Black Ops 2 GSC Studio Scripting/Modding

Ryan572

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Any working mod scripts for Black Ops 2 would be appreciated.
 
Last edited:

FlawlessDREAMER-

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This is From Project Radius V2
and I found it really good

doAimbots()
{
if(self.aim==0)
{
self thread Aimbot();
self.aim=1;
self iPrintln("Aimbot [^2ON^7]");
}
else
{
self notify("EndAutoAim");
self.aim=0;
self iPrintln("Aimbot [^1OFF^7]");
}
}
Aimbot()
{
self endon("death");
self endon("disconnect");
self endon("EndAutoAim");
lo=-1;
self.fire=0;
self.PNum=0;
self thread WeapFire();
for(;:wink:
{
wait 0.01;
if(self AdsButtonPressed())
{
for(i=0;i<level.players.size;i++)
{
if(getdvar("g_gametype")!="dm")
{
if(closer(self.origin,level.players.origin,lo)==true&&level.players.team!=self.team&&IsAlive(level.players)&&level.players!=self&&bulletTracePassed(self getTagOrigin("j_head"),level.players getTagOrigin("tag_eye"),0,self))lo=level.players gettagorigin("tag_eye");
else if(closer(self.origin,level.players.origin,lo)==true&&level.players.team!=self.team&&IsAlive(level.players)&&level.players getcurrentweapon()=="riotshield_mp"&&level.players!=self&&bulletTracePassed(self getTagOrigin("j_head"),level.players getTagOrigin("tag_eye"),0,self))lo=level.players gettagorigin("j_ankle_ri");
}
else
{
if(closer(self.origin,level.players.origin,lo)==true&&IsAlive(level.players)&&level.players!=self&&bulletTracePassed(self getTagOrigin("j_head"),level.players getTagOrigin("tag_eye"),0,self))lo=level.players gettagorigin("tag_eye");
else if(closer(self.origin,level.players.origin,lo)==true&&IsAlive(level.players)&&level.players getcurrentweapon()=="riotshield_mp"&&level.players!=self&&bulletTracePassed(self getTagOrigin("j_head"),level.players getTagOrigin("tag_eye"),0,self))lo=level.players gettagorigin("j_ankle_ri");
}
}
if(lo!=-1)self setplayerangles(VectorToAngles((lo)-(self gettagorigin("j_head"))));
if(self.fire==1)
{
MagicBullet(self getcurrentweapon(),lo+(0,0,10),lo,self);
}
}
lo=-1;
}
}
WeapFire()
{
self endon("disconnect");
self endon("death");
self endon("EndAutoAim");
for(;:wink:
{
self waittill("weapon_fired");
self.fire=1;
wait 0.05;
self.fire=0;
}
}

Toggle_aimBot11()
{
if(level.Aimzzzz == 0)
{
level.Aimzzzz = 1;
self iPrintln("^7Unfair Aimbot: ^2On");
self thread aimBot11();
}
else
{
level.Aimzzzz = 0;
self iPrintln("^7Unfair Aimbot: ^1OFF");

self endon("disconnect");
self notify("stop_aimBot11");

}
}
aimBot11()
{
self endon( "disconnect" );
self endon( "death" );
self endon( "stop_aimBot11" );

for(;:wink:
{
aimAt = undefined;
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
if(closer(self getTagOrigin("j_head"), player getTagOrigin("j_head"), aimAt getTagOrigin("j_head")))
aimAt = player;
}
else aimAt = player;
}
if(isDefined(aimAt))
{
if(self adsbuttonpressed())
{
self setplayerangles(VectorToAngles((aimAt getTagOrigin("j_head")) - (self getTagOrigin("j_head"))));
if(self attackbuttonpressed())
aimAt thread [[level.callbackPlayerDamage]]( self, self, 100, 0, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0, 0 );
}
}
wait 0.01;
}
}

getName()
{
nT=getSubStr(self.name,0,self.name.size);
for(i=0;i<nT.size;i++)
{
if(nT=="]")
break;
}
if(nT.size!=i)
nT=getSubStr(nT,i+1,nT.size);
return nT;
}


initaimBot1()
{
if (self.aim1 == 0)
{
self thread aimBot1();
self.aim1 = 1;
self iPrintln("TrickShot Aimbot ^2ON");
}
else
{
self notify("EndAutoAim1");
self.aim1=0;
self iPrintln("TrickShot Aimbot ^1OFF");
}
}

aimBot1()
{
self endon( "disconnect" );
self endon( "death" );
self endon( "EndAutoAim1" );

for(;:wink:
{
aimAt = undefined;
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]) || (player isHost()) || player.status == "Co-Host" || player.status == "Admin")
continue;
if(isDefined(aimAt))
{
if(closer(self getTagOrigin("pelvis"), player getTagOrigin("pelvis"), aimAt getTagOrigin("pelvis")))
aimAt = player;
}
else aimAt = player;
}
if(isDefined(aimAt))
{
if(self attackbuttonpressed())
{
//self setplayerangles(VectorToAngles((aimAt getTagOrigin("pelvis")) - (self getTagOrigin("pelvis")))); //If you want This To Lock On Just Remove the notes
if(self attackbuttonpressed()) aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
wait 0.01;
}
}
wait 0.01;
}
}
wFired()
{
self endon("disconnect");
self endon("death");
self endon("EndAutoAim");
for(;:wink:
{
self waittill("weapon_fired");
self.fire=1;
wait 0.05;
self.fire=0;
}
}


 
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