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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: GSC - Black Ops 3 GSC Asset List (Weapon Names, Textures, Models, Camos) | CabConModding
Multiplayer
UPDATE Weapon List
Weapon List with Weapon names
Zombie
Can you find here on our wiki page: GSC - Black Ops 3 GSC Asset List (Weapon Names, Textures, Models, Camos) | CabConModding
Multiplayer
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UPDATE Weapon List
Weapon List with Weapon names
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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 setweaponammostock( self getcurrentweapon(), 1337 );
self setweaponammoclip( self 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(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
Third Person
PHP:
function func_thirdPerson()
{
if(!isDefined(self.gamevars["thirdPerson"]))
{
self SetClientThirdPerson( 1 );
self SetClientThirdPersonAngle( 354 );
self setDepthOfField( 0, 128, 512, 4000, 6, 1.8 );
self.gamevars["thirdPerson"] = true;
}
else
{
self SetClientThirdPerson( 0 );
self SetClientThirdPersonAngle( 0 );
self setDepthOfField( 0, 0, 512, 4000, 4, 0 );
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;
MagicBullet( GetWeapon( i ), self GetEye(), BulletTrace(self GetEye(), self GetEye() + AnglesToForward(self GetPlayerAngles()) * 100000, false, self)["position"], self);
wait .025;
}
}
else
{
self.gamevars["magicbullet"] = false;
self iprintln("Magic Bullets ^1OFF");
}
}
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:
Add this function somewhere:
You can call now ::func_giveRandomWeapon and you will get one weapon of the weaponsList_array array!
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 hasWeapon( weaponPick ) )
continue;
else if ( weapons::is_primary_weapon( weaponPick ) )
break;
else if ( weapons::is_side_arm( weaponPick ) )
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!
Give Random Camo to current Weapon
PHP:
function func_giveCamo(camo_int)
{
s_weapon = self GetCurrentWeapon();
self TakeWeapon(s_weapon);
self GiveWeapon(s_weapon, self CalcWeaponOptions( Int(camo_int), 1, 1, true, true, true, true ));
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()) * 1000000, 0, self)["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 ( !isdefined( location ) )
{
self IPrintLn("^1Not able to get any origin!");
return false;
}
player SetOrigin( location );
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

PHP:
function func_Healthbar()
{
self endon( "disconnect" );
x = 80;
y = 40;
self.health_bar = newClientHudElem( self );
self.health_bar.x = x + 80;
self.health_bar.y = y + 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, 8 );
self.health_text = newClientHudElem( self );
self.health_text.x = x + 80;
self.health_text.y = 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 ( !isDefined( self.maxhealth ) || self.maxhealth <= 0 )
{
self.maxhealth = 100;
}
for ( ;; )
{
wait 0.05;
width = ( self.health / self.maxhealth ) * 300;
width = int( max( width, 1 ) );
self.health_bar setshader( "black", width, 8 );
self.health_text setvalue( self.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.team, self.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

PHP:
function func_printlnMapEffects()
{
if(!self.fxeffects)
{
self.fxeffects = true;
fx_effects = GetArrayKeys(level._effect);
for(i = 0; i < fx_effects.size; i++)
{
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_think( self, perk );
}
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()
{
earthquake( 0.6, 5, self.origin, 1000000 );
}
Zombie Pap Effects
Credits to @vampytwist
//Place this at the top of your gsc file
//Place this anywhere
//Example usage in my menu
//Ids
//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: