GSC Black Ops 3 GSC Managed Code List

Discussion in 'Call of Duty: Black Ops 3 Scripts' started by CabCon, Jan 25, 2016.

  1. CabCon

    CabCon Head Administrator Staff Member Head Staff Team

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    403
    Credits:
    193,380
    Hello, this will be continue when the Mod Tools are available. You will find here anything you need to develop a Bo3 Mod.


    The Ultimativ Lists with all values from the game!
    Can you find here on our wiki page: Please login or register to view links or downloads!

    Multiplayer
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    Zombie
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    God Mode
    PHP:
    function func_godmode()
    {
        if(!
    isDefined(self.gamevars["godmode"]))
        {
            
    self.gamevars["godmode"] = true;
            
    self enableInvulnerability();
            
    self iprintln("God Mode ^2ON");
        }
        else
        {
            
    self.gamevars["godmode"] = undefined;
            
    self disableInvulnerability();
            
    self iprintln("God Mode ^1OFF");
        }
    }

    Unlimited Ammo
    PHP:
    function func_unlimitedAmmo()
    {
        if(!
    isDefined(self.gamevars["ammo_weap"]))
        {
            
    self notify("stop_ammo");
            
    self thread func_ammo();
            
    S("Unlimited Ammo ^2ON");
            
    self.gamevars["ammo_weap"] = true;
        }
        else
        {
            
    self notify("stop_ammo");
            
    self.gamevars["ammo_weap"] = undefined;
            
    S("Unlimited Ammo ^1OFF");
        }
    }

    function 
    func_ammo()
    {
        
    self endon("stop_ammo");
        for(;;)
        {
                if(
    self.gamevars["ammo_weap"]==true)
                {
                    if ( 
    self getcurrentweapon() != "none" )
                    {
                        
    self setweaponammostockself getcurrentweapon(), 1337 );
                        
    self setweaponammoclipself getcurrentweapon(), 1337 );
                    }
                }
            
    wait .1;
        }
    }

    Ufo Mode
    PHP:
    function func_ufomode()
    {
        if(!
    isDefined(self.gamevars["ufomode"]))
        {
            
    self thread func_activeUfo();
            
    self.gamevars["ufomode"] = true;
            
    self iPrintln("UFO Mode ^2ON");
            
    self iPrintln("Press [{+frag}] To Fly");
        }
        else
        {
            
    self notify("func_ufomode_stop");
            
    self.gamevars["ufomode"] = undefined;
            
    self iPrintln("UFO Mode ^1OFF");
        }
    }
    function 
    func_activeUfo()
    {
        
    self endon("func_ufomode_stop");
        
    self.Fly 0;
        
    UFO spawn("script_model",self.origin);
        for(;;)
        {
            if(
    self FragButtonPressed())
            {
                
    self playerLinkTo(UFO);
                
    self.Fly 1;
            }
            else
            {
                
    self unlink();
                
    self.Fly 0;
            }
            if(
    self.Fly == 1)
            {
                
    Fly self.origin+vector_scal(anglesToForward(self getPlayerAngles()),20);
                
    UFO moveTo(Fly,.01);
            }
            
    wait .001;
        }
    }

    function 
    vector_scal(vecscale)
    {
        
    vec = (vec[0] * scalevec[1] * scalevec[2] * scale);
        return 
    vec;
    }

    Third Person
    PHP:
    function func_thirdPerson()
    {
        if(!
    isDefined(self.gamevars["thirdPerson"]))
        {
            
    self SetClientThirdPerson);
            
    self SetClientThirdPersonAngle354 );
            
    self setDepthOfField0128512400061.8 );
            
    self.gamevars["thirdPerson"] = true;
        }
        else
        {
            
    self SetClientThirdPerson);
            
    self SetClientThirdPersonAngle);
            
    self setDepthOfField0051240004);
            
    self.gamevars["thirdPerson"] = undefined;
        }
        
    self resetFov();
    }

    Multiplayer Aimbot
    Code:
    function func_aimbot()
    {
        if(!isDefined(self.gamevars["aimbot"]) || !self.gamevars["aimbot"])
        {
            self.gamevars["aimbot"] = true;
            self thread func_core_aimbot();
            self iPrintln("Aimbot ^2ON");
        }
        else
        {
            self.gamevars["aimbot"] = false;
            self iPrintln("Aimbot ^1OFF");
        }
    }
    
    function func_aimbot_unfair()
    {
        self.gamevars["aimbot_unfair"] = !self.gamevars["aimbot_unfair"];
        self iPrintln("Aimbot Unfair Mode " + ((self.gamevars["aimbot_unfair"] == 1) ? "^2ON" : "^1OFF"));
    }
    
    function func_aimbot_noaim_whenAiming()
    {
        self.gamevars["aimbot_noads"] = !self.gamevars["aimbot_noads"];
        self iPrintln("Aimbot No targeting " + ((self.gamevars["aimbot_noads"] == 1) ? "^2ON" : "^1OFF"));
    }
    
    function func_aimbot_noads()
    {
        self.gamevars["aimbot_noads_r"] = !self.gamevars["aimbot_noads_r"];
        self iPrintln("Aimbot No Aim Required " + ((self.gamevars["aimbot_noads_r"] == 1) ? "^2ON" : "^1OFF"));
        self iPrintln("You need to turn on Toggle Unfair Mode & Toggle Unfair Mode ++ to see the effect of this.");
    }
    function func_core_aimbot()
    {
        aimat = undefined;
        while( self.gamevars["aimbot"] )
        {
            while( self adsButtonPressed() || self.gamevars["aimbot_noads_r"] )
            {
                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.gamevars["aimbot_noads"])
                        self setplayerangles(VectorToAngles((aimAt GetTagOrigin("j_head")) - (self GetTagOrigin("j_head"))));
                    if( self.gamevars["aimbot_unfair"] )
                    {
                        if(self attackbuttonpressed())
                            aimAt DoDamage( aimat.health + 1, aimat GetOrigin(), self);
                    }
                }
                wait .05;
            }
            wait 0.1;
        }
    }

    Magicbullet
    PHP:
    //example: func_magicbullettest("launcher_standard");
    function func_magicbullettest(i)
    {
        if(!
    isDefined(self.gamevars["magicbullet"]) || self.gamevars["magicbullet"] == false)
        {
            
    self.gamevars["magicbullet"] = true;
            
    self iprintln("Magic Bullets ^2ON");
            while(
    self.gamevars["magicbullet"])
            {
                
    self waittill"weapon_fired" );
                if(
    self.gamevars["magicbullet"] == false)
                    continue;
                
    MagicBulletGetWeapon), self GetEye(), BulletTrace(self GetEye(), self GetEye() + AnglesToForward(self GetPlayerAngles()) * 100000falseself)["position"], self);
                
    wait .025;
            }
        }
        else
        {
            
    self.gamevars["magicbullet"] = false;
            
    self iprintln("Magic Bullets ^1OFF");
        }
    }

    List of inputs:
    PHP:
    remote_missile_bomblet
    flak_drone_rocket
    remote_missile_missile
    straferun_rockets
    launcher_standard
    minigun

    Give Weapon
    PHP:
    //Example
    self func_giveWeapon("smg_standard");

    function 
    func_giveWeapon(weapon)
    {
        
    self TakeWeapon(self GetCurrentWeapon());
        
    weapon getWeapon(weapon);
        
    self GiveWeapon(weapon);
        
    self GiveMaxAmmo(weapon);
        
    self SwitchToWeapon(weapon);
        
    self iprintln(weapon+" ^2Given");
    }

    Give Random Weapon
    Put this into the #using list:
    PHP:
    #using scripts\shared\weapons_shared;
    #using scripts\shared\array_shared;
    Add this function somewhere:
    PHP:
    function func_giveRandomWeapon()
    {
        
    weaponsList_array strTok("pistol_standard ar_standard sniper_fastbolt sniper_powerbolt ar_marksman lmg_heavy "," "); // fill this with random weapons from the game, I tried to search a array whichs stores all weapons from the game but I didn't find one!
        
    for(;;)
        {
            
    weaponPick = array::random(weaponsList_array);
            
    weaponPick getWeapon(weaponPick);
            if( 
    self hasWeaponweaponPick ) )
                continue;
            else if ( 
    weapons::is_primary_weaponweaponPick ) )
                break;
            else if ( 
    weapons::is_side_armweaponPick ) )
                break;
            else
                continue;
        }
        
    self iprintln(weaponPick.displayName);
        
    self iprintln(weaponPick.name);
        
    self TakeWeapon(self GetCurrentWeapon());
        
    self giveWeapon(weaponPick);
        
    self GiveMaxAmmo(weaponPick);
        
    self SwitchToWeapon(weaponPick);
    }
    You can call now ::func_giveRandomWeapon and you will get one weapon of the weaponsList_array array! :grinning:

    Give Random Camo to current Weapon
    PHP:
    function func_giveCamo(camo_int)
    {
        
    s_weapon self GetCurrentWeapon();
        
    self TakeWeapon(s_weapon);
        
    self GiveWeapon(s_weaponself CalcWeaponOptionsInt(camo_int), 11truetruetruetrue ));
        
    self GiveMaxAmmo(s_weapon);
        
    self SwitchToWeapon(s_weapon);
    }
    function 
    func_giveCamorandom()
    {
        
    self func_giveCamo(randomIntRange(0,126));
    }

    Toggle Teleport Gun
    PHP:
    function func_teleportWeapon()
    {
        if (!
    isDefined(self.gamevars["func_teleportWeapon"]))
        {
            
    self thread func_core_teleportWeapon();
            
    self.gamevars["func_teleportWeapon"] = true;
            
    self iprintln("Teleport Gun ^2ON");
        }
        else
        {
            
    self notify("func_teleportWeapon_stop");
            
    self.gamevars["func_teleportWeapon"] = false;
            
    self iprintln("Teleport Gun ^1OFF");
        }
    }

    function 
    func_core_teleportWeapon()
    {
        
    self endon"disconnect" );
        
    self endon"func_teleportWeapon_stop" );
        for(;;)
        {
            
    self waittill("weapon_fired");
            
    self setorigin(bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 10000000self)["position"]);
        }
    }

    Teleport with Selector
    PHP:
    //includes:
    #precache( "locationselector", "compass_objpoint_helicopter" );

    //Function
    function func_teleportWithSelector(player)
    {
        
    currentWeapon self GetCurrentWeapon();
        
    self beginLocationSelection("map_mortar_selector");
     
        
    self DisableOffhandWeapons();
        
    self GiveWeapon(GetWeapon("killstreak_remote_turret"));
        
    self SwitchToWeapon(GetWeapon("killstreak_remote_turret"));

        
    self.selectingLocation true;
        
    location self func_waittill_confirm_location();

        if ( !
    isdefinedlocation ) )
        {
            
    self IPrintLn("^1Not able to get any origin!");
            return 
    false;
        }

        
    player SetOriginlocation );
        
    self EndLocationSelection();
        
    self EnableOffhandWeapons();
        
    self SwitchToWeapon(currentWeapon);
        
    self.selectingLocation undefined;

        
    self iprintln("You teleported ^2"+player.name);
    }
    function 
    func_waittill_confirm_location()
    {
        
    self endon"emp_jammed" );
        
    self endon"emp_grenaded" );

        
    self waittill"confirm_location"location );
     
        return 
    location;
    }

    Health bar
    [​IMG]
    PHP:
    function func_Healthbar()
    {
        
    self endon"disconnect" );
        
    80;
        
    40;
        
    self.health_bar newClientHudElemself );
        
    self.health_bar.80;
        
    self.health_bar.2;
        
    self.health_bar.alignx "left";
        
    self.health_bar.aligny "top";
        
    self.health_bar.horzalign "fullscreen";
        
    self.health_bar.vertalign "fullscreen";
        
    self.health_bar.alpha 1;
        
    self.health_bar.foreground 1;
        
    self.health_bar setshader"black"1);
        
    self.health_text newClientHudElemself );
        
    self.health_text.80;
        
    self.health_text.y;
        
    self.health_text.alignx "left";
        
    self.health_text.aligny "top";
        
    self.health_text.horzalign "fullscreen";
        
    self.health_text.vertalign "fullscreen";
        
    self.health_text.alpha 1;
        
    self.health_text.fontscale 1;
        
    self.health_text.foreground 1;
        if ( !
    isDefinedself.maxhealth ) || self.maxhealth <= )
        {
            
    self.maxhealth 100;
        }
        for ( ;; )
        {
            
    wait 0.05;
            
    width = ( self.health self.maxhealth ) * 300;
            
    width intmaxwidth) );
            
    self.health_bar setshader"black"width);
            
    self.health_text setvalueself.health );
        }
    }

    Change classes
    PHP:
    #using scripts\mp\gametypes\_globallogic_ui;
    #using scripts\mp\gametypes\_loadout;

    function changeClass()
    {
            
    self endon("disconnect");
            
    self endon("death");
     
            
    self globallogic_ui::beginClassChoice();
            for(;;)
            {
                    if(
    self.pers["changed_class"])
                            
    self loadout::giveLoadout(self.teamself.class);
                    
    wait 0.05;
            }
    }

    hintMessage on every player in the lobby
    PHP:
    #using scripts\shared\hud_message_shared;

    function TW(message)
    {
        foreach(
    player in level.players)
        
    player hud_message::hintMessage(message);
    }
    //example: TW("^2Hello everyone!");

    Hide Weapon
    PHP:
    function func_togglehideWeapon()
    {
        if(
    getDvarint("cg_drawGun") == 0)
           
    setDvar("cg_drawGun""1");
        else
           
    setDvar("cg_drawGun""0");
        
    self iprintln("Hide Gun " + ((getDvarint("cg_drawGun") == 0) ? "^2ON" "^1OFF"));
    }

    Print Origin
    PHP:
    function func_getOrigin()
    {
        
    self IPrintLn("Your Origin ^2"+self GetOrigin());
    }

    Invisible
    PHP:
    function func_invisible()
    {
        if(!
    self.gamevars["invisible"] || !isDefined(self.gamevars["invisible"]))
        {
            
    self hide();
            
    self.gamevars["invisible"] = true;
            
    self IPrintLn("You are ^2Invisible");
        }
        else
        {
            
    self show();
            
    self.gamevars["invisible"] = false;
            
    self IPrintLn("You are ^1Visible");
        }
    }

    Print Map Effects
    [​IMG]
    PHP:
    function func_printlnMapEffects()
    {
        if(!
    self.fxeffects)
        {
            
    self.fxeffects true;
            
    fx_effects GetArrayKeys(level._effect);
            for(
    0fx_effects.sizei++)
            {
                
    self iPrintLn(fx_effects[i]);
                
    self iPrintLn(level._effect[fx_effects[i]]);
                
    self iPrintLn("^2"+i+"^7/^2"+(fx_effects.size 1));
                
    wait 2;
            }
            
    self.fxeffects false;
        }
        else
            
    self IPrintLn("^1Wait Till The Current List Ends");
    }

    Add Bots
    PHP:
    //Incudes
    #using scripts\shared\bots\_bot;

    //Function
    function func_addBot(count)
    {
        
    bot::add_bots(count);
        
    self IPrintLn("You added ^2"+count+"^7 Bots");
    }

    Zombie Give Perk
    PHP:
    #using scripts\zm\_zm_perks;

    function func_doGivePerk(perk)
    {
        if (!(
    self hasperk(perk) || self zm_perks::has_perk_paused(perk)))
        {
            
    self zm_perks::vending_trigger_post_thinkselfperk );
        }
        else
        {
            
    self notify(perk "_stop");
            
    self iprintln("Perk [" perk "] ^1Removed");
        }
    }

    Drop Current Weapon
    PHP:
    function func_dropcurrentWeapon()
    {
        
    self DropItem(self getCurrentWeapon());
    }

    Send Earthquake
    PHP:
    //usage: void Earthquake(<scale>,<duration>,<radius>,[target])

    function func_quake()
    {
        
    earthquake0.65self.origin1000000 );
    }

    Zombie Pap Effects
    Credits to @vampytwist
    //Place this at the top of your gsc file
    Code:
    #using scripts\shared\aat_shared;
    
    //Place this anywhere
    Code:
    function acquireaat(id) {
        weapon = self getCurrentWeapon();
        self thread aat::acquire(weapon, id);
    }
    
    //Example usage in my menu
    Code:
          self addOpt(a, "Dead Wire", &acquireaat, "zm_aat_dead_wire");
    
    //Ids
    Code:
    zm_aat_blast_furnace
    zm_aat_dead_wire
    zm_aat_fire_works
    zm_aat_thunder_wall
    zm_aat_turned
    


    Credits
    CabCon
    CraigChrist8239
    xTwinkyModz
    vampytwist
     
    Last edited: Mar 2, 2017
    abdoelh990, Lucifer, JayCoder and 3 others like this.
  2. BaDSooD

    BaDSooD Old CCM Member

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    Thank's for the release :smile:
     
  3. God

    God Skiddy

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    Probably will be awhile until we can actually use these, but nice release none the less :smile:
     
    CabCon likes this.
  4. CabCon

    CabCon Head Administrator Staff Member Head Staff Team

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    yeap :smile: correct.
     
  5. Tusta

    Tusta Head Member Donator

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    Nice List Thank you :smile:
     
    CabCon likes this.
  6. CabCon

    CabCon Head Administrator Staff Member Head Staff Team

    4,078
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    :smile: I will try to increase this soon with the mod tools :smile:
     
  7. CabCon

    CabCon Head Administrator Staff Member Head Staff Team

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    Functions added!

    Feel free to post new functions below! :smile:
     
  8. Deltabot

    Deltabot New Member

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    your hintmessage wouldnt work. bo3 uses namespaces so no need to do this "scripts\mp\gametypes\_hud_message"
     
    JayCoder likes this.
  9. JayCoder

    JayCoder Well-Known Member

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    didn't know as i don't have mod tools or any map code to refrence code, but i'll update it anyways
     
  10. CabCon

    CabCon Head Administrator Staff Member Head Staff Team

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    Credits:
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    Nice to see that you're working on Black Ops 3. I dumped some zombie dvars! (dump generated on zm_gaint)
    Code:
    [ 800243][     DVAR]  =============================== END DVAR DUMP =====================================
    [ 802335][         ]  ]\dvardump
    [ 802336][     DVAR]  =============================== DVAR DUMP ========================================
    [ 802336][     DVAR]        cg_fov_default "120"
    [ 802336][     DVAR]        cg_fov_default_thirdperson "40"
    [ 802336][     DVAR]        net_ip "localhost"
    [ 802336][     DVAR]        net_port "27017"
    [ 802336][     DVAR]        g_password ""
    [ 802336][     DVAR]        g_banIPs ""
    [ 802336][     DVAR]        g_maxDroppedWeapons "16"
    [ 802336][     DVAR]        g_spawnai "1"
    [ 802336][     DVAR]        ai_disableSpawn "0"
    [ 802336][     DVAR]        player_view_pitch_up "80"
    [ 802336][     DVAR]        player_view_pitch_down "70"
    [ 802336][     DVAR]        m_pitch "0.022"
    [ 802336][     DVAR]        m_yaw "0.022"
    [ 802336][     DVAR]        m_forward "0.25"
    [ 802336][     DVAR]        m_side "0.25"
    [ 802336][     DVAR]        m_filter "0"
    [ 802336][     DVAR]        m_mouseFilter "0"
    [ 802336][     DVAR]        m_mouseSensitivity "3"
    [ 802336][     DVAR]        logfile "0"
    [ 802336][     DVAR]        log_append "0"
    [ 802336][     DVAR]        ui_enabled "1"
    [ 802336][     DVAR]        com_maxfps "240"
    [ 802336][     DVAR]        developer "2"
    [ 802336][     DVAR]        timescale "1"
    [ 802336][     DVAR]        ui_mapname "zm_factory"
    [ 802336][     DVAR]        nextarena ""
    [ 802336][     DVAR]        r_autoLodCullRadius "1"
    [ 802336][     DVAR]        r_lodScaleRigid "1"
    [ 802336][     DVAR]        r_lodBiasRigid "0"
    [ 802336][     DVAR]        r_modelLodBias "1"
    [ 802336][     DVAR]        r_modelLodLimit "2"
    [ 802336][     DVAR]        r_zfar "0"
    [ 802336][     DVAR]        r_fog "1"
    [ 802336][     DVAR]        cl_maxpackets "60"
    [ 802336][     DVAR]        cg_drawgun "1"
    [ 802336][     DVAR]        cg_draw2d "1"
    [ 802336][     DVAR]        cg_drawMinimap "0"
    [ 802336][     DVAR]        cg_drawfps "Off"
    [ 802336][     DVAR]        cg_thirdPersonRange "120"
    [ 802336][     DVAR]        cg_thirdPersonAngle "0"
    [ 802336][     DVAR]        cg_thirdPersonRoll "0"
    [ 802336][     DVAR]        cg_thirdPersonSideOffset "0"
    [ 802336][     DVAR]        cg_thirdPersonUpOffset "0"
    [ 802336][     DVAR]        cg_thirdPersonFocusDist "512"
    [ 802336][     DVAR]        cg_thirdPersonFocusOffsetUp "0"
    [ 802336][     DVAR]        cg_thirdPersonCamOffsetUp "0"
    [ 802336][     DVAR]        cg_thirdPersonCamLerpScale "1"
    [ 802336][     DVAR]        cg_thirdPerson "0"
    [ 802336][     DVAR]        cg_thirdPersonMode "Fixed"
    [ 802336][     DVAR]        scr_mod_enable_devblock "0"
    [ 802336][     DVAR]        party_minplayers "2"
    [ 802336][     DVAR]        version "[local] -sniped-"
    [ 802336][     DVAR]        bot_difficulty "1"
    [ 802336][     DVAR]        bot_maxFree "0"
    [ 802336][     DVAR]        bot_maxAllies "0"
    [ 802336][     DVAR]        bot_maxAxis "0"
    [ 802336][     DVAR]        sv_privateclients "0"
    [ 802336][     DVAR]        sv_hostname "CabCon"
    [ 802336][     DVAR]        sv_timeout "30"
    [ 802336][     DVAR]        sv_connecttimeout "90"
    [ 802336][     DVAR]        sv_floodProtect "4"
    [ 802336][     DVAR]        sv_disableClientConsole "0"
    [ 802336][     DVAR]        sv_pure "0"
    [ 802336][     DVAR]        rcon_password ""
    [ 802336][     DVAR]        sv_zombietime "2"
    [ 802336][     DVAR]        sv_reconnectlimit "3"
    [ 802336][     DVAR]        sv_mapRotation ""
    [ 802336][     DVAR]        sv_maprotationcurrent ""
    [ 802336][     DVAR]        nextmap "map_restart"
    [ 802336][     DVAR]        sv_maxRate "20000"
    [ 802336][     DVAR]        sv_maxclients "18"
    [ 802336][     DVAR]        fx_enable "1"
    [ 802336][     DVAR]        fx_marks_draw "1"
    [ 802336][     DVAR]        fx_marks_range "1500"
    [ 802336][     DVAR]  74 dvars.
    [ 802336][     DVAR]  3956 total dvars.
    I will work on it and make a full list!
     
  11. JayCoder

    JayCoder Well-Known Member

    328
    141
    253
    Credits:
    1,801
    I see a few in there that look like they would allow public binds if we can bind i pretty sure its devblock
     
  12. CabCon

    CabCon Head Administrator Staff Member Head Staff Team

    4,078
    2,670
    403
    Credits:
    193,380
    @Deltabot

    Also I found out that Lines are working on bo3:
    [​IMG]
     
  13. JayCoder

    JayCoder Well-Known Member

    328
    141
    253
    Credits:
    1,801
    Thats my man great job
     
  14. CabCon

    CabCon Head Administrator Staff Member Head Staff Team

    4,078
    2,670
    403
    Credits:
    193,380
    Do you got Black Ops 3 for the PC and the Mod tools? :smile:
     
  15. Tusta

    Tusta Head Member Donator

    20
    10
    14
    Credits:
    3,245
    WoW <3 Good Job Cabby
     
    CabCon likes this.
  16. JayCoder

    JayCoder Well-Known Member

    328
    141
    253
    Credits:
    1,801
    Nope if i had a few of the map files and stuff i could refrence all my code and release 100% working scripts
     
    CabCon likes this.
  17. CabCon

    CabCon Head Administrator Staff Member Head Staff Team

    4,078
    2,670
    403
    Credits:
    193,380
    Thank you!
    I could give them to you! :grinning: And a raw file dump etc. :grinning:

    Also look here what I found out xD:

    Black Ops 3 Zombies - Multiplayer Movement activated in Zombie Modus!


    Function:
    PHP:
    function newMovment()
    {
        
    SetDvar"doublejump_enabled");
        
    SetDvar"juke_enabled");
        
    SetDvar"playerEnergy_enabled");
        
    SetDvar"wallrun_enabled");
        
    SetDvar"sprintLeap_enabled");
        
    SetDvar"traverse_mode");
        
    SetDvar"weaponrest_enabled");
    }
     
    Syndicate and Tusta like this.
  18. CabCon

    CabCon Head Administrator Staff Member Head Staff Team

    4,078
    2,670
    403
    Credits:
    193,380
    Also I did this overflow test, it looks like that Bo3 do not have a stringtable, that means there are no limits.

    Here is the test:


    EDIT: It ends with 2k+:
    [​IMG]
     
    Last edited: Sep 30, 2016
    Syndicate and Tusta like this.
  19. CabCon

    CabCon Head Administrator Staff Member Head Staff Team

    4,078
    2,670
    403
    Credits:
    193,380
    I uploaded the raw files: Please login or register to view links or downloads! If you need more thinks contact me over a private message! -> Please login or register to view links or downloads!
     
  20. JayCoder

    JayCoder Well-Known Member

    328
    141
    253
    Credits:
    1,801
    Please give me the raw and stuff plzzz
     
    CabCon likes this.

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