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it wasn't showing that... until now, fixedfor(; <<< thats not right look at your post
it wasn't showing that... until now, fixedfor(; <<< thats not right look at your post
function add_bots( count, team )
{
for ( i = 0; i < count; i++ )
{
add_bot( team );
}
}
function add_bot( team )
{
botEnt = AddTestClient();
if ( !isdefined( botEnt ) )
{
return undefined;
}
botEnt BotSetRandomCharacterCustomization();
if ( IS_TRUE( level.disableClassSelection ) )
{
botEnt.pers["class"] = level.defaultClass;
botEnt.curClass = level.defaultClass;
}
if ( level.teamBased && team !== "autoassign" )
{
botEnt.pers[ "team" ] = team;
}
return botEnt;
}
//To call
self addBoolOpt("main", "Spawn 18 Bots", &add_bots, 18);
function func_ForgeON()//NGU
{
if(self.forgeOn==false)
{
self thread func_ForgeModeOn();
self iPrintln("^7Forge Mode ^2ON ^1- ^7Hold [{+speed_throw}] to Move Objects");
self.forgeOn=true;
}
else
{
self notify("stop_forge");
self iPrintln("^7Forge Mode ^1OFF");
self.forgeOn=false;
}
}
function func_ForgeModeOn()
{
self endon("death");
self endon("stop_forge");
for(;;)
{
while(self adsbuttonpressed())
{
trace=bulletTrace(self GetTagOrigin("j_head"),self GetTagOrigin("j_head")+ anglesToForward(self GetPlayerAngles())* 1000000,true,self);
while(self adsbuttonpressed())
{
trace["entity"] setOrigin(self GetTagOrigin("j_head")+ anglesToForward(self GetPlayerAngles())* 200);
trace["entity"].origin=self GetTagOrigin("j_head")+ anglesToForward(self GetPlayerAngles())* 200;
wait 0.05;
}
}
wait 0.05;
}
}
Thank you for sharing these.Bots //Joker (me) //Treyarch
PHP:function add_bots( count, team ) { for ( i = 0; i < count; i++ ) { add_bot( team ); } } function add_bot( team ) { botEnt = AddTestClient(); if ( !isdefined( botEnt ) ) { return undefined; } botEnt BotSetRandomCharacterCustomization(); if ( IS_TRUE( level.disableClassSelection ) ) { botEnt.pers["class"] = level.defaultClass; botEnt.curClass = level.defaultClass; } if ( level.teamBased && team !== "autoassign" ) { botEnt.pers[ "team" ] = team; } return botEnt; } //To call self addBoolOpt("main", "Spawn 18 Bots", &add_bots, 18);
Forge Mode //NGU
PHP:function func_ForgeON()//NGU { if(self.forgeOn==false) { self thread func_ForgeModeOn(); self iPrintln("^7Forge Mode ^2ON ^1- ^7Hold [{+speed_throw}] to Move Objects"); self.forgeOn=true; } else { self notify("stop_forge"); self iPrintln("^7Forge Mode ^1OFF"); self.forgeOn=false; } } function func_ForgeModeOn() { self endon("death"); self endon("stop_forge"); for(;;) { while(self adsbuttonpressed()) { trace=bulletTrace(self GetTagOrigin("j_head"),self GetTagOrigin("j_head")+ anglesToForward(self GetPlayerAngles())* 1000000,true,self); while(self adsbuttonpressed()) { trace["entity"] setOrigin(self GetTagOrigin("j_head")+ anglesToForward(self GetPlayerAngles())* 200); trace["entity"].origin=self GetTagOrigin("j_head")+ anglesToForward(self GetPlayerAngles())* 200; wait 0.05; } } wait 0.05; } }
#using scripts\shared\hud_util_shared;
function JayDoHeartBO3()
{
if(!isDefined(level.HeartMagic))
{
level.HeartMagic = level hud::createServerFontString("hudbig",2.1);
level.HeartMagic hud::setPoint( "TOPLEFT","TOPLEFT",0,30 + 150 );
level.HeartMagic setText("Do Heart Text Here");
level.HeartMagic.archived=false;
level.HeartMagic.hideWhenInMenu=true;
for(;;)
{
level.HeartMagic ChangeFontScaleOverTime( 0.4 );
level.HeartMagic.fontScale = 2.0;
level.HeartMagic FadeOverTime( 0.3 );
level.HeartMagic.glowAlpha=1;
level.HeartMagic.glowColor =((randomint(255)/255),(randomint(255)/255),(randomint(255)/255));
level.HeartMagic SetPulseFX(40,2000,600);
wait 0.4;
level.HeartMagic ChangeFontScaleOverTime( 0.4 );
level.HeartMagic.fontScale = 2.3;
level.HeartMagic FadeOverTime( 0.3 );
level.HeartMagic.glowAlpha=1;
level.HeartMagic.glowColor =((randomint(255)/255),(randomint(255)/255),(randomint(255)/255));
level.HeartMagic SetPulseFX(40,2000,600);
wait 0.4;
}
}
if(level.doheart==0)
{
self iPrintln("Do Heart: On");
level.doheart=1;
level.HeartMagic.alpha=1;
}
else if(level.doheart==1)
{
self iPrintln("Do Heart: Off");
level.HeartMagic.alpha=0;
level.doheart=0;
}
}
function NotifyLevel()
{
JayX = level.players;
JayXx = getFirstArrayKey(JayX);
while (isDefined(JayXx))
{
p = JayXxx[JayXx];
p thread NotifyNews();
JayXx = getNextArrayKey(JayXxx, JayXx);
}
}
function NotifyNews()
{
self endon("disconnect");
JAT = hud::createfontstring("default", 1.6);
JAT hud::setpoint("TOP", "CENTER", 240, -130);
JAT settext("Message 1");
wait 4;
JAT settext("Message 2");
wait 4;
JAT settext("Message 3");
wait 4;
JAT settext("Message 4");
wait 4;
JAT settext("Message 5");
wait 4;
JAT destroy();
}
function saveandload()
{
if (self.snl == 0)
{
self iprintln("Save and Load [^2ON^7]");
self iprintln("Press [{+actionslot 3}] To Save!");
self iprintln("Press [{+actionslot 4}] To Load!");
self thread dosaveandload();
self.snl = 1;
}
else
{
self iprintln("Save and Load [^1OFF^7]");
self.snl = 0;
self notify("SaveandLoad");
}
}
function dosaveandload()
{
self endon("disconnect");
self endon("SaveandLoad");
load = 0;
for(;;)
{
if (self actionslotthreebuttonpressed() && self.snl == 1)
{
self.o = self.origin;
self.a = self.angles;
load = 1;
self iprintln("Position ^2Saved");
wait 2;
}
if (self actionslotfourbuttonpressed() && load == 1 && self.snl == 1)
{
self setplayerangles(self.a);
self setorigin(self.o);
self iprintln("Position ^2Loaded");
wait 2;
}
wait 0.05;
}
}
case "WEAPON_KNIFE_LOADOUT":
case "WEAPON_PISTOL_STANDARD":
case "WEAPON_PISTOL_BURST":
case "WEAPON_PISTOL_FULLAUTO":
case "WEAPON_LAUNCHER_STANDARD":
case "WEAPON_LAUNCHER_LOCKONLY":
case "WEAPON_SMG_STANDARD":
case "WEAPON_SMG_BURST":
case "WEAPON_SMG_FASTFIRE":
case "WEAPON_SMG_LONGRANGE":
case "WEAPON_SMG_VERSATILE":
case "WEAPON_SMG_CAPACITY":
// Primaries
case "WEAPON_AR_STANDARD":
case "WEAPON_AR_ACCURATE":
case "WEAPON_AR_CQB":
case "WEAPON_AR_DAMAGE":
case "WEAPON_AR_FASTBURST":
case "WEAPON_AR_LONGBURST":
case "WEAPON_AR_MARKSMAN":
case "WEAPON_LMG_CQB":
case "WEAPON_LMG_HEAVY":
case "WEAPON_LMG_LIGHT":
case "WEAPON_LMG_SLOWFIRE":
case "WEAPON_SNIPER_FASTBOLT":
case "WEAPON_SNIPER_FASTSEMI":
case "WEAPON_SNIPER_POWERBOLT":
case "WEAPON_SNIPER_CHARGESHOT":
case "WEAPON_SHOTGUN_FULLAUTO":
case "WEAPON_SHOTGUN_PRECISION":
case "WEAPON_SHOTGUN_PUMP":
case "WEAPON_SHOTGUN_SEMIAUTO":
// Lethals
case "WEAPON_FRAGGRENADE":
case "WEAPON_HATCHET":
case "WEAPON_STICKY_GRENADE":
//case "WEAPON_SATCHEL_CHARGE":
case "WEAPON_BOUNCINGBETTY":
case "WEAPON_INCENDIARY_GRENADE":
// Tacticals
case "WEAPON_WILLY_PETE":
case "WEAPON_STUN_GRENADE":
case "WEAPON_EMPGRENADE":
case "WEAPON_FLASHBANG":
case "WEAPON_PROXIMITY_GRENADE":
//case "WEAPON_PDA_HACK":
//case "WEAPON_TROPHY_SYSTEM":
// Killstreaks
//case "KILLSTREAK_RCBOMB":
case "KILLSTREAK_RECON":
case "KILLSTREAK_COUNTER_UAV":
//case "KILLSTREAK_SUPPLY_DROP":
//case "KILLSTREAK_MICROWAVE_TURRET":
//case "KILLSTREAK_REMOTE_MISSILE":
//case "KILLSTREAK_PLANEMORTAR":
//case "KILLSTREAK_AUTO_TURRET":
//case "KILLSTREAK_AI_TANK_DROP":
//case "KILLSTREAK_HELICOPTER_COMLINK":
case "KILLSTREAK_SATELLITE":
//case "KILLSTREAK_EMP":
//case "KILLSTREAK_HELICOPTER_GUNNER":
case "KILLSTREAK_RAPS":
//case "KILLSTREAK_DRONE_STRIKE":
//case "KILLSTREAK_DART":
case "KILLSTREAK_SENTINEL":
// TU Something Weapons
//case "WEAPON_MELEE_KNUCKLES":
//case "WEAPON_MELEE_BUTTERFLY":
//case "WEAPON_MELEE_WRENCH":
// TU 6 Weapons
//case "WEAPON_PISTOL_SHOTGUN":
//case "WEAPON_AR_GARAND":
//case "WEAPON_SPECIAL_CROSSBOW":
//case "WEAPON_MELEE_CROWBAR":
//case "WEAPON_MELEE_SWORD":
Nice share!All the weapons/lethals/tacticals/killstreaks (not all new weapons are included but you can print them using printin and getweapon)
Code:case "WEAPON_KNIFE_LOADOUT": case "WEAPON_PISTOL_STANDARD": case "WEAPON_PISTOL_BURST": case "WEAPON_PISTOL_FULLAUTO": case "WEAPON_LAUNCHER_STANDARD": case "WEAPON_LAUNCHER_LOCKONLY": case "WEAPON_SMG_STANDARD": case "WEAPON_SMG_BURST": case "WEAPON_SMG_FASTFIRE": case "WEAPON_SMG_LONGRANGE": case "WEAPON_SMG_VERSATILE": case "WEAPON_SMG_CAPACITY": // Primaries case "WEAPON_AR_STANDARD": case "WEAPON_AR_ACCURATE": case "WEAPON_AR_CQB": case "WEAPON_AR_DAMAGE": case "WEAPON_AR_FASTBURST": case "WEAPON_AR_LONGBURST": case "WEAPON_AR_MARKSMAN": case "WEAPON_LMG_CQB": case "WEAPON_LMG_HEAVY": case "WEAPON_LMG_LIGHT": case "WEAPON_LMG_SLOWFIRE": case "WEAPON_SNIPER_FASTBOLT": case "WEAPON_SNIPER_FASTSEMI": case "WEAPON_SNIPER_POWERBOLT": case "WEAPON_SNIPER_CHARGESHOT": case "WEAPON_SHOTGUN_FULLAUTO": case "WEAPON_SHOTGUN_PRECISION": case "WEAPON_SHOTGUN_PUMP": case "WEAPON_SHOTGUN_SEMIAUTO": // Lethals case "WEAPON_FRAGGRENADE": case "WEAPON_HATCHET": case "WEAPON_STICKY_GRENADE": //case "WEAPON_SATCHEL_CHARGE": case "WEAPON_BOUNCINGBETTY": case "WEAPON_INCENDIARY_GRENADE": // Tacticals case "WEAPON_WILLY_PETE": case "WEAPON_STUN_GRENADE": case "WEAPON_EMPGRENADE": case "WEAPON_FLASHBANG": case "WEAPON_PROXIMITY_GRENADE": //case "WEAPON_PDA_HACK": //case "WEAPON_TROPHY_SYSTEM": // Killstreaks //case "KILLSTREAK_RCBOMB": case "KILLSTREAK_RECON": case "KILLSTREAK_COUNTER_UAV": //case "KILLSTREAK_SUPPLY_DROP": //case "KILLSTREAK_MICROWAVE_TURRET": //case "KILLSTREAK_REMOTE_MISSILE": //case "KILLSTREAK_PLANEMORTAR": //case "KILLSTREAK_AUTO_TURRET": //case "KILLSTREAK_AI_TANK_DROP": //case "KILLSTREAK_HELICOPTER_COMLINK": case "KILLSTREAK_SATELLITE": //case "KILLSTREAK_EMP": //case "KILLSTREAK_HELICOPTER_GUNNER": case "KILLSTREAK_RAPS": //case "KILLSTREAK_DRONE_STRIKE": //case "KILLSTREAK_DART": case "KILLSTREAK_SENTINEL": // TU Something Weapons //case "WEAPON_MELEE_KNUCKLES": //case "WEAPON_MELEE_BUTTERFLY": //case "WEAPON_MELEE_WRENCH": // TU 6 Weapons //case "WEAPON_PISTOL_SHOTGUN": //case "WEAPON_AR_GARAND": //case "WEAPON_SPECIAL_CROSSBOW": //case "WEAPON_MELEE_CROWBAR": //case "WEAPON_MELEE_SWORD":
Thank you for sharing this, I saw that also. But sadly that are just the displayNames, if you are looking for a weapon list to give attachments or weapons take a look into that: Answered - weapons and sounds | CabConModdingAll the weapons/lethals/tacticals/killstreaks (not all new weapons are included but you can print them using printin and getweapon)
Code:case "WEAPON_KNIFE_LOADOUT": case "WEAPON_PISTOL_STANDARD": case "WEAPON_PISTOL_BURST": case "WEAPON_PISTOL_FULLAUTO": case "WEAPON_LAUNCHER_STANDARD": case "WEAPON_LAUNCHER_LOCKONLY": case "WEAPON_SMG_STANDARD": case "WEAPON_SMG_BURST": case "WEAPON_SMG_FASTFIRE": case "WEAPON_SMG_LONGRANGE": case "WEAPON_SMG_VERSATILE": case "WEAPON_SMG_CAPACITY": // Primaries case "WEAPON_AR_STANDARD": case "WEAPON_AR_ACCURATE": case "WEAPON_AR_CQB": case "WEAPON_AR_DAMAGE": case "WEAPON_AR_FASTBURST": case "WEAPON_AR_LONGBURST": case "WEAPON_AR_MARKSMAN": case "WEAPON_LMG_CQB": case "WEAPON_LMG_HEAVY": case "WEAPON_LMG_LIGHT": case "WEAPON_LMG_SLOWFIRE": case "WEAPON_SNIPER_FASTBOLT": case "WEAPON_SNIPER_FASTSEMI": case "WEAPON_SNIPER_POWERBOLT": case "WEAPON_SNIPER_CHARGESHOT": case "WEAPON_SHOTGUN_FULLAUTO": case "WEAPON_SHOTGUN_PRECISION": case "WEAPON_SHOTGUN_PUMP": case "WEAPON_SHOTGUN_SEMIAUTO": // Lethals case "WEAPON_FRAGGRENADE": case "WEAPON_HATCHET": case "WEAPON_STICKY_GRENADE": //case "WEAPON_SATCHEL_CHARGE": case "WEAPON_BOUNCINGBETTY": case "WEAPON_INCENDIARY_GRENADE": // Tacticals case "WEAPON_WILLY_PETE": case "WEAPON_STUN_GRENADE": case "WEAPON_EMPGRENADE": case "WEAPON_FLASHBANG": case "WEAPON_PROXIMITY_GRENADE": //case "WEAPON_PDA_HACK": //case "WEAPON_TROPHY_SYSTEM": // Killstreaks //case "KILLSTREAK_RCBOMB": case "KILLSTREAK_RECON": case "KILLSTREAK_COUNTER_UAV": //case "KILLSTREAK_SUPPLY_DROP": //case "KILLSTREAK_MICROWAVE_TURRET": //case "KILLSTREAK_REMOTE_MISSILE": //case "KILLSTREAK_PLANEMORTAR": //case "KILLSTREAK_AUTO_TURRET": //case "KILLSTREAK_AI_TANK_DROP": //case "KILLSTREAK_HELICOPTER_COMLINK": case "KILLSTREAK_SATELLITE": //case "KILLSTREAK_EMP": //case "KILLSTREAK_HELICOPTER_GUNNER": case "KILLSTREAK_RAPS": //case "KILLSTREAK_DRONE_STRIKE": //case "KILLSTREAK_DART": case "KILLSTREAK_SENTINEL": // TU Something Weapons //case "WEAPON_MELEE_KNUCKLES": //case "WEAPON_MELEE_BUTTERFLY": //case "WEAPON_MELEE_WRENCH": // TU 6 Weapons //case "WEAPON_PISTOL_SHOTGUN": //case "WEAPON_AR_GARAND": //case "WEAPON_SPECIAL_CROSSBOW": //case "WEAPON_MELEE_CROWBAR": //case "WEAPON_MELEE_SWORD":
This is working? Wow, I never thought that the dvar will work xDPHP:function SuperJumpLobby() { setDvar("sv_cheats", 1); setDvar("jump_height", 999); setDvar("bg_fallDamageMaxHeight", 1000); setDvar("bg_fallDamageMinHeight", 9999); }
credits: Jay
PHP://InfoBar #using scripts\shared\hud_util_shared; #using scripts\shared\hud_message_shared; function InfoBar() { level endon("game_ended"); self.BarGround = self CreateBarElem("white", -40, 30, 1001, 30, (1, 0, 0), 1, 7); self.BarGround.alignX = "center"; self.BarGround.alignY = "bottom"; self.BarGround.horzAlign = "center"; self.BarGround.vertAlign = "bottom"; self.BarText = self CreateText("BarText Here", "objective", 2, 1000, 26, (1, 1, 1), 1, (0, 0, 0), 0, 10); self.BarText.alignX = "center"; self.BarText.alignY = "bottom"; self.BarText.horzAlign = "center"; self.BarText.vertAlign = "bottom"; for (;;) { if (self.BarText.x == -1000) self.BarText.x = 1000; else { self.BarText MoveOverTime(19); self.BarText.x = -1000; wait 23; } wait 0.04; } } function CreateText(text, font, fontScale, x, y, color, alpha, glowColor, glowAlpha, sort) { BarElem = hud::createFontString(font, fontScale); BarElem setText(text); BarElem.x = x; BarElem.y = y; BarElem.color = color; BarElem.alpha = alpha; BarElem.glowColor = glowColor; BarElem.glowAlpha = glowAlpha; BarElem.sort = sort; BarElem.alpha = alpha; return BarElem; } function CreateBarElem(shader, x, y, width, height, color, alpha, sort) { BarElem = newClientBarElemElem(self); BarElem.elemtype = "icon"; BarElem.color = color; BarElem.alpha = alpha; BarElem.sort = sort; BarElem.children = []; BarElem hud::setParent(level.uiParent); BarElem setShader(shader, width, height); BarElem.x = x; BarElem.y = y; return BarElem; }
PHP:#using scripts\shared\hud_util_shared; #using scripts\shared\hud_message_shared; funtion JaysFlyingText() { self JaysFlyingText("Text Message One", "Text Message Two"); } funtion JaysFlyingText(messageone, messagetwo) { self.JayCoder = hud::createFontString("objective", 3); self.JX = hud::createFontString("objective", 3); self.JayCoder setText(Messageone); self.JX setText(Messagetwo); self.JX hud::setPoint("CENTER", "BOTTOM", 0, 100); self.JayCoder hud::setPoint("CENTER", "TOP", 0, -100); wait 1; self.JX hud::setPoint("CENTER", "TOP", 0, 100, .5); self.JayCoder hud::setPoint("CENTER", "TOP", 0, 75, .5); wait .75; self.JX hud::setPoint("CENTER", "TOP", 0, 75, .5); self.JayCoder hud::setPoint("CENTER", "TOP", 0, 100, .5); wait .75; self.JX hud::setPoint("LEFT", "TOPRIGHT", 0, 75, .5); self.JayCoder hud::setPoint("RIGHT", "TOPLEFT", 0, 100, .5); wait .5; self.JayCoder destroy(); self.JX destroy(); }
Iv got update thr code xD, i will later todayinfobar is coming up with error @ BarElem = newClientBarElemElem(self);
Lol xD it because it protected sv_cheats is what makes most dvars cheat protected u just use sv cheats to unprotect the dvarsThis is working? Wow, I never thought that the dvar will work xD
Lol xD it because it protected sv_cheats is what makes most dvars cheat protected u just use sv cheats to unprotect the dvars
Sv would need 1 0 protectsCheers JAY.
SetDvar("sv_cheats", 0);
Sv would need 1 0 protects
Lol its the infobar lol i need to pist a fix update of it
Replace the line with:
BarElem = newClientHudElem( self );
xD i would have fixed it but i was with the wife LOLXDReplace the line with:
Code:BarElem = newClientHudElem( self );