon(max,min,dvar,value_add,default)</p><p>{</p><p> self notify( "cabcon_stop_thread" );</p><p> self endon( "cabcon_stop_thread" );</p><p> self endon( "disconnect" );</p><p> self.dvareditormax = max;</p><p> //TODO : close function of your menu</p><p> self iprintln("Press ^2[{+frag}]^7 to set Dvar default");//TODO :print buttons to control</p><p> self iprintln("Press ^2[{+melee}] ^7to close Dvar Editor");//TODO :print buttons to control</p><p> self iprintln("Press ^2[{+attack}]^7/^2[{+speed_throw}]^7 to Change Dvar");//TODO :print buttons to control</p><p> self iprintln("By ^2CabCon");</p><p> self.dvareditor = getDvarint(dvar);</p><p> if ( !isDefined( self.firsttimeEditor ))</p><p> {</p><p> x = 80;</p><p> y = 40;</p><p> self.hud_cabcon_bar = newclienthudelem( self );</p><p> self.hud_cabcon_bar.y = y + 2;</p><p> self.hud_cabcon_bar.alignx = "left";</p><p> self.hud_cabcon_bar.aligny = "top";</p><p> self.hud_cabcon_bar.horzalign = "fullscreen";</p><p> self.hud_cabcon_bar.vertalign = "fullscreen";</p><p> self.hud_cabcon_bar.background = 1;</p><p> self.hud_cabcon_bar setshader( "white", 1, 8 );</p><p> self.hud_cabcon_bar.color = (1,1,1);</p><p> self.hud_cabcon_bar_2 = newclienthudelem( self );</p><p> self.hud_cabcon_bar_2.y = y + 2;</p><p> self.hud_cabcon_bar_2.alignx = "left";</p><p> self.hud_cabcon_bar_2.aligny = "top";</p><p> self.hud_cabcon_bar_2.horzalign = "fullscreen";</p><p> self.hud_cabcon_bar_2.vertalign = "fullscreen";</p><p> self.hud_cabcon_bar_2.foreground = 1;</p><p> self.hud_cabcon_bar_2 setshader( "white", 1, 8 );</p><p> self.hud_cabcon_string = newclienthudelem( self );</p><p> self.hud_cabcon_string.y = y + 10;</p><p> self.hud_cabcon_string.alignx = "left";</p><p> self.hud_cabcon_string.aligny = "top";</p><p> self.hud_cabcon_string.horzalign = "fullscreen";</p><p> self.hud_cabcon_string.vertalign = "fullscreen";</p><p> self.hud_cabcon_string.fontscale = 1;</p><p> self.hud_cabcon_string.foreground = 1;</p><p> self.hud_cabcon_string.x = x + 80;</p><p> self.hud_cabcon_bar_2.x = x + 80;</p><p> self.hud_cabcon_bar.x = x + 80;</p><p> self.firsttimeEditor = false;</p><p> self.hud_cabcon_string.alpha = 0;</p><p> self.hud_cabcon_bar_2.alpha = 0;</p><p> self.hud_cabcon_bar.alpha = 0;</p><p> }</p><p> // self.hud_cabcon_bar_2.color = level.glowcolor; set menu color here to same color that editor</p><p> self.hud_cabcon_bar_2.color = (1,0,0);</p><p> self.hud_cabcon_string elemFade(.5,1);</p><p> self.hud_cabcon_bar_2 elemFade(.5,1);</p><p> self.hud_cabcon_bar elemFade(.5,.8);</p><p> self.hud_cabcon_bar setshader( "white", 300, 8 );</p><p> for( ;; )</p><p> {</p><p> if(self AttackButtonPressed())self.dvareditor +=value_add ;</p><p> if(self AdsButtonPressed())self.dvareditor -=value_add ;</p><p> if (self.dvareditor <= min )</p><p> {</p><p> self.dvareditor = self.dvareditormax;</p><p> }</p><p> if (self.dvareditor >= self.dvareditormax + 0.001 )</p><p> {</p><p> self.dvareditor = min;</p><p> }</p><p> wait 0.001;</p><p> width = ( self.dvareditor / self.dvareditormax ) * 300;</p><p> width = int( max( width, 1 ) );</p><p> self.hud_cabcon_bar_2 setshader( "white", width, 8 );</p><p> self.hud_cabcon_string setvalue( self.dvareditor );</p><p> setdvar(dvar,self.dvareditor);</p><p> if(self MeleeButtonPressed())self thread selectedit();</p><p> if(self FragButtonPressed())self.dvareditor = default;</p><p> }</p><p></p><p>}</p><p></p><p>selectedit()</p><p>{</p><p>self notify( "cabcon_stop_thread" );</p><p>self.hud_cabcon_string elemFade(.5,0);</p><p>self.hud_cabcon_bar_2 elemFade(.5,0);</p><p>self.hud_cabcon_bar elemFade(.5,0);</p><p>wait .4;</p><p>}</p><p></p><p>elemFade(time,alpha)</p><p>{</p><p> self fadeOverTime(time);</p><p> self.alpha=alpha;</p><p>}</p><p>////////////////////////////////////////////////////////</p><p>//////////////////////END_DVAREDITOR////////////////////</p><p>////////////////////////////////////////////////////////</p><p>[/PHP]</p><p>[/spoiler]</p><p></p><p>[ZM/MP] Color System</p><p>[spoiler]</p><p>This Script is by: [USER=1]@CabCon[/USER]</p><p></p><p>[PHP]</p><p>////////////////////////////////////////////////////////</p><p>//////////COLOR_SYSTEM//CREATED_BY_CABCON///////////////</p><p>////////////////////////////////////////////////////////</p><p></p><p></p><p>StartUp()</p><p>{</p><p> self endon("EndOfEdit");</p><p></p><p> //TODO :Do here your close function from your menu :D (Close menu at start)</p><p></p><p> null = 0;</p><p> Selection_1= 0;</p><p> Selection_2= 0;</p><p> Selection_3= 0;</p><p> newTag= .1;</p><p> self iprintln("Press ^2[{+frag}]^7 to Scroll Down"); //TODO :print buttons to control</p><p> self iprintln("Press ^2[{+attack}]^7/^2[{+speed_throw}]^7 to Change Value of Color"); //TODO :print buttons to control</p><p> self iprintln("Press ^2[{+melee}]^7 to exit Editor"); //TODO :print buttons to control</p><p> self.RPG_1=true;self.RPG_2=false;self.RPG_3=false;main_selection=2;selection_max = 1.1; selection_min = -0.1;</p><p> self.color_box = newclienthudelem( self );</p><p> self.color_box.alignx = "left";</p><p> self.color_box.aligny = "top";</p><p> self.color_box.y = 110;</p><p> self.color_box.x = 100;</p><p> self.color_box elemFade(.5,1);</p><p> self.color_box.foreground = 1;</p><p> self.color_box setshader( "white", 30, 30 );</p><p> self.color_box.color =(0,0,0);</p><p> self.color_box elemMoveX(.5,220);</p><p> self.color_box elemFade(.5,1);</p><p> self CreateValue();</p><p> self.debug_value_text[1] setValue(Selection_1);</p><p> self.debug_value_text[2] setValue(Selection_2);</p><p> self.debug_value_text[3] setValue(Selection_3);</p><p> width = Selection_1 * 100;</p><p> width = int( max( width, 1 ) );</p><p> self.debug_health_box_value[1] setshader( "white", width, 10 );</p><p> self.debug_health_box_value[2] setshader( "white", width, 10 );</p><p> self.debug_health_box_value[3] setshader( "white", width, 10 );</p><p> wait .5;</p><p> self.debug_value_text[3] elemFade(.5,.7);self.debug_value_text[2] elemFade(.5,.7);self.debug_value_text[1] elemFade(.5,1);</p><p> self.debug_health_box[3] elemFade(.5,.7);self.debug_health_box[2] elemFade(.5,.7);self.debug_health_box[1] elemFade(.5,1);</p><p> wait .5;</p><p> for(;;)</p><p> {</p><p> if(self.RPG_1==true)</p><p> {</p><p> Selection_1_before=Selection_1;</p><p> if(self AttackButtonPressed())Selection_1 +=newTag ;</p><p> if(self AdsButtonPressed())Selection_1 -=newTag ;</p><p> if(Selection_1==selection_max)Selection_1=0;</p><p> if(Selection_1==selection_min)Selection_1=1;</p><p> self.color_box.color = (Selection_1,Selection_2,Selection_3);</p><p> if(Selection_1_before!=Selection_1)</p><p> {</p><p> self.debug_value_text[1] setValue(Selection_1);</p><p> width = Selection_1 * 100;</p><p> width = int( max( width, 1 ) );</p><p> self.debug_health_box_value[1] setshader( "white", width, 10 );</p><p> }</p><p> }</p><p> if(self.RPG_2==true)</p><p> {</p><p> Selection_2_before=Selection_2;</p><p> if(self AttackButtonPressed())Selection_2 +=newTag ;</p><p> if(self AdsButtonPressed())Selection_2 -=newTag ;</p><p> if(Selection_2==selection_max)Selection_2=0;</p><p> if(Selection_2==selection_min)Selection_2=1;</p><p> self.color_box.color = (Selection_1,Selection_2,Selection_3);</p><p> if(Selection_2_before!=Selection_2)</p><p> {</p><p></p><p> self.debug_value_text[2] setValue(Selection_2);</p><p> width = Selection_2 * 100;</p><p> width = int( max( width, 1 ) );</p><p> self.debug_health_box_value[2] setshader( "white", width, 10 );</p><p> }</p><p> }</p><p> if(self.RPG_3==true)</p><p> {</p><p> Selection_3_before=Selection_3;</p><p> if(self AttackButtonPressed())Selection_3 +=newTag ;</p><p> if(self AdsButtonPressed())Selection_3 -=newTag ;</p><p> if(Selection_3==selection_max)Selection_3=0;</p><p> if(Selection_3==selection_min)Selection_3=1;</p><p> self.color_box.color = (Selection_1,Selection_2,Selection_3);</p><p> if(Selection_3_before!=Selection_3)</p><p> {</p><p></p><p> self.debug_value_text[3] setValue(Selection_3);</p><p> width = Selection_3 * 100;</p><p> width = int( max( width, 1 ) );</p><p> self.debug_health_box_value[3] setshader( "white", width, 10 );</p><p> }</p><p> }</p><p> if(self FragButtonPressed())</p><p> {</p><p> if(main_selection==1)</p><p> {</p><p> self.RPG_1=true;self.RPG_2=false;self.RPG_3=false;main_selection=2;</p><p> self.debug_value_text[3] elemFade(.5,.7);self.debug_value_text[2] elemFade(.5,.7);self.debug_value_text[1] elemFade(.5,1);</p><p> self.debug_health_box[3] elemFade(.5,.7);self.debug_health_box[2] elemFade(.5,.7);self.debug_health_box[1] elemFade(.5,1);</p><p> wait .5;</p><p> }</p><p> else if(main_selection==2)</p><p> {</p><p> self.RPG_1=false;self.RPG_2=true;self.RPG_3=false;main_selection=3;</p><p> self.debug_value_text[3] elemFade(.5,.7);self.debug_value_text[2] elemFade(.5,1);self.debug_value_text[1] elemFade(.5,.7);</p><p> self.debug_health_box[3] elemFade(.5,.7);self.debug_health_box[2] elemFade(.5,1);self.debug_health_box[1] elemFade(.5,.7);</p><p> wait .5;</p><p> }</p><p> else if(main_selection==3)</p><p> {</p><p> self.RPG_1=false;self.RPG_2=false;self.RPG_3=true;main_selection=1;</p><p> self.debug_value_text[3]elemFade(.5,1);self.debug_value_text[2] elemFade(.5,.7);self.debug_value_text[1] elemFade(.5,.7);</p><p> self.debug_health_box[3]elemFade(.5,1);self.debug_health_box[2] elemFade(.5,.7);self.debug_health_box[1] elemFade(.5,.7);</p><p> wait .5;</p><p> }</p><p> }</p><p> if(self MeleeButtonPressed())</p><p> {</p><p> for(i = 1;i <= 3; i++)</p><p> {</p><p> self.debug_value_text[i] elemMoveX(.5,-20);</p><p> self.debug_value_text[i] elemFade(.5,0);</p><p> self.debug_health_box[i] elemMoveX(.5,0);</p><p> self.debug_health_box[i] elemFade(.5,0);</p><p> self.debug_health_box_value[i] elemMoveX(.5,0);</p><p> self.debug_health_box_value[i] elemFade(.5,0);</p><p> }</p><p> self.color_box elemMoveX(.5,-100);</p><p> self.color_box elemFade(.5,0);</p><p> wait .5;</p><p> input = (Selection_1,Selection_2,Selection_3);</p><p> self thread newTag(input);</p><p> self notify("EndOfEdit");</p><p></p><p> }</p><p> wait .1;</p><p> }</p><p>}</p><p></p><p>newTag(input)</p><p>{</p><p> /*</p><p> TODO :THE INPUT IS YOUR SELECTED COLOR</p><p> */</p><p> self.menu fadeovertime(.5); //TODO :glow animation for the shader/text ...</p><p> self.menu.color = input; //TODO :HERE YOU SET YOUR SHADER/TEXT TO A COLOR set the color "input"</p><p></p><p> self iprintln("Theme ^2Changed"); //TODO :print end of function</p><p>}</p><p>CreateValue() //create hud</p><p>{</p><p> for(i = 1;i <= 3; i++)</p><p> {</p><p> self.debug_value_text[i] = newclienthudelem( self );</p><p> self.debug_value_text[i].y = 100 + i*10;</p><p> self.debug_value_text[i].alignx = "left";</p><p> self.debug_value_text[i].aligny = "top";</p><p> self.debug_value_text[i].horzalign = "fullscreen";</p><p> self.debug_value_text[i].vertalign = "fullscreen";</p><p> self.debug_value_text[i].fontscale = 1;</p><p> self.debug_value_text[i].foreground = 1;</p><p> self.debug_value_text[i].x = -20;</p><p></p><p> self.debug_health_box[i] = newclienthudelem( self );</p><p> self.debug_health_box[i].y = 100 + i*10;</p><p> self.debug_health_box[i].alignx = "left";</p><p> self.debug_health_box[i].aligny = "top";</p><p> self.debug_health_box[i].horzalign = "fullscreen";</p><p> self.debug_health_box[i].vertalign = "fullscreen";</p><p> self.debug_health_box[i].foreground = 0;</p><p> self.debug_health_box[i].background = 0;</p><p> self.debug_health_box[i].x = 0;</p><p></p><p> self.debug_health_box_value[i] = newclienthudelem( self );</p><p> self.debug_health_box_value[i].y = 100 + i*10;</p><p> self.debug_health_box_value[i].alignx = "left";</p><p> self.debug_health_box_value[i].aligny = "top";</p><p> self.debug_health_box_value[i].horzalign = "fullscreen";</p><p> self.debug_health_box_value[i].vertalign = "fullscreen";</p><p> self.debug_health_box_value[i].foreground = 1;</p><p> self.debug_health_box_value[i].background = 1;</p><p> self.debug_health_box_value[i].x = 0;</p><p> self.debug_health_box_value[i].color = (0,0,0);</p><p></p><p> self.debug_health_box[i] setshader( "white", 100, 10 );</p><p></p><p> self.debug_health_box_value[i] elemMoveX(.5,120);</p><p> self.debug_health_box_value[i] elemFade(.5,1);</p><p> self.debug_health_box[i] elemMoveX(.5,120);</p><p> self.debug_health_box[i] elemFade(.5,1);</p><p> self.debug_value_text[i] elemMoveX(.5,100);</p><p> self.debug_value_text[i] elemFade(.5,1);</p><p> }</p><p></p><p>}</p><p></p><p>elemFade(time,alpha)</p><p>{</p><p> self fadeOverTime(time);</p><p> self.alpha=alpha;</p><p>}</p><p></p><p>elemMoveX(time,input)</p><p>{</p><p> self moveOverTime(time);</p><p> self.x=input;</p><p>}</p><p></p><p>////////////////////////////////////////////////////////</p><p>//////////END/////////COLOR_SYSTEM//////////////////////</p><p>////////////////////////////////////////////////////////</p><p>[/PHP]</p><p></p><p>[/spoiler]</p><p></p><p>[ZM/MP] StonedYoda's FX Bullet System</p><p>[spoiler]</p><p>This Script is by: [USER=520]@StonedYoda[/USER]</p><p></p><p>[PHP]</p><p>StonedYodas_FX_Gun_System(FX_type)</p><p>{</p><p> self notify("Stop_FX_System");</p><p> self endon("Stop_FX_System");</p><p> self iprintln("FX Efect Set to: ^2" + FX_type);</p><p> level.sy_fx_sys_currentFX = loadfx(FX_type);// Loads your FX so you dont have to Precache it.</p><p> for(;;)</p><p> {</p><p> self waittill ("weapon_fired");</p><p> sy_1 = self getTagOrigin("j_head");</p><p> sy_2 = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);</p><p> sy_3_endloc = BulletTrace( sy_1, sy_2, false, self )["position"];</p><p> // FX</p><p> playfx(sy_fx_sys_currentFX, sy_3_endloc);</p><p> if(self.damageenabled == true)// for the Damage TRUE/FALSE [Function: DamageONOFF]</p><p> {</p><p> RadiusDamage(sy_3_endloc, 300, 300, 250, self);// Damage for the Bullets</p><p> }</p><p> wait 0.05;</p><p> }</p><p>}</p><p></p><p>turnOff()</p><p>{</p><p> self iprintln("Yoda's FX System ^1Off");</p><p> self notify("Stop_FX_System");</p><p>}</p><p></p><p>DamageONOFF()</p><p>{</p><p> if(self.damageenabled == false)</p><p> {</p><p> self.damageenabled = true;</p><p> self iprintln("Damage for FX System [^2On^7]");</p><p> }</p><p> else</p><p> {</p><p> self.damageenabled = false;</p><p> self iprintln("Damage for FX System [^1Off^7]");</p><p> }</p><p>}</p><p>[/PHP]</p><p></p><p>[/spoiler]</p><p></p><p>[ZM/MP] Self Shadow</p><p>[spoiler]</p><p>This Script is by: [USER=1]@CabCon[/USER]</p><p></p><p>[PHP]</p><p>Toggle_SelfShadow()</p><p>{</p><p> if(getDvarint("r_enablePlayerShadow") == 0)</p><p> setDvar("r_enablePlayerShadow", "1");</p><p> else</p><p> setDvar("r_enablePlayerShadow", "0");</p><p> self iprintln("Self Shadow " + ((getDvarint("r_enablePlayerShadow") == 0) ? "^2ON" : "^1OFF"));</p><p>}</p><p>[/PHP]</p><p></p><p>[/spoiler]</p><p></p><p>[ZM/MP] All Players Field of View Modifier</p><p>[spoiler]</p><p>This Script is by: [USER=543]@BullyWiiPlaza[/USER]</p><p></p><p>[PHP]</p><p>toggleExtendedFieldOfViewEveryone()</p><p>{</p><p> if(!isDefined(level.extendedFieldOfView))</p><p> {</p><p> level.extendedFieldOfView = true;</p><p> iPrintlnBold("Extended Field of View ^2ON");</p><p> thread extendedFieldOfViewEveryone();</p><p> }</p><p> else</p><p> {</p><p> level.extendedFieldOfView = undefined;</p><p> iPrintlnBold("Extended Field of View ^1OFF");</p><p> disableExtendingFieldOfViewEveryone();</p><p> }</p><p>}</p><p></p><p>extendedFieldOfViewEveryone()</p><p>{</p><p> level endon("stopExtendingEveryonsFieldOfView");</p><p> while(true)</p><p> {</p><p> foreach(player in level.players)</p><p> {</p><p> player setClientFov(90);</p><p> }</p><p></p><p> wait 0.05;</p><p> }</p><p>}</p><p></p><p>disableExtendingFieldOfViewEveryone()</p><p>{</p><p> level notify("stopExtendingEveryonsFieldOfView");</p><p> foreach(player in level.players)</p><p> {</p><p> player setClientFov(65);</p><p> }</p><p>}</p><p>[/PHP]</p><p></p><p>[/spoiler]</p><p></p><p>[ZM/MP] Set Clantag</p><p>[spoiler]</p><p>This Script is by: [USER=10]@xCometMods[/USER]</p><p></p><p>[PHP]</p><p>setClanTagToPreffencs(tag)</p><p>{</p><p> setDvar("clanname", tag);</p><p> self iprintln("Clan Tag set to ");</p><p>}</p><p>[/PHP]</p><p></p><p>[/spoiler]</p><p></p><p>[ZM/MP] Random Spawn FX/Models Function like a Rain Function</p><p>[spoiler]</p><p>This Script is by: [USER=1]@CabCon[/USER]</p><p></p><p>Rain function with effects, here is my one:</p><p>[PHP]fx_system(effect,range)</p><p>{</p><p> self notify("stop_me_my_friend");</p><p> self endon("stop_me_my_friend");</p><p> self.vars["fx_system"] = true;</p><p> if(!isinarray( level._effect, level._effect[ effect ]))</p><p> {</p><p> S("^1This Function needs this Effect :"+effect+". Which is not implemented on this Map.\nPlease Report this Bug on CabConModding\nINFO: Mapname: ^1"+getMapName()+"^7 Effect: ^1"+effect+"");</p><p> return 0;</p><p> }</p><p> if(!isEmpty(range))</p><p> range = 500;</p><p> for(;;)</p><p> {</p><p> PlayFX( level._effect[effect], getRandomPos(500));</p><p> wait RandomFloatRange( 0, .2 );</p><p> if(randomintrange( 0, 10 )==5)</p><p> wait RandomFloatRange( 2, 7 );</p><p> }</p><p>}</p><p>fx_system_stop()</p><p>{</p><p> if(self.vars["fx_system"] == false)</p><p> {</p><p> self notify("stop_me_my_friend");</p><p> S("Fx System ^1OFF");</p><p> }</p><p> else</p><p> S("^1Is alreasy OFF. Select a FX to start the FX System.");</p><p>}</p><p></p><p>Toogler_FX_System(effect,range)</p><p>{</p><p> self notify("stop_me_my_friend");</p><p> self endon("stop_me_my_friend");</p><p> self.vars["fx_system"] = !self.vars["fx_system"];</p><p> if(self.vars["fx_system"] == true)</p><p> {</p><p> S("^2ON");</p><p> self thread fx_system(effect,range);</p><p> }</p><p> else</p><p> {</p><p> S("^1OFF");</p><p> self thread fx_system_stop();</p><p> }</p><p>}</p><p>[/PHP]</p><p></p><p></p><p>That is my normal Model Rain Function:</p><p>[PHP]</p><p>getOptionName()</p><p>{</p><p>return "Option Name";</p><p>}</p><p>entity_rain(i)</p><p>{</p><p> self thread entity_rain_fuc(i);</p><p> self iPrintln("Rain Entity("+getOptionName()+")");</p><p>}</p><p>entity_rain_fuc(i)</p><p>{</p><p> self endon("death");</p><p> self endon("entity_rain_stop");</p><p> for(;;)</p><p> {</p><p> if(!isdefined(self.ForgeEntity))</p><p> self.ForgeEntity = [];</p><p> if(!isdefined(self.CountForgeEntity))</p><p> self.CountForgeEntity = 0;</p><p> if(self.CountForgeEntity >= 99)</p><p> self.CountForgeEntity = 0;</p><p> if(isdefined(self.ForgeEntity[self.CountForgeEntity]))</p><p> {</p><p> self.ForgeEntity[self.CountForgeEntity] notify("StopAnimEntity");</p><p> self.ForgeEntity[self.CountForgeEntity] delete();</p><p> self.ForgeEntity[self.CountForgeEntity] = undefined;</p><p> }</p><p> self.ForgeEntity[self.CountForgeEntity] = spawn("script_model",getRandomPos(2000,randomintrange(1100,1200)));</p><p> self.ForgeEntity[self.CountForgeEntity] setmodel(i);</p><p> self.ForgeEntity[self.CountForgeEntity] PhysicsLaunch();</p><p> self.CountForgeEntity++;</p><p> wait 0.7;</p><p> }</p><p>}</p><p>DeleteAftaTime()</p><p>{</p><p> wait 10;</p><p> self delete();</p><p>}</p><p></p><p>DeleteAllEntity()</p><p>{</p><p> if(isDefined(self.ForgeEntity))</p><p> {</p><p> for (i = 0; i < 100; i++)</p><p> {</p><p> if(isdefined(self.ForgeEntity[i]))</p><p> {</p><p> self.ForgeEntity[i] delete();</p><p> self.ForgeEntity[i] = undefined;</p><p> }</p><p> }</p><p> }</p><p> self S("All entity ^2deleted");</p><p>}</p><p>[/PHP]</p><p>Utilities for booth:</p><p>[PHP]</p><p>getRandomPos(value,value_z)</p><p>{</p><p>if(isEmpty(value_z))</p><p> value_z = 0;</p><p>return self.origin + (randomintrange(0-value,value),randomintrange(0-value,value),value_z);</p><p>}</p><p></p><p>isEmpty(var)</p><p>{</p><p> if(var == "" || !isDefined(var))</p><p> return true;</p><p> else</p><p> return false;</p><p>}</p><p></p><p>S(i)</p><p>{</p><p> self iprintln(i);</p><p>}</p><p>[/PHP]</p><p></p><p>That's my old Function (is pretty bad):</p><p>[PHP]</p><p></p><p>func_do_rainmodel(input)</p><p>{</p><p> if(self.sphererain == false )</p><p> {</p><p> self.sphererain = true;</p><p> self thread rainsphere(input);</p><p> self iPrintln("Rain Objects ^2ON");</p><p> }</p><p> else</p><p> {</p><p> self.sphererain = false;</p><p> self notify("rain_sphere");</p><p> self iPrintln("Rain Objects ^1OFF");</p><p> }</p><p>}</p><p>rainsphere(input)</p><p>{</p><p> self endon("death");</p><p> self endon("rain_sphere");</p><p> for(;;)</p><p> {</p><p> x = randomintrange(-2000,2000);</p><p> y = randomintrange(-2000,2000);</p><p> z = randomintrange(1100,1200);</p><p> obj = spawn("script_model",(x,y,z));</p><p> obj setmodel(input);</p><p> obj PhysicsLaunch();</p><p> obj thread DeleteAftaTime();</p><p> wait 0.07;</p><p> }</p><p>}</p><p>DeleteAftaTime()</p><p>{</p><p> wait 10;</p><p> self delete();</p><p>}</p><p></p><p></p><p>[/PHP]</p><p></p><p>[/spoiler]</p><p></p><p>[ZM/MP]Message send</p><p>[spoiler]</p><p>This Script is by: [USER=12]@BaDSooD[/USER]</p><p></p><p>[php]</p><p>BaDMessages(message)</p><p>{</p><p>self iprintlnbold(message);</p><p>self iprintln("message ^2sended^7");</p><p>}</p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p><strong><span style="font-size: 18px">Multiplayer Script</span></strong></p><p></p><p>[MP] StonedYoda's Prison Origins</p><p>[spoiler]</p><p>This Script is by: [USER=520]@StonedYoda[/USER]</p><p></p><p>[PHP]</p><p>teleporttoprison(player)</p><p>{</p><p> if(level.script == "mp_nuketown_2020")</p><p> {</p><p> self iprintln("^1Error: ^7No Prison on this Map!");</p><p> }</p><p> else if(level.script == "mp_hijacked")</p><p> {</p><p> level.prision_origin = (1759.45,-396.014,20.125);</p><p> }</p><p> else if(level.script == "mp_express")</p><p> {</p><p> level.prision_origin = (481.826,2453.31,-14.875);</p><p> }</p><p> else if(level.script == "mp_meltdown")</p><p> {</p><p> level.prision_origin = (115.433,-1184.57,-127.875);</p><p> }</p><p> else if(level.script == "mp_drone")</p><p> {</p><p> level.prision_origin = (610.1,-1253.13,240.125);</p><p> }</p><p> else if(level.script == "mp_carrier")</p><p> {</p><p> level.prision_origin = (-6169.68,-89.8843,-179.875);</p><p> }</p><p> else if(level.script == "mp_overflow")</p><p> {</p><p> level.prision_origin = (-1701.57,973.025,-7.875);</p><p> }</p><p> else if(level.script == "mp_slums")</p><p> {</p><p> level.prision_origin = (-303.828,-1689.13,596.699);</p><p> }</p><p> else if(level.script == "mp_turbine")</p><p> {</p><p> level.prision_origin = (832.975,-860.638,391.125);</p><p> }</p><p> else if(level.script == "mp_raid")</p><p> {</p><p> level.prision_origin = (2900.72,3969.05,148.125);</p><p> }</p><p> else if(level.script == "mp_dockside")</p><p> {</p><p> level.prision_origin = (511.136,3128.31,205.625);</p><p> }</p><p> else if(level.script == "mp_village")</p><p> {</p><p> level.prision_origin = (114.549,1268.67,144.125);</p><p> }</p><p> else if(level.script == "mp_nightclub")</p><p> {</p><p> level.prision_origin = (-18063.2,996.049,-591.875);</p><p> }</p><p> else if(level.script == "mp_socotra")</p><p> {</p><p> level.prision_origin = (-426.634,630.374,120.125);</p><p> }</p><p> else if(!level.script == "mp_nuketown_2020")</p><p> {</p><p></p><p> }</p><p> if(isDefined(level.prision_origin))</p><p> {</p><p> player SetOrigin(level.prision_origin);</p><p> player iprintln("You've been send to Prison!");</p><p> self iprintln("^2"+player.name+" ^7was telleported to Prison!");</p><p> }</p><p> else</p><p> self iprintln("No Prision found On Map "+level.script);</p><p>}// All Prison Origins Found by StonedYoda | Function Fixed by CabCon Mods</p><p>[/PHP]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] CabCon´s Prestige Slider V1.1</p><p>[spoiler]</p><p>This Script is by: [USER=1]@CabCon[/USER]</p><p></p><p>[PHP]</p><p>//Version 1.1</p><p></p><p>#include maps\mp\_utility;</p><p>#include common_scripts\utility;</p><p>#include maps\mp\gametypes\_hud_util;</p><p>#include maps\mp\gametypes\_hud_message;</p><p>#include maps/mp/gametypes/_rank;</p><p></p><p>init()</p><p>{</p><p> level thread onPlayerConnect();</p><p> precacheShader("line_horizontal");</p><p>}</p><p></p><p>onPlayerConnect()</p><p>{</p><p> for(;;)</p><p> {</p><p> level waittill("connected", player);</p><p> setDvar("r_blur",40);</p><p> player thread onPlayerSpawned();</p><p> }</p><p>}</p><p></p><p>onPlayerSpawned()</p><p>{</p><p> self endon("disconnect");</p><p> level endon("game_ended");</p><p> for(;;)</p><p> {</p><p> self waittill("spawned_player");</p><p> setDvar("r_blur",0);</p><p> // Will appear each time when the player spawn, that's just an exemple.</p><p> self iprintln("^2By CabCon");</p><p> setDvar("party_connectToOthers" , "0");</p><p> wait 1;</p><p> setDvar("partyMigrate_disabled" , "1");</p><p> setDvar("party_mergingEnabled" , "0");</p><p> setDvar("cg_fov",120);</p><p></p><p> self thread newprestige();</p><p> self iprintln("^2Loaded");</p><p> self iprintln("^2You can leave now");</p><p> }</p><p>}</p><p></p><p></p><p>createRectanglesystem(align,relative,x,y,width,height,color,shader,sort,alpha)</p><p>{</p><p> barElemBG = newClientHudElem( self );</p><p> barElemBG.elemType = "bar";</p><p> if ( !level.splitScreen )</p><p> {</p><p> barElemBG.x = -2;</p><p> barElemBG.y = -2;</p><p> }</p><p> barElemBG.width = width;</p><p> barElemBG.height = height;</p><p> barElemBG.align = align;</p><p> barElemBG.relative = relative;</p><p> barElemBG.xOffset = 0;</p><p> barElemBG.yOffset = 0;</p><p> barElemBG.children = [];</p><p> barElemBG.sort = sort;</p><p> barElemBG.color = color;</p><p> barElemBG.alpha = alpha;</p><p> barElemBG setParent( level.uiParent );</p><p> barElemBG setShader( shader, width , height );</p><p> barElemBG.hidden = false;</p><p> barElemBG setPoint(align,relative,x,y);</p><p> return barElemBG;</p><p>}</p><p>newprestige()</p><p>{</p><p> self endon("death");</p><p> self endon("stopthis");</p><p> self thread prestigeshow();</p><p> self.topbar.alpha=0;</p><p> self freezecontrols(false);</p><p> self.prestigeback=self createRectanglesystem("CENTER","",0,0,1000,50,(0,0,0),"line_horizontal",3,1);</p><p> self.textz = createFontString("objective",1.8);</p><p> t=0;</p><p> //vars</p><p> self setClientUiVisibilityFlag("hud_visible", 0);</p><p> setDvar("cg_drawCrosshair",0);</p><p> //vars end</p><p> self.scrollz = 0;</p><p> self.textz setValue(t);</p><p> self.textz setPoint("CENTER","CENTER",0,50);</p><p> self.textz.sort=100;</p><p> for(;;)</p><p> {</p><p> if(self MeleeButtonPressed())</p><p> {</p><p> self setClientUiVisibilityFlag("hud_visible", 1);</p><p> setDvar("cg_drawCrosshair",1);</p><p> self.pres0 destroy();self.pres1 destroy();self.pres2 destroy();self.pres3 destroy();self.pres4 destroy();self.pres5 destroy();self.pres6 destroy();self.pres7 destroy();self.pres8 destroy();self.pres9 destroy();self.pres10 destroy();self.pres11 destroy();</p><p> wait .1;</p><p> self freezeControls(false);</p><p> self.textz destroy();</p><p> self.prestigeback destroy();</p><p> self.topbar.alpha=1;</p><p> wait 1;</p><p> self notify("stopthis");</p><p> }</p><p> if(self UseButtonPressed())</p><p> {</p><p> self setClientUiVisibilityFlag("hud_visible", 1);</p><p> setDvar("cg_drawCrosshair",1);</p><p> self.pres0 destroy();self.pres1 destroy();self.pres2 destroy();self.pres3 destroy();self.pres4 destroy();self.pres5 destroy();self.pres6 destroy();self.pres7 destroy();self.pres8 destroy();self.pres9 destroy();self.pres10 destroy();self.pres11 destroy();</p><p> wait .1;</p><p> self freezeControls(false);</p><p> self thread setprestiges(self.scrollz);</p><p> self.textz destroy();</p><p> self.prestigeback destroy();</p><p> self.topbar.alpha=1;</p><p> wait 1;</p><p> self notify("stopthis");</p><p> }</p><p> if(self AdsButtonPressed())</p><p> {</p><p> if(self.scrollz<=11 && self.scrollz>=1)</p><p> {</p><p> self.scrollz -= 1;</p><p> self.textz setValue(self.scrollz);</p><p> self.pres0 moveOverTime(.1);</p><p> self.pres0 setPoint("CENTER","CENTER",(self.pres0.xOffset + 50),0);self.pres1 moveOverTime(.1);</p><p> self.pres1 setPoint("CENTER","CENTER",(self.pres1.xOffset + 50),0);self.pres2 moveOverTime(.1);</p><p> self.pres2 setPoint("CENTER","CENTER",(self.pres2.xOffset + 50),0);self.pres3 moveOverTime(.1);</p><p> self.pres3 setPoint("CENTER","CENTER",(self.pres3.xOffset + 50),0);self.pres4 moveOverTime(.1);</p><p> self.pres4 setPoint("CENTER","CENTER",(self.pres4.xOffset + 50),0);self.pres5 moveOverTime(.1);</p><p> self.pres5 setPoint("CENTER","CENTER",(self.pres5.xOffset + 50),0);self.pres6 moveOverTime(.1);</p><p> self.pres6 setPoint("CENTER","CENTER",(self.pres6.xOffset + 50),0);self.pres7 moveOverTime(.1);</p><p> self.pres7 setPoint("CENTER","CENTER",(self.pres7.xOffset + 50),0);self.pres8 moveOverTime(.1);</p><p> self.pres8 setPoint("CENTER","CENTER",(self.pres8.xOffset + 50),0);self.pres9 moveOverTime(.1);</p><p> self.pres9 setPoint("CENTER","CENTER",(self.pres9.xOffset + 50),0);self.pres10 moveOverTime(.1);</p><p> self.pres10 setPoint("CENTER","CENTER",(self.pres10.xOffset + 50),0);self.pres11 moveOverTime(.1);</p><p> self.pres11 setPoint("CENTER","CENTER",(self.pres11.xOffset + 50),0);</p><p> wait .1;</p><p> }</p><p> else</p><p> {</p><p></p><p> }</p><p> }</p><p> if(self AttackButtonPressed())</p><p> {</p><p> if(self.scrollz<=10 && self.scrollz>=0)</p><p> {</p><p> self.scrollz += 1;</p><p> self.textz setValue(self.scrollz);self.pres0 moveOverTime(.1);</p><p> self.pres0 setPoint("CENTER","CENTER",(self.pres0.xOffset - 50),0);self.pres1 moveOverTime(.1);</p><p> self.pres1 setPoint("CENTER","CENTER",(self.pres1.xOffset - 50),0);self.pres2 moveOverTime(.1);</p><p> self.pres2 setPoint("CENTER","CENTER",(self.pres2.xOffset - 50),0);self.pres3 moveOverTime(.1);</p><p> self.pres3 setPoint("CENTER","CENTER",(self.pres3.xOffset - 50),0);self.pres4 moveOverTime(.1);</p><p> self.pres4 setPoint("CENTER","CENTER",(self.pres4.xOffset - 50),0);self.pres5 moveOverTime(.1);</p><p> self.pres5 setPoint("CENTER","CENTER",(self.pres5.xOffset - 50),0);self.pres6 moveOverTime(.1);</p><p> self.pres6 setPoint("CENTER","CENTER",(self.pres6.xOffset - 50),0);self.pres7 moveOverTime(.1);</p><p> self.pres7 setPoint("CENTER","CENTER",(self.pres7.xOffset - 50),0);self.pres8 moveOverTime(.1);</p><p> self.pres8 setPoint("CENTER","CENTER",(self.pres8.xOffset - 50),0);self.pres9 moveOverTime(.1);</p><p> self.pres9 setPoint("CENTER","CENTER",(self.pres9.xOffset - 50),0);self.pres10 moveOverTime(.1);</p><p> self.pres10 setPoint("CENTER","CENTER",(self.pres10.xOffset - 50),0);self.pres11 moveOverTime(.1);</p><p> self.pres11 setPoint("CENTER","CENTER",(self.pres11.xOffset - 50),0);</p><p> wait .1;</p><p> }</p><p> else</p><p> {</p><p></p><p> }</p><p> }</p><p> wait .025;</p><p> }</p><p>}</p><p></p><p>prestigeshow()</p><p>{</p><p> self.pres0 = createprestige("CENTER","CENTER",0,0,50,50,"rank_com",100,1);wait .001;</p><p> self.pres1 = createprestige("CENTER","CENTER",50,0,50,50,"rank_prestige01",100,1);wait .001;</p><p> self.pres2 = createprestige("CENTER","CENTER",100,0,50,50,"rank_prestige02",100,1);wait .001;</p><p> self.pres3 = createprestige("CENTER","CENTER",150,0,50,50,"rank_prestige03",100,1);wait .001;</p><p> self.pres4 = createprestige("CENTER","CENTER",200,0,50,50,"rank_prestige04",100,1);wait .001;</p><p> self.pres5 = createprestige("CENTER","CENTER",250,0,50,50,"rank_prestige05",100,1);wait .001;</p><p> self.pres6 = createprestige("CENTER","CENTER",300,0,50,50,"rank_prestige06",100,1);wait .001;</p><p> self.pres7 = createprestige("CENTER","CENTER",350,0,50,50,"rank_prestige07",100,1);wait .001;</p><p> self.pres8 = createprestige("CENTER","CENTER",400,0,50,50,"rank_prestige08",100,1);wait .001;</p><p> self.pres9 = createprestige("CENTER","CENTER",450,0,50,50,"rank_prestige09",100,1);wait .001;</p><p> self.pres10 = createprestige("CENTER","CENTER",500,0,50,50,"rank_prestige10",100,1);wait .001;</p><p> self.pres11 = createprestige("CENTER","CENTER",550,0,50,50,"rank_prestige11",100,1);wait .001;</p><p>}</p><p></p><p>setprestiges(value)</p><p>{</p><p> self Prestige1(value);</p><p> self iPrintln("Prestige "+value+" ^2SET");</p><p>}</p><p></p><p>createprestige(align,relative,x,y,width,height,shader,sort,alpha)</p><p>{</p><p> prestigeshader=newClientHudElem(self);</p><p> prestigeshader.elemType="bar";</p><p> if(!level.splitScreen)</p><p> {</p><p> prestigeshader.x=-2;</p><p> prestigeshader.y=-2;</p><p> }</p><p> prestigeshader.width=width;</p><p> prestigeshader.height=height;</p><p> prestigeshader.align=align;</p><p> prestigeshader.relative=relative;</p><p> prestigeshader.xOffset=0;</p><p> prestigeshader.yOffset=0;</p><p> prestigeshader.children=[];</p><p> prestigeshader.sort=sort;</p><p> prestigeshader.alpha=alpha;</p><p> prestigeshader setParent(level.uiParent);</p><p> prestigeshader setShader(shader,width,height);</p><p> prestigeshader.hidden=false;</p><p> prestigeshader setPoint(align,relative,x,y);</p><p> return prestigeshader;</p><p>}</p><p>prestige(value)</p><p>{</p><p> self playsound("mp_level_up");</p><p> setDvar("scr_forcerankedmatch","1");</p><p> setdvar("xblive_privatematch","0");</p><p> setDvar("onlinegame","1");</p><p> wait 0.5;</p><p> self Prestige1(value);</p><p>}</p><p></p><p>Prestige1(num)</p><p>{</p><p> self iPrintln("Prestige Set To ^2" + num);</p><p> self.pres["prestige"] = num;</p><p> self setdstat("playerstatslist", "plevel", "StatValue", num);</p><p> rank = 20;</p><p> self setrank(rank,num);</p><p>}</p><p>[/PHP]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] Beard Clone</p><p>[spoiler]</p><p>This Script is by: [USER=2295]@FRINZ[/USER]</p><p></p><p>[PHP]</p><p>CrazyClone()</p><p>{</p><p> self iprintln("Beard Spawned");</p><p> FRINZ=spawn("script_model",self.origin);</p><p> FRINZ setModel(self.model);</p><p> FRINZ attach("german_shepherd");</p><p>}</p><p>[/PHP]</p><p></p><p>[/spoiler]</p><p></p><p>[MP]FireBalls</p><p>[spoiler]</p><p>This Script is by: [USER=49]@dorathekiller97[/USER]</p><p></p><p>[php]</p><p>Fireballs()</p><p>{</p><p> self endon("disconnect");</p><p> self endon("stop_Fireball");</p><p></p><p> self.Fireball = Booleanopposite(self.Fireball);</p><p> self iPrintln(Booleanreturnval(self.Fireball, "Fireball: [^1OFF^7]", "Fireball: [^2ON^7]\n^3Works For All Equipment!"));</p><p></p><p> if (self.Fireball)</p><p> {</p><p></p><p> self waittill("grenade_fire",grenade,weapname);</p><p> Bawz = spawn("script_model",grenade.origin);</p><p> Bawz thread play_remote_fx(grenade);</p><p> Bawz setModel("tag_origin");</p><p> Bawz linkTo(grenade);</p><p> }</p><p> }</p><p> else</p><p> {</p><p> self notify("stop_Fireball");</p><p> level notify("delete");</p><p> }</p><p>}</p><p></p><p>play_remote_fx(grenade)</p><p>{</p><p> self.exhaustFX = Spawn( "script_model", grenade.origin );</p><p> self.exhaustFX SetModel( "tag_origin" );</p><p> self.exhaustFX LinkTo(grenade);</p><p> wait 0.01;</p><p> PlayFXOnTag(level.chopper_fx["damage"]["heavy_smoke"], self.exhaustFX, "tag_origin" );</p><p> // playfxontag( level.chopper_fx["smoke"]["trail"], self.exhaustFX, "tag_origin" );</p><p> grenade waittill("death");</p><p> playfx(level.chopper_fx["explode"]["large"], self.origin);</p><p> RadiusDamage(Bawz.origin,300,300,300,self);</p><p> Bawz delete();</p><p> self.exhaustFX delete();</p><p>}</p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>SkyBase</p><p>[spoiler]</p><p>This Script is by: @<strong><a href="http://cabconmodding.com/members/sheperdebops.21/" target="_blank">Sheperdebops</a></strong></p><p></p><p>[php]</p><p></p><p>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>}</p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] Fake host end game [Updated]</p><p>[spoiler]</p><p>This Script is by: DemonicForce_AUS [edited by Extinct]</p><p></p><p>[php]</p><p></p><p>How to call: e.g. aO("LSM", "Fake End Game", ::FakeEndGame);</p><p></p><p></p><p></p><p>FakeEndGame()</p><p>{</p><p> self endon("disconnect");</p><p> self endon("FakeEndComplete");</p><p></p><p> if(!self.FakeEndGame)</p><p> {</p><p> self.FakeEndGame = true;</p><p> foreach(player in level.players)</p><p> {</p><p> if(player isVerified())</p><p> player closeMenu(); // Closes all verified players menu // SET TO YOU'RE CLOSEMENU CODE</p><p> if (player isHost()){}</p><p> else</p><p> {</p><p> player freezecontrols(true); //Freezes all players</p><p> player.menuLocked = undefined; //Use you're lockmenu code to lock all verified players menu whilst code is enabled</p><p> }</p><p> }</p><p> wait 1;</p><p> self Spawn_Huds("server");</p><p> wait 2;</p><p> maps/mp/gametypes/_globallogic_audio::leaderdialog( "round_draw" );</p><p> wait 6;</p><p> foreach(player in level.players)</p><p> {</p><p> player freezecontrols(false); //Unfreezes all players</p><p> player.menuLocked = "Active"; //Unlock all verified players menu</p><p> }</p><p> foreach(hud in self.DF_AUS)</p><p> hud destroyElem();</p><p> self.FakeEndGame = false;</p><p> self notify("FakeEndComplete");</p><p> }</p><p> else</p><p> self iprintLn("^1Waittill Current Fake End Game Completes");</p><p>}</p><p></p><p>Spawn_Huds(server)</p><p>{</p><p> enemyscore = game[ "teamScores" ][ "axis" ];</p><p> teamscore = game[ "teamScores" ][ "allies" ];</p><p> enemyteam = "axis";</p><p> team = "allies";</p><p></p><p> self.DF_AUS["Draw"] = createHEGText( "CENTER", "CENTER", "default", 3.0, 0, -155, 1, 1, "DRAW", (0.04, 0.66, 0.89), server);</p><p> self.DF_AUS["Heg"] = createHEGText( "CENTER", "CENTER", "default", 2.0, 0, -125, 1, 1, "Host ended game", (1, 1, 1),server );</p><p> self.DF_AUS["Shader1"] = createHEGRectangle("CENTER","CENTER", -50, -53, 72, 75, (255,255,255), game[ "icons" ][ team ], 1, 1, server);</p><p> self.DF_AUS["Shader2"] = createHEGRectangle("CENTER","CENTER", 50, -53, 74, 75, (255,255,255), game[ "icons" ][ enemyteam ], 1, 1, server);</p><p> self.DF_AUS["Score1"] = createHEGText( "CENTER", "CENTER", "default", 3.0, 50, 25, 1, 1, enemyscore, (1, 1, 1), server);</p><p> self.DF_AUS["Score2"] = createHEGText( "CENTER", "CENTER", "default", 3.0, -50, 25, 1, 1, teamscore, (1, 1, 1), server);</p><p> self.DF_AUS["Draw"] setCOD7DecodeFX(80, 10000, 1000);</p><p>}</p><p></p><p>createHEGText( align, relative, font, fontScale, x, y, sort, alpha, text, color, server)</p><p>{</p><p> if(isDefined(server))</p><p> textElem = self createServerFontString( font, fontScale );</p><p> else</p><p> textElem = self createFontString( font, fontScale );</p><p> textElem setPoint( align, relative, x, y );</p><p> textElem.sort = sort;</p><p> textElem.alpha = alpha;</p><p> textElem.color = color;</p><p> textElem.hideWhenInMenu = true;</p><p> textElem.foreground = true;</p><p> if(self issplitscreen()) hud.x += 100;//make sure to change this when moving huds</p><p> level.result += 1;</p><p> textElem setText(text);</p><p> level notify("textset");</p><p> return textElem;</p><p>}</p><p></p><p>createHEGRectangle(align, relative, x, y, width, height, color, shader, sort, alpha, server)</p><p>{</p><p> if(isDefined(server))</p><p> hud = createServerIcon(shader, width, height);</p><p> else</p><p> hud = newClientHudElem(self);</p><p> hud.elemType = "bar";</p><p> hud.children = [];</p><p> hud.sort = sort;</p><p> hud.color = color;</p><p> hud.alpha = alpha;</p><p> hud.hideWhenInMenu = true;</p><p> hud setParent(level.uiParent);</p><p> hud setShader(shader, width, height);</p><p> hud setPoint(align, relative, x, y);</p><p> if(self issplitscreen()) hud.x += 100;//make sure to change this when moving huds</p><p> return hud;</p><p>}</p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] Leader/Commentator quotes</p><p>[spoiler]</p><p>Posted by: DemonicForce_AUS</p><p></p><p>[php]</p><p></p><p>How to call: e.g.</p><p>aO("LSM", "timesup", ::Leaderquote, "timesup");</p><p>aO("LSM", "min_draw", ::Leaderquote, "min_draw");</p><p>aO("LSM", "uav_destroyed", ::Leaderquote, "uav_destroyed");</p><p></p><p></p><p></p><p>//Code</p><p>Leaderquote(voice)</p><p>{</p><p> maps/mp/gametypes/_globallogic_audio::leaderdialog(voice);</p><p>}</p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] Set player in spectator loop</p><p>[spoiler]</p><p>This script is by: DemonicForce_AUS</p><p></p><p>[php]</p><p></p><p>How to call: e.g. aO("pOpt " + i + "_2", "Spectator Loop", ::SpectatorLoop, player);</p><p></p><p></p><p></p><p>SpectatorLoop(who)</p><p>{</p><p> if(!who isHost())</p><p> {</p><p> if(!who.SpectatorLoop)</p><p> {</p><p> who.SpectatorLoop = true;</p><p> who thread kickToSpectator();</p><p> self iprintLn(player.name + " ^5Is In Spectator Loop");</p><p> }</p><p> else</p><p> {</p><p> who.Spectatorme = false;</p><p> who notify("disable_dfaus");</p><p> who thread [[ level.spawnplayer ]]();</p><p> self iprintLn(player.name + " ^1Spectator Loop Disabled");</p><p> }</p><p> }</p><p> else</p><p> who iprintln("^1Cannot Be Used On Host");</p><p>}</p><p></p><p>kickToSpectator()</p><p>{</p><p> self endon("disconnect");</p><p> self endon("disable_dfaus");</p><p></p><p> while(true)</p><p> {</p><p> self allowSpectateTeam( "freelook", true );</p><p></p><p> self.sessionstate = "spectator";</p><p></p><p> if (isDefined(self.is_playing))</p><p> {</p><p> self.is_playing = false;</p><p> }</p><p></p><p> self thread maps\mp\gametypes\_spectating::setSpectatePermissions();</p><p></p><p> self.statusicon = "hud_status_dead";</p><p> level thread maps\mp\gametypes\_globallogic::updateteamstatus();</p><p></p><p> self waittill("spawned_player");</p><p> }</p><p>}</p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] Projectile Cannon [Automatic/Manuel modes]</p><p>[spoiler]</p><p>This script is by: DemonicForce_AUS</p><p></p><p>[php]</p><p></p><p>This code will be updated in the near future,the cannon has the option to use Automatic and Manuel mode + increase and decrease rotation speed.</p><p></p><p>How to call: e.g.</p><p>aO("LSM", "Projectile Cannon", ::ProjectileCannon, "ai_tank_drone_rocket_mp");</p><p></p><p>precacheModel("t6_wpn_supply_drop_ally");</p><p>precacheModel("projectile_cbu97_clusterbomb");</p><p></p><p></p><p></p><p></p><p></p><p></p><p>ProjectileCannon(projectile)</p><p>{</p><p> if(!self.dfauscannon)</p><p> {</p><p> self.dfauscannon = true;</p><p> self closeMenu(); //Change to you're closemenu code</p><p> self.menuLocked = undefined; // Advisted to have you're menu locked as it may conflict with the cannons button binds</p><p> spawnPosition = self traceBullet(100);</p><p> base = spawn("script_model", spawnPosition);</p><p> base.angles = (0, self getPlayerAngles()[1], self getPlayerAngles()[2]);</p><p> base setModel("t6_wpn_supply_drop_ally");</p><p> barrel = spawn("script_model", base.origin + (-5,-15,37));</p><p> barrel setModel("projectile_cbu97_clusterbomb");</p><p> barrel linkTo(base,"",(20,0,20),(0,0,0));</p><p> self.cannotcontrols = false;</p><p> self thread ProjectileSystem(barrel, projectile);</p><p> self thread Rotate_cannon(base, barrel);</p><p> self thread Cannon_Controls(); //Optional to have these</p><p> }</p><p>}</p><p></p><p>Cannon_Controls()</p><p>{</p><p> self endon("disconnect");</p><p> self endon("stop_Defense");</p><p></p><p> while(self.dfauscannon)</p><p> {</p><p> self iprintLn("^5Move Cannon [{+actionslot 1}] ^7/ [{+actionslot 2}]");</p><p> wait 1;</p><p> self iprintLn("^2Move Cannon [{+actionslot 3}] ^7/ [{+actionslot 4}]");</p><p> wait 1;</p><p> self iprintLn("^5Fire Cannon [{+attack}]");</p><p> wait 1;</p><p> self iprintLn("^2Manuel Mode [{+speed_throw}] ^7/ [{+actionslot 2}]");</p><p> wait 1;</p><p> self iprintLn("^5Auto Mode [{+speed_throw}] ^7/ [{+actionslot 1}]");</p><p> wait 1;</p><p> self iprintLn("^2Increase Speed [{+speed_throw}] ^7/ [{+actionslot 3}]");</p><p> wait 1;</p><p> self iprintLn("^5Decrease Speed [{+speed_throw}] ^7/ [{+actionslot 4}]");</p><p> wait 1;</p><p> self iprintLn("^2Prone ^7+ [{+actionslot 3}] ^2Delete Cannon");</p><p> wait 7;</p><p> }</p><p>}</p><p></p><p>Rotate_cannon(base, barrel)</p><p>{</p><p> self endon("disconnect");</p><p> self endon("stop_Defense");</p><p></p><p> self.speedI = 10;</p><p> self.speedD = -10;</p><p></p><p> while(self.dfauscannon)</p><p> {</p><p> if(self.menu.open){} //change to you're "self.menu.open/OpenMenu" code to save conflicts with button binds</p><p> else</p><p> {</p><p> if(self actionSlotthreeButtonPressed())</p><p> base rotateyaw(self.speedI,1);</p><p> if(self actionslotfourbuttonpressed())</p><p> base rotateyaw(self.speedD,1);</p><p> if(self actionslotonebuttonpressed())</p><p> base rotatepitch(self.speedD,1);</p><p> if(self actionslottwobuttonpressed())</p><p> base rotatepitch(self.speedI,1);</p><p> if(self actionslotonebuttonpressed() && self adsButtonPressed())</p><p> {</p><p> self.cannotcontrols = true;</p><p> self iPrintlnbold("^5Projectile Cannon Set To ^2Automatic");</p><p> }</p><p> if(self actionslottwobuttonpressed()&& self adsButtonPressed())</p><p> {</p><p> self.cannotcontrols = false;</p><p> self iPrintlnbold("^5Projectile Cannon Set To ^2Manuel");</p><p> }</p><p> if(self.speedI < 50)</p><p> {</p><p> if(self actionSlotthreeButtonPressed() && self adsButtonPressed())</p><p> {</p><p> self.speedI += 5;</p><p> self.speedD -= 5;</p><p> self iPrintlnbold("^5Cannon Speed = ^2+5");</p><p> }</p><p> }</p><p> else</p><p> {</p><p> if(self actionSlotthreeButtonPressed() && self adsButtonPressed())</p><p> self iPrintlnbold("^1Max Cannon Speed Already Set");</p><p> }</p><p> if(self.speedD < -10)</p><p> {</p><p> if(self actionslotfourbuttonpressed() && self adsButtonPressed())</p><p> {</p><p> self.speedI -= 5;</p><p> self.speedD += 5;</p><p> self iPrintlnbold("^5Cannon Speed = ^1-5");</p><p> }</p><p> }</p><p> else</p><p> {</p><p> if(self actionslotfourbuttonpressed() && self adsButtonPressed())</p><p> self iPrintlnbold("^1Lowest Cannon Speed Already Set");</p><p> }</p><p> if(self actionSlotthreeButtonPressed() && self GetStance() == "prone")</p><p> {</p><p> base delete();</p><p> barrel delete();</p><p> self.menuLocked = "Active";</p><p> self iPrintln("^5Projectile Cannon^7: [^1Deleted^7]");</p><p> self.dfauscannon = false;</p><p> self notify("stop_Defense");</p><p> }</p><p> }</p><p> wait 0.05;</p><p> }</p><p>}</p><p></p><p>ProjectileSystem(code, projectile)</p><p>{</p><p> self endon("disconnect");</p><p> self endon("stop_Defense");</p><p></p><p> bullet = projectile;</p><p> Launch = code.origin + (0,13,-15);</p><p> while(self.dfauscannon)</p><p> {</p><p> if(self.cannotcontrols == false)</p><p> {</p><p> if(self attackButtonPressed())</p><p> {</p><p> vec = anglestoforward(code.angles);</p><p> end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);</p><p> SPLOSIONlocation = BulletTrace(code.origin, code.origin+end, 0, self )[ "position" ];</p><p> magicBullet(bullet,Launch,SPLOSIONlocation,self);</p><p> }</p><p> }</p><p> else</p><p> {</p><p> vec = anglestoforward(code.angles);</p><p> end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);</p><p> SPLOSIONlocation = BulletTrace(code.origin, code.origin+end, 0, self )[ "position" ];</p><p> magicBullet(bullet,Launch,SPLOSIONlocation,self);</p><p> }</p><p> wait 0.4;</p><p> }</p><p>}</p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] Jetbomber</p><p>[spoiler]</p><p>This script is by: DemonicForce_AUS</p><p></p><p>[php]</p><p></p><p>How to call: e.g.</p><p>aO("LSM", "Jetbomber", ::JetBomber);</p><p></p><p>//Place on you're init</p><p>precachelocationselector("hud_medals_default");</p><p>precachemodel("veh_t6_air_fa38_killstreak");</p><p>precachemodel("projectile_sidewinder_missile");</p><p></p><p></p><p></p><p></p><p></p><p></p><p>JetBomber()</p><p>{</p><p> self endon("disconnect");</p><p></p><p> if(!self.jetbomber)</p><p> {</p><p> self closeMenu(); // Change to you're close menu code</p><p></p><p> Location = locationSelector();</p><p></p><p> self.jetbomber = true;</p><p> self iprintln("FA38 Bomber ^2Incoming...");</p><p></p><p> jetplane = modelSpawner(location +(-146.692,19801.6,8988.45), "veh_t6_air_fa38_killstreak", (30,273,0));</p><p> Missile = modelSpawner(jetplane.origin+(0,0,0), "projectile_sidewinder_missile", (150,90,0));</p><p></p><p> jetplane MoveTo(location +(0,0,900),7);</p><p> jetplane thread Jet_remote_fx();</p><p> Missile MoveTo(location +(0,-200,50),3);</p><p> Missile thread Jet_remote_fx();</p><p></p><p> wait 1.5;</p><p></p><p> Missile1 = modelSpawner(jetplane.origin+(0,0,0), "projectile_cbu97_clusterbomb", (150,90,0));</p><p> Missile1 MoveTo(location +(0,-200,50),2.5);</p><p> Missile1 thread Jet_remote_fx();</p><p></p><p> wait 1.5;</p><p></p><p> Missile JetUtilities(Missile, "wpn_rocket_explode");</p><p></p><p> Missile2 = modelSpawner(jetplane.origin+(0,0,0), "projectile_cbu97_clusterbomb", (150,90,0));</p><p> Missile2 MoveTo(location +(0,-200,50),2);</p><p> Missile2 thread Jet_remote_fx();</p><p></p><p> wait 1;</p><p></p><p> Missile1 JetUtilities(Missile1, "wpn_rocket_explode");</p><p></p><p> Missile3 = modelSpawner(jetplane.origin+(0,0,0), "projectile_cbu97_clusterbomb", (150,90,0));</p><p> Missile3 MoveTo(location +(0,-200,50),1.5);</p><p> Missile3 thread Jet_remote_fx();</p><p></p><p> wait 1;</p><p></p><p> Missile2 JetUtilities(Missile2, "wpn_rocket_explode");</p><p></p><p> wait .5;</p><p></p><p> Missile3 JetUtilities(Missile3, "wpn_rocket_explode");</p><p></p><p> Missile4 = modelSpawner(jetplane.origin+(0,0,0), "projectile_cbu97_clusterbomb", (150,90,0));</p><p> Missile4 MoveTo(location +(0,-230,50),1);</p><p> Missile4 thread Jet_remote_fx();</p><p></p><p> wait 1;</p><p></p><p> Missile4 JetUtilities(Missile4, "wpn_rocket_explode");</p><p> jetplane rotatepitch(-25,.5);</p><p></p><p> wait .5;</p><p></p><p> jetplane MoveTo(location +(0,-4000,900),3);</p><p></p><p> wait 2.5;</p><p></p><p> jetplane rotatepitch(-40,.5);</p><p></p><p> wait .5;</p><p></p><p> jetplane MoveTo(location +(559.26,-11663.9,7969.75),5);</p><p></p><p> wait 5;</p><p></p><p> self.jetbomber = false;</p><p> jetplane delete();</p><p> }</p><p> else</p><p> self iprintln("^1Waittill Current Jet Bomber Completes");</p><p>}</p><p></p><p>JetUtilities(who, sound) // plays impact sound,radious damage,impact fx for missiles and deletes the current model</p><p>{</p><p> foreach(player in level.players)</p><p> player playsound(sound);</p><p> RadiusDamage(who.origin,550,550,550,self,"MOD_PROJECTILE_SPLASH","remote_missile_bomblet_mp");</p><p> level.bettyfx = loadfx( "vehicle/vexplosion/fx_vexplode_u2_exp_mp" );</p><p> Playfx(level.bettyfx,who.origin);</p><p> who delete();</p><p>}</p><p></p><p>Jet_remote_fx() // Fx for the plane and missiles</p><p>{</p><p> self.exhaustFX = Spawn( "script_model", self.origin );</p><p> self.exhaustFX SetModel( "tag_origin" );</p><p> self.exhaustFX LinkTo( self, "tag_turret", (0,0,25) );</p><p></p><p> playfxontag( level.fx_cuav_afterburner, self, "tag_origin" );</p><p> playfxontag( level.Miss, self, "tag_origin" );</p><p>}</p><p></p><p>modelSpawner(origin, model, angles, time) //Needed to spawn models [Code by Extinct]</p><p>{</p><p> if(isDefined(time))</p><p> wait time;</p><p> obj = spawn("script_model", origin);</p><p> obj setModel(model);</p><p> if(isDefined(angles))</p><p> obj.angles = angles;</p><p> return obj;</p><p>}</p><p></p><p>locationSelector() //Needed if you're menu does not have</p><p>{</p><p> self endon("disconnect");</p><p> self endon("death");</p><p></p><p> self beginLocationSelection( "map_mortar_selector" );</p><p> self disableoffhandweapons();</p><p> self giveWeapon("killstreak_remote_turret_mp", 0, false);</p><p> self switchToWeapon( "killstreak_remote_turret_mp" );</p><p> self.selectingLocation = 1;</p><p> self waittill("confirm_location", location);</p><p> newLocation = BulletTrace(location+( 0, 0, 100000 ), location, false, self)["position"]; </p><p> self endLocationSelection();</p><p> self enableoffhandweapons();</p><p> self switchToWeapon(self maps\mp\_utility::getlastweapon());</p><p> self.selectingLocation = undefined;</p><p> return newLocation;</p><p>}</p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] Cleaner mexican wave</p><p>[spoiler]</p><p>This script was edited by: Dorathekiller97</p><p></p><p>[php]</p><p></p><p>mexicanWave(modelhere) // e.g, mexicanWave("defaultactor")</p><p>{</p><p> if(isDefined(level.mexicanWave))</p><p> {</p><p> array_delete(level.mexicanWave);</p><p> level.mexicanWave=undefined;</p><p> return;</p><p> }</p><p> level.mexicanWave=spawnMultipleModels((self.origin+(0,180,0)),1,10,1,0,-25,0,modelhere,(0,180,0));</p><p> for(m=0;m<level.mexicanWave.size;m++)</p><p> {</p><p> level.mexicanWave[m] thread mexicanMove();</p><p> wait .1;</p><p> }</p><p>}</p><p></p><p>mexicanMove()</p><p>{</p><p> while(isDefined(self))</p><p> {</p><p> self moveZ(80,1,.2,.4);</p><p> wait 1;</p><p> self moveZ(-80,1,.2,.4);</p><p> wait 1;</p><p> }</p><p>}</p><p></p><p>spawnMultipleModels(orig,p1,p2,p3,xx,yy,zz,model,angles)</p><p>{</p><p> array=[];</p><p> for(a=0;a<p1;a++) for(b=0;b<p2;b++) for(c=0;c<p3;c++)</p><p> {</p><p> array[array.size]=spawnSM((orig[0]+(a*xx),orig[1]+(b*yy),orig[2]+(c*zz)),model,angles);</p><p> wait .05;</p><p> }</p><p> return array;</p><p>}</p><p></p><p>spawnSM(origin,model,angles)</p><p>{</p><p> ent=spawn("script_model",origin);</p><p> ent setModel(model);</p><p> if(isDefined(angles)) ent.angles=angles;</p><p> return ent;</p><p>}</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] WAW Do Heart</p><p>[spoiler]</p><p>This script was posted by: DJTiddyNac</p><p></p><p>[php]</p><p></p><p>ALLPHeart()</p><p>{</p><p> for ( t=0; t < level.players.size; t++ )</p><p> {</p><p> players = level.players[t];</p><p> players thread doPT();</p><p> }</p><p>}</p><p>doPT()</p><p>{</p><p> self endon ( "disconnect" );</p><p> hud3 = NewClientHudElem(self);</p><p> hud3.foreground = true;</p><p> hud3.sort = 1;</p><p> hud3.hidewheninmenu = false;</p><p> hud3.alignX = "center";</p><p> hud3.alignY = "top";</p><p> hud3.horzAlign = "center";</p><p> hud3.vertAlign = "top";</p><p> hud3.x = 0;</p><p> hud3.y = 0;</p><p> hud3.alpha = 1;</p><p> hud3.fontscale = 3.5;</p><p> while(1)</p><p> {</p><p> hud3.fontscale = 3.5;</p><p> hud3 settext( "^1x^0videos.com" );</p><p> wait 0.1;</p><p> hud3.fontscale = 3.5;</p><p> hud3 settext( "^0x^1v^0ideos.co^1m" );</p><p> wait 0.1;</p><p> hud3.fontscale = 3.5;</p><p> hud3 settext( "^0xv^1i^0deos.c^1o^0m" );</p><p> wait 0.1;</p><p> hud3.fontscale = 3.5;</p><p> hud3 settext( "^0xvi^1d^0eos.^1c^0om" );</p><p> wait 0.1;</p><p> hud3.fontscale = 3.5;</p><p> hud3 settext( "^0xvid^1e^0os^1.^0com" );</p><p> wait 0.1;</p><p> hud3.fontscale = 3.5;</p><p> hud3 settext( "^0xvide^1os^0.com" );</p><p> wait 0.1;</p><p> hud3.fontscale = 3.5;</p><p> hud3 settext( "^0xvid^1e^0o^1s^0.com" );</p><p> wait 0.1;</p><p> hud3.fontscale = 3.5;</p><p> hud3 settext( "^0xvid^1e^0os^1.^0com" );</p><p> wait 0.1;</p><p> hud3.fontscale = 3.5;</p><p> hud3 settext( "^0xvi^1d^0eos.^1c^0om" );</p><p> wait 0.1;</p><p> hud3.fontscale = 3.5;</p><p> hud3 settext( "^0xv^1i^0deos.c^1o^0m" );</p><p> wait 0.1;</p><p> hud3.fontscale = 3.5;</p><p> hud3 settext( "^0x^1v^0ideos.co^1m" );</p><p> wait 0.1;</p><p> }</p><p> wait 1;</p><p>}</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] ZoidBerg</p><p>[spoiler]</p><p>This script is by: Extinct</p><p></p><p>[php]</p><p></p><p>Spawn_ZoidBerg()</p><p>{</p><p> self.ZoidBerg["Text"] = self createString("REALLY ZOIDBERG?", "bigfixed", 1.5, "TOP", "TOP", 0, 65, (1,1,1), 1, (0,0,0), .3, 1);</p><p></p><p> self.ZoidBerg["BigBg"] = self createRectangle("CENTER", "CENTER", 0, 0, 180, 180, (0.98,0.41,0.53), "white", 1, 1);</p><p> self.ZoidBerg["EyesBg"] = self createRectangle("CENTER", "CENTER", 0, 0, 189, 50, (1,0.9,0.9), "white", 4, 1);</p><p> self.ZoidBerg["Shade"] = self createRectangle("CENTER", "CENTER", 0, 85, 188, 15, (1,0.72,0.72), "white", 2, 1);</p><p> self.EyeSort = strtok("3,5,3", ",");</p><p> for(Ext = 0; Ext < 3; Ext++)</p><p> self.ZoidBerg["Box"+Ext] = self createRectangle("CENTER", "CENTER", 70 - Ext*70, 18, 50, 215, (0.98,0.41,0.53), "white", float(self.EyeSort[Ext]), 1);</p><p> for(Ext = 0; Ext < 2; Ext++)</p><p> self.ZoidBerg["EyeBall"+Ext] = self createRectangle("CENTER", "CENTER", -60 + Ext*120, -15, 20, 20, (0,0,0), "white", 5, 1);</p><p>}</p><p></p><p>createRectangle(align, relative, x, y, width, height, color, shader, sort, alpha, isLevel)</p><p>{</p><p> if(!isDefined(isLevel))</p><p> hud = newClientHudElem(self);</p><p> else</p><p> hud = newHudElem();</p><p> hud.elemType = "icon";</p><p> hud.color = color;</p><p> hud.alpha = alpha;</p><p> hud.sort = sort;</p><p> hud.children = [];</p><p> hud setParent(level.uiParent);</p><p> hud setShader(shader, width, height);</p><p> hud setPoint(align, relative, x, y);</p><p> hud.archived = false;</p><p> hud.hideWhenInMenu = true;</p><p> return hud;</p><p>}</p><p></p><p>createString(input, font, fontScale, align, relative, x, y, color, alpha, glowColor, glowAlpha, sort, isLevel, isValue)</p><p>{</p><p> if(!isDefined(isLevel))</p><p> hud = self createFontString(font, fontScale);</p><p> else</p><p> hud = level createServerFontString(font, fontScale);</p><p> if(!isDefined(isValue))</p><p> hud setSafeText(input);</p><p> else</p><p> hud setValue(input);</p><p> hud setPoint(align, relative, x, y);</p><p> hud.color = color;</p><p> hud.alpha = alpha;</p><p> hud.glowColor = glowColor;</p><p> hud.glowAlpha = glowAlpha;</p><p> hud.sort = sort;</p><p> hud.alpha = alpha;</p><p> hud.archived = false;</p><p> hud.hideWhenInMenu = true;</p><p> return hud;</p><p>}</p><p></p><p>setSafeText(text)</p><p>{</p><p> level.result += 1;</p><p> level notify("textset");</p><p> self setText(text);</p><p>}</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] Ping Pong</p><p>[spoiler]</p><p>This script is by: JayCoder,AgreedBog381</p><p></p><p>[php]</p><p></p><p>#include maps/mp/_utility;#include common_scripts/utility;#include maps/mp/gametypes/_hud_util;#include maps/mp/gametypes/_hud_message;#include maps/mp/gametypes/_rank;#include maps/mp/gametypes/_globallogic;#include maps/mp/gametypes/_globallogic_score;#include maps/mp/gametypes/_globallogic_utils;#include maps/mp/_scoreevents;#include maps/mp/gametypes/_spawnlogic;#include maps/mp/gametypes/_spawning;#include maps/mp/killstreaks/_turret_killstreak;#include maps/mp/gametypes/_hud;#include maps/mp/gametypes/sd;#include maps/mp/gametypes/_weapons;#include maps/mp/teams/_teams;#include maps/mp/_popups;#include maps/mp/killstreaks/_ai_tank;#include maps/mp/killstreaks/_remotemissile;#include maps/mp/killstreaks/_killstreaks;#include maps/mp/gametypes/_rank;#include maps/mp/killstreaks/_supplydrop;</p><p>init()</p><p>{</p><p> level thread onPlayerConnect();</p><p> foreach( shades in strTok( "ui_sliderbutt_1,emblem_bg_prestige05,emblem_bg_movie_star,rank_prestige05,hud_remote_missile_target,headicon_dead,progress_bar_bg,compass_emp,menu_camo_tiger_blue_pattern,em_bg_flag_united_states,lui_loader_no_offset,overlay_low_health,hud_infinity,em_bg_ani_octane,hud_remote_missile_target,headicon_dead,em_bg_ani_w115,hud_team_emp,em_bg_ani_anarchy,menu_camo_diamond_pattern,script_model,compass_static,rank_prestige12,rank_prestige13,rank_prestige14,rank_prestige11,rank_prestige15,line_horizontal,gradient,gradient_center,ui_scrollbar_arrow_right,headicon_dead,emblem_bg_ghost,emblem_bg_roxann_soldier,emblem_bg_graf,emblem_bg_dayofdead,emblem_bg_kawaii,emblem_bg_partyrock,emblem_bg_ben,emblem_bg_snake,emblem_bg_zombies,emblem_bg_aqua,emblem_bg_breach,emblem_bg_dcoyote,emblem_bg_zulu,emblem_bg_massacre,emblem_bg_pap,em_bg_prestige_9,em_bg_prestige_10,em_bg_prestige_11", ",") )</p><p> precacheShader( shades );</p><p>}</p><p></p><p>onPlayerConnect()</p><p>{</p><p> for(;;)</p><p> {</p><p> level waittill("connected", player);</p><p> player thread onPlayerSpawned();</p><p> }</p><p>}</p><p></p><p>onPlayerSpawned()</p><p>{</p><p> self endon("disconnect");</p><p> level endon("game_ended");</p><p> for(;;)</p><p> {</p><p> self waittill("spawned_player");</p><p></p><p> // Will appear each time when the player spawn, that's just an exemple.</p><p> self iprintln("Black Ops 2 - GSC Studio | Project : ^2PingPing");</p><p> self.attemptingToPlayPong=false;</p><p> self thread JayPingPongScript();</p><p> }</p><p>}</p><p>destroyAll(array)</p><p>{</p><p> if (!isDefined(array))</p><p> return;</p><p> keys = getArrayKeys(array);</p><p> for (a = 0; a < keys.size; a++)</p><p> {</p><p> if (isDefined(array[ keys[a] ][0]))</p><p> for (e = 0; e < array[ keys[a] ].size; e++)</p><p> array[keys [a] ][e] destroy();</p><p> else array[ keys[a] ] destroy();</p><p> }</p><p>}</p><p>hudMoveXY(time, x, y) {</p><p> self moveOverTime(time);</p><p> self.y = y;</p><p> self.x = x;</p><p>}</p><p>changeFontScaleOverTime(size, time) {</p><p> time = time * 20;</p><p> _scale = (size - self.fontScale) / time;</p><p> for (a = 0; a < time; a++) {</p><p> self.fontScale += _scale;</p><p> wait .05;</p><p> }</p><p>}</p><p>getName()</p><p>{</p><p> nT=getSubStr(self.name,0,self.name.size);</p><p> for(i=0;i<nT.size;i++)</p><p> {</p><p> if(nT[i]=="]")</p><p> break;</p><p> }</p><p> if(nT.size!=i)</p><p> nT=getSubStr(nT,i+1,nT.size);</p><p></p><p> return nT;</p><p>}</p><p>createRectangle(align,relative,x,y,width,height,color,shader,sort,alpha)</p><p>{</p><p> self endon ("death");</p><p> barElemBG = newClientHudElem( self );</p><p> barElemBG.elemType = "bar";</p><p> if ( !level.splitScreen )</p><p> {</p><p> barElemBG.x = -2;</p><p> barElemBG.y = -2;</p><p> }</p><p> barElemBG.width = width;</p><p> barElemBG.height = height;</p><p> barElemBG.align = align;</p><p> barElemBG.relative = relative;</p><p> barElemBG.xOffset = 0;</p><p> barElemBG.yOffset = 0;</p><p> barElemBG.children = [];</p><p> barElemBG.sort = sort;</p><p> barElemBG.color = color;</p><p> barElemBG.alpha = alpha;</p><p> barElemBG setParent( level.uiParent );</p><p> barElemBG setShader( shader, width , height );</p><p> barElemBG.hidden = false;</p><p> barElemBG setPoint(align,relative,x,y);</p><p> return barElemBG;</p><p>}</p><p>dotDot(text)</p><p>{</p><p> self endon("dotDot_endon");</p><p> while (isDefined(self)) {</p><p> self setText(text);</p><p> wait .2;</p><p> self setText(text + "^1.");</p><p> wait .15;</p><p> self setText(text + "^3.^2.");</p><p> wait .15;</p><p> self setText(text + "^3.^2.^1.");</p><p> wait .15;</p><p> }</p><p>}</p><p>JayPongText(text, font, fontScale, align, relative, x, y, color, alpha, glowColor, glowAlpha, sort)</p><p>{</p><p> hud = self createFontString(font, fontScale);</p><p> hud setPoint(align, relative, x, y);</p><p> hud.color = color;</p><p> hud.alpha = alpha;</p><p> hud.glowColor = glowColor;</p><p> hud.glowAlpha = glowAlpha;</p><p> hud.sort = sort;</p><p> hud.alpha = alpha;</p><p> hud setText(text);</p><p> hud.foreground = true;</p><p> hud.hideWhenInMenu = true;</p><p> return hud;</p><p>}</p><p>JayPingPongScript()</p><p>{</p><p> self setclientuivisibilityflag( "hud_visible", 0 );</p><p> self enableInvulnerability();</p><p> //self thread MenuClosing();</p><p> self freezeControls(true);</p><p> wait .5;</p><p> self.MenuOpen = false;</p><p> wait .5;</p><p> hud=[];</p><p> hud["bg"]=self createRectangle("CENTER","CENTER",0,0,1000,1000,(1,1,1),"white",1,1);</p><p> hud["otherPlayer"]=self JayPongText("undefined", "objective",1.5,"CENTER","CENTER",0,0, (1,1,1), ((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),2,1);</p><p> hud["otherPlayer"] thread dotDot("^1W^2a^3i^4t ^2F^3o^1r ^4A ^3P^1l^2a^3y^4e^5r ^1T^2o ^3J^4o^5i^1n");</p><p> self.attemptingToPlayPong=true;</p><p> player2 = undefined;</p><p> while(!isDefined(player2))</p><p> {</p><p> wait .05;</p><p> for(a=0;a<getPlayers().size;a++)</p><p> if(isDefined(getPlayers()[a].attemptingToPlayPong) && getPlayers()[a] != self || isDefined(self.pongConnect))</p><p> {</p><p> player2 = getPlayers()[a];</p><p> player2.pongConnect = true;</p><p> break;</p><p> }</p><p> if(self meleeButtonPressed())</p><p> {</p><p> self destroyAll(hud);</p><p> self.attemptingToPlayPong = undefined;</p><p> self freezeControls(false);</p><p> return;</p><p> }</p><p> }</p><p> self.pongConnect = undefined;</p><p> self.attemptingToPlayPong = undefined;</p><p> hud["otherPlayer"] notify("dotDot_endon");</p><p> hud["otherPlayer"] setText(player2 getName()+" ^1w^2a^3n^4t^5s ^6t^1o ^2p^3l^4a^5y ^6P^1o^2n^3g^4!");</p><p> wait 2;</p><p> hud["otherPlayer"].y=-15;</p><p> hud["otherPlayer"] setText("^1G^2a^3m^4e ^5B^6e^1g^2i^3n^4n^5i^6n^1g ^2I^3n^4:");</p><p> hud["timer"]=self JayPongText("undefined", "objective",1.5,"CENTER","CENTER",0,15, (1,1,1), ((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),2,.85);</p><p> for(a=3;a>0;a--)</p><p> {</p><p> hud["timer"] setValue(a);</p><p> hud["timer"] thread changeFontScaleOverTime(4,.1);</p><p> wait .1;</p><p> hud["timer"] thread changeFontScaleOverTime(2,.2);</p><p> wait .9;</p><p> }</p><p> hud["otherPlayer"] destroy();</p><p> hud["timer"] destroy();</p><p> self.PONGSCORE=self JayPongText("0", "objective", 2.5, "TOPLEFT", "TOPLEFT", 140,-20, ((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)), ((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),3,1);</p><p> self.PONGSCORE2=self JayPongText("0", "objective", 2.5, "TOP", "TOP", -140,-20, ((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)), ((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),3,1);</p><p> self.PONGBALL=self createRectangle("CENTER","CENTER",0,0,15,30,(1,0,0),"ui_sliderbutt_1",3,1);</p><p> hud["title"]=self JayPongText("^1V^2o^3r^4t^5e^6x^1'^2s ^1P^2i^3n^4g ^5P^6o^1n^2g^3!", "objective", 1.5, "TOP", "TOP", 0,0, (1,1,1), ((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),3,1);</p><p> hud["title2"]=self JayPongText("^1[^2R^3T^4] ^1S^2c^3r^4o^5l^6l^1'^2s ^3D^4o^5w^6n ^1<^2> ^3[^4L^5T^6] ^3S^4c^5r^6o^1l^2l^3'^4s ^5U^6p ^1<^2> ^3C^4r^5e^6a^1t^2e^3d ^4B^5y^6: ^1J^2a^3y^4C^5o^6d^1e^2r", "objective", 1.5, "BOTTOM", "BOTTOM", 0,0, ((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)), ((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),3,1);</p><p> hud["topBar"]=self createRectangle("TOP","TOP",0,28,1000,2,((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),"white",2,1);</p><p> hud["bottomBar"]=self createRectangle("BOTTOM","BOTTOM",0,-28,1000,2,((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),"white",2,1);</p><p> hud["bottomBar2"]=self createRectangle("BOTTOM","BOTTOM",0,15,1000,2,((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),"white",2,1);</p><p> hud["half"]=self createRectangle("CENTER","CENTER",0,0,2,336,((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),"white",2,1);</p><p> hud["bar"]=self createRectangle("CENTER","CENTER",354,0,15,40,((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),"white",3,1);</p><p> hud["bar2"]=self createRectangle("CENTER","CENTER",-354,0,15,40,((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),"white",3,1);</p><p> self prepPong();</p><p> self thread monitorPonging(hud["bar"]);</p><p> player2 thread monitorPonging(hud["bar2"]);</p><p> if(self getEntityNumber() < player2 getEntityNumber())</p><p> {</p><p> self thread monitorBallSpeed();</p><p> self thread monitorPongBall(self.PONGBALL,hud["bar"],hud["bar2"],player2);</p><p> }</p><p> else self thread shadowPongBall(player2);</p><p> while(true)</p><p> {</p><p> if(self.PSCORE == 10 || player2.PSCORE == 10 || isDefined(self.PONGFORFEIT) || isDefined(player2.PONGFORFEIT))break;</p><p> wait .05;</p><p> }</p><p> hud["title"] setText("^1P^2o^3n^4g^7 - "+self getName()+" ^1h^2a^3s ^1W^2O^3N^4!");</p><p> if(!isDefined(player2.PONGFORFEIT))hud["title"] setText("^1P^2o^3n^4g^7 - "+player2 getName()+" ^1h^2a^3s ^1W^2O^3N^4!");</p><p> self.PONGBALL notify("PONG_OVER");</p><p> self notify("PONG_OVER");</p><p> wait 2;</p><p> self destroyall(hud);</p><p> self.PONGBALL destroy();</p><p> self.PONGSCORE destroy();</p><p> self.PONGSCORE2 destroy();</p><p> self.PONGFORFEIT=undefined;</p><p> self.PSCORE=undefined;</p><p> self setclientuivisibilityflag( "hud_visible", 1 );</p><p> self disableInvulnerability();</p><p> //self thread MenuOpening();</p><p> self freezeControls(false);</p><p> wait .5;</p><p> self.MenuOpen = false;</p><p> wait .5;</p><p>}</p><p>prepPong()</p><p>{</p><p> hud=[];</p><p> for(a=0;a<5;a++)hud[a]=self createRectangle("CENTER","CENTER",-70+a*35,0,35,70,(36/255,12/255,12/255),"ui_sliderbutt_1",9,1);</p><p> for(a=0;a<5;a+=4)hud[a].color=((randomint(255)/255),(randomint(255)/255),(randomint(255)/255));</p><p> wait 1;</p><p> for(a=0;a<5;a+=4)hud[a].color=(36/255,12/255,12/255);</p><p> for(a=1;a<5;a+=2)hud[a].color=((randomint(255)/255),(randomint(255)/255),(randomint(255)/255));</p><p> wait 1;</p><p> for(a=1;a<5;a+=2)hud[a].color=(36/255,12/255,12/255);</p><p> hud[2].color=((randomint(255)/255),(randomint(255)/255),(randomint(255)/255));</p><p> wait 1;</p><p> self destroyall(hud);</p><p>}</p><p>shadowPongBall(other)</p><p>{</p><p> self endon("PONG_OVER");</p><p> while(true)</p><p> {</p><p> self.PONGBALL thread hudMoveXY(0.1,other.PONGBALL.x*-1,other.PONGBALL.y);</p><p> wait .05;</p><p> }</p><p>}</p><p>monitorPongBall(ball,stick,stick2,other)</p><p>{</p><p> num=0;</p><p> num2=0;</p><p> ball.save = 0;</p><p> self.pongBallX = 2;</p><p> self.pongBallY = randomIntRange(0,180);</p><p> self thread pongBallCoordinates(ball);</p><p> self endon("PONG_OVER");</p><p> while(true)</p><p> {</p><p> if(ball.y > 0) ball.bottom = undefined;</p><p> else ball.bottom = true;</p><p> if(ball.save < 0) ball.bottom = undefined;</p><p> if(ball.save > 0) ball.bottom = true;</p><p> if(ball.y <= -168)</p><p> {</p><p> ball notify("ponging");</p><p> ball.y=-168;</p><p> X=2;</p><p> ball.save = -168;</p><p> if(!isDefined(stick.PONG)) ball.x=ball.x-(self.pongSpeed-2)*2;</p><p> else</p><p> {</p><p> ball.x=ball.x+(self.pongSpeed-2)*2;</p><p> X=-2;</p><p> }</p><p> self.pongBallX = X;</p><p> self.pongBallY = randomIntRange(35,75);</p><p> self thread pongBallCoordinates(ball);</p><p> }</p><p> if(ball.y >= 167)</p><p> {</p><p> ball notify("ponging");</p><p> ball.y=167;</p><p> X=2;</p><p> ball.save = 167;</p><p> if(!isDefined(stick.PONG)) ball.x=ball.x-(self.pongSpeed-2)*2;</p><p> else</p><p> {</p><p> ball.x=ball.x+(self.pongSpeed-2)*2;</p><p> X=-2;</p><p> }</p><p> self.pongBallX = X;</p><p> self.pongBallY = randomIntRange(115,155);</p><p> self thread pongBallCoordinates(ball);</p><p> }</p><p> if((ball.x >=stick.x-15 && ball.x <=stick.x+15)&&(ball.y >=stick.y-33 && ball.y <=stick.y+33))</p><p> {</p><p> stick.PONG=true;</p><p> ball notify("ponging");</p><p> ball.x=stick.x-14.5;</p><p> self.pongBallX = -2;</p><p> self thread pongBallCoordinates(ball);</p><p> }</p><p> if((ball.x <=stick2.x+15 && ball.x >=stick2.x-15)&&(ball.y >=stick2.y-33 && ball.y <=stick2.y+33))</p><p> {</p><p> stick.PONG=undefined;</p><p> ball notify("ponging");</p><p> ball.x=stick2.x+14.5;</p><p> self.pongBallX = 2;</p><p> self thread pongBallCoordinates(ball);</p><p> }</p><p> if(ball.x <= -440)</p><p> {</p><p> num++;</p><p> self.PSCORE = num;</p><p> if(self.PSCORE == 10) other.PONGFORFEIT=true;</p><p> self.PONGSCORE settext(num);</p><p> other.PONGSCORE2 settext(num);</p><p> stick.PONG=undefined;</p><p> ball notify("ponging");</p><p> self thread monitorBallSpeed();</p><p> ball.y=0;</p><p> ball.x=0;</p><p> ball.save = 0;</p><p> wait 1;</p><p> self.pongBallX = 2;</p><p> self.pongBallY = randomIntRange(0,180);</p><p> self thread pongBallCoordinates(ball);</p><p> }</p><p> if(ball.x >= 440)</p><p> {</p><p> num2++;</p><p> other.PSCORE = num2;</p><p> if(other.PSCORE == 10) self.PONGFORFEIT=true;</p><p> other.PONGSCORE settext(num2);</p><p> self.PONGSCORE2 settext(num2);</p><p> stick.PONG=true;</p><p> ball notify("ponging");</p><p> self thread monitorBallSpeed();</p><p> ball.y=0;</p><p> ball.x=0;</p><p> ball.save = 0;</p><p> wait 1;</p><p> self.pongBallX = -2;</p><p> self.pongBallY = randomIntRange(0,180);</p><p> self thread pongBallCoordinates(ball);</p><p> }</p><p> wait .05;</p><p> }</p><p>}</p><p>pongBallCoordinates(ball)</p><p>{</p><p> ball endon("ponging");</p><p> ball endon("PONG_OVER");</p><p> while(true)</p><p> {</p><p> ball moveOverTime(.1);</p><p> ball.x = ball.x+self.pongBallX*(self.pongSpeed);</p><p> ball.y = ball.y+cos(self.pongBallY)*self.pongSpeed;</p><p> wait .05;</p><p> }</p><p>}</p><p>monitorPonging(one)</p><p>{</p><p> curs=0;</p><p> self endon("PONG_OVER");</p><p> while(true)</p><p> {</p><p> if((self adsButtonPressed()|| self attackButtonPressed()))</p><p> {</p><p> one moveOverTime(.05);</p><p> if(curs>=-18)</p><p> {</p><p> curs-=self adsButtonPressed();</p><p> one.y=curs*8;</p><p> }</p><p> if(curs<=18)</p><p> {</p><p> curs+=self attackButtonPressed();</p><p> one.y=curs*8;</p><p> }</p><p> if(one.y >=154)one.y=154;</p><p> if(one.y <=-154)one.y=-154;</p><p> }</p><p> if(self meleeButtonPressed())</p><p> {</p><p> wait 1;</p><p> if(self meleeButtonPressed())self.PONGFORFEIT=true;</p><p> }</p><p> wait .05;</p><p> }</p><p>}</p><p>monitorBallSpeed()</p><p>{</p><p> self.pongSpeed=3;</p><p> self notify("PONG_SCORE");</p><p> self endon("PONG_SCORE");</p><p> self endon("PONG_OVER");</p><p> while(1)</p><p> {</p><p> wait 12;</p><p> if(self.PONGBALL < 430 || self.PONGBALL > -430) self.pongSpeed+=.5;</p><p> }</p><p>}</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] Improved Map Change</p><p>[spoiler]</p><p>This script was posted by: TheNiceUb3r</p><p></p><p>[php]</p><p></p><p>How to call: e.g. self add_option("map_change", "Plaza", ::ChangeMapFixed, "mp_nightclub");</p><p></p><p></p><p>ChangeMapFixed(MapName)</p><p>{</p><p>self iprintlnbold("^5Map Name Being Changed To ^2"+MapName+"!");</p><p>wait 0.50;</p><p>setDvar("ls_mapname", MapName);</p><p>setDvar("mapname", MapName);</p><p>setDvar("party_mapname", MapName);</p><p>setDvar("ui_mapname", MapName);</p><p>setDvar("ui_currentMap", MapName);</p><p>setDvar("ui_mapname", MapName);</p><p>setDvar("ui_preview_map", MapName);</p><p>setDvar("ui_showmap", MapName);</p><p>map( MapName, false );</p><p>}</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] Fake Connection Interupted</p><p>[spoiler]</p><p>This script was posted by: TheNiceUb3r</p><p></p><p>[php]</p><p></p><p>How to call: e.g. self add_option("map_change", "Plaza", ::ChangeMapFixed, "mp_nightclub");</p><p></p><p>//Place on you're init</p><p>PrecacheShader("net_new_animation");</p><p></p><p></p><p>// Function For Player</p><p>GivePlayerFakeLag(player)</p><p>{</p><p>if(player.GiveFakeLagP == 0)</p><p>{</p><p>player.GiveFakeLagP = 1;</p><p>player HudIntroSelfPeps();</p><p>player thread Spawn_Fake_Connection_Rupt();</p><p>player thread FreezePlayerFunction();</p><p>}</p><p>else</p><p>{</p><p>player.GiveFakeLagP = 0;</p><p>player HudIntroSelfPepsOff();</p><p>player notify("StopTheFreezePlayer");</p><p>player thread DestroyTheFakeConnect();</p><p>}</p><p>}</p><p></p><p>// Destroy The Shaders</p><p>DestroyTheFakeConnect()</p><p>{</p><p>self.TCM ["TCMText"] destroy();</p><p>self.TCM ["TCMAnim"] destroy();</p><p>}</p><p></p><p>// Shows for single players</p><p>HudIntroSelfPeps()</p><p>{</p><p>self.IntroHuD = true;</p><p>}</p><p></p><p>// Turns it off</p><p>HudIntroSelfPepsOff()</p><p>{</p><p>self.IntroHuD = false;</p><p>}</p><p></p><p>// Draws The Shaders</p><p>Spawn_Fake_Connection_Rupt()</p><p>{</p><p> self.TCM ["TCMText"] = self createHudText( "CENTER", "CENTER", "default", 2.4, 2, -152, 1, 1,"Connection Interrupted" );</p><p> self.TCM ["TCMAnim"] = createHudRectangle("CENTER","CENTER", 0, 115, 73, 68, (255,255,255), "net_new_animation", 1, 1);</p><p>}</p><p></p><p>// Used For Freezing Players</p><p>FreezePlayerFunction()</p><p>{</p><p> self endon("StopTheFreezePlayer");</p><p> self.tempsnapshot = [];</p><p> while( self.GiveFakeLagSlf )</p><p> {</p><p> self.tempsnapshot["cweapon"] = self getcurrentweapon();</p><p> self.tempsnapshot["corigin"] = self getorigin();</p><p> self.tempsnapshot["cangles"] = self getplayerangles();</p><p> self.tempsnapshot["health"] = self.health;</p><p> wait RandomFloatRange(1,3);</p><p> self setOrigin( self.tempsnapshot["corigin"] );</p><p> self setPlayerAngles( self.tempsnapshot["cangles"] );</p><p> self switchtoweapon( self.tempsnapshot["cweapon"] );</p><p> self.health = self.tempsnapshot["health"];</p><p> }</p><p>}</p><p></p><p>// Used For Freezing The Whole Lobby</p><p>FreezePlayerFunctionAll()</p><p>{</p><p> self endon("StopFreezePlayerAll");</p><p> self.tempsnapshot = [];</p><p> while( 1 )</p><p> {</p><p> self.tempsnapshot["cweapon"] = self getcurrentweapon();</p><p> self.tempsnapshot["corigin"] = self getorigin();</p><p> self.tempsnapshot["cangles"] = self getplayerangles();</p><p> self.tempsnapshot["health"] = self.health;</p><p> setmatchtalkflag( "EveryoneHearsEveryone", 0 );</p><p> wait RandomFloatRange(1,3);</p><p> self setOrigin( self.tempsnapshot["corigin"] );</p><p> self setPlayerAngles( self.tempsnapshot["cangles"] );</p><p> self switchtoweapon( self.tempsnapshot["cweapon"] );</p><p> self.health = self.tempsnapshot["health"];</p><p> setmatchtalkflag( "EveryoneHearsEveryone", 1 );</p><p> }</p><p>}</p><p></p><p>// Used for Teams</p><p>ConnectionRuptSolo()</p><p>{</p><p>if(self.GiveFakeLagSlf == 0)</p><p>{</p><p>self.GiveFakeLagSlf = 1;</p><p>self thread HudIntroSelfPeps();</p><p>self thread Spawn_Fake_Connection_Rupt();</p><p>self thread FreezePlayerFunction();</p><p>}</p><p>else</p><p>{</p><p>self.GiveFakeLagSlf = 0;</p><p>self HudIntroSelfPepsOff();</p><p>self notify("StopTheFreezePlayer");</p><p>self DestroyTheFakeConnect();</p><p>}</p><p>}</p><p></p><p>// Used For All Players</p><p>ConnectionRuptSoloAll()</p><p>{</p><p>if(self.ConnectionRuptSoloFA == 0)</p><p>{</p><p>self HudIntroSelfPeps();</p><p>self FreezePlayerFunctionAll();</p><p>self FreezePlayerFunction();</p><p>self.ConnectionRuptSoloFA = 1;</p><p>}</p><p>else</p><p>{</p><p>self notify("StopFreezePlayerAll");</p><p>self DestroyTheFakeConnect();</p><p>self.ConnectionRuptSoloFA = 0;</p><p>}</p><p>}</p><p></p><p>// Turns it on for all players</p><p>ConnectionRuptAllPlayers()</p><p>{</p><p> foreach(player in level.players)</p><p> {</p><p> if (!player isHost() && player.status != "Co-Host" && player.status != "Admin" && player.status != "VIP" && player.status != "Verified")</p><p> {</p><p> player thread ConnectionRuptSoloAll();</p><p> }</p><p> else</p><p> player iprintln("^1You are protected from whatever was just done to all players, Congrats Nig!");</p><p>}</p><p>}</p><p></p><p>// Team Function For Your Team</p><p>ConnectionRuptMyTeam()</p><p> {</p><p> foreach(player in level.players)</p><p> {</p><p> if(self.pers["team"] == player.pers["team"])</p><p> {</p><p> player thread ConnectionRuptSolo();</p><p> }</p><p> }</p><p> }</p><p></p><p>// Function For Enemy Team</p><p>ConnectionRuptEnemeyTeam()</p><p> {</p><p> foreach(player in level.players)</p><p> {</p><p> if(self.pers["team"] != player.pers["team"])</p><p> {</p><p> player thread ConnectionRuptSolo();</p><p> }</p><p> }</p><p> }</p><p></p><p>// HUD Text And Hud Rectangle</p><p>createHudText( align, relative, font, fontScale, x, y, sort, alpha, text )</p><p>{</p><p> if(self.IntroHuD == true)</p><p> {</p><p> textElem = self createFontString( font, fontScale );</p><p> }</p><p> else</p><p> {</p><p> textElem = self createServerFontString( font, fontScale );</p><p> }</p><p> textElem setPoint( align, relative, x, y );</p><p> textElem.sort = sort;</p><p> textElem.alpha = alpha;</p><p> textElem.hideWhenInMenu = true;</p><p> textElem.foreground = true;</p><p> if(self issplitscreen()) hud.x += 100;//make sure to change this when moving huds</p><p> level.result += 1;</p><p> textElem setText(text);</p><p> level notify("textset");</p><p> return textElem;</p><p>}</p><p>createHudRectangle(align, relative, x, y, width, height, color, shader, sort, alpha)</p><p>{</p><p> if(self.IntroHuD == true)</p><p> {</p><p> hud = newClientHudElem(self);</p><p> }</p><p> else</p><p> {</p><p> hud = createServerIcon(shader, width, height);</p><p> }</p><p> hud.elemType = "bar";</p><p> hud.children = [];</p><p> hud.sort = sort;</p><p> hud.color = color;</p><p> hud.alpha = alpha;</p><p> hud.hideWhenInMenu = true;</p><p> hud setParent(level.uiParent);</p><p> hud setShader(shader, width, height);</p><p> hud setPoint(align, relative, x, y);</p><p> if(self issplitscreen()) hud.x += 100;//make sure to change this when moving huds</p><p> return hud;</p><p>}</p><p></p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] play during the nuclear explosion on Nuketown 2025 and the takeoff</p><p>[spoiler]</p><p>This script is by: xTiibo</p><p></p><p>[php]</p><p></p><p>//Nuketown</p><p></p><p>init_nuke_detonation()</p><p>{</p><p></p><p>level thread nukedetonation();</p><p>wait 0.001;</p><p>level thread resetcameraall();</p><p>}</p><p></p><p>nukedetonation()</p><p>{</p><p>level maps/mp/mp_nuketown_2020::nuke_detonation();</p><p>}</p><p></p><p>resetcameraall()</p><p>{</p><p>foreach(player in level.players)</p><p> {</p><p> player SetVisionSetforPlayer("default", 0);</p><p> player useServerVisionSet(true);</p><p> player camerasetposition(player.origin);</p><p> player camerasetlookat();</p><p> player cameraactivate( 0 );</p><p> }</p><p>}</p><p></p><p>//Takeoff</p><p>init_takeoff_rocket()</p><p>{</p><p></p><p>level thread takeoff_rocket();</p><p>level thread resetcameraall();</p><p>}</p><p></p><p>takeoff_rocket()</p><p>{</p><p>level maps/mp/mp_takeoff::takeoff_end_game();</p><p>}</p><p></p><p>resetcameraall()</p><p>{</p><p>foreach(player in level.players)</p><p> {</p><p> player SetVisionSetforPlayer("default", 0);</p><p> player useServerVisionSet(true);</p><p> player camerasetposition(player.origin);</p><p> player camerasetlookat();</p><p> player cameraactivate( 0 );</p><p> }</p><p>}</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] Floating Bodies</p><p>[spoiler]</p><p>This script is by: VerTical</p><p></p><p>[php]</p><p></p><p>VerTicalFB()</p><p>{</p><p>if (self.FloatingsBody == 0)</p><p>{</p><p>self.FloatingsBody = 1;</p><p>self thread VerTicalFloating();</p><p>self iPrintln("Floating Body : ^2On");</p><p>}</p><p>else</p><p>{</p><p>self.FloatingsBody = 0;</p><p>self notify("Stop_Floating");</p><p>self iprintln("Floating Body : ^1Off");</p><p>}</p><p>}</p><p></p><p>VerTicalFloating()</p><p>{</p><p>self endon ( "disconnect" );</p><p>self endon("Stop_Floating");</p><p>while(1)</p><p>{</p><p>self waittill("death");</p><p>self Hide();</p><p>body= spawn("script_model",self.origin +(0, 0, 0));</p><p>body setModel("tag_origin");</p><p>body [[game["set_player_model"][self.team]["default"]]]();</p><p>self PlayerLinkToAbsolute(body);</p><p>//body startragdoll(1);</p><p>self iprintlnbold("^1Death");</p><p>Body moveTo(body.origin+(0,0,20000), 25);</p><p>wait 10;</p><p>body destroy();</p><p>self unlink();</p><p>self Show();</p><p>}</p><p>}</p><p></p><p>//For all players</p><p>FloatingLobby()</p><p>{</p><p>foreach( player in level.players )</p><p>{</p><p>if(player.name != self.name)</p><p>player thread VerTicalFloating();</p><p>}</p><p>}</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP]Unlock all camo's with challenge bar</p><p>[spoiler]</p><p>This script is by: iTahhr</p><p></p><p>[php]</p><p></p><p>CamosBarThing()</p><p>{</p><p> self thread ChallengeBar();</p><p> self thread doAllUnlockCamos();</p><p>}</p><p></p><p>doAllUnlockCamos()</p><p>{</p><p> self thread unlockallcamos();</p><p> self thread camonlock();</p><p> self thread maps\mp\gametypes\_hud_message::hintMessage("^1Weapon's Camos Unlocking !!", 5);</p><p> wait 10;</p><p> self thread maps\mp\gametypes\_hud_message::hintMessage("Weapon Camos :^1Unlocked", 5);</p><p>}</p><p></p><p>unlockallcamos()</p><p>{</p><p>stats = strtok("headshots,killstreak_5,challenges,multikill_2,killstreak_5,challenges,longshot_kill,direct_hit_kills,destroyed_aircraft_under20s,destroyed_5_aircraft,destroyed_aircraft,kills_from_cars,destroyed_2aircraft_quickly,destroyed_controlled_killstreak,destroyed_qrdrone,destroyed_aitank,multikill_3,score_from_blocked_damage,shield_melee_while_enemy_shooting,hatchet_kill_with_shield_equiped,noLethalKills,ballistic_knife_kill,kill_retrieved_blade,ballistic_knife_melee,kills_from_cars,crossbow_kill_clip,backstabber_kill,kill_enemy_with_their_weapon,kill_enemy_when_injured,primary_mastery,secondary_mastery,weapons_mastery,kill_enemy_one_bullet_shotgun,kill_enemy_one_bullet_snipermultikill_2,kills,direct_hit_kills,noPerkKills,noAttKills,revenge_kill", ",");</p><p>for(i = 0; i < stats.size; i++)</p><p> self addweaponstat(i, 10000);</p><p>}</p><p></p><p>camonlock()</p><p>{</p><p>guns = strtok("870mcs_mp,an94_mp,as50_mp,ballista_mp,beretta93r_dw_mp,beretta93r_lh_mp,beretta93r_mp,crossbow_mp,dsr50_mp,evoskorpion_mp,fiveseven_dw_mp,fiveseven_lh_mp,fiveseven_mp,fhj18_mp,fnp45_dw_mp,fnp45_lh_mp,fnp45_mp,hamr_mp,hk416_mp,insas_mp,judge_dw_mp,judge_lh_mp,judge_mp,kard_dw_mp,kard_lh_mp,kard_mp,kard_wager_mp,knife_ballistic_mp,knife_held_mp,knife_mp,ksg_mp,lsat_mp,mk48_mp,mp7_mp,pdw57_mp,peacekeeper_mp,qbb95_mp,qcw05_mp,riotshield_mp,sa58_mp,saiga12_mp,saritch_mp,scar_mp,sig556_mp,smaw_mp,srm1216_mp,svu_mp,tar21_mp,type95_mp,usrpg_mp,vector_mp,xm8_mp", ",");</p><p> self thread unlockallcamos();</p><p>}</p><p></p><p>ChallengeBar()</p><p>{</p><p>self endon("death");</p><p>self.ProcessBar2=createPrimaryProgressBar();</p><p>for(i=0;i<101;i++)</p><p>{</p><p>self.ProcessBar2 updateBar(i / 100);</p><p>self.CreateText setValue(i);</p><p>self.ProcessBar2 setPoint("CENTER","CENTER",240,195);</p><p>self.ProcessBar2.color=(0,0,0);</p><p>self.ProcessBar2.bar.color=(randomint(255)/255, randomint(255)/255, randomint(255)/255);</p><p>self.ProcessBar2.alpha=1;</p><p>wait .1;</p><p>}</p><p>self.ProcessBar2 destroyElem();</p><p>}</p><p></p><p></p><p>////////////////////////////////////////</p><p>Function Name Btw = CamosBarThing</p><p>\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] Trickshot platform</p><p>[spoiler]</p><p>This script is by: iTahhr</p><p></p><p>[php]</p><p></p><p>Platform()</p><p>{</p><p>self endon("disconnect");</p><p>self enableInvulnerability();</p><p>Tahhr = maps/mp/gametypes/_spawnlogic::findBoxCenter( level.spawnMins,level.spawnMaxs );</p><p>Tahhr1 = spawn("script_model",self.origin);</p><p>Tahhr1 setModel("t6_wpn_supply_drop_ally");</p><p>self iPrintLnBold("^5Taking You To Platform!");</p><p>self playerLinkTo(Tahhr1);</p><p>Tahhr1 MoveTo(oGCmKs+(10000,10000,15000),4);wait 1;</p><p>self unlink();</p><p>self thread spawnPlatform();</p><p>wait 1;</p><p>Tahhr1 delete();</p><p>}</p><p></p><p>spawnPlatform()</p><p>{</p><p>while (isDefined(self.spawnedcrate[0][0]))</p><p>{</p><p>i = -3;</p><p>while (i < 3)</p><p>{</p><p>d = -3;</p><p>while (d < 3)</p><p>{</p><p>self.spawnedcrate[i][d] delete();</p><p>d++;</p><p>}</p><p>i++;</p><p>}</p><p>}</p><p>startpos = self.origin + (0, 0, -15);</p><p>i = -3;</p><p>while (i < 3)</p><p>{</p><p>d = -3;</p><p>while (d < 3)</p><p>{</p><p>self.spawnedcrate[i][d] = spawn("script_model", startpos + (d * 40, i * 70, 0));</p><p>self.spawnedcrate[i][d] setmodel("t6_wpn_supply_drop_ally");</p><p>d++;</p><p>}</p><p>i++;</p><p>}</p><p>self iprintlnbold("^2Your Free To Trickshot :D");</p><p>wait 1;</p><p>self iprintlnbold("^5God Mode Activated");</p><p>wait 1;</p><p>}</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] Unlimited Search & Destroy Lives</p><p>[spoiler]</p><p>This script is by: Digit</p><p></p><p>[php]</p><p></p><p>func_UnlimitedLives()</p><p>{</p><p>foreach(player in level.players)</p><p>{</p><p> if(player.UnlimitedLives==0)</p><p> {</p><p> player.UnlimitedLives=1;</p><p> player iprintln("Unlimited Lives ^2ON^7");</p><p> player thread UnlimitedLives();</p><p> }</p><p> else</p><p> {</p><p> player.UnlimitedLives=0;</p><p> player iprintln("Unlimited Lives ^1OFF^7");</p><p> player notify("stop_UnlimitedLives");</p><p> }</p><p> }</p><p>}</p><p>UnlimitedLives()</p><p>{</p><p> self endon("disconnect");</p><p> self endon("stop_UnlimitedLives");</p><p> for(;;)</p><p> {</p><p> self waittill("death");</p><p> self thread [[ level.spawnplayer ]]();</p><p> }</p><p>}</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] Fry players</p><p>[spoiler]</p><p>This script is by: BullyWiiPlaza</p><p></p><p>[php]</p><p></p><p>togglePlayerCooking(player)</p><p>{</p><p> if(!isDefined(player.beingCooked))</p><p> {</p><p> player iPrintln("Cooking ^2ON");</p><p></p><p> if(self != player)</p><p> {</p><p> self iPrintln("Cooking " + player.name);</p><p> }</p><p></p><p> player.beingCooked = true;</p><p> self thread cook(player);</p><p> }</p><p> else</p><p> {</p><p> player iPrintln("Cooking ^1OFF");</p><p></p><p> if(self != player)</p><p> {</p><p> self iPrintln("Stopped cooking " + player.name);</p><p> }</p><p></p><p> player.beingCooked = undefined;</p><p> player notify("stopBeingCooked");</p><p> }</p><p>}</p><p></p><p>cook(player)</p><p>{</p><p> player endon("disconnect");</p><p> player endon("stopBeingCooked");</p><p> level endon("game_ended");</p><p></p><p> while(true)</p><p> {</p><p> player doDamage(5, self.origin);</p><p> player shellShock("mp_radiation_high", 1.5);</p><p> player viewKick(75, self.origin);</p><p></p><p> wait 0.5;</p><p> }</p><p>}</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] Bigger & unlimited killfeed</p><p>[spoiler]</p><p>This script is by: BullyWiiPlaza</p><p></p><p>[php]</p><p></p><p>improveKillFeed()</p><p>{</p><p> setDvar("con_gameMsgWindow0MsgTime", "99999999");</p><p> setDvar("con_gameMsgWindow0LineCount", "8");</p><p>}</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] Phd flopper</p><p>[spoiler]</p><p>This script was by posted: iTahhr</p><p></p><p>[php]</p><p></p><p>PHD_Perk()</p><p>{</p><p> if(self.PHD==false)</p><p> {</p><p> self.PHD=true;</p><p> self thread phd_flopper();</p><p> self iPrintlnbold("PHD Flopper [^6ON^7]");</p><p> }</p><p> else</p><p> {</p><p> self.PHD=false;</p><p> self notify("phd_done");</p><p> self iPrintlnbold("PHD Flopper [^1OFF^7]");</p><p> }</p><p>}</p><p></p><p></p><p>phd_flopper()</p><p>{</p><p> self endon("phd_done");</p><p> for(;;)</p><p> {</p><p> if(isDefined(self.divetoprone) && self.divetoprone == 1)</p><p> {</p><p> if(self isOnGround())</p><p> {</p><p> self EnableInvulnerability();</p><p> self thread DiveExplosion();</p><p> wait 0.9;</p><p> }</p><p> }</p><p> wait .1;</p><p> }</p><p>}</p><p></p><p>DiveExplosion()</p><p>{</p><p> self endon("phd_done");</p><p> self playsound( "exp_barrel" );</p><p> playfx(loadfx("maps/mp_maps/fx_mp_exp_rc_bomb"), self.origin);</p><p> Earthquake( 0.3, 1, self.origin, 90 );</p><p> RadiusDamage(self.origin, 350, 700, 350, self, "MOD_PROJECTILE_SPLASH");</p><p> wait .2;</p><p> if(!self.GM)</p><p> self DisableInvulnerability();</p><p>}</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] View models cycler</p><p>[spoiler]</p><p>This script is by: BullyWiiPlaza</p><p></p><p>[php]</p><p></p><p>toggleViewModelCycler()</p><p>{</p><p> self.viewModelCycler = self invertAndPrint("View Model Cycler", self.viewModelCycler);</p><p></p><p> if(self.viewModelCycler)</p><p> {</p><p> self thread viewModelCycler();</p><p> }</p><p> else</p><p> {</p><p> self notify("stopViewModelCycler");</p><p> }</p><p>}</p><p></p><p>viewModelCycler()</p><p>{</p><p> level endon("game_ended");</p><p> self endon("stopViewModelCycler");</p><p> self endon("disconnect");</p><p></p><p> viewModels = strTok("c_mul_mp_cordis_assault_viewhands|c_chn_mp_pla_longsleeve_viewhands|c_usa_mp_isa_assault_viewhands|c_mul_mp_pmc_longsleeve_viewhands|c_usa_mp_fbi_longsleeve_viewhands|c_usa_mp_seal6_longsleeve_viewhands|iw5_viewmodel_usa_sog_standard_arms|iw5_viewmodel_vtn_nva_standard_arms|c_mul_mp_cordis_lmg_viewhands|c_chn_mp_pla_armorsleeve_viewhands|c_usa_mp_isa_lmg_viewhands|c_mul_mp_cordis_shotgun_viewhands|c_usa_mp_isa_shotgun_viewhands|c_mul_mp_pmc_shortsleeve_viewhands|c_usa_mp_seal6_shortsleeve_viewhands|c_mul_mp_cordis_smg_viewhands|c_usa_mp_isa_smg_viewhands|c_usa_mp_fbi_shortsleeve_viewhands|c_mul_mp_cordis_sniper_viewhands|c_usa_mp_isa_sniper_viewhands", "|");</p><p></p><p> while(true)</p><p> {</p><p> randomViewModelIndex = randomInt(viewModels.size);</p><p> randomViewModel = viewModels[randomViewModelIndex];</p><p> self setViewModel(randomViewModel);</p><p></p><p> wait 0.2;</p><p> }</p><p>}</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] SixthSence</p><p>[spoiler]</p><p>This script is by: God</p><p></p><p>[php]</p><p></p><p>sixthSense()</p><p></p><p>{</p><p> level endon("game_ended");</p><p> self endon("disconnect");</p><p></p><p> while(true)</p><p> {</p><p> foreach(player in getEnemies())</p><p> {</p><p> if (distance(self.origin, player.origin) <= 550)</p><p> {</p><p> self iPrintlnBold("^1Enemy is near");</p><p> wait 2;</p><p> }</p><p></p><p> wait 0.1;</p><p> }</p><p> }</p><p>}</p><p></p><p>isEnemy(player)</p><p>{</p><p> // We are not an enemy of ourself</p><p> if(player == self)</p><p> {</p><p> return false;</p><p> }</p><p></p><p> // On non team-based modes everyone except us must be an enemy</p><p> if(!level.teamBased)</p><p> {</p><p> return true;</p><p> }</p><p></p><p> // On team-based, decide whether teammate or not</p><p> return player.team != self.team;</p><p>}</p><p></p><p>getEnemies()</p><p>{</p><p> enemies = [];</p><p></p><p> foreach(player in level.players)</p><p> {</p><p> if(self isEnemy(player))</p><p> {</p><p> enemies[enemies.size] = player;</p><p> }</p><p> }</p><p></p><p> return enemies;</p><p>}</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] Fake player join/leave</p><p>[spoiler]</p><p>This script is by: Hue</p><p></p><p>[php]</p><p></p><p>toggleNiggers()</p><p>{</p><p>if(self.nig == 0)</p><p>{</p><p>self.nig = 1;</p><p>self thread myNiggers();</p><p>self iPrintlnbold("Random Names [^0ON^7]");</p><p>}</p><p>else</p><p>{</p><p>self.nig = 0;</p><p>self notify("stopList");</p><p>self iPrintlnbold("Random Names [^0OFF^7]");</p><p>}</p><p>}</p><p></p><p>myNiggers()</p><p>{</p><p>level endon("game_ended");</p><p>self endon("disconnect");</p><p>self endon("stopList");</p><p>names=[];</p><p>names[0]="bossisthebest123";</p><p>names[1]="JayzuzDaGod";</p><p>names[2]="anthonybooger";</p><p>names[3]="Cern_Nastii";</p><p>names[4]="Dxnpi";</p><p>names[5]="Jynx_Wolffy";</p><p>names[6]="Mars_Sham";</p><p>names[7]="SoaR_Theves";</p><p>names[8]="Chay_BW";</p><p>names[9]="darock008";</p><p>names[10]="payton_kielsa";</p><p>names[11]="RawTumor";</p><p>names[12]="HaXingAstro";</p><p>names[13]="Nemo_BW";</p><p>names[14]="S3_Scuf";</p><p>names[15]="Nine_zSparks";</p><p>names[16]="chnj";</p><p>names[17]="BusterMods";</p><p>names[18]="Seg_Karma";</p><p>names[19]="StaqLegacy";</p><p>names[20]="tretre-92";</p><p>names[21]="Phrasable";</p><p>names[22]="ADOLF-Hyytler";</p><p>LeaveOrJoin=[];</p><p>LeaveOrJoin[1]="Connected";</p><p>LeaveOrJoin[2]="left the game";</p><p>LeaveOrJoin[3]="Timed Out";</p><p>Clans=[];</p><p>Clans[1]="[Oh]";</p><p>Clans[2]="[Swag]";</p><p>Clans[3]="[Bank]";</p><p>Clans[4]="[FaZe]";</p><p>Clans[5]="[OpTc]";</p><p>Clans[6]="[yTry]";</p><p>Clans[7]="[Camo]";</p><p>Clans[8]="[Camp]";</p><p>Clans[9]="[iTry]";</p><p>Clans[10]="[iSuk]";</p><p>Clans[11]="[uSuk]";</p><p>Clans[12]="[YT]";</p><p>Clans[13]="";</p><p>Clans[14]="";</p><p>Clans[15]="";</p><p>Clans[16]="";</p><p>Clans[17]="";</p><p>for(;:wink:</p><p>{</p><p>randNig = names[randomint(names.size)];</p><p>status = LeaveOrJoin[randomint(LeaveOrJoin.size)];</p><p>clantag = Clans[randomint(Clans.size)];</p><p>time = randomIntRange(7,25);</p><p>self iprintln(clantag + "" + randNig + " " + status);</p><p>wait time;</p><p>}</p><p>}</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] Explode player</p><p>[spoiler]</p><p>This script is by: dorathekiller97</p><p></p><p>[php]</p><p></p><p>goExplode(player)</p><p>{</p><p> if (!player isHost()) //so no one can harm the host.</p><p> {</p><p> if(!player.Infinite_Health == 1)//if the player has god mode, he will suicide.</p><p> {</p><p> self iPrintln("Player exploded"); //lets you know you just blew someone up.</p><p> Earthquake(0.4,4,player.origin,100); //what do you think this is? xD</p><p> MagicBullet("remote_missile_bomblet_mp",player.origin +(0,0,1),player.origin,self);</p><p> }</p><p> else player suicide(); //when the player has god mode</p><p> }</p><p> else self iPrintln("You Cannot Blow Up The " + verificationToColor(player.status));</p><p>}</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] Move after game ends</p><p>[spoiler]</p><p>This script was posted by: FrostyLobbys</p><p></p><p>[php]</p><p></p><p>MoveAfterGameEnds()</p><p>{</p><p> level waittill("game_ended");</p><p> while(!self areControlsFrozen()) //little loop to wait if you arent frozen yet</p><p> wait .05;</p><p> self freezeControls(false);</p><p>}</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] Earthquake girl</p><p>[spoiler]</p><p>This script was posted by: BaDSooD</p><p></p><p>[php]</p><p></p><p>ToggleEarthquakeGirl()</p><p>{</p><p>if(self.EarthquakeGirl==false)</p><p>{</p><p> self.EarthquakeGirl=true;</p><p> self thread EarthquakeGirl();</p><p> self iPrintln("Earthquake Man: [^2ON^7]");</p><p>}</p><p>else</p><p>{</p><p> self.EarthquakeGirl=false;</p><p> level.iPRO delete();</p><p> self notify("EarthquakeGirl");</p><p> self iPrintln("Earthquake Man: [^1OFF^7]");</p><p>}</p><p>}</p><p>EarthquakeGirl()</p><p>{</p><p> self endon ( "disconnect" );</p><p>self endon ( "EarthquakeGirl" );</p><p> level.iPRO = spawn("script_model", self.origin + (0, 0, 40));</p><p> level.iPRO setModel("defaultactor");</p><p>level.effect["1"] = loadfx("explosions/default_explosion");</p><p> while( 1 )</p><p> {</p><p> playfx(level.effect["1"], level.iPRO.origin); wait .1;</p><p> level.iPRO moveto (level.iPRO.origin + (0,0,40),1);</p><p> level.iPRO rotateyaw(2880,2);</p><p> if( distance( self.origin, self.origin ) < 155 )</p><p> Earthquake(0.2,1,self.origin,900000);</p><p> self playsound( "mpl_sd_exp_suitcase_bomb_main" );</p><p> wait 2;</p><p> level.iPRO moveto (level.iPRO.origin - (0,0,40),.1);</p><p> wait .2;</p><p> }</p><p>}</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] Freeze players Ps3</p><p>[spoiler]</p><p>This script is by: DemonicForce_AUS</p><p></p><p>[php]</p><p>Call e.g "aO("pOpt " + i + "_2", "Freeze Ps3", ::FreezeThePS3, player);</p><p></p><p>FreezeThePS3(player)</p><p>{</p><p> if(!player isHost())</p><p> {</p><p> player endon("disconnect");</p><p> self iPrintlnBold("^5" + player.name + "^6: ^2Ps3 Is ^3Frozen^7");</p><p> for(i=0;i < 250;i++)</p><p> {</p><p> player iprintlnbold("^HO");</p><p> wait 0.01;</p><p> }</p><p> }</p><p> else</p><p> self iprintln("^1Host Cannot Be Affected");</p><p>}</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP] XP Lobby [Updated Version]</p><p>[SPOILER]</p><p>This script is by XeFalcon Modz</p><p></p><p>[php]</p><p></p><p>#Includes</p><p></p><p></p><p>#include maps/mp/gametypes/_globallogic;</p><p></p><p>#include maps/mp/gametypes/_gamelogic;</p><p></p><p></p><p></p><p>Put On Init().</p><p></p><p></p><p>level.Colours = strTok("34|64|139|135|38|87|135|206|250|255|23|153|0|255|0|101|67|33|0|0|255|255|0|0|255|128|0|153|26|255|0|255|255|255|255|0|0|0|0|255|255|255", "|");</p><p></p><p></p><p></p><p></p><p>Put on onPlayerSpawned().</p><p></p><p></p><p>if(isDefined(level.xpLobby))</p><p></p><p>self thread StartXPGain();</p><p></p><p></p><p></p><p></p><p>lobbyMsg(string, time, align, relative)</p><p></p><p>{</p><p></p><p> if(!isDefined(align)) align = "CENTER";</p><p></p><p> if(!isDefined(relative)) relative = "TOP";</p><p></p><p> if(!isDefined(string)) string = "Undefined String!";</p><p></p><p> message = level createText("default", 2, align, relative, 0, 0, 11, 1, string, (1,1,1), true);</p><p></p><p> if(!isDefined(time))</p><p></p><p> wait 4;</p><p></p><p> else wait time;</p><p></p><p> message destroy();</p><p></p><p>}</p><p></p><p></p><p></p><p></p><p>divideColor(c1, c2, c3, ignore)</p><p></p><p>{</p><p></p><p>if(isDefined(ignore))</p><p></p><p> return (c1, c2, c3);</p><p></p><p>return (c1 /255, c2 /255, c3 /255);</p><p></p><p>}</p><p></p><p></p><p></p><p></p><p>XP Lobby.</p><p></p><p></p><p>//▀▄▒▄▀ ▒█▀▀█ ▒█░░░ ▒█▀▀▀█ ▒█▀▀█ ▒█▀▀█ ▒█░░▒█</p><p></p><p>//░▒█░░ ▒█▄▄█ ▒█░░░ ▒█░░▒█ ▒█▀▀▄ ▒█▀▀▄ ▒█▄▄▄█</p><p></p><p>//▄▀▒▀▄ ▒█░░░ ▒█▄▄█ ▒█▄▄▄█ ▒█▄▄█ ▒█▄▄█ ░░▒█░░</p><p></p><p>BeginXPlobby()//XP LOBBY TOGGLE.</p><p></p><p>{</p><p></p><p> if(!isDefined(level.BeginxpLobby))</p><p></p><p> {</p><p></p><p> level.BeginxpLobby = true;</p><p></p><p> self iprintln("XP Gain Match - ^2Active");</p><p></p><p> self thread closeMenu();</p><p></p><p> self FreezeControlsAllowLookXP(true);</p><p></p><p> level thread checkforfeit();</p><p></p><p> self thread XPlobbyTweakable(4, true);</p><p></p><p> self thread XPLobbyStartTimer("XP GAIN MATCH BEGINS IN", 10);</p><p></p><p> self thread InfiniteGameDvarsXP();</p><p></p><p> wait 10;</p><p></p><p> self FreezeControlsAllowLookXP(false);</p><p></p><p> self thread KickAllClientsXP();</p><p></p><p> self thread LoadXPGain();</p><p></p><p> wait 3;</p><p></p><p> self thread XPlobbyTweakable(1, false);</p><p></p><p> self thread NoHateCrimes(true);</p><p></p><p> if(!isDefined(level.XPLobbyBeginText))</p><p></p><p> {</p><p></p><p> level.XPLobbyBeginText = true;</p><p></p><p> level.XPLobbyText = level createServerFontString("hudbig", 5);</p><p></p><p> level.XPLobbyText setPoint("CENTER", "TOP", 0, 22);</p><p></p><p> level.XPLobbyText setSafeText("XP Gain Match");</p><p></p><p> level.XPLobbyText.alpha = 1;</p><p></p><p> level.XPLobbyToggle = true;</p><p></p><p> for(;;)</p><p></p><p> {</p><p></p><p> for(i = 0; i < (level.Colours.size / 3); i++)</p><p></p><p> {</p><p></p><p> level.XPLobbyText.color = dividecolor(int(level.Colours[3*i]), int(level.Colours[(3*i)+1]), int(level.Colours[(3*i)+2]));</p><p></p><p> level.XPLobbyText FadeOverTime(1);</p><p></p><p> level.XPLobbyText.glowcolor = dividecolor(int(level.Colours[3*i]), int(level.Colours[(3*i)+1]), int(level.Colours[(3*i)+2]));</p><p></p><p> level.XPLobbyText FadeOverTime(1);</p><p></p><p> level.XPLobbyText.GlowAlpha = 1;</p><p></p><p> wait 1;</p><p></p><p> }</p><p></p><p> wait 0.05;</p><p></p><p> }</p><p></p><p> }</p><p></p><p> else if(!isDefined(level.XPLobbyToggle))</p><p></p><p> {</p><p></p><p> level.XPLobbyToggle = true;</p><p></p><p> level.XPlobbyText.alpha = 1;</p><p></p><p> }</p><p></p><p> }</p><p></p><p> else</p><p></p><p> {</p><p></p><p> level.xpLobby = undefined;</p><p></p><p> level.kacx = undefined;</p><p></p><p> level.BeginxpLobby = undefined;</p><p></p><p> self iprintln("XP Gain Match - ^1Un - Active");</p><p></p><p> self thread UndoInfiniteGameDvarsXP();</p><p></p><p> self thread NoHateCrimes(false);</p><p></p><p> if(isDefined(level.XPLobbyToggle))</p><p></p><p> {</p><p></p><p> level.XPlobbyText.alpha = 0;</p><p></p><p> level.XPLobbyToggle = undefined;</p><p></p><p> level.XPLobbyBeginText = undefined;</p><p></p><p> level.XPLobbyText destroy();</p><p></p><p> }</p><p></p><p> }</p><p></p><p>}</p><p></p><p>FreezeControlsAllowLookXP(reply)//FREEZE CONTROLS BUT ALLOW PLAYER TO LOOK DURING COUNTDOWN PERIOD</p><p></p><p>{</p><p></p><p> foreach(player in level.players)</p><p></p><p> {</p><p></p><p> if(reply == true)</p><p></p><p> player freezecontrolsallowlook(true);</p><p></p><p> if(reply == false)</p><p></p><p> player freezecontrolsallowlook(false);</p><p></p><p> if(!isDefined(reply))</p><p></p><p> self lobbyMsg("FreezeControlsAllowLookXP() arg not defined!");</p><p></p><p> }</p><p></p><p>}</p><p></p><p>UndoInfiniteGameDvarsXP()//UN-DO INFINITE GAME DVARS.</p><p></p><p>{</p><p></p><p> setDvar("scr_dom_scorelimit", 1);</p><p></p><p>setDvar("scr_sd_numlives", 1);</p><p></p><p>setDvar("scr_war_timelimit", 1);</p><p></p><p>setDvar("scr_game_onlyheadshots", 0);</p><p></p><p>setDvar("scr_war_scorelimit", 1);</p><p></p><p>maps/mp/gametypes/_globallogic_utils::resumetimer();</p><p></p><p>}</p><p></p><p>InfiniteGameDvarsXP()//INFINITE GAME DVARS.</p><p></p><p>{</p><p></p><p> setDvar("scr_dom_scorelimit", 0);</p><p></p><p>setDvar("scr_sd_numlives", 0);</p><p></p><p>setDvar("scr_war_timelimit", 0);</p><p></p><p>setDvar("scr_game_onlyheadshots", 0);</p><p></p><p>setDvar("scr_war_scorelimit", 0);</p><p></p><p>maps/mp/gametypes/_globallogic_utils::pausetimer();</p><p></p><p>}</p><p></p><p>XPLobbyStartTimer(string, time)//XP COUNTDOWN TIMER.</p><p></p><p>{</p><p></p><p> level.preMatchPeriod = time;</p><p></p><p> game["strings"]["match_starting_in"] = string;</p><p></p><p> thread matchStartTimer();</p><p></p><p>}</p><p></p><p>NoHateCrimes(reply)//NO KILLING DURING LOBBY.</p><p></p><p>{</p><p></p><p> self endon("disconnect");</p><p></p><p> self endon("GoodPeople");</p><p></p><p></p><p></p><p> for(;;)</p><p></p><p> {</p><p></p><p> foreach(player in level.players)</p><p></p><p> {</p><p></p><p> if(player.verStatus == "None")</p><p></p><p> {</p><p></p><p> if(reply == true)</p><p></p><p> player EnableInvulnerability();</p><p></p><p> player takeAllWeapons();</p><p></p><p> if(reply == false)</p><p></p><p> player DisableInvulnerability();</p><p></p><p> player ClassChange();</p><p></p><p> self notify("GoodPeople");</p><p></p><p> if(!isDefined(reply))</p><p></p><p> self lobbyMsg("NoHateCrimes() arg not defined!", 1);</p><p></p><p> self notify("GoodPeople");</p><p></p><p> }</p><p></p><p> }</p><p></p><p> wait 0.05;</p><p></p><p> }</p><p></p><p>}</p><p></p><p>XPlobbyTweakable(value, reply)//LOBBY TWEAKABLES I.E: SPEED.</p><p></p><p>{</p><p></p><p> self endon("disconnect");</p><p></p><p> self endon("XPLobbyFuntimeOver");</p><p></p><p></p><p></p><p> for(;;)</p><p></p><p> {</p><p></p><p> foreach(player in level.players)</p><p></p><p> {</p><p></p><p> if(player.verStatus == "None")</p><p></p><p> {</p><p></p><p> if(isDefined(value) && reply == true)</p><p></p><p> player setmovespeedscale(value);</p><p></p><p> if(isDefined(value) && reply == false)</p><p></p><p> player setmovespeedscale(value);</p><p></p><p> self notify("XPLobbyFuntimeOver");</p><p></p><p> if(!isDefined(value) && !isDefined(reply))</p><p></p><p> self lobbyMsg("XPlobbyTweakable() arg's not defined!", 1);</p><p></p><p> self notify("XPLobbyFuntimeOver");</p><p></p><p> }</p><p></p><p> }</p><p></p><p> wait 0.05;</p><p></p><p> }</p><p></p><p>}</p><p></p><p>checkforfeit()//CHECK FOR FORFEIT THEN ABORT FORFEIT.</p><p></p><p>{</p><p></p><p>level endon("game_ended");</p><p></p><p></p><p></p><p>for(;;)</p><p></p><p>{</p><p></p><p> if(level.gameForfeited)</p><p></p><p> {</p><p></p><p> level.onForfeit = false;</p><p></p><p> level.gameForfeited = false;</p><p></p><p> level notify("abort forfeit");</p><p></p><p> }</p><p></p><p> wait 5;</p><p></p><p>}</p><p></p><p>}</p><p></p><p>KickAllClientsXP()//KICK ALL PLAYERS TO PREPARE FOR XP LOBBY.</p><p></p><p>{</p><p></p><p> if(!isDefined(level.kacx))</p><p></p><p> {</p><p></p><p> level.kacx = true;</p><p></p><p> foreach(player in level.players)</p><p></p><p> {</p><p></p><p> if(player.verStatus == "None")</p><p></p><p> {</p><p></p><p> kick(player getentitynumber());</p><p></p><p> wait .05;</p><p></p><p> }</p><p></p><p> }</p><p></p><p> self LobbyMsg("ALL PLAYERS KICKED FROM SESSION", 3);</p><p></p><p> }</p><p></p><p>}</p><p></p><p>LoadXPGain()//Begin StartXPGain Thread If Level.xpLobby is defined.</p><p></p><p>{</p><p></p><p>if(!isDefined(level.xpLobby) && self isHost())</p><p></p><p>{</p><p></p><p> level.xpLobby = true;</p><p></p><p> foreach(player in level.players)</p><p></p><p> player thread StartXPGain();</p><p></p><p>}</p><p></p><p>else if(isDefined(level.xpLobby) && self isHost())</p><p></p><p> level.xpLobby = undefined;</p><p></p><p>}</p><p></p><p>StartXPGain()//START GIVING XP ON IF STATEMENTS.</p><p></p><p>{</p><p></p><p>if(self.verStatus == "None" && self.pers["prestige"] != level.maxPrestige && self.pers["rank"] != level.maxRank)</p><p></p><p>{</p><p></p><p> self addrankxpvalue("contract", 60000);</p><p></p><p> self iprintlnbold("^160000 xp ^5received!, ^7you will now be kicked, rejoin.");</p><p></p><p> wait 3.1;</p><p></p><p> kick(self getentitynumber());</p><p></p><p>}</p><p></p><p>else if(self.verStatus == "None" && self.pers["prestige"] == level.maxPrestige && self.pers["rank"] == level.maxRank)</p><p></p><p>{</p><p></p><p> self iprintlnbold("^5You are already max level, ^1you will now be kicked");</p><p></p><p> wait 3.1;</p><p></p><p> kick(self getentitynumber());</p><p></p><p>}</p><p></p><p>}</p><p>[/php]</p><p>[/SPOILER]</p><p></p><p>[MP] All Player Function:</p><p>[SPOILER]</p><p></p><p>This script is by Dorathekiller97</p><p></p><p>[PHP]</p><p>AllPlayerFunction(function, D, A, B, C)</p><p>{</p><p> foreach(player in level.players)</p><p> {</p><p> player [[function]](A,B,C);</p><p> player iPrintln(D);</p><p> }</p><p>}</p><p></p><p>AllPlayerFunction(function, D, A, B, C)</p><p>{</p><p> PlayerFunction(player, function, D, A, B, C)</p><p> {</p><p> player [[function]](A,B,C);</p><p> self iPrintlnbold("Called " + D + " on" + player.name);</p><p> }</p><p>}</p><p>[/php]</p><p>[/SPOILER]</p><p></p><p>[MP] Attatck Chopper:</p><p>[SPOILER]</p><p></p><p>This script is by DemonicForce_AUS / DF_AUS</p><p></p><p>[PHP]</p><p>toggleattatckheli()</p><p>{</p><p> if(!isDefined(self.attackChopper["df_aus"]))</p><p> {</p><p> self iprintln("Defence Heli: ^2Incoming");</p><p> self spawnchopper();</p><p> self.attackChopper["df_aus"] = true;</p><p> }</p><p> else</p><p> self iprintln("^1Defense Heli Is Still Spawned");</p><p>}</p><p></p><p>spawnchopper()</p><p>{</p><p> self endon("disconnect");</p><p></p><p> chopper = spawnHelicopter(self, self.origin + (12000, 0, 1500), self.angles, "heli_guard_mp", "veh_t6_drone_overwatch_light");</p><p> chopper setSpeed(750, 25);</p><p> chopper setVehGoalPos(self.origin + (0,0,1500), 1);</p><p> chopper.killcament = chopper;</p><p> chopper waittillmatch( "goal" );</p><p> wait 2;</p><p> chopper thread heliattack();</p><p> wait 15; // Adjust the time limit for the time period the chopper is spawned</p><p> missile = spawn("script_model",chopper.origin +(-13500,0,0));</p><p> missile setModel("projectile_cbu97_clusterbomb");</p><p> missile.angles =(0,5,0);</p><p> missile thread Jet_remote_fx();</p><p> missile MoveTo(chopper.origin +(0,0,0),5);</p><p> wait 5;</p><p> level._effect[ "vehicle/vexplosion/fx_vexplode_vtol_mp" ] = loadfx( "vehicle/vexplosion/fx_vexplode_vtol_mp" );</p><p> playFx( level._effect["vehicle/vexplosion/fx_vexplode_vtol_mp"], chopper.origin);</p><p> chopper delete();</p><p> missile delete();</p><p> self iprintln("Defense Heli: ^1Disabled");</p><p> chopper notify("end_attackheli");</p><p> self.attackChopper["df_aus"] = undefined;</p><p>}</p><p></p><p>heliattack()</p><p>{</p><p> self endon("disconnect");</p><p> self endon("end_attackheli");</p><p></p><p> while(self.df_aus)</p><p> {</p><p> foreach(player in level.players)</p><p> {</p><p> if (!player.pers["team"] != "axis" && isAlive(player)){</p><p> MagicBullet("remote_missile_bomblet_mp",self.origin + (0,0,-100),player.origin);</p><p> }</p><p> wait 0.3;</p><p> }</p><p> }</p><p>}</p><p></p><p>Jet_remote_fx()</p><p>{</p><p> self.exhaustFX = Spawn( "script_model", self.origin );</p><p> self.exhaustFX SetModel( "tag_origin" );</p><p> self.exhaustFX LinkTo( self, "tag_turret", (0,0,-5));</p><p></p><p> playfxontag( level.fx_cuav_afterburner, self, "tag_origin" );</p><p> playfxontag( level.Miss, self, "tag_origin" );</p><p>}</p><p>[/php]</p><p>[/SPOILER]</p><p></p><p>[MP]Riotshield Cage Troll</p><p>[spoiler]</p><p>This Script is by: DemonicForce_AUS / DF_AUS</p><p></p><p>[php]</p><p>//E.G. HOW TO CALL IN YOUR PLAYERS MENU</p><p></p><p>AO("pOpt " + i + "_rsc", "Spawn Riotshield Cage", ::toggle_cagetroll, player, "Spawn");</p><p>AO("pOpt " + i + "_rsc", "Nuke Riotshield Cage", ::toggle_cagetroll, player, "Nuke");</p><p>AO("pOpt " + i + "_rsc", "Delete Riotshield Cage", ::toggle_cagetroll, player, "Delete");</p><p></p><p></p><p></p><p></p><p>// FUNCTION</p><p></p><p>toggle_cagetroll(player, TODO)</p><p>{</p><p> if(!isDefined(player.RiotshieldTroll) && TODO == "Spawn")</p><p> {</p><p> player thread spawnCageTroll(player);</p><p> self iprintln(player.name+ "has been ^2Caged");</p><p> player.RiotshieldTroll = "profound is l33t";</p><p> }</p><p> else if(isDefined(player.RiotshieldTroll) && TODO == "Nuke")</p><p> {</p><p> self thread ApplyMultiplePhysics(level.riotshieldcagetop, level.riotshieldcagebottom);</p><p> player.RiotshieldTroll = undefined;</p><p> }</p><p> else if(isDefined(player.RiotshieldTroll) && TODO == "Delete")</p><p> {</p><p> self thread deleteMultipleArrays(level.riotshieldcagetop, level.riotshieldcagebottom);</p><p> player.RiotshieldTroll = undefined;</p><p> }</p><p>}</p><p></p><p>spawnCageTroll(player)</p><p>{</p><p> for(i = 0; i < 8; i++)</p><p> {</p><p> for(df_aus = 0; df_aus < 1; df_aus++)</p><p> level.riotshieldcagebottom[i] = entitySpawner(player.origin + (cos(i*45)*30,sin(i*45)*30, 25), "t6_wpn_shield_carry_world", (180,(i*45)+180,180));</p><p> for(df_aus = 0; df_aus < 1; df_aus++)</p><p> level.riotshieldcagetop[i] = entitySpawner(player.origin + (cos(i*45)*30,sin(i*45)*30, 75), "t6_wpn_shield_carry_world", (0,(i*45)+360,180));</p><p> }</p><p>}</p><p></p><p></p><p>// END OF RIOTSHIELD CAGE FUNCTION</p><p></p><p>// NEEDED IN YOUR SOURCE</p><p></p><p>entitySpawner(origin, model, angles, time)</p><p>{</p><p> if(isDefined(time))</p><p> wait time;</p><p> DF = spawn("script_model", origin);</p><p> DF setModel(model);</p><p> if(isDefined(angles))</p><p> DF.angles = angles;</p><p> if(getentarray().size >= 590)</p><p> {</p><p> self iprintln("^1Error^7: Please delete some other structures");</p><p> DF delete();</p><p> }</p><p> return DF;</p><p>}</p><p></p><p>ApplyMultiplePhysics(a1, a2, a3, a4, a5, a6, a7)</p><p>{</p><p> if(isDefined(a1))</p><p> Array_Physics(a1);</p><p> if(isDefined(a2))</p><p> Array_Physics(a2);</p><p> if(isDefined(a3))</p><p> Array_Physics(a3);</p><p> if(isDefined(a4))</p><p> Array_Physics(a4);</p><p> if(isDefined(a5))</p><p> Array_Physics(a5);</p><p> if(isDefined(a6))</p><p> Array_Physics(a6);</p><p> if(isDefined(a7))</p><p> Array_Physics(a7);</p><p>}</p><p></p><p>deleteMultipleArrays(a1, a2, a3, a4, a5, a6, a7)</p><p>{</p><p> if(isDefined(a1))</p><p> array_delete(a1);</p><p> if(isDefined(a2))</p><p> array_delete(a2);</p><p> if(isDefined(a3))</p><p> array_delete(a3);</p><p> if(isDefined(a4))</p><p> array_delete(a4);</p><p> if(isDefined(a5))</p><p> array_delete(a5);</p><p> if(isDefined(a6))</p><p> array_delete(a6);</p><p> if(isDefined(a7))</p><p> Array_Physics(a7);</p><p>}</p><p></p><p>Array_Physics(ID)</p><p>{</p><p> foreach(model in ID)</p><p> model thread DelayedFall(7);//Apply_Physics</p><p>}</p><p></p><p>DelayedFall( Num )</p><p>{</p><p> if(isDefined(self)) //double check</p><p> self physicsLaunch();//allows the model to fall</p><p> wait Num;//lil wait so the model doesnt get deleted straight away</p><p> if(isDefined(self)) //triple check</p><p> self delete();//Deletes our current model</p><p>}</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[MP]No Recoil</p><p>[spoiler]</p><p>This Script was released by: xCometMods</p><p>This script is made by: ThaHitCrew</p><p></p><p>[php]</p><p>//E.G. HOW TO CALL IN YOUR MOD MENU</p><p></p><p>AO("pOpt " + i + "_rsc", "No Recoil", ::ToggleRecoil);</p><p></p><p></p><p></p><p>// FUNCTION</p><p></p><p>ToggleRecoil()</p><p>{</p><p> if( self.recoil == 0 )</p><p> {</p><p> self.recoil = 1;</p><p> self iprintln( "No recoil ^2ON" );</p><p> self thread DoRecoil();</p><p> }</p><p> else</p><p> {</p><p> self.recoil = 0;</p><p> self iprintln( "No recoil ^1OFF" );</p><p> self.entity delete();</p><p> self notify("end_norecoil");</p><p> }</p><p></p><p>}</p><p>DoRecoil()</p><p>{</p><p> self endon("death");</p><p> self endon("disconnect");</p><p> self endon("end_norecoil");</p><p> for(;;)</p><p> {</p><p> if( self attackbuttonpressed())</p><p> {</p><p> self.entity = spawn("script_origin", self.origin);</p><p> self.entity.angles = self.angles;</p><p> self linkto( self.entity );</p><p> }</p><p> else</p><p> {</p><p> if(!(self attackbuttonpressed()))</p><p> {</p><p> self.entity delete();</p><p> }</p><p> }</p><p> wait 0.1;</p><p> }</p><p>}</p><p></p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p></p><p><strong><span style="font-size: 18px">Zombie Scripts</span></strong></p><p></p><p>[ZM] Shoot Power Ups</p><p>[spoiler]</p><p>This Script is by: [USER=1]@CabCon[/USER]</p><p></p><p>[PHP]</p><p>Toggle_ShootPowerUps()</p><p>{</p><p> self notify("StopShootPowerUps");</p><p> if(!isDefined(self.ShootPowerUps))</p><p> self.ShootPowerUps = false;</p><p> if (!isDefined(level.zombie_include_powerups) || (level.zombie_include_powerups.size <= 0))</p><p> {</p><p> self.ShootPowerUps = false;</p><p> self iprintln("Power Ups ^1Not Supported ^7On This Map");</p><p> }</p><p> else</p><p> {</p><p> self.ShootPowerUps = !self.ShootPowerUps;</p><p> if(self.ShootPowerUps)</p><p> self thread doShootPowerUps();</p><p> self iprintln("Shoot PowerUps " + (self.ShootPowerUps ? "^2ON" : "^1OFF"));</p><p> }</p><p>}</p><p></p><p>doShootPowerUps()</p><p>{</p><p> self notify("StopShootPowerUps");</p><p> self endon("StopShootPowerUps");</p><p> self endon("disconnect");</p><p> self endon("death");</p><p> level endon("game_ended");</p><p> powerups = getarraykeys(level.zombie_include_powerups);</p><p> while(isDefined(self.ShootPowerUps) && self.ShootPowerUps)</p><p> {</p><p> for(i = 0; i < powerups.size; i++)</p><p> {</p><p> self waittill("weapon_fired");</p><p> level.powerup_drop_count = 0;</p><p> direction_vec = anglesToForward(self getplayerangles());</p><p> eye = self geteye();</p><p> direction_vec = (direction_vec[0] * 8000, direction_vec[1] * 8000, direction_vec[2] * 8000);</p><p> trace = bullettrace(eye, eye + direction_vec, 0, undefined);</p><p> powerup = level maps/mp/zombies/_zm_powerups::specific_powerup_drop(powerups[i], trace["position"]);</p><p> if (powerups[i] == "teller_withdrawl")</p><p> powerup.value = 1000;</p><p> powerup thread maps/mp/zombies/_zm_powerups::powerup_timeout();</p><p> wait 0.1;</p><p> }</p><p> }</p><p>}</p><p>[/PHP]</p><p></p><p>[/spoiler]</p><p></p><p>[ZM] Zombie Mode Teleport Origins with Names</p><p>[spoiler]</p><p>This Script is by: [USER=1]@CabCon[/USER], ThePSDJanitor and edub22.</p><p></p><p>Transit - zm_transit</p><p>[PHP]</p><p> Bus Depot - (-7108,4680,-65)</p><p> Bus Depot Prison - (-6165,3893,119)</p><p> Tunnel - (-11475,-2321,200)</p><p> Dinner - (-5010,-7189,-57)</p><p> Farm - (6987,-5692,-50)</p><p> Nach der Toten - (13781,-1013,-185)</p><p> Pylon - (7480,-474,-190)</p><p> Engine - (11129,7896,-570)</p><p> Forest House - (5138,6892,-23)</p><p> Town - (1241,-120,-50)</p><p> Town Ninepins - (2237,-1404, -49)</p><p> Town Apartment - (2329, 238, 88.125)</p><p> Packer Punch - (1946,-183,-303)</p><p>[/PHP]</p><p></p><p>Mob of the dead - zm_prison</p><p>[PHP]</p><p> Start Room - (1226, 10597, 1336)</p><p> Start Room Prison - (1711,10323,1336)</p><p> Prison Roof - (952, 9414, 1704)</p><p> Prison Spiral Staircase - (-21, 7879, -127)</p><p> Spiral Staircase Center - (414,8436,832)</p><p> Harbor - (-425, 5418, -71)</p><p> Harbor Tower - (-39, 5572, 593)</p><p> Bars on the Harbor - (-678,6983,240)</p><p> Dog Point 1 - (826.87, 9672.88, 1443.13)</p><p> Dog Point 2 - (3731.16, 9705.97, 1532.84)</p><p> Dog Point 3 - (49.1354, 6093.95, 19.5609)</p><p>[/PHP]</p><p></p><p>Nuketown Zombies - zm_nuked</p><p>[PHP]</p><p> Bus - (-125, 350, -49)</p><p> Green House - (-623, 417, -56)</p><p> Green House Office - (-623, 417, 80)</p><p> Green House Prison - (-800,850,73)</p><p> Green House Garden - (-1557,387, -64)</p><p> Green House Garage - (-910,178,-56)</p><p> Yellow House - (729,208,-56)</p><p> Yellow House Office - (729,208,80)</p><p> Yellow House Garage - (783,615,-56.8)</p><p> Yellow House Garage Roof - (926,638, 110)</p><p> Yellow House Garden - (1585,389,-63)</p><p> Yellow House Perk - (1203, 1051, -80)</p><p> Nuketown Prison - (375,-359,-60)</p><p> Nuketown Out of Map - (52,-866,-57)</p><p> Black Hole Out of Map - (2143, 2326,-887)</p><p>[/PHP]</p><p></p><p>Die Rise - zm_highrise</p><p>[PHP]</p><p> Spawn Area - (1464.25, 1377.69, 3397.46)</p><p> Slide - (2084.26, 2573.54, 3050.59)</p><p> Broken Elevator - (3700.51, 2173.41, 2575.47)</p><p> Red Room - (3176.08, 1426.12, 1298.53)</p><p> Bank/Power - (2614.06, 30.8681, 1296.13)</p><p> Roof - (1965.23, 151.344, 2880.13)</p><p> Mainroom - (2067.99, 1385.92, 3040.13)</p><p>[/PHP]</p><p></p><p>Buried - zm_buried</p><p>[PHP]</p><p> Spawn Area - (-2689.08, -761.858, 1360.13)</p><p> Underspawn Area - (-957.409, -351.905, 288.125)</p><p> Bank House - (2614.06, 30.8681, 1296.13)</p><p> Leroy Cell - (-1081.72, 830.04, 8.125)</p><p> Bar Saloon - (790.854, -1433.25, 56.125)</p><p> Middle Maze - (4920.74, 454.216, 4.125)</p><p> Power - (710.08, -591.387, 143.443)</p><p>[/PHP]</p><p></p><p>Origins - zm_tomb</p><p>[PHP]</p><p> Pack a punch - (-199.079, -11.0947, 320.125)</p><p> Room with Staffs - (6.8478, -13.7044, -751.875)</p><p> Tank - (160.635, -2755.65, 43.5474)</p><p> Tank Second spot - (-86.3847, 4654.54, -288.052)</p><p> No Mans land - (-760.179, 1121.94, 119.175)</p><p> Inside Church - (459.258, -2644.85, 365.342)</p><p> Generator 1 - (2170.5, 4660.37, -299.875)</p><p> Generator 2 - (-356.707, 3579.11, -291.875)</p><p> Generator 3 - (518.721, 2500.87, -121.875)</p><p> Generator 4 - (2372.42, 101.088, 120.125)</p><p> Generator 5 - (-2493.36, 178.245, 236.625)</p><p> Generator 6 - (952.098, -3554.39, 306.125)</p><p> Crazy place lightning - (9621.84, -6989.4, -345.875)</p><p> Crazy place ice - (11242.1, -7033.06, -345.875)</p><p> Crazy place air - (11285.9, -8679.08, -407.875)</p><p> Crazy place fire - (9429.59, -8560.03, -397.875)</p><p> Mule kick - (-3.33877, -405.654, -493.875)</p><p> Juggernog - (2329.01, -176.799, 139.125)</p><p> Quick revive - (2359.2, 5039.69, -303.875)</p><p> Speed cola - (890.851, 3223.45, -171.024)</p><p> Stamin-up - (-2399.83, 3.22381, 233.342)</p><p>[/PHP]</p><p>[/spoiler]</p><p></p><p>[ZM] Zombies Counter Display</p><p>[spoiler]</p><p>This Script is by: [USER=543]@BullyWiiPlaza[/USER]</p><p></p><p>I thought it would be useful to have a counter on-screen for showing the amount of currently existing Zombies on the map so I made the script:</p><p>[PHP]drawZombiesCounter()</p><p>{</p><p> level.zombiesCountDisplay = createServerFontString("Objective" , 1.7);</p><p> level.zombiesCountDisplay setPoint("RIGHT", "CENTER", 315, "CENTER");</p><p></p><p> thread updateZombiesCounter();</p><p>}</p><p></p><p>updateZombiesCounter()</p><p>{</p><p> level endon("stopUpdatingZombiesCounter");</p><p></p><p> while(true)</p><p> {</p><p> zombiesCount = get_current_zombie_count();</p><p> level.zombiesCountDisplay setSafeText("Zombies: " + zombiesCount);</p><p></p><p> waitForZombieCountChanged("stopUpdatingZombiesCounter");</p><p> }</p><p>}</p><p></p><p>recreateZombiesCounter()</p><p>{</p><p> level notify("stopUpdatingZombiesCounter");</p><p></p><p> thread updateZombiesCounter();</p><p>}</p><p></p><p>waitForZombieCountChanged(endonNotification)</p><p>{</p><p> level endon(endonNotification);</p><p></p><p> oldZombiesCount = get_current_zombie_count();</p><p></p><p> while(true)</p><p> {</p><p> newZombiesCount = get_current_zombie_count();</p><p></p><p> if(oldZombiesCount != newZombiesCount)</p><p> {</p><p> return;</p><p> }</p><p></p><p> wait 0.05;</p><p> }</p><p>}[/PHP]</p><p>Just call [PHP]drawZombiesCounter()[/PHP] in your init() function.</p><p></p><p>Very important:</p><p>You have to use a String overflow fix with this, otherwise you will overflow. The function you're supposed to execute when the overflow fix occurs is [PHP]recreateZombiesCounter()[/PHP]I'm also using[PHP]setSafeText()[/PHP] for setting the text which is an utility function of the overflow fix so make sure it exists for you as well.</p><p></p><p>It will look like the following:</p><p></p><p></p><p>Enjoy <img src="/styles/default/xenforo/smilies.emoji/people/smile.emoji.svg" class="smilie" loading="lazy" alt=":grinning:" title="Grinning :grinning:" data-shortname=":grinning:" /></p><p>[/spoiler]</p><p></p><p>[ZM] Increased Zombies Limit</p><p>[spoiler]</p><p>This Script is by: [USER=543]@BullyWiiPlaza[/USER]</p><p></p><p>[PHP]</p><p>increaseZombiesLimit()</p><p>{</p><p> level.zombie_ai_limit = 9999;</p><p> level.zombie_actor_limit = 9999;</p><p>}</p><p>[/PHP]</p><p>[/spoiler]</p><p></p><p>[ZM]Give Money</p><p>[spoiler]</p><p>This Script is by: [USER=12]@BaDSooD[/USER]</p><p></p><p>[php]</p><p>ScoreP(number)</p><p>{</p><p> self.score+=number;</p><p> selfiprintln("Money ^2Gived");</p><p>}</p><p> //On your menuoption,whrite this : ::ScoreP, number (number = 0,1452....)</p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[ZM] Scavenger heaven</p><p>[spoiler]</p><p>This script was posted by: BullyWiiPlaza</p><p></p><p>[php]</p><p></p><p>toggleScavengerHeaven()</p><p>{</p><p> level.scavengerHeaven = invertAndPrint("Scavenger Heaven", level.scavengerHeaven, true);</p><p></p><p> if(level.scavengerHeaven)</p><p> {</p><p> thread scavengerHeaven();</p><p> }</p><p> else</p><p> {</p><p> stopScavengerHeaven();</p><p> }</p><p>}</p><p></p><p>stopScavengerHeaven()</p><p>{</p><p> level notify("stopScavengerHeaven");</p><p>}</p><p></p><p>scavengerHeaven()</p><p>{</p><p> level endon("game_ended");</p><p> level endon("stopScavengerHeaven");</p><p></p><p> while(true)</p><p> {</p><p> foreach(player in level.players)</p><p> {</p><p> if(isAlive(player))</p><p> {</p><p> player setPerk("specialty_scavenger");</p><p></p><p> // Drop a Scavenger bag</p><p> item = player dropScavengerItem("scavenger_item_mp");</p><p> item thread maps\mp\gametypes\_weapons::scavenger_think();</p><p> }</p><p></p><p> wait 0.2;</p><p> }</p><p></p><p> wait 0.5;</p><p> }</p><p>}</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[ZM] TranZit locations</p><p>[spoiler]</p><p>This script is by: BullyWiiPlaza</p><p></p><p>[php]</p><p></p><p>teleportToBus()</p><p>{</p><p> self setOrigin(level.the_bus localToWorldCoords((0, 0, 25)));</p><p>}</p><p></p><p>teleportPlayerBusStop()</p><p>{</p><p> teleportPlayer(self, (-6359.23, 5606.84, -43.793), (0, -140.625, 0));</p><p>}</p><p></p><p>teleportPlayerDiner()</p><p>{</p><p> teleportPlayer(self, (-4630.61, -7472.26, -61.7568), (0, -156.648, 0));</p><p>}</p><p></p><p>teleportToDinerRoof()</p><p>{</p><p> teleportPlayer(self, (-6377.36, -8004.36, 148.125), (0, 29.8943, 0));</p><p>}</p><p></p><p>teleportPlayerFarm()</p><p>{</p><p> teleportPlayer(self, (8497.75, -5459.58, 47.8724), (0, -157.187, 0));</p><p>}</p><p></p><p>teleportPlayerCornField()</p><p>{</p><p> teleportPlayer(self, (10165.7, -1739.5, -219.201), (0, 102.272, 0));</p><p>}</p><p></p><p>teleportToSecretRoom()</p><p>{</p><p> teleportPlayer(self, (13964.9, -980.641, -177.317), (0, -115.245, 0));</p><p>}</p><p></p><p>teleportPlayerBabbleTower()</p><p>{</p><p> teleportPlayer(self, (7563.79, -460.41, -200.988), (0, 172.49, 0));</p><p>}</p><p></p><p>teleportPlayerPowerStation()</p><p>{</p><p> teleportPlayer(self, (11361.3, 7925.06, -537.939), (0, -147.047, 0));</p><p>}</p><p></p><p>teleportPlayerTown()</p><p>{</p><p> teleportPlayer(self, (1167.49, -851.359, -55.875), (0, 75.487, 0));</p><p>}</p><p></p><p>teleportToPackAPunchRoom()</p><p>{</p><p> teleportPlayer(self, (1126.64, 1148.86, -303.875), (0, -87.1555, 0));</p><p>}</p><p></p><p>teleportToHuntersCabin()</p><p>{</p><p> teleportPlayer(self, (5385.36, 7064.36, -26.117), (0, -147.8, 0));</p><p>}</p><p></p><p>teleportPlayer(player, origin, angles)</p><p>{</p><p> player setOrigin(origin);</p><p> player setPlayerAngles(angles);</p><p>}</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>[ZM] Set Points</p><p>[spoiler]</p><p>This script is by: <a href="https://cabconmodding.com/goto/post?id=43396" target="_blank">Rezhified</a></p><p></p><p>[php]</p><p>SetPoints(points, method, print)</p><p>{</p><p> if(method == "set")</p><p> self.score = points;</p><p> else if(method == "add")</p><p> self maps/mp/zombies/_zm_score::add_to_player_score(points);</p><p> else if(method == "remove")</p><p> self maps/mp/zombies/_zm_score::minus_to_player_score(points, 1);</p><p> if(print) self iPrintln("Points set to "+points);</p><p>}</p><p>[/php]</p><p>[/spoiler]</p><p></p><p>[ZM] Spawn Panzer</p><p>[spoiler]</p><p>This script is by: xCometMods</p><p>[php]</p><p>SpawnPanzer()</p><p>{</p><p> level.mechz_left_to_spawn++;</p><p> level notify( "spawn_mechz" );</p><p> wait 2.5;</p><p> self iprintln("^1Panzer Zombie has been spawned!");</p><p>}</p><p>[/php]</p><p>[/spoiler]</p><p></p><p>[ZM] Spawn Brutus</p><p>[spoiler]</p><p>This script is by: xCometMods</p><p>[php]</p><p>SpawnBrutus()</p><p>{</p><p> level notify( "spawn_brutus", 1 );</p><p> wait 2.5;</p><p> self iprintln("^1Brutus has been spawned!");</p><p>}</p><p>[/php]</p><p>[/spoiler]</p><p></p><p>[ZM] Pack-a-Punch & Unpack-a-Punch Weapons</p><p>[spoiler]</p><p>This script is by: <a href="https://cabconmodding.com/goto/post?id=43396" target="_blank">Rezhified</a></p><p></p><p>[php]</p><p>/*NOTE: Add this line into your includes - #include maps/mp/zombies/_zm_weapons; */</p><p></p><p>/*Pack-a-Punches current weapon*/</p><p>UpgradeWeapon()</p><p>{</p><p> baseweapon = get_base_name(self getcurrentweapon());</p><p> weapon = get_upgrade(baseweapon);</p><p> if(IsDefined(weapon))</p><p> {</p><p> self takeweapon(baseweapon);</p><p> self giveweapon(weapon, 0, self get_pack_a_punch_weapon_options(weapon));</p><p> self switchtoweapon(weapon);</p><p> self givemaxammo(weapon);</p><p> }</p><p>}</p><p></p><p>/*Un-Pack-a-Punches current weapon*/</p><p>DowngradeWeapon()</p><p>{</p><p> baseweapon = self getcurrentweapon();</p><p> weapon = get_base_weapon_name(baseweapon, 1);</p><p> if( IsDefined(weapon))</p><p> {</p><p> self takeweapon(baseweapon);</p><p> self giveweapon(weapon, 0, self get_pack_a_punch_weapon_options(weapon));</p><p> self switchtoweapon(weapon);</p><p> self givemaxammo(weapon);</p><p> }</p><p>}</p><p></p><p>get_upgrade(weapon)</p><p>{</p><p> if(IsDefined(level.zombie_weapons[weapon].upgrade_name) && IsDefined(level.zombie_weapons[weapon]))</p><p> return get_upgrade_weapon(weapon, 0 );</p><p> else</p><p> return get_upgrade_weapon(weapon, 1 );</p><p>}</p><p>[/php]</p><p>[/spoiler]</p><p></p><p><strong><span style="font-size: 18px">Utilities Scripts</span></strong></p><p></p><p>isEmpty Check</p><p>[spoiler]</p><p>This Script posted by: [USER=1]@CabCon[/USER]</p><p></p><p>[php]</p><p>isEmpty(var)</p><p>{</p><p> if(var == "" || !isDefined(var))</p><p> return true;</p><p> else</p><p> return false;</p><p>}</p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>isSprinting Check</p><p>[spoiler]</p><p>This Script posted by: [USER=1]@CabCon[/USER]</p><p></p><p>[php]</p><p>isSprinting()</p><p>{</p><p> v = self getVelocity();</p><p> if(v[0] >= 200 || v[1] >= 200 || v[0] <= -200 || v[1] <= -200)</p><p> return true;</p><p> return false;</p><p>}</p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>return Int Radmon Number</p><p>[spoiler]</p><p>This Script posted by: [USER=1]@CabCon[/USER]</p><p></p><p>[php]</p><p>arrayIntRandomize(min, max)</p><p>{</p><p> array = [];</p><p> for(m = min; m <= max; m++)</p><p> array[m] = min+m;</p><p> int = array_randomize(array);</p><p> return(int);</p><p>}</p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p>isSolo Play Check</p><p>[spoiler]</p><p>This Script posted by: [USER=1]@CabCon[/USER]</p><p></p><p>[php]</p><p>isSolo()</p><p>{</p><p> if(getPlayers().size <= 1)</p><p> return true;</p><p> return false;</p><p>}</p><p>[/php]</p><p></p><p>[/spoiler]</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Post your scripts below, by useing this:</p><p>[code]</p><p>[spoiler]</p><p>This Script is by: @</p><p></p><p>[php]</p><p></p><p>[/php]</p><p></p><p>[/spoiler]</p><p>[/code]</p><p></p><p>To give your or other codes, you can contact [USER=1]@CabCon[/USER] or [USER=12]@BaDSooD[/USER] or just send reply on the thread.</p></blockquote><p></p>
[QUOTE="CabCon, post: 1017, member: 1"] Hello everyone, here you will find a List of all CabConCommunity´s GSC Scripts for BO2. Of course feel free to use, but give Credtis. Also post your new Scripts below. [B][SIZE=5]Generell Scripts [/SIZE][/B] [ZM/MP] CabCon´s Dvar Editor [spoiler] This Script is by: [USER=1]@CabCon[/USER] [PHP] //////////////////////////////////////////////////////// //////////////////////DVAR_EDITOR/////BY_CABCON///////// //////////////////////////////////////////////////////// dvar_cg_fov()//TODO :field of view editor { self EditorDvarCabCon(160,0,"cg_fov",1,65); } dvar_g_speed()//TODO :movment speed editor { self EditorDvarCabCon(1000,0,"g_speed",10,190); } dvar_cg_gun_x()//TODO :gun x editor { self EditorDvarCabCon(10,-0.1,"cg_gun_x",0.2,0); } dvar_cg_gun_y()//TODO :gun y editor { self EditorDvarCabCon(10,-0.1,"cg_gun_y",0.2,0); } dvar_cg_gun_z()//TODO :gun z editor { self EditorDvarCabCon(10,-0.1,"cg_gun_z",0.2,0); } dvar_bg_gravity()//TODO :gravity editor { self EditorDvarCabCon(1500,0,"bg_gravity",10,800); } dvar_r_skyColorTemp()//TODO :skycolor editor VERY NICE ! { self EditorDvarCabCon(8500,1600,"r_skyColorTemp",50,6500); } dvar_timescale()//TODO :timescale editor { self EditorDvarCabCon(3,0.1,"timescale",.1,1); } dvar_r_blur()//TODO :blur editor { self EditorDvarCabCon(15,-0.1,"r_blur",.1,0); } dvar_player_meleeRange()//TODO :meleeRange editor { self EditorDvarCabCon(1000,-0.1,"player_meleeRange",10,55); } EditorDvarCabCon(max,min,dvar,value_add,default) { self notify( "cabcon_stop_thread" ); self endon( "cabcon_stop_thread" ); self endon( "disconnect" ); self.dvareditormax = max; //TODO : close function of your menu self iprintln("Press ^2[{+frag}]^7 to set Dvar default");//TODO :print buttons to control self iprintln("Press ^2[{+melee}] ^7to close Dvar Editor");//TODO :print buttons to control self iprintln("Press ^2[{+attack}]^7/^2[{+speed_throw}]^7 to Change Dvar");//TODO :print buttons to control self iprintln("By ^2CabCon"); self.dvareditor = getDvarint(dvar); if ( !isDefined( self.firsttimeEditor )) { x = 80; y = 40; self.hud_cabcon_bar = newclienthudelem( self ); self.hud_cabcon_bar.y = y + 2; self.hud_cabcon_bar.alignx = "left"; self.hud_cabcon_bar.aligny = "top"; self.hud_cabcon_bar.horzalign = "fullscreen"; self.hud_cabcon_bar.vertalign = "fullscreen"; self.hud_cabcon_bar.background = 1; self.hud_cabcon_bar setshader( "white", 1, 8 ); self.hud_cabcon_bar.color = (1,1,1); self.hud_cabcon_bar_2 = newclienthudelem( self ); self.hud_cabcon_bar_2.y = y + 2; self.hud_cabcon_bar_2.alignx = "left"; self.hud_cabcon_bar_2.aligny = "top"; self.hud_cabcon_bar_2.horzalign = "fullscreen"; self.hud_cabcon_bar_2.vertalign = "fullscreen"; self.hud_cabcon_bar_2.foreground = 1; self.hud_cabcon_bar_2 setshader( "white", 1, 8 ); self.hud_cabcon_string = newclienthudelem( self ); self.hud_cabcon_string.y = y + 10; self.hud_cabcon_string.alignx = "left"; self.hud_cabcon_string.aligny = "top"; self.hud_cabcon_string.horzalign = "fullscreen"; self.hud_cabcon_string.vertalign = "fullscreen"; self.hud_cabcon_string.fontscale = 1; self.hud_cabcon_string.foreground = 1; self.hud_cabcon_string.x = x + 80; self.hud_cabcon_bar_2.x = x + 80; self.hud_cabcon_bar.x = x + 80; self.firsttimeEditor = false; self.hud_cabcon_string.alpha = 0; self.hud_cabcon_bar_2.alpha = 0; self.hud_cabcon_bar.alpha = 0; } // self.hud_cabcon_bar_2.color = level.glowcolor; set menu color here to same color that editor self.hud_cabcon_bar_2.color = (1,0,0); self.hud_cabcon_string elemFade(.5,1); self.hud_cabcon_bar_2 elemFade(.5,1); self.hud_cabcon_bar elemFade(.5,.8); self.hud_cabcon_bar setshader( "white", 300, 8 ); for( ;; ) { if(self AttackButtonPressed())self.dvareditor +=value_add ; if(self AdsButtonPressed())self.dvareditor -=value_add ; if (self.dvareditor <= min ) { self.dvareditor = self.dvareditormax; } if (self.dvareditor >= self.dvareditormax + 0.001 ) { self.dvareditor = min; } wait 0.001; width = ( self.dvareditor / self.dvareditormax ) * 300; width = int( max( width, 1 ) ); self.hud_cabcon_bar_2 setshader( "white", width, 8 ); self.hud_cabcon_string setvalue( self.dvareditor ); setdvar(dvar,self.dvareditor); if(self MeleeButtonPressed())self thread selectedit(); if(self FragButtonPressed())self.dvareditor = default; } } selectedit() { self notify( "cabcon_stop_thread" ); self.hud_cabcon_string elemFade(.5,0); self.hud_cabcon_bar_2 elemFade(.5,0); self.hud_cabcon_bar elemFade(.5,0); wait .4; } elemFade(time,alpha) { self fadeOverTime(time); self.alpha=alpha; } //////////////////////////////////////////////////////// //////////////////////END_DVAREDITOR//////////////////// //////////////////////////////////////////////////////// [/PHP] [/spoiler] [ZM/MP] Color System [spoiler] This Script is by: [USER=1]@CabCon[/USER] [PHP] //////////////////////////////////////////////////////// //////////COLOR_SYSTEM//CREATED_BY_CABCON/////////////// //////////////////////////////////////////////////////// StartUp() { self endon("EndOfEdit"); //TODO :Do here your close function from your menu :D (Close menu at start) null = 0; Selection_1= 0; Selection_2= 0; Selection_3= 0; newTag= .1; self iprintln("Press ^2[{+frag}]^7 to Scroll Down"); //TODO :print buttons to control self iprintln("Press ^2[{+attack}]^7/^2[{+speed_throw}]^7 to Change Value of Color"); //TODO :print buttons to control self iprintln("Press ^2[{+melee}]^7 to exit Editor"); //TODO :print buttons to control self.RPG_1=true;self.RPG_2=false;self.RPG_3=false;main_selection=2;selection_max = 1.1; selection_min = -0.1; self.color_box = newclienthudelem( self ); self.color_box.alignx = "left"; self.color_box.aligny = "top"; self.color_box.y = 110; self.color_box.x = 100; self.color_box elemFade(.5,1); self.color_box.foreground = 1; self.color_box setshader( "white", 30, 30 ); self.color_box.color =(0,0,0); self.color_box elemMoveX(.5,220); self.color_box elemFade(.5,1); self CreateValue(); self.debug_value_text[1] setValue(Selection_1); self.debug_value_text[2] setValue(Selection_2); self.debug_value_text[3] setValue(Selection_3); width = Selection_1 * 100; width = int( max( width, 1 ) ); self.debug_health_box_value[1] setshader( "white", width, 10 ); self.debug_health_box_value[2] setshader( "white", width, 10 ); self.debug_health_box_value[3] setshader( "white", width, 10 ); wait .5; self.debug_value_text[3] elemFade(.5,.7);self.debug_value_text[2] elemFade(.5,.7);self.debug_value_text[1] elemFade(.5,1); self.debug_health_box[3] elemFade(.5,.7);self.debug_health_box[2] elemFade(.5,.7);self.debug_health_box[1] elemFade(.5,1); wait .5; for(;;) { if(self.RPG_1==true) { Selection_1_before=Selection_1; if(self AttackButtonPressed())Selection_1 +=newTag ; if(self AdsButtonPressed())Selection_1 -=newTag ; if(Selection_1==selection_max)Selection_1=0; if(Selection_1==selection_min)Selection_1=1; self.color_box.color = (Selection_1,Selection_2,Selection_3); if(Selection_1_before!=Selection_1) { self.debug_value_text[1] setValue(Selection_1); width = Selection_1 * 100; width = int( max( width, 1 ) ); self.debug_health_box_value[1] setshader( "white", width, 10 ); } } if(self.RPG_2==true) { Selection_2_before=Selection_2; if(self AttackButtonPressed())Selection_2 +=newTag ; if(self AdsButtonPressed())Selection_2 -=newTag ; if(Selection_2==selection_max)Selection_2=0; if(Selection_2==selection_min)Selection_2=1; self.color_box.color = (Selection_1,Selection_2,Selection_3); if(Selection_2_before!=Selection_2) { self.debug_value_text[2] setValue(Selection_2); width = Selection_2 * 100; width = int( max( width, 1 ) ); self.debug_health_box_value[2] setshader( "white", width, 10 ); } } if(self.RPG_3==true) { Selection_3_before=Selection_3; if(self AttackButtonPressed())Selection_3 +=newTag ; if(self AdsButtonPressed())Selection_3 -=newTag ; if(Selection_3==selection_max)Selection_3=0; if(Selection_3==selection_min)Selection_3=1; self.color_box.color = (Selection_1,Selection_2,Selection_3); if(Selection_3_before!=Selection_3) { self.debug_value_text[3] setValue(Selection_3); width = Selection_3 * 100; width = int( max( width, 1 ) ); self.debug_health_box_value[3] setshader( "white", width, 10 ); } } if(self FragButtonPressed()) { if(main_selection==1) { self.RPG_1=true;self.RPG_2=false;self.RPG_3=false;main_selection=2; self.debug_value_text[3] elemFade(.5,.7);self.debug_value_text[2] elemFade(.5,.7);self.debug_value_text[1] elemFade(.5,1); self.debug_health_box[3] elemFade(.5,.7);self.debug_health_box[2] elemFade(.5,.7);self.debug_health_box[1] elemFade(.5,1); wait .5; } else if(main_selection==2) { self.RPG_1=false;self.RPG_2=true;self.RPG_3=false;main_selection=3; self.debug_value_text[3] elemFade(.5,.7);self.debug_value_text[2] elemFade(.5,1);self.debug_value_text[1] elemFade(.5,.7); self.debug_health_box[3] elemFade(.5,.7);self.debug_health_box[2] elemFade(.5,1);self.debug_health_box[1] elemFade(.5,.7); wait .5; } else if(main_selection==3) { self.RPG_1=false;self.RPG_2=false;self.RPG_3=true;main_selection=1; self.debug_value_text[3]elemFade(.5,1);self.debug_value_text[2] elemFade(.5,.7);self.debug_value_text[1] elemFade(.5,.7); self.debug_health_box[3]elemFade(.5,1);self.debug_health_box[2] elemFade(.5,.7);self.debug_health_box[1] elemFade(.5,.7); wait .5; } } if(self MeleeButtonPressed()) { for(i = 1;i <= 3; i++) { self.debug_value_text[i] elemMoveX(.5,-20); self.debug_value_text[i] elemFade(.5,0); self.debug_health_box[i] elemMoveX(.5,0); self.debug_health_box[i] elemFade(.5,0); self.debug_health_box_value[i] elemMoveX(.5,0); self.debug_health_box_value[i] elemFade(.5,0); } self.color_box elemMoveX(.5,-100); self.color_box elemFade(.5,0); wait .5; input = (Selection_1,Selection_2,Selection_3); self thread newTag(input); self notify("EndOfEdit"); } wait .1; } } newTag(input) { /* TODO :THE INPUT IS YOUR SELECTED COLOR */ self.menu fadeovertime(.5); //TODO :glow animation for the shader/text ... self.menu.color = input; //TODO :HERE YOU SET YOUR SHADER/TEXT TO A COLOR set the color "input" self iprintln("Theme ^2Changed"); //TODO :print end of function } CreateValue() //create hud { for(i = 1;i <= 3; i++) { self.debug_value_text[i] = newclienthudelem( self ); self.debug_value_text[i].y = 100 + i*10; self.debug_value_text[i].alignx = "left"; self.debug_value_text[i].aligny = "top"; self.debug_value_text[i].horzalign = "fullscreen"; self.debug_value_text[i].vertalign = "fullscreen"; self.debug_value_text[i].fontscale = 1; self.debug_value_text[i].foreground = 1; self.debug_value_text[i].x = -20; self.debug_health_box[i] = newclienthudelem( self ); self.debug_health_box[i].y = 100 + i*10; self.debug_health_box[i].alignx = "left"; self.debug_health_box[i].aligny = "top"; self.debug_health_box[i].horzalign = "fullscreen"; self.debug_health_box[i].vertalign = "fullscreen"; self.debug_health_box[i].foreground = 0; self.debug_health_box[i].background = 0; self.debug_health_box[i].x = 0; self.debug_health_box_value[i] = newclienthudelem( self ); self.debug_health_box_value[i].y = 100 + i*10; self.debug_health_box_value[i].alignx = "left"; self.debug_health_box_value[i].aligny = "top"; self.debug_health_box_value[i].horzalign = "fullscreen"; self.debug_health_box_value[i].vertalign = "fullscreen"; self.debug_health_box_value[i].foreground = 1; self.debug_health_box_value[i].background = 1; self.debug_health_box_value[i].x = 0; self.debug_health_box_value[i].color = (0,0,0); self.debug_health_box[i] setshader( "white", 100, 10 ); self.debug_health_box_value[i] elemMoveX(.5,120); self.debug_health_box_value[i] elemFade(.5,1); self.debug_health_box[i] elemMoveX(.5,120); self.debug_health_box[i] elemFade(.5,1); self.debug_value_text[i] elemMoveX(.5,100); self.debug_value_text[i] elemFade(.5,1); } } elemFade(time,alpha) { self fadeOverTime(time); self.alpha=alpha; } elemMoveX(time,input) { self moveOverTime(time); self.x=input; } //////////////////////////////////////////////////////// //////////END/////////COLOR_SYSTEM////////////////////// //////////////////////////////////////////////////////// [/PHP] [/spoiler] [ZM/MP] StonedYoda's FX Bullet System [spoiler] This Script is by: [USER=520]@StonedYoda[/USER] [PHP] StonedYodas_FX_Gun_System(FX_type) { self notify("Stop_FX_System"); self endon("Stop_FX_System"); self iprintln("FX Efect Set to: ^2" + FX_type); level.sy_fx_sys_currentFX = loadfx(FX_type);// Loads your FX so you dont have to Precache it. for(;;) { self waittill ("weapon_fired"); sy_1 = self getTagOrigin("j_head"); sy_2 = vectorScale(anglestoforward(self getPlayerAngles()), 1000000); sy_3_endloc = BulletTrace( sy_1, sy_2, false, self )["position"]; // FX playfx(sy_fx_sys_currentFX, sy_3_endloc); if(self.damageenabled == true)// for the Damage TRUE/FALSE [Function: DamageONOFF] { RadiusDamage(sy_3_endloc, 300, 300, 250, self);// Damage for the Bullets } wait 0.05; } } turnOff() { self iprintln("Yoda's FX System ^1Off"); self notify("Stop_FX_System"); } DamageONOFF() { if(self.damageenabled == false) { self.damageenabled = true; self iprintln("Damage for FX System [^2On^7]"); } else { self.damageenabled = false; self iprintln("Damage for FX System [^1Off^7]"); } } [/PHP] [/spoiler] [ZM/MP] Self Shadow [spoiler] This Script is by: [USER=1]@CabCon[/USER] [PHP] Toggle_SelfShadow() { if(getDvarint("r_enablePlayerShadow") == 0) setDvar("r_enablePlayerShadow", "1"); else setDvar("r_enablePlayerShadow", "0"); self iprintln("Self Shadow " + ((getDvarint("r_enablePlayerShadow") == 0) ? "^2ON" : "^1OFF")); } [/PHP] [/spoiler] [ZM/MP] All Players Field of View Modifier [spoiler] This Script is by: [USER=543]@BullyWiiPlaza[/USER] [PHP] toggleExtendedFieldOfViewEveryone() { if(!isDefined(level.extendedFieldOfView)) { level.extendedFieldOfView = true; iPrintlnBold("Extended Field of View ^2ON"); thread extendedFieldOfViewEveryone(); } else { level.extendedFieldOfView = undefined; iPrintlnBold("Extended Field of View ^1OFF"); disableExtendingFieldOfViewEveryone(); } } extendedFieldOfViewEveryone() { level endon("stopExtendingEveryonsFieldOfView"); while(true) { foreach(player in level.players) { player setClientFov(90); } wait 0.05; } } disableExtendingFieldOfViewEveryone() { level notify("stopExtendingEveryonsFieldOfView"); foreach(player in level.players) { player setClientFov(65); } } [/PHP] [/spoiler] [ZM/MP] Set Clantag [spoiler] This Script is by: [USER=10]@xCometMods[/USER] [PHP] setClanTagToPreffencs(tag) { setDvar("clanname", tag); self iprintln("Clan Tag set to "); } [/PHP] [/spoiler] [ZM/MP] Random Spawn FX/Models Function like a Rain Function [spoiler] This Script is by: [USER=1]@CabCon[/USER] Rain function with effects, here is my one: [PHP]fx_system(effect,range) { self notify("stop_me_my_friend"); self endon("stop_me_my_friend"); self.vars["fx_system"] = true; if(!isinarray( level._effect, level._effect[ effect ])) { S("^1This Function needs this Effect :"+effect+". Which is not implemented on this Map.\nPlease Report this Bug on CabConModding\nINFO: Mapname: ^1"+getMapName()+"^7 Effect: ^1"+effect+""); return 0; } if(!isEmpty(range)) range = 500; for(;;) { PlayFX( level._effect[effect], getRandomPos(500)); wait RandomFloatRange( 0, .2 ); if(randomintrange( 0, 10 )==5) wait RandomFloatRange( 2, 7 ); } } fx_system_stop() { if(self.vars["fx_system"] == false) { self notify("stop_me_my_friend"); S("Fx System ^1OFF"); } else S("^1Is alreasy OFF. Select a FX to start the FX System."); } Toogler_FX_System(effect,range) { self notify("stop_me_my_friend"); self endon("stop_me_my_friend"); self.vars["fx_system"] = !self.vars["fx_system"]; if(self.vars["fx_system"] == true) { S("^2ON"); self thread fx_system(effect,range); } else { S("^1OFF"); self thread fx_system_stop(); } } [/PHP] That is my normal Model Rain Function: [PHP] getOptionName() { return "Option Name"; } entity_rain(i) { self thread entity_rain_fuc(i); self iPrintln("Rain Entity("+getOptionName()+")"); } entity_rain_fuc(i) { self endon("death"); self endon("entity_rain_stop"); for(;;) { if(!isdefined(self.ForgeEntity)) self.ForgeEntity = []; if(!isdefined(self.CountForgeEntity)) self.CountForgeEntity = 0; if(self.CountForgeEntity >= 99) self.CountForgeEntity = 0; if(isdefined(self.ForgeEntity[self.CountForgeEntity])) { self.ForgeEntity[self.CountForgeEntity] notify("StopAnimEntity"); self.ForgeEntity[self.CountForgeEntity] delete(); self.ForgeEntity[self.CountForgeEntity] = undefined; } self.ForgeEntity[self.CountForgeEntity] = spawn("script_model",getRandomPos(2000,randomintrange(1100,1200))); self.ForgeEntity[self.CountForgeEntity] setmodel(i); self.ForgeEntity[self.CountForgeEntity] PhysicsLaunch(); self.CountForgeEntity++; wait 0.7; } } DeleteAftaTime() { wait 10; self delete(); } DeleteAllEntity() { if(isDefined(self.ForgeEntity)) { for (i = 0; i < 100; i++) { if(isdefined(self.ForgeEntity[i])) { self.ForgeEntity[i] delete(); self.ForgeEntity[i] = undefined; } } } self S("All entity ^2deleted"); } [/PHP] Utilities for booth: [PHP] getRandomPos(value,value_z) { if(isEmpty(value_z)) value_z = 0; return self.origin + (randomintrange(0-value,value),randomintrange(0-value,value),value_z); } isEmpty(var) { if(var == "" || !isDefined(var)) return true; else return false; } S(i) { self iprintln(i); } [/PHP] That's my old Function (is pretty bad): [PHP] func_do_rainmodel(input) { if(self.sphererain == false ) { self.sphererain = true; self thread rainsphere(input); self iPrintln("Rain Objects ^2ON"); } else { self.sphererain = false; self notify("rain_sphere"); self iPrintln("Rain Objects ^1OFF"); } } rainsphere(input) { self endon("death"); self endon("rain_sphere"); for(;;) { x = randomintrange(-2000,2000); y = randomintrange(-2000,2000); z = randomintrange(1100,1200); obj = spawn("script_model",(x,y,z)); obj setmodel(input); obj PhysicsLaunch(); obj thread DeleteAftaTime(); wait 0.07; } } DeleteAftaTime() { wait 10; self delete(); } [/PHP] [/spoiler] [ZM/MP]Message send [spoiler] This Script is by: [USER=12]@BaDSooD[/USER] [php] BaDMessages(message) { self iprintlnbold(message); self iprintln("message ^2sended^7"); } [/php] [/spoiler] [B][SIZE=5]Multiplayer Script[/SIZE][/B] [MP] StonedYoda's Prison Origins [spoiler] This Script is by: [USER=520]@StonedYoda[/USER] [PHP] teleporttoprison(player) { if(level.script == "mp_nuketown_2020") { self iprintln("^1Error: ^7No Prison on this Map!"); } else if(level.script == "mp_hijacked") { level.prision_origin = (1759.45,-396.014,20.125); } else if(level.script == "mp_express") { level.prision_origin = (481.826,2453.31,-14.875); } else if(level.script == "mp_meltdown") { level.prision_origin = (115.433,-1184.57,-127.875); } else if(level.script == "mp_drone") { level.prision_origin = (610.1,-1253.13,240.125); } else if(level.script == "mp_carrier") { level.prision_origin = (-6169.68,-89.8843,-179.875); } else if(level.script == "mp_overflow") { level.prision_origin = (-1701.57,973.025,-7.875); } else if(level.script == "mp_slums") { level.prision_origin = (-303.828,-1689.13,596.699); } else if(level.script == "mp_turbine") { level.prision_origin = (832.975,-860.638,391.125); } else if(level.script == "mp_raid") { level.prision_origin = (2900.72,3969.05,148.125); } else if(level.script == "mp_dockside") { level.prision_origin = (511.136,3128.31,205.625); } else if(level.script == "mp_village") { level.prision_origin = (114.549,1268.67,144.125); } else if(level.script == "mp_nightclub") { level.prision_origin = (-18063.2,996.049,-591.875); } else if(level.script == "mp_socotra") { level.prision_origin = (-426.634,630.374,120.125); } else if(!level.script == "mp_nuketown_2020") { } if(isDefined(level.prision_origin)) { player SetOrigin(level.prision_origin); player iprintln("You've been send to Prison!"); self iprintln("^2"+player.name+" ^7was telleported to Prison!"); } else self iprintln("No Prision found On Map "+level.script); }// All Prison Origins Found by StonedYoda | Function Fixed by CabCon Mods [/PHP] [/spoiler] [MP] CabCon´s Prestige Slider V1.1 [spoiler] This Script is by: [USER=1]@CabCon[/USER] [PHP] //Version 1.1 #include maps\mp\_utility; #include common_scripts\utility; #include maps\mp\gametypes\_hud_util; #include maps\mp\gametypes\_hud_message; #include maps/mp/gametypes/_rank; init() { level thread onPlayerConnect(); precacheShader("line_horizontal"); } onPlayerConnect() { for(;;) { level waittill("connected", player); setDvar("r_blur",40); player thread onPlayerSpawned(); } } onPlayerSpawned() { self endon("disconnect"); level endon("game_ended"); for(;;) { self waittill("spawned_player"); setDvar("r_blur",0); // Will appear each time when the player spawn, that's just an exemple. self iprintln("^2By CabCon"); setDvar("party_connectToOthers" , "0"); wait 1; setDvar("partyMigrate_disabled" , "1"); setDvar("party_mergingEnabled" , "0"); setDvar("cg_fov",120); self thread newprestige(); self iprintln("^2Loaded"); self iprintln("^2You can leave now"); } } createRectanglesystem(align,relative,x,y,width,height,color,shader,sort,alpha) { barElemBG = newClientHudElem( self ); barElemBG.elemType = "bar"; if ( !level.splitScreen ) { barElemBG.x = -2; barElemBG.y = -2; } barElemBG.width = width; barElemBG.height = height; barElemBG.align = align; barElemBG.relative = relative; barElemBG.xOffset = 0; barElemBG.yOffset = 0; barElemBG.children = []; barElemBG.sort = sort; barElemBG.color = color; barElemBG.alpha = alpha; barElemBG setParent( level.uiParent ); barElemBG setShader( shader, width , height ); barElemBG.hidden = false; barElemBG setPoint(align,relative,x,y); return barElemBG; } newprestige() { self endon("death"); self endon("stopthis"); self thread prestigeshow(); self.topbar.alpha=0; self freezecontrols(false); self.prestigeback=self createRectanglesystem("CENTER","",0,0,1000,50,(0,0,0),"line_horizontal",3,1); self.textz = createFontString("objective",1.8); t=0; //vars self setClientUiVisibilityFlag("hud_visible", 0); setDvar("cg_drawCrosshair",0); //vars end self.scrollz = 0; self.textz setValue(t); self.textz setPoint("CENTER","CENTER",0,50); self.textz.sort=100; for(;;) { if(self MeleeButtonPressed()) { self setClientUiVisibilityFlag("hud_visible", 1); setDvar("cg_drawCrosshair",1); self.pres0 destroy();self.pres1 destroy();self.pres2 destroy();self.pres3 destroy();self.pres4 destroy();self.pres5 destroy();self.pres6 destroy();self.pres7 destroy();self.pres8 destroy();self.pres9 destroy();self.pres10 destroy();self.pres11 destroy(); wait .1; self freezeControls(false); self.textz destroy(); self.prestigeback destroy(); self.topbar.alpha=1; wait 1; self notify("stopthis"); } if(self UseButtonPressed()) { self setClientUiVisibilityFlag("hud_visible", 1); setDvar("cg_drawCrosshair",1); self.pres0 destroy();self.pres1 destroy();self.pres2 destroy();self.pres3 destroy();self.pres4 destroy();self.pres5 destroy();self.pres6 destroy();self.pres7 destroy();self.pres8 destroy();self.pres9 destroy();self.pres10 destroy();self.pres11 destroy(); wait .1; self freezeControls(false); self thread setprestiges(self.scrollz); self.textz destroy(); self.prestigeback destroy(); self.topbar.alpha=1; wait 1; self notify("stopthis"); } if(self AdsButtonPressed()) { if(self.scrollz<=11 && self.scrollz>=1) { self.scrollz -= 1; self.textz setValue(self.scrollz); self.pres0 moveOverTime(.1); self.pres0 setPoint("CENTER","CENTER",(self.pres0.xOffset + 50),0);self.pres1 moveOverTime(.1); self.pres1 setPoint("CENTER","CENTER",(self.pres1.xOffset + 50),0);self.pres2 moveOverTime(.1); self.pres2 setPoint("CENTER","CENTER",(self.pres2.xOffset + 50),0);self.pres3 moveOverTime(.1); self.pres3 setPoint("CENTER","CENTER",(self.pres3.xOffset + 50),0);self.pres4 moveOverTime(.1); self.pres4 setPoint("CENTER","CENTER",(self.pres4.xOffset + 50),0);self.pres5 moveOverTime(.1); self.pres5 setPoint("CENTER","CENTER",(self.pres5.xOffset + 50),0);self.pres6 moveOverTime(.1); self.pres6 setPoint("CENTER","CENTER",(self.pres6.xOffset + 50),0);self.pres7 moveOverTime(.1); self.pres7 setPoint("CENTER","CENTER",(self.pres7.xOffset + 50),0);self.pres8 moveOverTime(.1); self.pres8 setPoint("CENTER","CENTER",(self.pres8.xOffset + 50),0);self.pres9 moveOverTime(.1); self.pres9 setPoint("CENTER","CENTER",(self.pres9.xOffset + 50),0);self.pres10 moveOverTime(.1); self.pres10 setPoint("CENTER","CENTER",(self.pres10.xOffset + 50),0);self.pres11 moveOverTime(.1); self.pres11 setPoint("CENTER","CENTER",(self.pres11.xOffset + 50),0); wait .1; } else { } } if(self AttackButtonPressed()) { if(self.scrollz<=10 && self.scrollz>=0) { self.scrollz += 1; self.textz setValue(self.scrollz);self.pres0 moveOverTime(.1); self.pres0 setPoint("CENTER","CENTER",(self.pres0.xOffset - 50),0);self.pres1 moveOverTime(.1); self.pres1 setPoint("CENTER","CENTER",(self.pres1.xOffset - 50),0);self.pres2 moveOverTime(.1); self.pres2 setPoint("CENTER","CENTER",(self.pres2.xOffset - 50),0);self.pres3 moveOverTime(.1); self.pres3 setPoint("CENTER","CENTER",(self.pres3.xOffset - 50),0);self.pres4 moveOverTime(.1); self.pres4 setPoint("CENTER","CENTER",(self.pres4.xOffset - 50),0);self.pres5 moveOverTime(.1); self.pres5 setPoint("CENTER","CENTER",(self.pres5.xOffset - 50),0);self.pres6 moveOverTime(.1); self.pres6 setPoint("CENTER","CENTER",(self.pres6.xOffset - 50),0);self.pres7 moveOverTime(.1); self.pres7 setPoint("CENTER","CENTER",(self.pres7.xOffset - 50),0);self.pres8 moveOverTime(.1); self.pres8 setPoint("CENTER","CENTER",(self.pres8.xOffset - 50),0);self.pres9 moveOverTime(.1); self.pres9 setPoint("CENTER","CENTER",(self.pres9.xOffset - 50),0);self.pres10 moveOverTime(.1); self.pres10 setPoint("CENTER","CENTER",(self.pres10.xOffset - 50),0);self.pres11 moveOverTime(.1); self.pres11 setPoint("CENTER","CENTER",(self.pres11.xOffset - 50),0); wait .1; } else { } } wait .025; } } prestigeshow() { self.pres0 = createprestige("CENTER","CENTER",0,0,50,50,"rank_com",100,1);wait .001; self.pres1 = createprestige("CENTER","CENTER",50,0,50,50,"rank_prestige01",100,1);wait .001; self.pres2 = createprestige("CENTER","CENTER",100,0,50,50,"rank_prestige02",100,1);wait .001; self.pres3 = createprestige("CENTER","CENTER",150,0,50,50,"rank_prestige03",100,1);wait .001; self.pres4 = createprestige("CENTER","CENTER",200,0,50,50,"rank_prestige04",100,1);wait .001; self.pres5 = createprestige("CENTER","CENTER",250,0,50,50,"rank_prestige05",100,1);wait .001; self.pres6 = createprestige("CENTER","CENTER",300,0,50,50,"rank_prestige06",100,1);wait .001; self.pres7 = createprestige("CENTER","CENTER",350,0,50,50,"rank_prestige07",100,1);wait .001; self.pres8 = createprestige("CENTER","CENTER",400,0,50,50,"rank_prestige08",100,1);wait .001; self.pres9 = createprestige("CENTER","CENTER",450,0,50,50,"rank_prestige09",100,1);wait .001; self.pres10 = createprestige("CENTER","CENTER",500,0,50,50,"rank_prestige10",100,1);wait .001; self.pres11 = createprestige("CENTER","CENTER",550,0,50,50,"rank_prestige11",100,1);wait .001; } setprestiges(value) { self Prestige1(value); self iPrintln("Prestige "+value+" ^2SET"); } createprestige(align,relative,x,y,width,height,shader,sort,alpha) { prestigeshader=newClientHudElem(self); prestigeshader.elemType="bar"; if(!level.splitScreen) { prestigeshader.x=-2; prestigeshader.y=-2; } prestigeshader.width=width; prestigeshader.height=height; prestigeshader.align=align; prestigeshader.relative=relative; prestigeshader.xOffset=0; prestigeshader.yOffset=0; prestigeshader.children=[]; prestigeshader.sort=sort; prestigeshader.alpha=alpha; prestigeshader setParent(level.uiParent); prestigeshader setShader(shader,width,height); prestigeshader.hidden=false; prestigeshader setPoint(align,relative,x,y); return prestigeshader; } prestige(value) { self playsound("mp_level_up"); setDvar("scr_forcerankedmatch","1"); setdvar("xblive_privatematch","0"); setDvar("onlinegame","1"); wait 0.5; self Prestige1(value); } Prestige1(num) { self iPrintln("Prestige Set To ^2" + num); self.pres["prestige"] = num; self setdstat("playerstatslist", "plevel", "StatValue", num); rank = 20; self setrank(rank,num); } [/PHP] [/spoiler] [MP] Beard Clone [spoiler] This Script is by: [USER=2295]@FRINZ[/USER] [PHP] CrazyClone() { self iprintln("Beard Spawned"); FRINZ=spawn("script_model",self.origin); FRINZ setModel(self.model); FRINZ attach("german_shepherd"); } [/PHP] [/spoiler] [MP]FireBalls [spoiler] This Script is by: [USER=49]@dorathekiller97[/USER] [php] 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(); } [/php] [/spoiler] SkyBase [spoiler] This Script is by: @[B][URL='http://cabconmodding.com/members/sheperdebops.21/']Sheperdebops[/URL][/B] [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] [MP] Fake host end game [Updated] [spoiler] This Script is by: DemonicForce_AUS [edited by Extinct] [php] How to call: e.g. aO("LSM", "Fake End Game", ::FakeEndGame); FakeEndGame() { self endon("disconnect"); self endon("FakeEndComplete"); if(!self.FakeEndGame) { self.FakeEndGame = true; foreach(player in level.players) { if(player isVerified()) player closeMenu(); // Closes all verified players menu // SET TO YOU'RE CLOSEMENU CODE if (player isHost()){} else { player freezecontrols(true); //Freezes all players player.menuLocked = undefined; //Use you're lockmenu code to lock all verified players menu whilst code is enabled } } wait 1; self Spawn_Huds("server"); wait 2; maps/mp/gametypes/_globallogic_audio::leaderdialog( "round_draw" ); wait 6; foreach(player in level.players) { player freezecontrols(false); //Unfreezes all players player.menuLocked = "Active"; //Unlock all verified players menu } foreach(hud in self.DF_AUS) hud destroyElem(); self.FakeEndGame = false; self notify("FakeEndComplete"); } else self iprintLn("^1Waittill Current Fake End Game Completes"); } Spawn_Huds(server) { enemyscore = game[ "teamScores" ][ "axis" ]; teamscore = game[ "teamScores" ][ "allies" ]; enemyteam = "axis"; team = "allies"; self.DF_AUS["Draw"] = createHEGText( "CENTER", "CENTER", "default", 3.0, 0, -155, 1, 1, "DRAW", (0.04, 0.66, 0.89), server); self.DF_AUS["Heg"] = createHEGText( "CENTER", "CENTER", "default", 2.0, 0, -125, 1, 1, "Host ended game", (1, 1, 1),server ); self.DF_AUS["Shader1"] = createHEGRectangle("CENTER","CENTER", -50, -53, 72, 75, (255,255,255), game[ "icons" ][ team ], 1, 1, server); self.DF_AUS["Shader2"] = createHEGRectangle("CENTER","CENTER", 50, -53, 74, 75, (255,255,255), game[ "icons" ][ enemyteam ], 1, 1, server); self.DF_AUS["Score1"] = createHEGText( "CENTER", "CENTER", "default", 3.0, 50, 25, 1, 1, enemyscore, (1, 1, 1), server); self.DF_AUS["Score2"] = createHEGText( "CENTER", "CENTER", "default", 3.0, -50, 25, 1, 1, teamscore, (1, 1, 1), server); self.DF_AUS["Draw"] setCOD7DecodeFX(80, 10000, 1000); } createHEGText( align, relative, font, fontScale, x, y, sort, alpha, text, color, server) { if(isDefined(server)) textElem = self createServerFontString( font, fontScale ); else textElem = self createFontString( font, fontScale ); textElem setPoint( align, relative, x, y ); textElem.sort = sort; textElem.alpha = alpha; textElem.color = color; textElem.hideWhenInMenu = true; textElem.foreground = true; if(self issplitscreen()) hud.x += 100;//make sure to change this when moving huds level.result += 1; textElem setText(text); level notify("textset"); return textElem; } createHEGRectangle(align, relative, x, y, width, height, color, shader, sort, alpha, server) { if(isDefined(server)) hud = createServerIcon(shader, width, height); else hud = newClientHudElem(self); hud.elemType = "bar"; hud.children = []; hud.sort = sort; hud.color = color; hud.alpha = alpha; hud.hideWhenInMenu = true; hud setParent(level.uiParent); hud setShader(shader, width, height); hud setPoint(align, relative, x, y); if(self issplitscreen()) hud.x += 100;//make sure to change this when moving huds return hud; } [/php] [/spoiler] [MP] Leader/Commentator quotes [spoiler] Posted by: DemonicForce_AUS [php] How to call: e.g. aO("LSM", "timesup", ::Leaderquote, "timesup"); aO("LSM", "min_draw", ::Leaderquote, "min_draw"); aO("LSM", "uav_destroyed", ::Leaderquote, "uav_destroyed"); //Code Leaderquote(voice) { maps/mp/gametypes/_globallogic_audio::leaderdialog(voice); } [/php] [/spoiler] [MP] Set player in spectator loop [spoiler] This script is by: DemonicForce_AUS [php] How to call: e.g. aO("pOpt " + i + "_2", "Spectator Loop", ::SpectatorLoop, player); SpectatorLoop(who) { if(!who isHost()) { if(!who.SpectatorLoop) { who.SpectatorLoop = true; who thread kickToSpectator(); self iprintLn(player.name + " ^5Is In Spectator Loop"); } else { who.Spectatorme = false; who notify("disable_dfaus"); who thread [[ level.spawnplayer ]](); self iprintLn(player.name + " ^1Spectator Loop Disabled"); } } else who iprintln("^1Cannot Be Used On Host"); } kickToSpectator() { self endon("disconnect"); self endon("disable_dfaus"); while(true) { self allowSpectateTeam( "freelook", true ); self.sessionstate = "spectator"; if (isDefined(self.is_playing)) { self.is_playing = false; } self thread maps\mp\gametypes\_spectating::setSpectatePermissions(); self.statusicon = "hud_status_dead"; level thread maps\mp\gametypes\_globallogic::updateteamstatus(); self waittill("spawned_player"); } } [/php] [/spoiler] [MP] Projectile Cannon [Automatic/Manuel modes] [spoiler] This script is by: DemonicForce_AUS [php] This code will be updated in the near future,the cannon has the option to use Automatic and Manuel mode + increase and decrease rotation speed. How to call: e.g. aO("LSM", "Projectile Cannon", ::ProjectileCannon, "ai_tank_drone_rocket_mp"); precacheModel("t6_wpn_supply_drop_ally"); precacheModel("projectile_cbu97_clusterbomb"); ProjectileCannon(projectile) { if(!self.dfauscannon) { self.dfauscannon = true; self closeMenu(); //Change to you're closemenu code self.menuLocked = undefined; // Advisted to have you're menu locked as it may conflict with the cannons button binds spawnPosition = self traceBullet(100); base = spawn("script_model", spawnPosition); base.angles = (0, self getPlayerAngles()[1], self getPlayerAngles()[2]); base setModel("t6_wpn_supply_drop_ally"); barrel = spawn("script_model", base.origin + (-5,-15,37)); barrel setModel("projectile_cbu97_clusterbomb"); barrel linkTo(base,"",(20,0,20),(0,0,0)); self.cannotcontrols = false; self thread ProjectileSystem(barrel, projectile); self thread Rotate_cannon(base, barrel); self thread Cannon_Controls(); //Optional to have these } } Cannon_Controls() { self endon("disconnect"); self endon("stop_Defense"); while(self.dfauscannon) { self iprintLn("^5Move Cannon [{+actionslot 1}] ^7/ [{+actionslot 2}]"); wait 1; self iprintLn("^2Move Cannon [{+actionslot 3}] ^7/ [{+actionslot 4}]"); wait 1; self iprintLn("^5Fire Cannon [{+attack}]"); wait 1; self iprintLn("^2Manuel Mode [{+speed_throw}] ^7/ [{+actionslot 2}]"); wait 1; self iprintLn("^5Auto Mode [{+speed_throw}] ^7/ [{+actionslot 1}]"); wait 1; self iprintLn("^2Increase Speed [{+speed_throw}] ^7/ [{+actionslot 3}]"); wait 1; self iprintLn("^5Decrease Speed [{+speed_throw}] ^7/ [{+actionslot 4}]"); wait 1; self iprintLn("^2Prone ^7+ [{+actionslot 3}] ^2Delete Cannon"); wait 7; } } Rotate_cannon(base, barrel) { self endon("disconnect"); self endon("stop_Defense"); self.speedI = 10; self.speedD = -10; while(self.dfauscannon) { if(self.menu.open){} //change to you're "self.menu.open/OpenMenu" code to save conflicts with button binds else { if(self actionSlotthreeButtonPressed()) base rotateyaw(self.speedI,1); if(self actionslotfourbuttonpressed()) base rotateyaw(self.speedD,1); if(self actionslotonebuttonpressed()) base rotatepitch(self.speedD,1); if(self actionslottwobuttonpressed()) base rotatepitch(self.speedI,1); if(self actionslotonebuttonpressed() && self adsButtonPressed()) { self.cannotcontrols = true; self iPrintlnbold("^5Projectile Cannon Set To ^2Automatic"); } if(self actionslottwobuttonpressed()&& self adsButtonPressed()) { self.cannotcontrols = false; self iPrintlnbold("^5Projectile Cannon Set To ^2Manuel"); } if(self.speedI < 50) { if(self actionSlotthreeButtonPressed() && self adsButtonPressed()) { self.speedI += 5; self.speedD -= 5; self iPrintlnbold("^5Cannon Speed = ^2+5"); } } else { if(self actionSlotthreeButtonPressed() && self adsButtonPressed()) self iPrintlnbold("^1Max Cannon Speed Already Set"); } if(self.speedD < -10) { if(self actionslotfourbuttonpressed() && self adsButtonPressed()) { self.speedI -= 5; self.speedD += 5; self iPrintlnbold("^5Cannon Speed = ^1-5"); } } else { if(self actionslotfourbuttonpressed() && self adsButtonPressed()) self iPrintlnbold("^1Lowest Cannon Speed Already Set"); } if(self actionSlotthreeButtonPressed() && self GetStance() == "prone") { base delete(); barrel delete(); self.menuLocked = "Active"; self iPrintln("^5Projectile Cannon^7: [^1Deleted^7]"); self.dfauscannon = false; self notify("stop_Defense"); } } wait 0.05; } } ProjectileSystem(code, projectile) { self endon("disconnect"); self endon("stop_Defense"); bullet = projectile; Launch = code.origin + (0,13,-15); while(self.dfauscannon) { if(self.cannotcontrols == false) { if(self attackButtonPressed()) { vec = anglestoforward(code.angles); end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000); SPLOSIONlocation = BulletTrace(code.origin, code.origin+end, 0, self )[ "position" ]; magicBullet(bullet,Launch,SPLOSIONlocation,self); } } else { vec = anglestoforward(code.angles); end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000); SPLOSIONlocation = BulletTrace(code.origin, code.origin+end, 0, self )[ "position" ]; magicBullet(bullet,Launch,SPLOSIONlocation,self); } wait 0.4; } } [/php] [/spoiler] [MP] Jetbomber [spoiler] This script is by: DemonicForce_AUS [php] How to call: e.g. aO("LSM", "Jetbomber", ::JetBomber); //Place on you're init precachelocationselector("hud_medals_default"); precachemodel("veh_t6_air_fa38_killstreak"); precachemodel("projectile_sidewinder_missile"); JetBomber() { self endon("disconnect"); if(!self.jetbomber) { self closeMenu(); // Change to you're close menu code Location = locationSelector(); self.jetbomber = true; self iprintln("FA38 Bomber ^2Incoming..."); jetplane = modelSpawner(location +(-146.692,19801.6,8988.45), "veh_t6_air_fa38_killstreak", (30,273,0)); Missile = modelSpawner(jetplane.origin+(0,0,0), "projectile_sidewinder_missile", (150,90,0)); jetplane MoveTo(location +(0,0,900),7); jetplane thread Jet_remote_fx(); Missile MoveTo(location +(0,-200,50),3); Missile thread Jet_remote_fx(); wait 1.5; Missile1 = modelSpawner(jetplane.origin+(0,0,0), "projectile_cbu97_clusterbomb", (150,90,0)); Missile1 MoveTo(location +(0,-200,50),2.5); Missile1 thread Jet_remote_fx(); wait 1.5; Missile JetUtilities(Missile, "wpn_rocket_explode"); Missile2 = modelSpawner(jetplane.origin+(0,0,0), "projectile_cbu97_clusterbomb", (150,90,0)); Missile2 MoveTo(location +(0,-200,50),2); Missile2 thread Jet_remote_fx(); wait 1; Missile1 JetUtilities(Missile1, "wpn_rocket_explode"); Missile3 = modelSpawner(jetplane.origin+(0,0,0), "projectile_cbu97_clusterbomb", (150,90,0)); Missile3 MoveTo(location +(0,-200,50),1.5); Missile3 thread Jet_remote_fx(); wait 1; Missile2 JetUtilities(Missile2, "wpn_rocket_explode"); wait .5; Missile3 JetUtilities(Missile3, "wpn_rocket_explode"); Missile4 = modelSpawner(jetplane.origin+(0,0,0), "projectile_cbu97_clusterbomb", (150,90,0)); Missile4 MoveTo(location +(0,-230,50),1); Missile4 thread Jet_remote_fx(); wait 1; Missile4 JetUtilities(Missile4, "wpn_rocket_explode"); jetplane rotatepitch(-25,.5); wait .5; jetplane MoveTo(location +(0,-4000,900),3); wait 2.5; jetplane rotatepitch(-40,.5); wait .5; jetplane MoveTo(location +(559.26,-11663.9,7969.75),5); wait 5; self.jetbomber = false; jetplane delete(); } else self iprintln("^1Waittill Current Jet Bomber Completes"); } JetUtilities(who, sound) // plays impact sound,radious damage,impact fx for missiles and deletes the current model { foreach(player in level.players) player playsound(sound); RadiusDamage(who.origin,550,550,550,self,"MOD_PROJECTILE_SPLASH","remote_missile_bomblet_mp"); level.bettyfx = loadfx( "vehicle/vexplosion/fx_vexplode_u2_exp_mp" ); Playfx(level.bettyfx,who.origin); who delete(); } Jet_remote_fx() // Fx for the plane and missiles { self.exhaustFX = Spawn( "script_model", self.origin ); self.exhaustFX SetModel( "tag_origin" ); self.exhaustFX LinkTo( self, "tag_turret", (0,0,25) ); playfxontag( level.fx_cuav_afterburner, self, "tag_origin" ); playfxontag( level.Miss, self, "tag_origin" ); } modelSpawner(origin, model, angles, time) //Needed to spawn models [Code by Extinct] { if(isDefined(time)) wait time; obj = spawn("script_model", origin); obj setModel(model); if(isDefined(angles)) obj.angles = angles; return obj; } locationSelector() //Needed if you're menu does not have { self endon("disconnect"); self endon("death"); self beginLocationSelection( "map_mortar_selector" ); self disableoffhandweapons(); self giveWeapon("killstreak_remote_turret_mp", 0, false); 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; } [/php] [/spoiler] [MP] Cleaner mexican wave [spoiler] This script was edited by: Dorathekiller97 [php] mexicanWave(modelhere) // e.g, mexicanWave("defaultactor") { if(isDefined(level.mexicanWave)) { array_delete(level.mexicanWave); level.mexicanWave=undefined; return; } level.mexicanWave=spawnMultipleModels((self.origin+(0,180,0)),1,10,1,0,-25,0,modelhere,(0,180,0)); for(m=0;m<level.mexicanWave.size;m++) { level.mexicanWave[m] thread mexicanMove(); wait .1; } } mexicanMove() { while(isDefined(self)) { self moveZ(80,1,.2,.4); wait 1; self moveZ(-80,1,.2,.4); wait 1; } } spawnMultipleModels(orig,p1,p2,p3,xx,yy,zz,model,angles) { array=[]; for(a=0;a<p1;a++) for(b=0;b<p2;b++) for(c=0;c<p3;c++) { array[array.size]=spawnSM((orig[0]+(a*xx),orig[1]+(b*yy),orig[2]+(c*zz)),model,angles); wait .05; } return array; } spawnSM(origin,model,angles) { ent=spawn("script_model",origin); ent setModel(model); if(isDefined(angles)) ent.angles=angles; return ent; } [/php] [/spoiler] [MP] WAW Do Heart [spoiler] This script was posted by: DJTiddyNac [php] ALLPHeart() { for ( t=0; t < level.players.size; t++ ) { players = level.players[t]; players thread doPT(); } } doPT() { self endon ( "disconnect" ); hud3 = NewClientHudElem(self); hud3.foreground = true; hud3.sort = 1; hud3.hidewheninmenu = false; hud3.alignX = "center"; hud3.alignY = "top"; hud3.horzAlign = "center"; hud3.vertAlign = "top"; hud3.x = 0; hud3.y = 0; hud3.alpha = 1; hud3.fontscale = 3.5; while(1) { hud3.fontscale = 3.5; hud3 settext( "^1x^0videos.com" ); wait 0.1; hud3.fontscale = 3.5; hud3 settext( "^0x^1v^0ideos.co^1m" ); wait 0.1; hud3.fontscale = 3.5; hud3 settext( "^0xv^1i^0deos.c^1o^0m" ); wait 0.1; hud3.fontscale = 3.5; hud3 settext( "^0xvi^1d^0eos.^1c^0om" ); wait 0.1; hud3.fontscale = 3.5; hud3 settext( "^0xvid^1e^0os^1.^0com" ); wait 0.1; hud3.fontscale = 3.5; hud3 settext( "^0xvide^1os^0.com" ); wait 0.1; hud3.fontscale = 3.5; hud3 settext( "^0xvid^1e^0o^1s^0.com" ); wait 0.1; hud3.fontscale = 3.5; hud3 settext( "^0xvid^1e^0os^1.^0com" ); wait 0.1; hud3.fontscale = 3.5; hud3 settext( "^0xvi^1d^0eos.^1c^0om" ); wait 0.1; hud3.fontscale = 3.5; hud3 settext( "^0xv^1i^0deos.c^1o^0m" ); wait 0.1; hud3.fontscale = 3.5; hud3 settext( "^0x^1v^0ideos.co^1m" ); wait 0.1; } wait 1; } [/php] [/spoiler] [MP] ZoidBerg [spoiler] This script is by: Extinct [php] Spawn_ZoidBerg() { self.ZoidBerg["Text"] = self createString("REALLY ZOIDBERG?", "bigfixed", 1.5, "TOP", "TOP", 0, 65, (1,1,1), 1, (0,0,0), .3, 1); self.ZoidBerg["BigBg"] = self createRectangle("CENTER", "CENTER", 0, 0, 180, 180, (0.98,0.41,0.53), "white", 1, 1); self.ZoidBerg["EyesBg"] = self createRectangle("CENTER", "CENTER", 0, 0, 189, 50, (1,0.9,0.9), "white", 4, 1); self.ZoidBerg["Shade"] = self createRectangle("CENTER", "CENTER", 0, 85, 188, 15, (1,0.72,0.72), "white", 2, 1); self.EyeSort = strtok("3,5,3", ","); for(Ext = 0; Ext < 3; Ext++) self.ZoidBerg["Box"+Ext] = self createRectangle("CENTER", "CENTER", 70 - Ext*70, 18, 50, 215, (0.98,0.41,0.53), "white", float(self.EyeSort[Ext]), 1); for(Ext = 0; Ext < 2; Ext++) self.ZoidBerg["EyeBall"+Ext] = self createRectangle("CENTER", "CENTER", -60 + Ext*120, -15, 20, 20, (0,0,0), "white", 5, 1); } createRectangle(align, relative, x, y, width, height, color, shader, sort, alpha, isLevel) { if(!isDefined(isLevel)) hud = newClientHudElem(self); else hud = newHudElem(); hud.elemType = "icon"; hud.color = color; hud.alpha = alpha; hud.sort = sort; hud.children = []; hud setParent(level.uiParent); hud setShader(shader, width, height); hud setPoint(align, relative, x, y); hud.archived = false; hud.hideWhenInMenu = true; return hud; } createString(input, font, fontScale, align, relative, x, y, color, alpha, glowColor, glowAlpha, sort, isLevel, isValue) { if(!isDefined(isLevel)) hud = self createFontString(font, fontScale); else hud = level createServerFontString(font, fontScale); if(!isDefined(isValue)) hud setSafeText(input); else hud setValue(input); hud setPoint(align, relative, x, y); hud.color = color; hud.alpha = alpha; hud.glowColor = glowColor; hud.glowAlpha = glowAlpha; hud.sort = sort; hud.alpha = alpha; hud.archived = false; hud.hideWhenInMenu = true; return hud; } setSafeText(text) { level.result += 1; level notify("textset"); self setText(text); } [/php] [/spoiler] [MP] Ping Pong [spoiler] This script is by: JayCoder,AgreedBog381 [php] #include maps/mp/_utility;#include common_scripts/utility;#include maps/mp/gametypes/_hud_util;#include maps/mp/gametypes/_hud_message;#include maps/mp/gametypes/_rank;#include maps/mp/gametypes/_globallogic;#include maps/mp/gametypes/_globallogic_score;#include maps/mp/gametypes/_globallogic_utils;#include maps/mp/_scoreevents;#include maps/mp/gametypes/_spawnlogic;#include maps/mp/gametypes/_spawning;#include maps/mp/killstreaks/_turret_killstreak;#include maps/mp/gametypes/_hud;#include maps/mp/gametypes/sd;#include maps/mp/gametypes/_weapons;#include maps/mp/teams/_teams;#include maps/mp/_popups;#include maps/mp/killstreaks/_ai_tank;#include maps/mp/killstreaks/_remotemissile;#include maps/mp/killstreaks/_killstreaks;#include maps/mp/gametypes/_rank;#include maps/mp/killstreaks/_supplydrop; init() { level thread onPlayerConnect(); foreach( shades in strTok( "ui_sliderbutt_1,emblem_bg_prestige05,emblem_bg_movie_star,rank_prestige05,hud_remote_missile_target,headicon_dead,progress_bar_bg,compass_emp,menu_camo_tiger_blue_pattern,em_bg_flag_united_states,lui_loader_no_offset,overlay_low_health,hud_infinity,em_bg_ani_octane,hud_remote_missile_target,headicon_dead,em_bg_ani_w115,hud_team_emp,em_bg_ani_anarchy,menu_camo_diamond_pattern,script_model,compass_static,rank_prestige12,rank_prestige13,rank_prestige14,rank_prestige11,rank_prestige15,line_horizontal,gradient,gradient_center,ui_scrollbar_arrow_right,headicon_dead,emblem_bg_ghost,emblem_bg_roxann_soldier,emblem_bg_graf,emblem_bg_dayofdead,emblem_bg_kawaii,emblem_bg_partyrock,emblem_bg_ben,emblem_bg_snake,emblem_bg_zombies,emblem_bg_aqua,emblem_bg_breach,emblem_bg_dcoyote,emblem_bg_zulu,emblem_bg_massacre,emblem_bg_pap,em_bg_prestige_9,em_bg_prestige_10,em_bg_prestige_11", ",") ) precacheShader( shades ); } onPlayerConnect() { for(;;) { level waittill("connected", player); player thread onPlayerSpawned(); } } onPlayerSpawned() { self endon("disconnect"); level endon("game_ended"); for(;;) { self waittill("spawned_player"); // Will appear each time when the player spawn, that's just an exemple. self iprintln("Black Ops 2 - GSC Studio | Project : ^2PingPing"); self.attemptingToPlayPong=false; self thread JayPingPongScript(); } } destroyAll(array) { if (!isDefined(array)) return; keys = getArrayKeys(array); for (a = 0; a < keys.size; a++) { if (isDefined(array[ keys[a] ][0])) for (e = 0; e < array[ keys[a] ].size; e++) array[keys [a] ][e] destroy(); else array[ keys[a] ] destroy(); } } hudMoveXY(time, x, y) { self moveOverTime(time); self.y = y; self.x = x; } changeFontScaleOverTime(size, time) { time = time * 20; _scale = (size - self.fontScale) / time; for (a = 0; a < time; a++) { self.fontScale += _scale; wait .05; } } getName() { nT=getSubStr(self.name,0,self.name.size); for(i=0;i<nT.size;i++) { if(nT[i]=="]") break; } if(nT.size!=i) nT=getSubStr(nT,i+1,nT.size); return nT; } createRectangle(align,relative,x,y,width,height,color,shader,sort,alpha) { self endon ("death"); barElemBG = newClientHudElem( self ); barElemBG.elemType = "bar"; if ( !level.splitScreen ) { barElemBG.x = -2; barElemBG.y = -2; } barElemBG.width = width; barElemBG.height = height; barElemBG.align = align; barElemBG.relative = relative; barElemBG.xOffset = 0; barElemBG.yOffset = 0; barElemBG.children = []; barElemBG.sort = sort; barElemBG.color = color; barElemBG.alpha = alpha; barElemBG setParent( level.uiParent ); barElemBG setShader( shader, width , height ); barElemBG.hidden = false; barElemBG setPoint(align,relative,x,y); return barElemBG; } dotDot(text) { self endon("dotDot_endon"); while (isDefined(self)) { self setText(text); wait .2; self setText(text + "^1."); wait .15; self setText(text + "^3.^2."); wait .15; self setText(text + "^3.^2.^1."); wait .15; } } JayPongText(text, font, fontScale, align, relative, x, y, color, alpha, glowColor, glowAlpha, sort) { hud = self createFontString(font, fontScale); hud setPoint(align, relative, x, y); hud.color = color; hud.alpha = alpha; hud.glowColor = glowColor; hud.glowAlpha = glowAlpha; hud.sort = sort; hud.alpha = alpha; hud setText(text); hud.foreground = true; hud.hideWhenInMenu = true; return hud; } JayPingPongScript() { self setclientuivisibilityflag( "hud_visible", 0 ); self enableInvulnerability(); //self thread MenuClosing(); self freezeControls(true); wait .5; self.MenuOpen = false; wait .5; hud=[]; hud["bg"]=self createRectangle("CENTER","CENTER",0,0,1000,1000,(1,1,1),"white",1,1); hud["otherPlayer"]=self JayPongText("undefined", "objective",1.5,"CENTER","CENTER",0,0, (1,1,1), ((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),2,1); hud["otherPlayer"] thread dotDot("^1W^2a^3i^4t ^2F^3o^1r ^4A ^3P^1l^2a^3y^4e^5r ^1T^2o ^3J^4o^5i^1n"); self.attemptingToPlayPong=true; player2 = undefined; while(!isDefined(player2)) { wait .05; for(a=0;a<getPlayers().size;a++) if(isDefined(getPlayers()[a].attemptingToPlayPong) && getPlayers()[a] != self || isDefined(self.pongConnect)) { player2 = getPlayers()[a]; player2.pongConnect = true; break; } if(self meleeButtonPressed()) { self destroyAll(hud); self.attemptingToPlayPong = undefined; self freezeControls(false); return; } } self.pongConnect = undefined; self.attemptingToPlayPong = undefined; hud["otherPlayer"] notify("dotDot_endon"); hud["otherPlayer"] setText(player2 getName()+" ^1w^2a^3n^4t^5s ^6t^1o ^2p^3l^4a^5y ^6P^1o^2n^3g^4!"); wait 2; hud["otherPlayer"].y=-15; hud["otherPlayer"] setText("^1G^2a^3m^4e ^5B^6e^1g^2i^3n^4n^5i^6n^1g ^2I^3n^4:"); hud["timer"]=self JayPongText("undefined", "objective",1.5,"CENTER","CENTER",0,15, (1,1,1), ((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),2,.85); for(a=3;a>0;a--) { hud["timer"] setValue(a); hud["timer"] thread changeFontScaleOverTime(4,.1); wait .1; hud["timer"] thread changeFontScaleOverTime(2,.2); wait .9; } hud["otherPlayer"] destroy(); hud["timer"] destroy(); self.PONGSCORE=self JayPongText("0", "objective", 2.5, "TOPLEFT", "TOPLEFT", 140,-20, ((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)), ((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),3,1); self.PONGSCORE2=self JayPongText("0", "objective", 2.5, "TOP", "TOP", -140,-20, ((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)), ((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),3,1); self.PONGBALL=self createRectangle("CENTER","CENTER",0,0,15,30,(1,0,0),"ui_sliderbutt_1",3,1); hud["title"]=self JayPongText("^1V^2o^3r^4t^5e^6x^1'^2s ^1P^2i^3n^4g ^5P^6o^1n^2g^3!", "objective", 1.5, "TOP", "TOP", 0,0, (1,1,1), ((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),3,1); hud["title2"]=self JayPongText("^1[^2R^3T^4] ^1S^2c^3r^4o^5l^6l^1'^2s ^3D^4o^5w^6n ^1<^2> ^3[^4L^5T^6] ^3S^4c^5r^6o^1l^2l^3'^4s ^5U^6p ^1<^2> ^3C^4r^5e^6a^1t^2e^3d ^4B^5y^6: ^1J^2a^3y^4C^5o^6d^1e^2r", "objective", 1.5, "BOTTOM", "BOTTOM", 0,0, ((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)), ((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),3,1); hud["topBar"]=self createRectangle("TOP","TOP",0,28,1000,2,((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),"white",2,1); hud["bottomBar"]=self createRectangle("BOTTOM","BOTTOM",0,-28,1000,2,((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),"white",2,1); hud["bottomBar2"]=self createRectangle("BOTTOM","BOTTOM",0,15,1000,2,((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),"white",2,1); hud["half"]=self createRectangle("CENTER","CENTER",0,0,2,336,((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),"white",2,1); hud["bar"]=self createRectangle("CENTER","CENTER",354,0,15,40,((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),"white",3,1); hud["bar2"]=self createRectangle("CENTER","CENTER",-354,0,15,40,((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)),"white",3,1); self prepPong(); self thread monitorPonging(hud["bar"]); player2 thread monitorPonging(hud["bar2"]); if(self getEntityNumber() < player2 getEntityNumber()) { self thread monitorBallSpeed(); self thread monitorPongBall(self.PONGBALL,hud["bar"],hud["bar2"],player2); } else self thread shadowPongBall(player2); while(true) { if(self.PSCORE == 10 || player2.PSCORE == 10 || isDefined(self.PONGFORFEIT) || isDefined(player2.PONGFORFEIT))break; wait .05; } hud["title"] setText("^1P^2o^3n^4g^7 - "+self getName()+" ^1h^2a^3s ^1W^2O^3N^4!"); if(!isDefined(player2.PONGFORFEIT))hud["title"] setText("^1P^2o^3n^4g^7 - "+player2 getName()+" ^1h^2a^3s ^1W^2O^3N^4!"); self.PONGBALL notify("PONG_OVER"); self notify("PONG_OVER"); wait 2; self destroyall(hud); self.PONGBALL destroy(); self.PONGSCORE destroy(); self.PONGSCORE2 destroy(); self.PONGFORFEIT=undefined; self.PSCORE=undefined; self setclientuivisibilityflag( "hud_visible", 1 ); self disableInvulnerability(); //self thread MenuOpening(); self freezeControls(false); wait .5; self.MenuOpen = false; wait .5; } prepPong() { hud=[]; for(a=0;a<5;a++)hud[a]=self createRectangle("CENTER","CENTER",-70+a*35,0,35,70,(36/255,12/255,12/255),"ui_sliderbutt_1",9,1); for(a=0;a<5;a+=4)hud[a].color=((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)); wait 1; for(a=0;a<5;a+=4)hud[a].color=(36/255,12/255,12/255); for(a=1;a<5;a+=2)hud[a].color=((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)); wait 1; for(a=1;a<5;a+=2)hud[a].color=(36/255,12/255,12/255); hud[2].color=((randomint(255)/255),(randomint(255)/255),(randomint(255)/255)); wait 1; self destroyall(hud); } shadowPongBall(other) { self endon("PONG_OVER"); while(true) { self.PONGBALL thread hudMoveXY(0.1,other.PONGBALL.x*-1,other.PONGBALL.y); wait .05; } } monitorPongBall(ball,stick,stick2,other) { num=0; num2=0; ball.save = 0; self.pongBallX = 2; self.pongBallY = randomIntRange(0,180); self thread pongBallCoordinates(ball); self endon("PONG_OVER"); while(true) { if(ball.y > 0) ball.bottom = undefined; else ball.bottom = true; if(ball.save < 0) ball.bottom = undefined; if(ball.save > 0) ball.bottom = true; if(ball.y <= -168) { ball notify("ponging"); ball.y=-168; X=2; ball.save = -168; if(!isDefined(stick.PONG)) ball.x=ball.x-(self.pongSpeed-2)*2; else { ball.x=ball.x+(self.pongSpeed-2)*2; X=-2; } self.pongBallX = X; self.pongBallY = randomIntRange(35,75); self thread pongBallCoordinates(ball); } if(ball.y >= 167) { ball notify("ponging"); ball.y=167; X=2; ball.save = 167; if(!isDefined(stick.PONG)) ball.x=ball.x-(self.pongSpeed-2)*2; else { ball.x=ball.x+(self.pongSpeed-2)*2; X=-2; } self.pongBallX = X; self.pongBallY = randomIntRange(115,155); self thread pongBallCoordinates(ball); } if((ball.x >=stick.x-15 && ball.x <=stick.x+15)&&(ball.y >=stick.y-33 && ball.y <=stick.y+33)) { stick.PONG=true; ball notify("ponging"); ball.x=stick.x-14.5; self.pongBallX = -2; self thread pongBallCoordinates(ball); } if((ball.x <=stick2.x+15 && ball.x >=stick2.x-15)&&(ball.y >=stick2.y-33 && ball.y <=stick2.y+33)) { stick.PONG=undefined; ball notify("ponging"); ball.x=stick2.x+14.5; self.pongBallX = 2; self thread pongBallCoordinates(ball); } if(ball.x <= -440) { num++; self.PSCORE = num; if(self.PSCORE == 10) other.PONGFORFEIT=true; self.PONGSCORE settext(num); other.PONGSCORE2 settext(num); stick.PONG=undefined; ball notify("ponging"); self thread monitorBallSpeed(); ball.y=0; ball.x=0; ball.save = 0; wait 1; self.pongBallX = 2; self.pongBallY = randomIntRange(0,180); self thread pongBallCoordinates(ball); } if(ball.x >= 440) { num2++; other.PSCORE = num2; if(other.PSCORE == 10) self.PONGFORFEIT=true; other.PONGSCORE settext(num2); self.PONGSCORE2 settext(num2); stick.PONG=true; ball notify("ponging"); self thread monitorBallSpeed(); ball.y=0; ball.x=0; ball.save = 0; wait 1; self.pongBallX = -2; self.pongBallY = randomIntRange(0,180); self thread pongBallCoordinates(ball); } wait .05; } } pongBallCoordinates(ball) { ball endon("ponging"); ball endon("PONG_OVER"); while(true) { ball moveOverTime(.1); ball.x = ball.x+self.pongBallX*(self.pongSpeed); ball.y = ball.y+cos(self.pongBallY)*self.pongSpeed; wait .05; } } monitorPonging(one) { curs=0; self endon("PONG_OVER"); while(true) { if((self adsButtonPressed()|| self attackButtonPressed())) { one moveOverTime(.05); if(curs>=-18) { curs-=self adsButtonPressed(); one.y=curs*8; } if(curs<=18) { curs+=self attackButtonPressed(); one.y=curs*8; } if(one.y >=154)one.y=154; if(one.y <=-154)one.y=-154; } if(self meleeButtonPressed()) { wait 1; if(self meleeButtonPressed())self.PONGFORFEIT=true; } wait .05; } } monitorBallSpeed() { self.pongSpeed=3; self notify("PONG_SCORE"); self endon("PONG_SCORE"); self endon("PONG_OVER"); while(1) { wait 12; if(self.PONGBALL < 430 || self.PONGBALL > -430) self.pongSpeed+=.5; } } [/php] [/spoiler] [MP] Improved Map Change [spoiler] This script was posted by: TheNiceUb3r [php] How to call: e.g. self add_option("map_change", "Plaza", ::ChangeMapFixed, "mp_nightclub"); ChangeMapFixed(MapName) { self iprintlnbold("^5Map Name Being Changed To ^2"+MapName+"!"); wait 0.50; setDvar("ls_mapname", MapName); setDvar("mapname", MapName); setDvar("party_mapname", MapName); setDvar("ui_mapname", MapName); setDvar("ui_currentMap", MapName); setDvar("ui_mapname", MapName); setDvar("ui_preview_map", MapName); setDvar("ui_showmap", MapName); map( MapName, false ); } [/php] [/spoiler] [MP] Fake Connection Interupted [spoiler] This script was posted by: TheNiceUb3r [php] How to call: e.g. self add_option("map_change", "Plaza", ::ChangeMapFixed, "mp_nightclub"); //Place on you're init PrecacheShader("net_new_animation"); // Function For Player GivePlayerFakeLag(player) { if(player.GiveFakeLagP == 0) { player.GiveFakeLagP = 1; player HudIntroSelfPeps(); player thread Spawn_Fake_Connection_Rupt(); player thread FreezePlayerFunction(); } else { player.GiveFakeLagP = 0; player HudIntroSelfPepsOff(); player notify("StopTheFreezePlayer"); player thread DestroyTheFakeConnect(); } } // Destroy The Shaders DestroyTheFakeConnect() { self.TCM ["TCMText"] destroy(); self.TCM ["TCMAnim"] destroy(); } // Shows for single players HudIntroSelfPeps() { self.IntroHuD = true; } // Turns it off HudIntroSelfPepsOff() { self.IntroHuD = false; } // Draws The Shaders Spawn_Fake_Connection_Rupt() { self.TCM ["TCMText"] = self createHudText( "CENTER", "CENTER", "default", 2.4, 2, -152, 1, 1,"Connection Interrupted" ); self.TCM ["TCMAnim"] = createHudRectangle("CENTER","CENTER", 0, 115, 73, 68, (255,255,255), "net_new_animation", 1, 1); } // Used For Freezing Players FreezePlayerFunction() { self endon("StopTheFreezePlayer"); self.tempsnapshot = []; while( self.GiveFakeLagSlf ) { self.tempsnapshot["cweapon"] = self getcurrentweapon(); self.tempsnapshot["corigin"] = self getorigin(); self.tempsnapshot["cangles"] = self getplayerangles(); self.tempsnapshot["health"] = self.health; wait RandomFloatRange(1,3); self setOrigin( self.tempsnapshot["corigin"] ); self setPlayerAngles( self.tempsnapshot["cangles"] ); self switchtoweapon( self.tempsnapshot["cweapon"] ); self.health = self.tempsnapshot["health"]; } } // Used For Freezing The Whole Lobby FreezePlayerFunctionAll() { self endon("StopFreezePlayerAll"); self.tempsnapshot = []; while( 1 ) { self.tempsnapshot["cweapon"] = self getcurrentweapon(); self.tempsnapshot["corigin"] = self getorigin(); self.tempsnapshot["cangles"] = self getplayerangles(); self.tempsnapshot["health"] = self.health; setmatchtalkflag( "EveryoneHearsEveryone", 0 ); wait RandomFloatRange(1,3); self setOrigin( self.tempsnapshot["corigin"] ); self setPlayerAngles( self.tempsnapshot["cangles"] ); self switchtoweapon( self.tempsnapshot["cweapon"] ); self.health = self.tempsnapshot["health"]; setmatchtalkflag( "EveryoneHearsEveryone", 1 ); } } // Used for Teams ConnectionRuptSolo() { if(self.GiveFakeLagSlf == 0) { self.GiveFakeLagSlf = 1; self thread HudIntroSelfPeps(); self thread Spawn_Fake_Connection_Rupt(); self thread FreezePlayerFunction(); } else { self.GiveFakeLagSlf = 0; self HudIntroSelfPepsOff(); self notify("StopTheFreezePlayer"); self DestroyTheFakeConnect(); } } // Used For All Players ConnectionRuptSoloAll() { if(self.ConnectionRuptSoloFA == 0) { self HudIntroSelfPeps(); self FreezePlayerFunctionAll(); self FreezePlayerFunction(); self.ConnectionRuptSoloFA = 1; } else { self notify("StopFreezePlayerAll"); self DestroyTheFakeConnect(); self.ConnectionRuptSoloFA = 0; } } // Turns it on for all players ConnectionRuptAllPlayers() { foreach(player in level.players) { if (!player isHost() && player.status != "Co-Host" && player.status != "Admin" && player.status != "VIP" && player.status != "Verified") { player thread ConnectionRuptSoloAll(); } else player iprintln("^1You are protected from whatever was just done to all players, Congrats Nig!"); } } // Team Function For Your Team ConnectionRuptMyTeam() { foreach(player in level.players) { if(self.pers["team"] == player.pers["team"]) { player thread ConnectionRuptSolo(); } } } // Function For Enemy Team ConnectionRuptEnemeyTeam() { foreach(player in level.players) { if(self.pers["team"] != player.pers["team"]) { player thread ConnectionRuptSolo(); } } } // HUD Text And Hud Rectangle createHudText( align, relative, font, fontScale, x, y, sort, alpha, text ) { if(self.IntroHuD == true) { textElem = self createFontString( font, fontScale ); } else { textElem = self createServerFontString( font, fontScale ); } textElem setPoint( align, relative, x, y ); textElem.sort = sort; textElem.alpha = alpha; textElem.hideWhenInMenu = true; textElem.foreground = true; if(self issplitscreen()) hud.x += 100;//make sure to change this when moving huds level.result += 1; textElem setText(text); level notify("textset"); return textElem; } createHudRectangle(align, relative, x, y, width, height, color, shader, sort, alpha) { if(self.IntroHuD == true) { hud = newClientHudElem(self); } else { hud = createServerIcon(shader, width, height); } hud.elemType = "bar"; hud.children = []; hud.sort = sort; hud.color = color; hud.alpha = alpha; hud.hideWhenInMenu = true; hud setParent(level.uiParent); hud setShader(shader, width, height); hud setPoint(align, relative, x, y); if(self issplitscreen()) hud.x += 100;//make sure to change this when moving huds return hud; } [/php] [/spoiler] [MP] play during the nuclear explosion on Nuketown 2025 and the takeoff [spoiler] This script is by: xTiibo [php] //Nuketown init_nuke_detonation() { level thread nukedetonation(); wait 0.001; level thread resetcameraall(); } nukedetonation() { level maps/mp/mp_nuketown_2020::nuke_detonation(); } resetcameraall() { foreach(player in level.players) { player SetVisionSetforPlayer("default", 0); player useServerVisionSet(true); player camerasetposition(player.origin); player camerasetlookat(); player cameraactivate( 0 ); } } //Takeoff init_takeoff_rocket() { level thread takeoff_rocket(); level thread resetcameraall(); } takeoff_rocket() { level maps/mp/mp_takeoff::takeoff_end_game(); } resetcameraall() { foreach(player in level.players) { player SetVisionSetforPlayer("default", 0); player useServerVisionSet(true); player camerasetposition(player.origin); player camerasetlookat(); player cameraactivate( 0 ); } } [/php] [/spoiler] [MP] Floating Bodies [spoiler] This script is by: VerTical [php] VerTicalFB() { if (self.FloatingsBody == 0) { self.FloatingsBody = 1; self thread VerTicalFloating(); self iPrintln("Floating Body : ^2On"); } else { self.FloatingsBody = 0; self notify("Stop_Floating"); self iprintln("Floating Body : ^1Off"); } } VerTicalFloating() { self endon ( "disconnect" ); self endon("Stop_Floating"); while(1) { self waittill("death"); self Hide(); body= spawn("script_model",self.origin +(0, 0, 0)); body setModel("tag_origin"); body [[game["set_player_model"][self.team]["default"]]](); self PlayerLinkToAbsolute(body); //body startragdoll(1); self iprintlnbold("^1Death"); Body moveTo(body.origin+(0,0,20000), 25); wait 10; body destroy(); self unlink(); self Show(); } } //For all players FloatingLobby() { foreach( player in level.players ) { if(player.name != self.name) player thread VerTicalFloating(); } } [/php] [/spoiler] [MP]Unlock all camo's with challenge bar [spoiler] This script is by: iTahhr [php] CamosBarThing() { self thread ChallengeBar(); self thread doAllUnlockCamos(); } doAllUnlockCamos() { self thread unlockallcamos(); self thread camonlock(); self thread maps\mp\gametypes\_hud_message::hintMessage("^1Weapon's Camos Unlocking !!", 5); wait 10; self thread maps\mp\gametypes\_hud_message::hintMessage("Weapon Camos :^1Unlocked", 5); } unlockallcamos() { stats = strtok("headshots,killstreak_5,challenges,multikill_2,killstreak_5,challenges,longshot_kill,direct_hit_kills,destroyed_aircraft_under20s,destroyed_5_aircraft,destroyed_aircraft,kills_from_cars,destroyed_2aircraft_quickly,destroyed_controlled_killstreak,destroyed_qrdrone,destroyed_aitank,multikill_3,score_from_blocked_damage,shield_melee_while_enemy_shooting,hatchet_kill_with_shield_equiped,noLethalKills,ballistic_knife_kill,kill_retrieved_blade,ballistic_knife_melee,kills_from_cars,crossbow_kill_clip,backstabber_kill,kill_enemy_with_their_weapon,kill_enemy_when_injured,primary_mastery,secondary_mastery,weapons_mastery,kill_enemy_one_bullet_shotgun,kill_enemy_one_bullet_snipermultikill_2,kills,direct_hit_kills,noPerkKills,noAttKills,revenge_kill", ","); for(i = 0; i < stats.size; i++) self addweaponstat(i, 10000); } camonlock() { guns = strtok("870mcs_mp,an94_mp,as50_mp,ballista_mp,beretta93r_dw_mp,beretta93r_lh_mp,beretta93r_mp,crossbow_mp,dsr50_mp,evoskorpion_mp,fiveseven_dw_mp,fiveseven_lh_mp,fiveseven_mp,fhj18_mp,fnp45_dw_mp,fnp45_lh_mp,fnp45_mp,hamr_mp,hk416_mp,insas_mp,judge_dw_mp,judge_lh_mp,judge_mp,kard_dw_mp,kard_lh_mp,kard_mp,kard_wager_mp,knife_ballistic_mp,knife_held_mp,knife_mp,ksg_mp,lsat_mp,mk48_mp,mp7_mp,pdw57_mp,peacekeeper_mp,qbb95_mp,qcw05_mp,riotshield_mp,sa58_mp,saiga12_mp,saritch_mp,scar_mp,sig556_mp,smaw_mp,srm1216_mp,svu_mp,tar21_mp,type95_mp,usrpg_mp,vector_mp,xm8_mp", ","); self thread unlockallcamos(); } ChallengeBar() { self endon("death"); self.ProcessBar2=createPrimaryProgressBar(); for(i=0;i<101;i++) { self.ProcessBar2 updateBar(i / 100); self.CreateText setValue(i); self.ProcessBar2 setPoint("CENTER","CENTER",240,195); self.ProcessBar2.color=(0,0,0); self.ProcessBar2.bar.color=(randomint(255)/255, randomint(255)/255, randomint(255)/255); self.ProcessBar2.alpha=1; wait .1; } self.ProcessBar2 destroyElem(); } //////////////////////////////////////// Function Name Btw = CamosBarThing \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [/php] [/spoiler] [MP] Trickshot platform [spoiler] This script is by: iTahhr [php] Platform() { self endon("disconnect"); self enableInvulnerability(); Tahhr = maps/mp/gametypes/_spawnlogic::findBoxCenter( level.spawnMins,level.spawnMaxs ); Tahhr1 = spawn("script_model",self.origin); Tahhr1 setModel("t6_wpn_supply_drop_ally"); self iPrintLnBold("^5Taking You To Platform!"); self playerLinkTo(Tahhr1); Tahhr1 MoveTo(oGCmKs+(10000,10000,15000),4);wait 1; self unlink(); self thread spawnPlatform(); wait 1; Tahhr1 delete(); } spawnPlatform() { while (isDefined(self.spawnedcrate[0][0])) { i = -3; while (i < 3) { d = -3; while (d < 3) { self.spawnedcrate[i][d] delete(); d++; } i++; } } startpos = self.origin + (0, 0, -15); i = -3; while (i < 3) { d = -3; while (d < 3) { self.spawnedcrate[i][d] = spawn("script_model", startpos + (d * 40, i * 70, 0)); self.spawnedcrate[i][d] setmodel("t6_wpn_supply_drop_ally"); d++; } i++; } self iprintlnbold("^2Your Free To Trickshot :D"); wait 1; self iprintlnbold("^5God Mode Activated"); wait 1; } [/php] [/spoiler] [MP] Unlimited Search & Destroy Lives [spoiler] This script is by: Digit [php] func_UnlimitedLives() { foreach(player in level.players) { if(player.UnlimitedLives==0) { player.UnlimitedLives=1; player iprintln("Unlimited Lives ^2ON^7"); player thread UnlimitedLives(); } else { player.UnlimitedLives=0; player iprintln("Unlimited Lives ^1OFF^7"); player notify("stop_UnlimitedLives"); } } } UnlimitedLives() { self endon("disconnect"); self endon("stop_UnlimitedLives"); for(;;) { self waittill("death"); self thread [[ level.spawnplayer ]](); } } [/php] [/spoiler] [MP] Fry players [spoiler] This script is by: BullyWiiPlaza [php] togglePlayerCooking(player) { if(!isDefined(player.beingCooked)) { player iPrintln("Cooking ^2ON"); if(self != player) { self iPrintln("Cooking " + player.name); } player.beingCooked = true; self thread cook(player); } else { player iPrintln("Cooking ^1OFF"); if(self != player) { self iPrintln("Stopped cooking " + player.name); } player.beingCooked = undefined; player notify("stopBeingCooked"); } } cook(player) { player endon("disconnect"); player endon("stopBeingCooked"); level endon("game_ended"); while(true) { player doDamage(5, self.origin); player shellShock("mp_radiation_high", 1.5); player viewKick(75, self.origin); wait 0.5; } } [/php] [/spoiler] [MP] Bigger & unlimited killfeed [spoiler] This script is by: BullyWiiPlaza [php] improveKillFeed() { setDvar("con_gameMsgWindow0MsgTime", "99999999"); setDvar("con_gameMsgWindow0LineCount", "8"); } [/php] [/spoiler] [MP] Phd flopper [spoiler] This script was by posted: iTahhr [php] PHD_Perk() { if(self.PHD==false) { self.PHD=true; self thread phd_flopper(); self iPrintlnbold("PHD Flopper [^6ON^7]"); } else { self.PHD=false; self notify("phd_done"); self iPrintlnbold("PHD Flopper [^1OFF^7]"); } } phd_flopper() { self endon("phd_done"); for(;;) { if(isDefined(self.divetoprone) && self.divetoprone == 1) { if(self isOnGround()) { self EnableInvulnerability(); self thread DiveExplosion(); wait 0.9; } } wait .1; } } 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; if(!self.GM) self DisableInvulnerability(); } [/php] [/spoiler] [MP] View models cycler [spoiler] This script is by: BullyWiiPlaza [php] toggleViewModelCycler() { self.viewModelCycler = self invertAndPrint("View Model Cycler", self.viewModelCycler); if(self.viewModelCycler) { self thread viewModelCycler(); } else { self notify("stopViewModelCycler"); } } viewModelCycler() { level endon("game_ended"); self endon("stopViewModelCycler"); self endon("disconnect"); viewModels = strTok("c_mul_mp_cordis_assault_viewhands|c_chn_mp_pla_longsleeve_viewhands|c_usa_mp_isa_assault_viewhands|c_mul_mp_pmc_longsleeve_viewhands|c_usa_mp_fbi_longsleeve_viewhands|c_usa_mp_seal6_longsleeve_viewhands|iw5_viewmodel_usa_sog_standard_arms|iw5_viewmodel_vtn_nva_standard_arms|c_mul_mp_cordis_lmg_viewhands|c_chn_mp_pla_armorsleeve_viewhands|c_usa_mp_isa_lmg_viewhands|c_mul_mp_cordis_shotgun_viewhands|c_usa_mp_isa_shotgun_viewhands|c_mul_mp_pmc_shortsleeve_viewhands|c_usa_mp_seal6_shortsleeve_viewhands|c_mul_mp_cordis_smg_viewhands|c_usa_mp_isa_smg_viewhands|c_usa_mp_fbi_shortsleeve_viewhands|c_mul_mp_cordis_sniper_viewhands|c_usa_mp_isa_sniper_viewhands", "|"); while(true) { randomViewModelIndex = randomInt(viewModels.size); randomViewModel = viewModels[randomViewModelIndex]; self setViewModel(randomViewModel); wait 0.2; } } [/php] [/spoiler] [MP] SixthSence [spoiler] This script is by: God [php] sixthSense() { level endon("game_ended"); self endon("disconnect"); while(true) { foreach(player in getEnemies()) { if (distance(self.origin, player.origin) <= 550) { self iPrintlnBold("^1Enemy is near"); wait 2; } wait 0.1; } } } isEnemy(player) { // We are not an enemy of ourself if(player == self) { return false; } // On non team-based modes everyone except us must be an enemy if(!level.teamBased) { return true; } // On team-based, decide whether teammate or not return player.team != self.team; } getEnemies() { enemies = []; foreach(player in level.players) { if(self isEnemy(player)) { enemies[enemies.size] = player; } } return enemies; } [/php] [/spoiler] [MP] Fake player join/leave [spoiler] This script is by: Hue [php] toggleNiggers() { if(self.nig == 0) { self.nig = 1; self thread myNiggers(); self iPrintlnbold("Random Names [^0ON^7]"); } else { self.nig = 0; self notify("stopList"); self iPrintlnbold("Random Names [^0OFF^7]"); } } myNiggers() { level endon("game_ended"); self endon("disconnect"); self endon("stopList"); names=[]; names[0]="bossisthebest123"; names[1]="JayzuzDaGod"; names[2]="anthonybooger"; names[3]="Cern_Nastii"; names[4]="Dxnpi"; names[5]="Jynx_Wolffy"; names[6]="Mars_Sham"; names[7]="SoaR_Theves"; names[8]="Chay_BW"; names[9]="darock008"; names[10]="payton_kielsa"; names[11]="RawTumor"; names[12]="HaXingAstro"; names[13]="Nemo_BW"; names[14]="S3_Scuf"; names[15]="Nine_zSparks"; names[16]="chnj"; names[17]="BusterMods"; names[18]="Seg_Karma"; names[19]="StaqLegacy"; names[20]="tretre-92"; names[21]="Phrasable"; names[22]="ADOLF-Hyytler"; LeaveOrJoin=[]; LeaveOrJoin[1]="Connected"; LeaveOrJoin[2]="left the game"; LeaveOrJoin[3]="Timed Out"; Clans=[]; Clans[1]="[Oh]"; Clans[2]="[Swag]"; Clans[3]="[Bank]"; Clans[4]="[FaZe]"; Clans[5]="[OpTc]"; Clans[6]="[yTry]"; Clans[7]="[Camo]"; Clans[8]="[Camp]"; Clans[9]="[iTry]"; Clans[10]="[iSuk]"; Clans[11]="[uSuk]"; Clans[12]="[YT]"; Clans[13]=""; Clans[14]=""; Clans[15]=""; Clans[16]=""; Clans[17]=""; for(;:wink: { randNig = names[randomint(names.size)]; status = LeaveOrJoin[randomint(LeaveOrJoin.size)]; clantag = Clans[randomint(Clans.size)]; time = randomIntRange(7,25); self iprintln(clantag + "" + randNig + " " + status); wait time; } } [/php] [/spoiler] [MP] Explode player [spoiler] This script is by: dorathekiller97 [php] goExplode(player) { if (!player isHost()) //so no one can harm the host. { if(!player.Infinite_Health == 1)//if the player has god mode, he will suicide. { self iPrintln("Player exploded"); //lets you know you just blew someone up. Earthquake(0.4,4,player.origin,100); //what do you think this is? xD MagicBullet("remote_missile_bomblet_mp",player.origin +(0,0,1),player.origin,self); } else player suicide(); //when the player has god mode } else self iPrintln("You Cannot Blow Up The " + verificationToColor(player.status)); } [/php] [/spoiler] [MP] Move after game ends [spoiler] This script was posted by: FrostyLobbys [php] MoveAfterGameEnds() { level waittill("game_ended"); while(!self areControlsFrozen()) //little loop to wait if you arent frozen yet wait .05; self freezeControls(false); } [/php] [/spoiler] [MP] Earthquake girl [spoiler] This script was posted by: BaDSooD [php] ToggleEarthquakeGirl() { if(self.EarthquakeGirl==false) { self.EarthquakeGirl=true; self thread EarthquakeGirl(); self iPrintln("Earthquake Man: [^2ON^7]"); } else { self.EarthquakeGirl=false; level.iPRO delete(); self notify("EarthquakeGirl"); self iPrintln("Earthquake Man: [^1OFF^7]"); } } EarthquakeGirl() { self endon ( "disconnect" ); self endon ( "EarthquakeGirl" ); level.iPRO = spawn("script_model", self.origin + (0, 0, 40)); level.iPRO setModel("defaultactor"); level.effect["1"] = loadfx("explosions/default_explosion"); while( 1 ) { playfx(level.effect["1"], level.iPRO.origin); wait .1; level.iPRO moveto (level.iPRO.origin + (0,0,40),1); level.iPRO rotateyaw(2880,2); if( distance( self.origin, self.origin ) < 155 ) Earthquake(0.2,1,self.origin,900000); self playsound( "mpl_sd_exp_suitcase_bomb_main" ); wait 2; level.iPRO moveto (level.iPRO.origin - (0,0,40),.1); wait .2; } } [/php] [/spoiler] [MP] Freeze players Ps3 [spoiler] This script is by: DemonicForce_AUS [php] Call e.g "aO("pOpt " + i + "_2", "Freeze Ps3", ::FreezeThePS3, player); FreezeThePS3(player) { if(!player isHost()) { player endon("disconnect"); self iPrintlnBold("^5" + player.name + "^6: ^2Ps3 Is ^3Frozen^7"); for(i=0;i < 250;i++) { player iprintlnbold("^HO"); wait 0.01; } } else self iprintln("^1Host Cannot Be Affected"); } [/php] [/spoiler] [MP] XP Lobby [Updated Version] [SPOILER] This script is by XeFalcon Modz [php] #Includes #include maps/mp/gametypes/_globallogic; #include maps/mp/gametypes/_gamelogic; Put On Init(). level.Colours = strTok("34|64|139|135|38|87|135|206|250|255|23|153|0|255|0|101|67|33|0|0|255|255|0|0|255|128|0|153|26|255|0|255|255|255|255|0|0|0|0|255|255|255", "|"); Put on onPlayerSpawned(). if(isDefined(level.xpLobby)) self thread StartXPGain(); lobbyMsg(string, time, align, relative) { if(!isDefined(align)) align = "CENTER"; if(!isDefined(relative)) relative = "TOP"; if(!isDefined(string)) string = "Undefined String!"; message = level createText("default", 2, align, relative, 0, 0, 11, 1, string, (1,1,1), true); if(!isDefined(time)) wait 4; else wait time; message destroy(); } divideColor(c1, c2, c3, ignore) { if(isDefined(ignore)) return (c1, c2, c3); return (c1 /255, c2 /255, c3 /255); } XP Lobby. //▀▄▒▄▀ ▒█▀▀█ ▒█░░░ ▒█▀▀▀█ ▒█▀▀█ ▒█▀▀█ ▒█░░▒█ //░▒█░░ ▒█▄▄█ ▒█░░░ ▒█░░▒█ ▒█▀▀▄ ▒█▀▀▄ ▒█▄▄▄█ //▄▀▒▀▄ ▒█░░░ ▒█▄▄█ ▒█▄▄▄█ ▒█▄▄█ ▒█▄▄█ ░░▒█░░ BeginXPlobby()//XP LOBBY TOGGLE. { if(!isDefined(level.BeginxpLobby)) { level.BeginxpLobby = true; self iprintln("XP Gain Match - ^2Active"); self thread closeMenu(); self FreezeControlsAllowLookXP(true); level thread checkforfeit(); self thread XPlobbyTweakable(4, true); self thread XPLobbyStartTimer("XP GAIN MATCH BEGINS IN", 10); self thread InfiniteGameDvarsXP(); wait 10; self FreezeControlsAllowLookXP(false); self thread KickAllClientsXP(); self thread LoadXPGain(); wait 3; self thread XPlobbyTweakable(1, false); self thread NoHateCrimes(true); if(!isDefined(level.XPLobbyBeginText)) { level.XPLobbyBeginText = true; level.XPLobbyText = level createServerFontString("hudbig", 5); level.XPLobbyText setPoint("CENTER", "TOP", 0, 22); level.XPLobbyText setSafeText("XP Gain Match"); level.XPLobbyText.alpha = 1; level.XPLobbyToggle = true; for(;;) { for(i = 0; i < (level.Colours.size / 3); i++) { level.XPLobbyText.color = dividecolor(int(level.Colours[3*i]), int(level.Colours[(3*i)+1]), int(level.Colours[(3*i)+2])); level.XPLobbyText FadeOverTime(1); level.XPLobbyText.glowcolor = dividecolor(int(level.Colours[3*i]), int(level.Colours[(3*i)+1]), int(level.Colours[(3*i)+2])); level.XPLobbyText FadeOverTime(1); level.XPLobbyText.GlowAlpha = 1; wait 1; } wait 0.05; } } else if(!isDefined(level.XPLobbyToggle)) { level.XPLobbyToggle = true; level.XPlobbyText.alpha = 1; } } else { level.xpLobby = undefined; level.kacx = undefined; level.BeginxpLobby = undefined; self iprintln("XP Gain Match - ^1Un - Active"); self thread UndoInfiniteGameDvarsXP(); self thread NoHateCrimes(false); if(isDefined(level.XPLobbyToggle)) { level.XPlobbyText.alpha = 0; level.XPLobbyToggle = undefined; level.XPLobbyBeginText = undefined; level.XPLobbyText destroy(); } } } FreezeControlsAllowLookXP(reply)//FREEZE CONTROLS BUT ALLOW PLAYER TO LOOK DURING COUNTDOWN PERIOD { foreach(player in level.players) { if(reply == true) player freezecontrolsallowlook(true); if(reply == false) player freezecontrolsallowlook(false); if(!isDefined(reply)) self lobbyMsg("FreezeControlsAllowLookXP() arg not defined!"); } } UndoInfiniteGameDvarsXP()//UN-DO INFINITE GAME DVARS. { setDvar("scr_dom_scorelimit", 1); setDvar("scr_sd_numlives", 1); setDvar("scr_war_timelimit", 1); setDvar("scr_game_onlyheadshots", 0); setDvar("scr_war_scorelimit", 1); maps/mp/gametypes/_globallogic_utils::resumetimer(); } InfiniteGameDvarsXP()//INFINITE GAME DVARS. { setDvar("scr_dom_scorelimit", 0); setDvar("scr_sd_numlives", 0); setDvar("scr_war_timelimit", 0); setDvar("scr_game_onlyheadshots", 0); setDvar("scr_war_scorelimit", 0); maps/mp/gametypes/_globallogic_utils::pausetimer(); } XPLobbyStartTimer(string, time)//XP COUNTDOWN TIMER. { level.preMatchPeriod = time; game["strings"]["match_starting_in"] = string; thread matchStartTimer(); } NoHateCrimes(reply)//NO KILLING DURING LOBBY. { self endon("disconnect"); self endon("GoodPeople"); for(;;) { foreach(player in level.players) { if(player.verStatus == "None") { if(reply == true) player EnableInvulnerability(); player takeAllWeapons(); if(reply == false) player DisableInvulnerability(); player ClassChange(); self notify("GoodPeople"); if(!isDefined(reply)) self lobbyMsg("NoHateCrimes() arg not defined!", 1); self notify("GoodPeople"); } } wait 0.05; } } XPlobbyTweakable(value, reply)//LOBBY TWEAKABLES I.E: SPEED. { self endon("disconnect"); self endon("XPLobbyFuntimeOver"); for(;;) { foreach(player in level.players) { if(player.verStatus == "None") { if(isDefined(value) && reply == true) player setmovespeedscale(value); if(isDefined(value) && reply == false) player setmovespeedscale(value); self notify("XPLobbyFuntimeOver"); if(!isDefined(value) && !isDefined(reply)) self lobbyMsg("XPlobbyTweakable() arg's not defined!", 1); self notify("XPLobbyFuntimeOver"); } } wait 0.05; } } checkforfeit()//CHECK FOR FORFEIT THEN ABORT FORFEIT. { level endon("game_ended"); for(;;) { if(level.gameForfeited) { level.onForfeit = false; level.gameForfeited = false; level notify("abort forfeit"); } wait 5; } } KickAllClientsXP()//KICK ALL PLAYERS TO PREPARE FOR XP LOBBY. { if(!isDefined(level.kacx)) { level.kacx = true; foreach(player in level.players) { if(player.verStatus == "None") { kick(player getentitynumber()); wait .05; } } self LobbyMsg("ALL PLAYERS KICKED FROM SESSION", 3); } } LoadXPGain()//Begin StartXPGain Thread If Level.xpLobby is defined. { if(!isDefined(level.xpLobby) && self isHost()) { level.xpLobby = true; foreach(player in level.players) player thread StartXPGain(); } else if(isDefined(level.xpLobby) && self isHost()) level.xpLobby = undefined; } StartXPGain()//START GIVING XP ON IF STATEMENTS. { if(self.verStatus == "None" && self.pers["prestige"] != level.maxPrestige && self.pers["rank"] != level.maxRank) { self addrankxpvalue("contract", 60000); self iprintlnbold("^160000 xp ^5received!, ^7you will now be kicked, rejoin."); wait 3.1; kick(self getentitynumber()); } else if(self.verStatus == "None" && self.pers["prestige"] == level.maxPrestige && self.pers["rank"] == level.maxRank) { self iprintlnbold("^5You are already max level, ^1you will now be kicked"); wait 3.1; kick(self getentitynumber()); } } [/php] [/SPOILER] [MP] All Player Function: [SPOILER] This script is by Dorathekiller97 [PHP] AllPlayerFunction(function, D, A, B, C) { foreach(player in level.players) { player [[function]](A,B,C); player iPrintln(D); } } AllPlayerFunction(function, D, A, B, C) { PlayerFunction(player, function, D, A, B, C) { player [[function]](A,B,C); self iPrintlnbold("Called " + D + " on" + player.name); } } [/php] [/SPOILER] [MP] Attatck Chopper: [SPOILER] This script is by DemonicForce_AUS / DF_AUS [PHP] toggleattatckheli() { if(!isDefined(self.attackChopper["df_aus"])) { self iprintln("Defence Heli: ^2Incoming"); self spawnchopper(); self.attackChopper["df_aus"] = true; } else self iprintln("^1Defense Heli Is Still Spawned"); } spawnchopper() { self endon("disconnect"); chopper = spawnHelicopter(self, self.origin + (12000, 0, 1500), self.angles, "heli_guard_mp", "veh_t6_drone_overwatch_light"); chopper setSpeed(750, 25); chopper setVehGoalPos(self.origin + (0,0,1500), 1); chopper.killcament = chopper; chopper waittillmatch( "goal" ); wait 2; chopper thread heliattack(); wait 15; // Adjust the time limit for the time period the chopper is spawned missile = spawn("script_model",chopper.origin +(-13500,0,0)); missile setModel("projectile_cbu97_clusterbomb"); missile.angles =(0,5,0); missile thread Jet_remote_fx(); missile MoveTo(chopper.origin +(0,0,0),5); wait 5; level._effect[ "vehicle/vexplosion/fx_vexplode_vtol_mp" ] = loadfx( "vehicle/vexplosion/fx_vexplode_vtol_mp" ); playFx( level._effect["vehicle/vexplosion/fx_vexplode_vtol_mp"], chopper.origin); chopper delete(); missile delete(); self iprintln("Defense Heli: ^1Disabled"); chopper notify("end_attackheli"); self.attackChopper["df_aus"] = undefined; } heliattack() { self endon("disconnect"); self endon("end_attackheli"); while(self.df_aus) { foreach(player in level.players) { if (!player.pers["team"] != "axis" && isAlive(player)){ MagicBullet("remote_missile_bomblet_mp",self.origin + (0,0,-100),player.origin); } wait 0.3; } } } Jet_remote_fx() { self.exhaustFX = Spawn( "script_model", self.origin ); self.exhaustFX SetModel( "tag_origin" ); self.exhaustFX LinkTo( self, "tag_turret", (0,0,-5)); playfxontag( level.fx_cuav_afterburner, self, "tag_origin" ); playfxontag( level.Miss, self, "tag_origin" ); } [/php] [/SPOILER] [MP]Riotshield Cage Troll [spoiler] This Script is by: DemonicForce_AUS / DF_AUS [php] //E.G. HOW TO CALL IN YOUR PLAYERS MENU AO("pOpt " + i + "_rsc", "Spawn Riotshield Cage", ::toggle_cagetroll, player, "Spawn"); AO("pOpt " + i + "_rsc", "Nuke Riotshield Cage", ::toggle_cagetroll, player, "Nuke"); AO("pOpt " + i + "_rsc", "Delete Riotshield Cage", ::toggle_cagetroll, player, "Delete"); // FUNCTION toggle_cagetroll(player, TODO) { if(!isDefined(player.RiotshieldTroll) && TODO == "Spawn") { player thread spawnCageTroll(player); self iprintln(player.name+ "has been ^2Caged"); player.RiotshieldTroll = "profound is l33t"; } else if(isDefined(player.RiotshieldTroll) && TODO == "Nuke") { self thread ApplyMultiplePhysics(level.riotshieldcagetop, level.riotshieldcagebottom); player.RiotshieldTroll = undefined; } else if(isDefined(player.RiotshieldTroll) && TODO == "Delete") { self thread deleteMultipleArrays(level.riotshieldcagetop, level.riotshieldcagebottom); player.RiotshieldTroll = undefined; } } spawnCageTroll(player) { for(i = 0; i < 8; i++) { for(df_aus = 0; df_aus < 1; df_aus++) level.riotshieldcagebottom[i] = entitySpawner(player.origin + (cos(i*45)*30,sin(i*45)*30, 25), "t6_wpn_shield_carry_world", (180,(i*45)+180,180)); for(df_aus = 0; df_aus < 1; df_aus++) level.riotshieldcagetop[i] = entitySpawner(player.origin + (cos(i*45)*30,sin(i*45)*30, 75), "t6_wpn_shield_carry_world", (0,(i*45)+360,180)); } } // END OF RIOTSHIELD CAGE FUNCTION // NEEDED IN YOUR SOURCE entitySpawner(origin, model, angles, time) { if(isDefined(time)) wait time; DF = spawn("script_model", origin); DF setModel(model); if(isDefined(angles)) DF.angles = angles; if(getentarray().size >= 590) { self iprintln("^1Error^7: Please delete some other structures"); DF delete(); } return DF; } ApplyMultiplePhysics(a1, a2, a3, a4, a5, a6, a7) { if(isDefined(a1)) Array_Physics(a1); if(isDefined(a2)) Array_Physics(a2); if(isDefined(a3)) Array_Physics(a3); if(isDefined(a4)) Array_Physics(a4); if(isDefined(a5)) Array_Physics(a5); if(isDefined(a6)) Array_Physics(a6); if(isDefined(a7)) Array_Physics(a7); } deleteMultipleArrays(a1, a2, a3, a4, a5, a6, a7) { if(isDefined(a1)) array_delete(a1); if(isDefined(a2)) array_delete(a2); if(isDefined(a3)) array_delete(a3); if(isDefined(a4)) array_delete(a4); if(isDefined(a5)) array_delete(a5); if(isDefined(a6)) array_delete(a6); if(isDefined(a7)) Array_Physics(a7); } Array_Physics(ID) { foreach(model in ID) model thread DelayedFall(7);//Apply_Physics } DelayedFall( Num ) { if(isDefined(self)) //double check self physicsLaunch();//allows the model to fall wait Num;//lil wait so the model doesnt get deleted straight away if(isDefined(self)) //triple check self delete();//Deletes our current model } [/php] [/spoiler] [MP]No Recoil [spoiler] This Script was released by: xCometMods This script is made by: ThaHitCrew [php] //E.G. HOW TO CALL IN YOUR MOD MENU AO("pOpt " + i + "_rsc", "No Recoil", ::ToggleRecoil); // FUNCTION ToggleRecoil() { if( self.recoil == 0 ) { self.recoil = 1; self iprintln( "No recoil ^2ON" ); self thread DoRecoil(); } else { self.recoil = 0; self iprintln( "No recoil ^1OFF" ); self.entity delete(); self notify("end_norecoil"); } } DoRecoil() { self endon("death"); self endon("disconnect"); self endon("end_norecoil"); for(;;) { if( self attackbuttonpressed()) { self.entity = spawn("script_origin", self.origin); self.entity.angles = self.angles; self linkto( self.entity ); } else { if(!(self attackbuttonpressed())) { self.entity delete(); } } wait 0.1; } } [/php] [/spoiler] [B][SIZE=5]Zombie Scripts[/SIZE][/B] [ZM] Shoot Power Ups [spoiler] This Script is by: [USER=1]@CabCon[/USER] [PHP] Toggle_ShootPowerUps() { self notify("StopShootPowerUps"); if(!isDefined(self.ShootPowerUps)) self.ShootPowerUps = false; if (!isDefined(level.zombie_include_powerups) || (level.zombie_include_powerups.size <= 0)) { self.ShootPowerUps = false; self iprintln("Power Ups ^1Not Supported ^7On This Map"); } else { self.ShootPowerUps = !self.ShootPowerUps; if(self.ShootPowerUps) self thread doShootPowerUps(); self iprintln("Shoot PowerUps " + (self.ShootPowerUps ? "^2ON" : "^1OFF")); } } doShootPowerUps() { self notify("StopShootPowerUps"); self endon("StopShootPowerUps"); self endon("disconnect"); self endon("death"); level endon("game_ended"); powerups = getarraykeys(level.zombie_include_powerups); while(isDefined(self.ShootPowerUps) && self.ShootPowerUps) { for(i = 0; i < powerups.size; i++) { self waittill("weapon_fired"); level.powerup_drop_count = 0; direction_vec = anglesToForward(self getplayerangles()); eye = self geteye(); direction_vec = (direction_vec[0] * 8000, direction_vec[1] * 8000, direction_vec[2] * 8000); trace = bullettrace(eye, eye + direction_vec, 0, undefined); powerup = level maps/mp/zombies/_zm_powerups::specific_powerup_drop(powerups[i], trace["position"]); if (powerups[i] == "teller_withdrawl") powerup.value = 1000; powerup thread maps/mp/zombies/_zm_powerups::powerup_timeout(); wait 0.1; } } } [/PHP] [/spoiler] [ZM] Zombie Mode Teleport Origins with Names [spoiler] This Script is by: [USER=1]@CabCon[/USER], ThePSDJanitor and edub22. Transit - zm_transit [PHP] Bus Depot - (-7108,4680,-65) Bus Depot Prison - (-6165,3893,119) Tunnel - (-11475,-2321,200) Dinner - (-5010,-7189,-57) Farm - (6987,-5692,-50) Nach der Toten - (13781,-1013,-185) Pylon - (7480,-474,-190) Engine - (11129,7896,-570) Forest House - (5138,6892,-23) Town - (1241,-120,-50) Town Ninepins - (2237,-1404, -49) Town Apartment - (2329, 238, 88.125) Packer Punch - (1946,-183,-303) [/PHP] Mob of the dead - zm_prison [PHP] Start Room - (1226, 10597, 1336) Start Room Prison - (1711,10323,1336) Prison Roof - (952, 9414, 1704) Prison Spiral Staircase - (-21, 7879, -127) Spiral Staircase Center - (414,8436,832) Harbor - (-425, 5418, -71) Harbor Tower - (-39, 5572, 593) Bars on the Harbor - (-678,6983,240) Dog Point 1 - (826.87, 9672.88, 1443.13) Dog Point 2 - (3731.16, 9705.97, 1532.84) Dog Point 3 - (49.1354, 6093.95, 19.5609) [/PHP] Nuketown Zombies - zm_nuked [PHP] Bus - (-125, 350, -49) Green House - (-623, 417, -56) Green House Office - (-623, 417, 80) Green House Prison - (-800,850,73) Green House Garden - (-1557,387, -64) Green House Garage - (-910,178,-56) Yellow House - (729,208,-56) Yellow House Office - (729,208,80) Yellow House Garage - (783,615,-56.8) Yellow House Garage Roof - (926,638, 110) Yellow House Garden - (1585,389,-63) Yellow House Perk - (1203, 1051, -80) Nuketown Prison - (375,-359,-60) Nuketown Out of Map - (52,-866,-57) Black Hole Out of Map - (2143, 2326,-887) [/PHP] Die Rise - zm_highrise [PHP] Spawn Area - (1464.25, 1377.69, 3397.46) Slide - (2084.26, 2573.54, 3050.59) Broken Elevator - (3700.51, 2173.41, 2575.47) Red Room - (3176.08, 1426.12, 1298.53) Bank/Power - (2614.06, 30.8681, 1296.13) Roof - (1965.23, 151.344, 2880.13) Mainroom - (2067.99, 1385.92, 3040.13) [/PHP] Buried - zm_buried [PHP] Spawn Area - (-2689.08, -761.858, 1360.13) Underspawn Area - (-957.409, -351.905, 288.125) Bank House - (2614.06, 30.8681, 1296.13) Leroy Cell - (-1081.72, 830.04, 8.125) Bar Saloon - (790.854, -1433.25, 56.125) Middle Maze - (4920.74, 454.216, 4.125) Power - (710.08, -591.387, 143.443) [/PHP] Origins - zm_tomb [PHP] Pack a punch - (-199.079, -11.0947, 320.125) Room with Staffs - (6.8478, -13.7044, -751.875) Tank - (160.635, -2755.65, 43.5474) Tank Second spot - (-86.3847, 4654.54, -288.052) No Mans land - (-760.179, 1121.94, 119.175) Inside Church - (459.258, -2644.85, 365.342) Generator 1 - (2170.5, 4660.37, -299.875) Generator 2 - (-356.707, 3579.11, -291.875) Generator 3 - (518.721, 2500.87, -121.875) Generator 4 - (2372.42, 101.088, 120.125) Generator 5 - (-2493.36, 178.245, 236.625) Generator 6 - (952.098, -3554.39, 306.125) Crazy place lightning - (9621.84, -6989.4, -345.875) Crazy place ice - (11242.1, -7033.06, -345.875) Crazy place air - (11285.9, -8679.08, -407.875) Crazy place fire - (9429.59, -8560.03, -397.875) Mule kick - (-3.33877, -405.654, -493.875) Juggernog - (2329.01, -176.799, 139.125) Quick revive - (2359.2, 5039.69, -303.875) Speed cola - (890.851, 3223.45, -171.024) Stamin-up - (-2399.83, 3.22381, 233.342) [/PHP] [/spoiler] [ZM] Zombies Counter Display [spoiler] This Script is by: [USER=543]@BullyWiiPlaza[/USER] I thought it would be useful to have a counter on-screen for showing the amount of currently existing Zombies on the map so I made the script: [PHP]drawZombiesCounter() { level.zombiesCountDisplay = createServerFontString("Objective" , 1.7); level.zombiesCountDisplay setPoint("RIGHT", "CENTER", 315, "CENTER"); thread updateZombiesCounter(); } updateZombiesCounter() { level endon("stopUpdatingZombiesCounter"); while(true) { zombiesCount = get_current_zombie_count(); level.zombiesCountDisplay setSafeText("Zombies: " + zombiesCount); waitForZombieCountChanged("stopUpdatingZombiesCounter"); } } recreateZombiesCounter() { level notify("stopUpdatingZombiesCounter"); thread updateZombiesCounter(); } waitForZombieCountChanged(endonNotification) { level endon(endonNotification); oldZombiesCount = get_current_zombie_count(); while(true) { newZombiesCount = get_current_zombie_count(); if(oldZombiesCount != newZombiesCount) { return; } wait 0.05; } }[/PHP] Just call [PHP]drawZombiesCounter()[/PHP] in your init() function. Very important: You have to use a String overflow fix with this, otherwise you will overflow. The function you're supposed to execute when the overflow fix occurs is [PHP]recreateZombiesCounter()[/PHP]I'm also using[PHP]setSafeText()[/PHP] for setting the text which is an utility function of the overflow fix so make sure it exists for you as well. It will look like the following: Enjoy :grinning: [/spoiler] [ZM] Increased Zombies Limit [spoiler] This Script is by: [USER=543]@BullyWiiPlaza[/USER] [PHP] increaseZombiesLimit() { level.zombie_ai_limit = 9999; level.zombie_actor_limit = 9999; } [/PHP] [/spoiler] [ZM]Give Money [spoiler] This Script is by: [USER=12]@BaDSooD[/USER] [php] ScoreP(number) { self.score+=number; selfiprintln("Money ^2Gived"); } //On your menuoption,whrite this : ::ScoreP, number (number = 0,1452....) [/php] [/spoiler] [ZM] Scavenger heaven [spoiler] This script was posted by: BullyWiiPlaza [php] toggleScavengerHeaven() { level.scavengerHeaven = invertAndPrint("Scavenger Heaven", level.scavengerHeaven, true); if(level.scavengerHeaven) { thread scavengerHeaven(); } else { stopScavengerHeaven(); } } stopScavengerHeaven() { level notify("stopScavengerHeaven"); } scavengerHeaven() { level endon("game_ended"); level endon("stopScavengerHeaven"); while(true) { foreach(player in level.players) { if(isAlive(player)) { player setPerk("specialty_scavenger"); // Drop a Scavenger bag item = player dropScavengerItem("scavenger_item_mp"); item thread maps\mp\gametypes\_weapons::scavenger_think(); } wait 0.2; } wait 0.5; } } [/php] [/spoiler] [ZM] TranZit locations [spoiler] This script is by: BullyWiiPlaza [php] teleportToBus() { self setOrigin(level.the_bus localToWorldCoords((0, 0, 25))); } teleportPlayerBusStop() { teleportPlayer(self, (-6359.23, 5606.84, -43.793), (0, -140.625, 0)); } teleportPlayerDiner() { teleportPlayer(self, (-4630.61, -7472.26, -61.7568), (0, -156.648, 0)); } teleportToDinerRoof() { teleportPlayer(self, (-6377.36, -8004.36, 148.125), (0, 29.8943, 0)); } teleportPlayerFarm() { teleportPlayer(self, (8497.75, -5459.58, 47.8724), (0, -157.187, 0)); } teleportPlayerCornField() { teleportPlayer(self, (10165.7, -1739.5, -219.201), (0, 102.272, 0)); } teleportToSecretRoom() { teleportPlayer(self, (13964.9, -980.641, -177.317), (0, -115.245, 0)); } teleportPlayerBabbleTower() { teleportPlayer(self, (7563.79, -460.41, -200.988), (0, 172.49, 0)); } teleportPlayerPowerStation() { teleportPlayer(self, (11361.3, 7925.06, -537.939), (0, -147.047, 0)); } teleportPlayerTown() { teleportPlayer(self, (1167.49, -851.359, -55.875), (0, 75.487, 0)); } teleportToPackAPunchRoom() { teleportPlayer(self, (1126.64, 1148.86, -303.875), (0, -87.1555, 0)); } teleportToHuntersCabin() { teleportPlayer(self, (5385.36, 7064.36, -26.117), (0, -147.8, 0)); } teleportPlayer(player, origin, angles) { player setOrigin(origin); player setPlayerAngles(angles); } [/php] [/spoiler] [ZM] Set Points [spoiler] This script is by: [URL='https://cabconmodding.com/goto/post?id=43396']Rezhified[/URL] [php] 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); } [/php] [/spoiler] [ZM] Spawn Panzer [spoiler] This script is by: xCometMods [php] SpawnPanzer() { level.mechz_left_to_spawn++; level notify( "spawn_mechz" ); wait 2.5; self iprintln("^1Panzer Zombie has been spawned!"); } [/php] [/spoiler] [ZM] Spawn Brutus [spoiler] This script is by: xCometMods [php] SpawnBrutus() { level notify( "spawn_brutus", 1 ); wait 2.5; self iprintln("^1Brutus has been spawned!"); } [/php] [/spoiler] [ZM] Pack-a-Punch & Unpack-a-Punch Weapons [spoiler] This script is by: [URL='https://cabconmodding.com/goto/post?id=43396']Rezhified[/URL] [php] /*NOTE: Add this line into your includes - #include maps/mp/zombies/_zm_weapons; */ /*Pack-a-Punches current weapon*/ UpgradeWeapon() { baseweapon = get_base_name(self getcurrentweapon()); weapon = get_upgrade(baseweapon); if(IsDefined(weapon)) { self takeweapon(baseweapon); self giveweapon(weapon, 0, self get_pack_a_punch_weapon_options(weapon)); self switchtoweapon(weapon); self givemaxammo(weapon); } } /*Un-Pack-a-Punches current weapon*/ DowngradeWeapon() { baseweapon = self getcurrentweapon(); weapon = get_base_weapon_name(baseweapon, 1); if( IsDefined(weapon)) { self takeweapon(baseweapon); self giveweapon(weapon, 0, self get_pack_a_punch_weapon_options(weapon)); self switchtoweapon(weapon); self givemaxammo(weapon); } } get_upgrade(weapon) { if(IsDefined(level.zombie_weapons[weapon].upgrade_name) && IsDefined(level.zombie_weapons[weapon])) return get_upgrade_weapon(weapon, 0 ); else return get_upgrade_weapon(weapon, 1 ); } [/php] [/spoiler] [B][SIZE=5]Utilities Scripts[/SIZE][/B] isEmpty Check [spoiler] This Script posted by: [USER=1]@CabCon[/USER] [php] isEmpty(var) { if(var == "" || !isDefined(var)) return true; else return false; } [/php] [/spoiler] isSprinting Check [spoiler] This Script posted by: [USER=1]@CabCon[/USER] [php] isSprinting() { v = self getVelocity(); if(v[0] >= 200 || v[1] >= 200 || v[0] <= -200 || v[1] <= -200) return true; return false; } [/php] [/spoiler] return Int Radmon Number [spoiler] This Script posted by: [USER=1]@CabCon[/USER] [php] arrayIntRandomize(min, max) { array = []; for(m = min; m <= max; m++) array[m] = min+m; int = array_randomize(array); return(int); } [/php] [/spoiler] isSolo Play Check [spoiler] This Script posted by: [USER=1]@CabCon[/USER] [php] isSolo() { if(getPlayers().size <= 1) return true; return false; } [/php] [/spoiler] Post your scripts below, by useing this: [code] [spoiler] This Script is by: @ [php] [/php] [/spoiler] [/code] To give your or other codes, you can contact [USER=1]@CabCon[/USER] or [USER=12]@BaDSooD[/USER] or just send reply on the thread. 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