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Call of Duty Classics
Call of Duty: Black Ops 3
Call of Duty: Black Ops 3 Mods and Scripts
Call of Duty: Black Ops 3 Scripts
Black Ops 3 GSC Managed Code List
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<blockquote data-quote="CabCon" data-source="post: 121" data-attributes="member: 1"><p style="text-align: center">Hello, this will be continue when the Mod Tools are available. You will find here anything you need to develop a Bo3 Mod.</p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center">[SPOILER="Lists/Dumps/Pastebins"]</p> <p style="text-align: center"><strong><span style="color: #ff8000">The Ultimativ Lists with all values from the game!</span></strong></p> <p style="text-align: center">Can you find here on our <strong>wiki page</strong>: <a href="https://cabconmodding.com/threads/black-ops-3-gsc-asset-list-weapon-names-textures-models-camos.1694/" target="_blank">GSC - Black Ops 3 GSC Asset List (Weapon Names, Textures, Models, Camos) | CabConModding</a></p> <p style="text-align: center"></p> <p style="text-align: center"><strong>Multiplayer</strong></p> <p style="text-align: center"><a href="http://pastebin.com/aUEV3mi8" target="_blank">Weapon List</a></p> <p style="text-align: center"><a href="https://cabconmodding.com/threads/weapons-and-sounds.1353/#post-15285" target="_blank">UPDATE Weapon List</a></p> <p style="text-align: center"><a href="https://cabconmodding.com/threads/black-ops-3-gsc-weapon-names-with-game-name-list.1595/" target="_blank">Weapon List with Weapon names</a></p> <p style="text-align: center"><a href="http://pastebin.com/ZVZwjhy0" target="_blank">Models List</a></p> <p style="text-align: center"><a href="http://pastebin.com/EdzqkEqD" target="_blank">FX/Effects List</a></p> <p style="text-align: center"><a href="http://pastebin.com/UfG4HrdA" target="_blank">Perks List</a></p> <p style="text-align: center"><a href="http://pastebin.com/gvH9hCMJ" target="_blank">Map List</a></p> <p style="text-align: center"><a href="http://pastebin.com/ZVZwjhy0" target="_blank">Models List</a></p> <p style="text-align: center"><a href="http://pastebin.com/VS6giZvC" target="_blank">Material/Shader List</a></p> <p style="text-align: center"><a href="http://pastebin.com/ZW7aeMLv" target="_blank">Sound List</a></p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><strong>Zombie</strong></p> <p style="text-align: center"><a href="http://pastebin.com/aUEV3mi8" target="_blank">Weapon List</a></p> <p style="text-align: center"><a href="http://pastebin.com/ZVZwjhy0" target="_blank">Models List</a></p> <p style="text-align: center"><a href="http://pastebin.com/EdzqkEqD" target="_blank">FX/Effects List</a></p> <p style="text-align: center"><a href="http://pastebin.com/VS6giZvC" target="_blank">Material/Shader List</a></p> <p style="text-align: center"><a href="http://pastebin.com/ZW7aeMLv" target="_blank">Sound List</a></p> <p style="text-align: center">[/SPOILER]</p><p>[SPOILER="Pastebins"]</p><p>[/SPOILER]</p><p style="text-align: center"></p><p></p><p>God Mode</p><p>[SPOILER]</p><p>[PHP]function func_godmode()</p><p>{</p><p> if(!isDefined(self.gamevars["godmode"]))</p><p> {</p><p> self.gamevars["godmode"] = true;</p><p> self enableInvulnerability();</p><p> self iprintln("God Mode ^2ON");</p><p> }</p><p> else</p><p> {</p><p> self.gamevars["godmode"] = undefined;</p><p> self disableInvulnerability();</p><p> self iprintln("God Mode ^1OFF");</p><p> }</p><p>}[/PHP]</p><p>[/SPOILER]</p><p></p><p>Unlimited Ammo</p><p>[SPOILER]</p><p>[PHP]function func_unlimitedAmmo()</p><p>{</p><p> if(!isDefined(self.gamevars["ammo_weap"]))</p><p> {</p><p> self notify("stop_ammo");</p><p> self thread func_ammo();</p><p> S("Unlimited Ammo ^2ON");</p><p> self.gamevars["ammo_weap"] = true;</p><p> }</p><p> else</p><p> {</p><p> self notify("stop_ammo");</p><p> self.gamevars["ammo_weap"] = undefined;</p><p> S("Unlimited Ammo ^1OFF");</p><p> }</p><p>}</p><p></p><p>function func_ammo()</p><p>{</p><p> self endon("stop_ammo");</p><p> for(;;)</p><p> {</p><p> if(self.gamevars["ammo_weap"]==true)</p><p> {</p><p> if ( self getcurrentweapon() != "none" )</p><p> {</p><p> self setweaponammostock( self getcurrentweapon(), 1337 );</p><p> self setweaponammoclip( self getcurrentweapon(), 1337 );</p><p> }</p><p> }</p><p> wait .1;</p><p> }</p><p>}[/PHP]</p><p>[/SPOILER]</p><p></p><p>Ufo Mode</p><p>[SPOILER]</p><p>[PHP]function func_ufomode()</p><p>{</p><p> if(!isDefined(self.gamevars["ufomode"]))</p><p> {</p><p> self thread func_activeUfo();</p><p> self.gamevars["ufomode"] = true;</p><p> self iPrintln("UFO Mode ^2ON");</p><p> self iPrintln("Press [{+frag}] To Fly");</p><p> }</p><p> else</p><p> {</p><p> self notify("func_ufomode_stop");</p><p> self.gamevars["ufomode"] = undefined;</p><p> self iPrintln("UFO Mode ^1OFF");</p><p> }</p><p>}</p><p>function func_activeUfo()</p><p>{</p><p> self endon("func_ufomode_stop");</p><p> self.Fly = 0;</p><p> UFO = spawn("script_model",self.origin);</p><p> for(;;)</p><p> {</p><p> if(self FragButtonPressed())</p><p> {</p><p> self playerLinkTo(UFO);</p><p> self.Fly = 1;</p><p> }</p><p> else</p><p> {</p><p> self unlink();</p><p> self.Fly = 0;</p><p> }</p><p> if(self.Fly == 1)</p><p> {</p><p> Fly = self.origin+vector_scal(anglesToForward(self getPlayerAngles()),20);</p><p> UFO moveTo(Fly,.01);</p><p> }</p><p> wait .001;</p><p> }</p><p>}</p><p></p><p>function vector_scal(vec, scale)</p><p>{</p><p> vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);</p><p> return vec;</p><p>}[/PHP]</p><p>[/SPOILER]</p><p></p><p>Third Person</p><p>[SPOILER]</p><p>[PHP]function func_thirdPerson()</p><p>{</p><p> if(!isDefined(self.gamevars["thirdPerson"]))</p><p> {</p><p> self SetClientThirdPerson( 1 );</p><p> self SetClientThirdPersonAngle( 354 );</p><p> self setDepthOfField( 0, 128, 512, 4000, 6, 1.8 );</p><p> self.gamevars["thirdPerson"] = true;</p><p> }</p><p> else</p><p> {</p><p> self SetClientThirdPerson( 0 );</p><p> self SetClientThirdPersonAngle( 0 );</p><p> self setDepthOfField( 0, 0, 512, 4000, 4, 0 );</p><p> self.gamevars["thirdPerson"] = undefined;</p><p> }</p><p> self resetFov();</p><p>}[/PHP]</p><p>[/SPOILER]</p><p></p><p>Multiplayer Aimbot</p><p>[SPOILER]</p><p>[CODE]function func_aimbot()</p><p>{</p><p> if(!isDefined(self.gamevars["aimbot"]) || !self.gamevars["aimbot"])</p><p> {</p><p> self.gamevars["aimbot"] = true;</p><p> self thread func_core_aimbot();</p><p> self iPrintln("Aimbot ^2ON");</p><p> }</p><p> else</p><p> {</p><p> self.gamevars["aimbot"] = false;</p><p> self iPrintln("Aimbot ^1OFF");</p><p> }</p><p>}</p><p></p><p>function func_aimbot_unfair()</p><p>{</p><p> self.gamevars["aimbot_unfair"] = !self.gamevars["aimbot_unfair"];</p><p> self iPrintln("Aimbot Unfair Mode " + ((self.gamevars["aimbot_unfair"] == 1) ? "^2ON" : "^1OFF"));</p><p>}</p><p></p><p>function func_aimbot_noaim_whenAiming()</p><p>{</p><p> self.gamevars["aimbot_noads"] = !self.gamevars["aimbot_noads"];</p><p> self iPrintln("Aimbot No targeting " + ((self.gamevars["aimbot_noads"] == 1) ? "^2ON" : "^1OFF"));</p><p>}</p><p></p><p>function func_aimbot_noads()</p><p>{</p><p> self.gamevars["aimbot_noads_r"] = !self.gamevars["aimbot_noads_r"];</p><p> self iPrintln("Aimbot No Aim Required " + ((self.gamevars["aimbot_noads_r"] == 1) ? "^2ON" : "^1OFF"));</p><p> self iPrintln("You need to turn on Toggle Unfair Mode & Toggle Unfair Mode ++ to see the effect of this.");</p><p>}</p><p>function func_core_aimbot()</p><p>{</p><p> aimat = undefined;</p><p> while( self.gamevars["aimbot"] )</p><p> {</p><p> while( self adsButtonPressed() || self.gamevars["aimbot_noads_r"] )</p><p> {</p><p> aimAt = undefined;</p><p> foreach(player in level.players)</p><p> {</p><p> if((player == self) || (!IsAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))</p><p> continue;</p><p> if(isDefined(aimAt))</p><p> {</p><p> if(closer(self GetTagOrigin("j_head"), player GetTagOrigin("j_head"), aimAt GetTagOrigin("j_head")))</p><p> aimAt = player;</p><p> }</p><p> else aimAt = player;</p><p> }</p><p> if(isDefined(aimAt))</p><p> {</p><p> if(!self.gamevars["aimbot_noads"])</p><p> self setplayerangles(VectorToAngles((aimAt GetTagOrigin("j_head")) - (self GetTagOrigin("j_head"))));</p><p> if( self.gamevars["aimbot_unfair"] )</p><p> {</p><p> if(self attackbuttonpressed())</p><p> aimAt DoDamage( aimat.health + 1, aimat GetOrigin(), self);</p><p> }</p><p> }</p><p> wait .05;</p><p> }</p><p> wait 0.1;</p><p> }</p><p>}[/CODE]</p><p>[/SPOILER]</p><p></p><p>Magicbullet</p><p>[SPOILER]</p><p>[PHP]//example: func_magicbullettest("launcher_standard");</p><p>function func_magicbullettest(i)</p><p>{</p><p> if(!isDefined(self.gamevars["magicbullet"]) || self.gamevars["magicbullet"] == false)</p><p> {</p><p> self.gamevars["magicbullet"] = true;</p><p> self iprintln("Magic Bullets ^2ON");</p><p> while(self.gamevars["magicbullet"])</p><p> {</p><p> self waittill( "weapon_fired" );</p><p> if(self.gamevars["magicbullet"] == false)</p><p> continue;</p><p> MagicBullet( GetWeapon( i ), self GetEye(), BulletTrace(self GetEye(), self GetEye() + AnglesToForward(self GetPlayerAngles()) * 100000, false, self)["position"], self);</p><p> wait .025;</p><p> }</p><p> }</p><p> else</p><p> {</p><p> self.gamevars["magicbullet"] = false;</p><p> self iprintln("Magic Bullets ^1OFF");</p><p> }</p><p>}</p><p></p><p>[/PHP]</p><p>List of inputs:</p><p>[PHP]remote_missile_bomblet</p><p>flak_drone_rocket</p><p>remote_missile_missile</p><p>straferun_rockets</p><p>launcher_standard</p><p>minigun[/PHP]</p><p>[/SPOILER]</p><p></p><p>Give Weapon</p><p>[SPOILER]</p><p>[PHP]//Example</p><p>self func_giveWeapon("smg_standard");</p><p></p><p>function func_giveWeapon(weapon)</p><p>{</p><p> self TakeWeapon(self GetCurrentWeapon());</p><p> weapon = getWeapon(weapon);</p><p> self GiveWeapon(weapon);</p><p> self GiveMaxAmmo(weapon);</p><p> self SwitchToWeapon(weapon);</p><p> self iprintln(weapon+" ^2Given");</p><p>}</p><p>[/PHP]</p><p>[/SPOILER]</p><p></p><p>Give Random Weapon</p><p>[SPOILER]</p><p>Put this into the #using list:</p><p>[PHP]#using scripts\shared\weapons_shared;</p><p>#using scripts\shared\array_shared;</p><p>[/PHP]</p><p></p><p>Add this function somewhere:</p><p>[PHP]function func_giveRandomWeapon()</p><p>{</p><p> 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!</p><p> for(;;)</p><p> {</p><p> weaponPick = array::random(weaponsList_array);</p><p> weaponPick = getWeapon(weaponPick);</p><p> if( self hasWeapon( weaponPick ) )</p><p> continue;</p><p> else if ( weapons::is_primary_weapon( weaponPick ) )</p><p> break;</p><p> else if ( weapons::is_side_arm( weaponPick ) )</p><p> break;</p><p> else</p><p> continue;</p><p> }</p><p> self iprintln(weaponPick.displayName);</p><p> self iprintln(weaponPick.name);</p><p> self TakeWeapon(self GetCurrentWeapon());</p><p> self giveWeapon(weaponPick);</p><p> self GiveMaxAmmo(weaponPick);</p><p> self SwitchToWeapon(weaponPick);</p><p>}[/PHP]</p><p></p><p>You can call now <strong>::func_giveRandomWeapon </strong>and you will get one weapon of the weaponsList_array array! <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>Give Random Camo to current Weapon</p><p>[SPOILER]</p><p>[PHP]function func_giveCamo(camo_int)</p><p>{</p><p> s_weapon = self GetCurrentWeapon();</p><p> self TakeWeapon(s_weapon);</p><p> self GiveWeapon(s_weapon, self CalcWeaponOptions( Int(camo_int), 1, 1, true, true, true, true ));</p><p> self GiveMaxAmmo(s_weapon);</p><p> self SwitchToWeapon(s_weapon);</p><p>}</p><p>function func_giveCamorandom()</p><p>{</p><p> self func_giveCamo(randomIntRange(0,126));</p><p>}[/PHP]</p><p>[/SPOILER]</p><p></p><p>Toggle Teleport Gun</p><p>[SPOILER]</p><p>[PHP]function func_teleportWeapon()</p><p>{</p><p> if (!isDefined(self.gamevars["func_teleportWeapon"]))</p><p> {</p><p> self thread func_core_teleportWeapon();</p><p> self.gamevars["func_teleportWeapon"] = true;</p><p> self iprintln("Teleport Gun ^2ON");</p><p> }</p><p> else</p><p> {</p><p> self notify("func_teleportWeapon_stop");</p><p> self.gamevars["func_teleportWeapon"] = false;</p><p> self iprintln("Teleport Gun ^1OFF");</p><p> }</p><p>}</p><p></p><p>function func_core_teleportWeapon()</p><p>{</p><p> self endon( "disconnect" );</p><p> self endon( "func_teleportWeapon_stop" );</p><p> for(;;)</p><p> {</p><p> self waittill("weapon_fired");</p><p> self setorigin(bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"]);</p><p> }</p><p>}</p><p>[/PHP]</p><p>[/SPOILER]</p><p></p><p>Teleport with Selector</p><p>[SPOILER][PHP]//includes:</p><p>#precache( "locationselector", "compass_objpoint_helicopter" );</p><p></p><p>//Function</p><p>function func_teleportWithSelector(player)</p><p>{</p><p> currentWeapon = self GetCurrentWeapon();</p><p> self beginLocationSelection("map_mortar_selector");</p><p> </p><p> self DisableOffhandWeapons();</p><p> self GiveWeapon(GetWeapon("killstreak_remote_turret"));</p><p> self SwitchToWeapon(GetWeapon("killstreak_remote_turret"));</p><p></p><p> self.selectingLocation = true;</p><p> location = self func_waittill_confirm_location();</p><p></p><p> if ( !isdefined( location ) )</p><p> {</p><p> self IPrintLn("^1Not able to get any origin!");</p><p> return false;</p><p> }</p><p></p><p> player SetOrigin( location );</p><p> self EndLocationSelection();</p><p> self EnableOffhandWeapons();</p><p> self SwitchToWeapon(currentWeapon);</p><p> self.selectingLocation = undefined;</p><p></p><p> self iprintln("You teleported ^2"+player.name);</p><p>}</p><p>function func_waittill_confirm_location()</p><p>{</p><p> self endon( "emp_jammed" );</p><p> self endon( "emp_grenaded" );</p><p></p><p> self waittill( "confirm_location", location );</p><p> </p><p> return location;</p><p>}[/PHP]</p><p>[/SPOILER]</p><p></p><p>Health bar</p><p>[SPOILER]</p><p><img src="https://media.giphy.com/media/3oriOboVLH4GmFYYeY/giphy-downsized-large.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>[PHP]function func_Healthbar()</p><p>{</p><p> self endon( "disconnect" );</p><p> x = 80;</p><p> y = 40;</p><p> self.health_bar = newClientHudElem( self );</p><p> self.health_bar.x = x + 80;</p><p> self.health_bar.y = y + 2;</p><p> self.health_bar.alignx = "left";</p><p> self.health_bar.aligny = "top";</p><p> self.health_bar.horzalign = "fullscreen";</p><p> self.health_bar.vertalign = "fullscreen";</p><p> self.health_bar.alpha = 1;</p><p> self.health_bar.foreground = 1;</p><p> self.health_bar setshader( "black", 1, 8 );</p><p> self.health_text = newClientHudElem( self );</p><p> self.health_text.x = x + 80;</p><p> self.health_text.y = y;</p><p> self.health_text.alignx = "left";</p><p> self.health_text.aligny = "top";</p><p> self.health_text.horzalign = "fullscreen";</p><p> self.health_text.vertalign = "fullscreen";</p><p> self.health_text.alpha = 1;</p><p> self.health_text.fontscale = 1;</p><p> self.health_text.foreground = 1;</p><p> if ( !isDefined( self.maxhealth ) || self.maxhealth <= 0 )</p><p> {</p><p> self.maxhealth = 100;</p><p> }</p><p> for ( ;; )</p><p> {</p><p> wait 0.05;</p><p> width = ( self.health / self.maxhealth ) * 300;</p><p> width = int( max( width, 1 ) );</p><p> self.health_bar setshader( "black", width, 8 );</p><p> self.health_text setvalue( self.health );</p><p> }</p><p>}[/PHP]</p><p>[/SPOILER]</p><p></p><p>Change classes</p><p>[SPOILER]</p><p>[PHP]#using scripts\mp\gametypes\_globallogic_ui;</p><p>#using scripts\mp\gametypes\_loadout;</p><p></p><p>function changeClass()</p><p>{</p><p> self endon("disconnect");</p><p> self endon("death");</p><p> </p><p> self globallogic_ui::beginClassChoice();</p><p> for(;;)</p><p> {</p><p> if(self.pers["changed_class"])</p><p> self loadout::giveLoadout(self.team, self.class);</p><p> wait 0.05;</p><p> }</p><p>}[/PHP]</p><p>[/SPOILER]</p><p></p><p>hintMessage on every player in the lobby</p><p>[SPOILER]</p><p>[PHP]</p><p>#using scripts\shared\hud_message_shared;</p><p></p><p>function TW(message)</p><p>{</p><p> foreach(player in level.players)</p><p> player hud_message::hintMessage(message);</p><p>}</p><p>//example: TW("^2Hello everyone!");</p><p>[/PHP]</p><p>[/SPOILER]</p><p></p><p>Hide Weapon</p><p>[SPOILER]</p><p>[PHP]function func_togglehideWeapon()</p><p>{</p><p> if(getDvarint("cg_drawGun") == 0)</p><p> setDvar("cg_drawGun", "1");</p><p> else</p><p> setDvar("cg_drawGun", "0");</p><p> self iprintln("Hide Gun " + ((getDvarint("cg_drawGun") == 0) ? "^2ON" : "^1OFF"));</p><p>}[/PHP]</p><p>[/SPOILER]</p><p></p><p>Print Origin</p><p>[SPOILER]</p><p>[PHP]function func_getOrigin()</p><p>{</p><p> self IPrintLn("Your Origin ^2"+self GetOrigin());</p><p>}</p><p>[/PHP]</p><p>[/SPOILER]</p><p></p><p>Invisible</p><p>[SPOILER]</p><p>[PHP]function func_invisible()</p><p>{</p><p> if(!self.gamevars["invisible"] || !isDefined(self.gamevars["invisible"]))</p><p> {</p><p> self hide();</p><p> self.gamevars["invisible"] = true;</p><p> self IPrintLn("You are ^2Invisible");</p><p> }</p><p> else</p><p> {</p><p> self show();</p><p> self.gamevars["invisible"] = false;</p><p> self IPrintLn("You are ^1Visible");</p><p> }</p><p>}[/PHP]</p><p>[/SPOILER]</p><p></p><p>Print Map Effects</p><p>[SPOILER]</p><p><img src="https://media.giphy.com/media/3oriNLZ4tFQBKmPs9q/giphy.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>[PHP]function func_printlnMapEffects()</p><p>{</p><p> if(!self.fxeffects)</p><p> {</p><p> self.fxeffects = true;</p><p> fx_effects = GetArrayKeys(level._effect);</p><p> for(i = 0; i < fx_effects.size; i++)</p><p> {</p><p> self iPrintLn(fx_effects[i]);</p><p> self iPrintLn(level._effect[fx_effects[i]]);</p><p> self iPrintLn("^2"+i+"^7/^2"+(fx_effects.size - 1));</p><p> wait 2;</p><p> }</p><p> self.fxeffects = false;</p><p> }</p><p> else</p><p> self IPrintLn("^1Wait Till The Current List Ends");</p><p>}[/PHP]</p><p>[/SPOILER]</p><p></p><p>Add Bots</p><p>[SPOILER]</p><p>[PHP]//Incudes</p><p>#using scripts\shared\bots\_bot;</p><p></p><p>//Function</p><p>function func_addBot(count)</p><p>{</p><p> bot::add_bots(count);</p><p> self IPrintLn("You added ^2"+count+"^7 Bots");</p><p>}[/PHP]</p><p>[/SPOILER]</p><p></p><p>Zombie Give Perk</p><p>[SPOILER]</p><p>[PHP]#using scripts\zm\_zm_perks;</p><p></p><p>function func_doGivePerk(perk)</p><p>{</p><p> if (!(self hasperk(perk) || self zm_perks::has_perk_paused(perk)))</p><p> {</p><p> self zm_perks::vending_trigger_post_think( self, perk );</p><p> }</p><p> else</p><p> {</p><p> self notify(perk + "_stop");</p><p> self iprintln("Perk [" + perk + "] ^1Removed");</p><p> }</p><p>}[/PHP]</p><p>[/SPOILER]</p><p></p><p>Drop Current Weapon</p><p>[SPOILER]</p><p>[PHP]function func_dropcurrentWeapon()</p><p>{</p><p> self DropItem(self getCurrentWeapon());</p><p>}[/PHP]</p><p>[/SPOILER]</p><p></p><p>Send Earthquake</p><p>[SPOILER]</p><p>[PHP]//usage: void Earthquake(<scale>,<duration>,<radius>,[target])</p><p></p><p>function func_quake()</p><p>{</p><p> earthquake( 0.6, 5, self.origin, 1000000 );</p><p>}[/PHP]</p><p>[/SPOILER]</p><p></p><p>Zombie Pap Effects</p><p>[SPOILER]</p><p>Credits to [USER=31216]@vampytwist[/USER]</p><p>//Place this at the top of your gsc file</p><p>[code]</p><p>#using scripts\shared\aat_shared;</p><p>[/code]</p><p></p><p>//Place this anywhere</p><p>[code]</p><p>function acquireaat(id) {</p><p> weapon = self getCurrentWeapon();</p><p> self thread aat::acquire(weapon, id);</p><p>}</p><p>[/code]</p><p></p><p>//Example usage in my menu</p><p>[code]</p><p> self addOpt(a, "Dead Wire", &acquireaat, "zm_aat_dead_wire");</p><p>[/code]</p><p></p><p>//Ids</p><p>[code]</p><p>zm_aat_blast_furnace</p><p>zm_aat_dead_wire</p><p>zm_aat_fire_works</p><p>zm_aat_thunder_wall</p><p>zm_aat_turned</p><p>[/code]</p><p>[/SPOILER]</p><p></p><p style="text-align: center"></p> <p style="text-align: center"><strong>Credits</strong></p> <p style="text-align: center">CabCon</p> <p style="text-align: center">CraigChrist8239</p> <p style="text-align: center">xTwinkyModz</p> <p style="text-align: center">vampytwist</p> <p style="text-align: center"></p></blockquote><p></p>
[QUOTE="CabCon, post: 121, member: 1"] [CENTER]Hello, this will be continue when the Mod Tools are available. You will find here anything you need to develop a Bo3 Mod. [SPOILER="Lists/Dumps/Pastebins"] [B][COLOR=#ff8000]The Ultimativ Lists with all values from the game![/COLOR][/B] Can you find here on our [B]wiki page[/B]: [URL='https://cabconmodding.com/threads/black-ops-3-gsc-asset-list-weapon-names-textures-models-camos.1694/']GSC - Black Ops 3 GSC Asset List (Weapon Names, Textures, Models, Camos) | CabConModding[/URL] [B]Multiplayer[/B] [URL='http://pastebin.com/aUEV3mi8']Weapon List[/URL] [URL='https://cabconmodding.com/threads/weapons-and-sounds.1353/#post-15285']UPDATE Weapon List[/URL] [URL='https://cabconmodding.com/threads/black-ops-3-gsc-weapon-names-with-game-name-list.1595/']Weapon List with Weapon names[/URL] [URL='http://pastebin.com/ZVZwjhy0']Models List[/URL] [URL='http://pastebin.com/EdzqkEqD']FX/Effects List[/URL] [URL='http://pastebin.com/UfG4HrdA']Perks List[/URL] [URL='http://pastebin.com/gvH9hCMJ']Map List[/URL] [URL='http://pastebin.com/ZVZwjhy0']Models List[/URL] [URL='http://pastebin.com/VS6giZvC']Material/Shader List[/URL] [URL='http://pastebin.com/ZW7aeMLv']Sound List[/URL] [B]Zombie[/B] [URL='http://pastebin.com/aUEV3mi8']Weapon List[/URL] [URL='http://pastebin.com/ZVZwjhy0']Models List[/URL] [URL='http://pastebin.com/EdzqkEqD']FX/Effects List[/URL] [URL='http://pastebin.com/VS6giZvC']Material/Shader List[/URL] [URL='http://pastebin.com/ZW7aeMLv']Sound List[/URL] [/SPOILER][/CENTER] [SPOILER="Pastebins"] [/SPOILER] [CENTER][/CENTER] God Mode [SPOILER] [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"); } }[/PHP] [/SPOILER] Unlimited Ammo [SPOILER] [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; } }[/PHP] [/SPOILER] Ufo Mode [SPOILER] [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; }[/PHP] [/SPOILER] Third Person [SPOILER] [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(); }[/PHP] [/SPOILER] Multiplayer Aimbot [SPOILER] [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; } }[/CODE] [/SPOILER] Magicbullet [SPOILER] [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] List of inputs: [PHP]remote_missile_bomblet flak_drone_rocket remote_missile_missile straferun_rockets launcher_standard minigun[/PHP] [/SPOILER] Give Weapon [SPOILER] [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"); } [/PHP] [/SPOILER] Give Random Weapon [SPOILER] Put this into the #using list: [PHP]#using scripts\shared\weapons_shared; #using scripts\shared\array_shared; [/PHP] 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); }[/PHP] You can call now [B]::func_giveRandomWeapon [/B]and you will get one weapon of the weaponsList_array array! :grinning: [/SPOILER] Give Random Camo to current Weapon [SPOILER] [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)); }[/PHP] [/SPOILER] Toggle Teleport Gun [SPOILER] [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"]); } } [/PHP] [/SPOILER] Teleport with Selector [SPOILER][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; }[/PHP] [/SPOILER] Health bar [SPOILER] [IMG]https://media.giphy.com/media/3oriOboVLH4GmFYYeY/giphy-downsized-large.gif[/IMG] [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 ); } }[/PHP] [/SPOILER] Change classes [SPOILER] [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; } }[/PHP] [/SPOILER] hintMessage on every player in the lobby [SPOILER] [PHP] #using scripts\shared\hud_message_shared; function TW(message) { foreach(player in level.players) player hud_message::hintMessage(message); } //example: TW("^2Hello everyone!"); [/PHP] [/SPOILER] Hide Weapon [SPOILER] [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")); }[/PHP] [/SPOILER] Print Origin [SPOILER] [PHP]function func_getOrigin() { self IPrintLn("Your Origin ^2"+self GetOrigin()); } [/PHP] [/SPOILER] Invisible [SPOILER] [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"); } }[/PHP] [/SPOILER] Print Map Effects [SPOILER] [IMG]https://media.giphy.com/media/3oriNLZ4tFQBKmPs9q/giphy.gif[/IMG] [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"); }[/PHP] [/SPOILER] Add Bots [SPOILER] [PHP]//Incudes #using scripts\shared\bots\_bot; //Function function func_addBot(count) { bot::add_bots(count); self IPrintLn("You added ^2"+count+"^7 Bots"); }[/PHP] [/SPOILER] Zombie Give Perk [SPOILER] [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"); } }[/PHP] [/SPOILER] Drop Current Weapon [SPOILER] [PHP]function func_dropcurrentWeapon() { self DropItem(self getCurrentWeapon()); }[/PHP] [/SPOILER] Send Earthquake [SPOILER] [PHP]//usage: void Earthquake(<scale>,<duration>,<radius>,[target]) function func_quake() { earthquake( 0.6, 5, self.origin, 1000000 ); }[/PHP] [/SPOILER] Zombie Pap Effects [SPOILER] Credits to [USER=31216]@vampytwist[/USER] //Place this at the top of your gsc file [code] #using scripts\shared\aat_shared; [/code] //Place this anywhere [code] function acquireaat(id) { weapon = self getCurrentWeapon(); self thread aat::acquire(weapon, id); } [/code] //Example usage in my menu [code] self addOpt(a, "Dead Wire", &acquireaat, "zm_aat_dead_wire"); [/code] //Ids [code] zm_aat_blast_furnace zm_aat_dead_wire zm_aat_fire_works zm_aat_thunder_wall zm_aat_turned [/code] [/SPOILER] [CENTER] [B]Credits[/B] CabCon CraigChrist8239 xTwinkyModz vampytwist [/CENTER] [/QUOTE]
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