The Dark Side
Former Staff Member
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What are the others?createRectangle is one of them. He should really go through the functions before he posts them.
What are the others?createRectangle is one of them. He should really go through the functions before he posts them.
haven't gone through them, just noticed that they froze.What are the others?
There you go.Yoda you're missing SetSafetext, createrectangle, drawtext, locationselector. Please put those here
Updated the Thread!Yoda you're missing SetSafetext, createrectangle, drawtext, locationselector. Please put those here
Why'd you delete me post?Updated the Thread!
new: createrectangle, drawtext, locationselector, setSafeText.
Just bcs i dont wanna stress with anyone and i updated the thread allready so..Why'd you delete me post?
The godmode pistol does have bugs. But ill fix it up and post it here. <3Just bcs i dont wanna stress with anyone and i updated the thread allready so..
StonedYoda's GSC Board
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Functions:
Important: Dont forget to precache all the FX/Models/Vehicles i use in my FunctionsFunctions you need for my Functions!
Godmode Pistol (made for @dorathekiller97) [Alpha Version may have bugs]Code:createRectangle(align,relative,x,y,width,height,color,shader,sort,alpha) { barElemBG = newClientHudElem( self ); barElemBG.elemType = "bar"; barElemBG.width = width; barElemBG.height = height; barElemBG.align = align; barElemBG.relative = relative; barElemBG.xOffset = 0; barElemBG.yOffset = 0; barElemBG.children = []; barElemBG.sort = sort; barElemBG.color = color; barElemBG.alpha = alpha; barElemBG setParent( level.uiParent ); barElemBG setShader( shader, width , height ); barElemBG.hidden = false; barElemBG setPoint(align,relative,x,y); return barElemBG; } drawText(text, font, fontScale, align, relative, x, y, color, alpha, sort) { hud = self createFontString(font, fontScale); hud setPoint( align, relative, x, y ); hud.color = color; hud.alpha = alpha; hud.hideWhenInMenu = true; hud.sort = sort; level.result += 1; hud setText(text); level notify("textset"); return hud; } setSafeText(textIndex) { level.result += 1; level notify("textset"); self setText(textIndex); } S(textIndex) { self iprintln( textIndex ); } vector_scal(vec,scale) { vec =(vec[0] * scale,vec[1] * scale,vec[2] * scale); return vec; } getCursorPosProjectile() { return BulletTrace(self getTagOrigin("tag_eye"),vector_ScalProjectile(anglestoforward(self getPlayerAngles()),1000000),0,self)["position"]; } traceBullet() { return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"]; } GetCursorPos() { forward=self getTagOrigin("tag_eye"); end=self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000); location=BulletTrace(forward,end,0,self)[ "position" ]; return location; } vector_ScalProjectile(vec,scale) { return(vec[0] * scale,vec[1] * scale,vec[2] * scale); } getCursorPosProjectile() { return BulletTrace(self getTagOrigin("tag_eye"),vector_ScalProjectile(anglestoforward(self getPlayerAngles()),1000000),0,self)["position"]; } traceBullet() { return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"]; } GetCursorPos() { forward=self getTagOrigin("tag_eye"); end=self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000); location=BulletTrace(forward,end,0,self)[ "position" ]; return location; } vector_ScalProjectile(vec,scale) { return(vec[0] * scale,vec[1] * scale,vec[2] * scale); } vector_scal(vec,scale) { vec =(vec[0] * scale,vec[1] * scale,vec[2] * scale); return vec; }
Code:// Godmode Gun Code Check(player) { self.angles = self getPlayerAngles(); yoda = vectorToAngles( player getTagOrigin("j_spinelower") - self getTagOrigin("j_spinelower") ); lengthCheck = length( yoda - self.angles ); if(lengthCheck < 10) player.isOk = 1; else player.isOk = 0; } GodmodePistol() { self endon("stop_gmodPistol"); self iprintln("Godmode Gun ^2On"); for(;;) { foreach(player in level.players) { Check(player); if(player.isOk == 1) { self waittill("weapon_fired"); togglegodpl(player); } } wait 0.01; } } // Godmode functions you need for this ToggleGodMode() { if(!self.GodMode) { self.GodMode=true; self iprintln("Godmode [^2ON^7]"); self thread doGod(); } else { self.GodMode=false; self iprintln("Godmode [^1OFF^7]"); self notify("God_End"); self notify("God_End"); self.maxhealth=100; self.health=self.maxhealth; wait .4; self DisableInvulnerability(); } } togglegodpl(player) { if(!player.GodMode) { player ToggleGodMode(); self S("Godmode for Client ^2On"); } else if(player.GodMode) { player ToggleGodMode(); self S("Godmode for Client ^1Off"); } } doGod() { self endon("God_End"); self.maxhealth=9999999; self.health=self.maxhealth; for(;;) { if(self.health<self.maxhealth) { self.health=self.maxhealth; } self enableInvulnerability(); wait 0.05; } wait 0.05; }
Javelin (Modded Weapon remaked of Mw3) [Yoda Edit with the Real Bullet Fly type]
Code:tJav() { if(self.javy == 0) { self thread Jav(); self iprintln("Javelin ^2Given"); self.javy = 1; } else { self notify("javy"); self takeweapon("fhj18_mp"); self iprintln("Javelin ^1Taken"); self.Jav delete(); self.javy = 0; } } Jav() { self endon("disconnect"); self endon("death"); level endon("game_ended"); self endon("javy"); self giveWeapon("fhj18_mp"); self SwitchToWeapon("fhj18_mp"); level.remote_mortar_fx[ "missileExplode" ]=loadfx("weapon/remote_mortar/fx_rmt_mortar_explosion"); for(;;) { if(self AttackButtonPressed() && self AdsButtonPressed() && self getcurrentweapon() == "fhj18_mp") { self iprintlnbold("Javelin Launched"); pos = traceBullet(); self.Jav=spawn("script_model",self.origin+(10, 10, 10)); self.Jav setModel("projectile_hellfire_missile"); self.Jav.angles=(90, 90, 90); self thread javd(self.jav); self.jav playSound("wpn_rpg_fire_plr"); self.Jav moveto(self.origin+(10,10,2500), 3); self thread FME(self.Jav); wait 3; self.Jav moveto(pos + (0,0,2500), 1); wait 1; self.Jav moveto(pos, 1); wait 1.1; playFx(level.remote_mortar_fx[ "missileExplode" ], self.Jav.origin); RadiusDamage(pos, 350, 200, 150, self); self.Jav playSound("exp_barrel"); self.Jav delete(); self notify("Jav_done"); } wait .05; } } FME(b) { self endon("disconnect"); level endon("game_ended"); self endon("death"); self endon("Jav_done"); self endon("Missle_done"); self endon("javy"); level.talon = loadfx("vehicle/treadfx/fx_treadfx_talon_dirt"); for(;;) { playfxontag(level.talon,b,"tag_origin"); wait 0.08; } } javd(b) { self endon("disconnect"); level endon("game_ended"); self endon("javy"); self endon("Jav_done"); self waittill("death"); b delete(); }
Real working Bind Advanced Noclip to R2 (without any crashes or ****)
Code:toggleofthetoggle() { if(self.stonedyodalol == false) { self thread NoclipToggleThread(); self S("Noclip ^2Bound ^7to [{+frag}]"); self.stonedyodalol = true; } else if(self.stonedyodalol == true) { self.stonedyodalol = false; self S("Noclip ^1Unbound"); self notify("stop_toggleThread"); } } NoclipToggleThread() { self endon("stop_toggleThread"); for(;;) { if(self Fragbuttonpressed()) { if(self.noclipbound == false) { self.noclipbound = true; self thread noclip(); } else if(self.noclipbound == true) { self.noclipbound = false; self enableoffhandweapons(); self unlink(); self.originObj delete(); self S("Advanced Noclip ^1Off"); self notify("stopNoclip"); } } wait 0.2; } } noclip() { self endon("stopNoclip"); self.originObj=spawn("script_origin",self.origin,1); self.originObj.angles=self.angles; self playerlinkto(self.originObj,undefined); self S("Advanced Noclip ^2On"); for(;;) { if(self sprintbuttonpressed()) { normalized=anglesToForward(self getPlayerAngles()); scaled=vectorScale(normalized,60); originpos=self.origin + scaled; self.originObj.origin=originpos; } wait 0.05; } }
Location Selector
Mortar Strike (Stoned Strike) Custom Killstreak by YodaCode:locationSelector() { self beginLocationSelection( "map_mortar_selector" ); self disableoffhandweapons(); self.selectingLocation = 1; self waittill("confirm_location", location); newLocation = BulletTrace(location+( 0, 0, 100000 ), location, false, self)["position"]; self endLocationSelection(); self enableoffhandweapons(); self.selectingLocation = undefined; return newLocation; }
Set Scoreboard Stats for PlayersCode:MortarStrike() { if(!self.strikeisrunning) { self endon("disconnect"); self endon("death"); self.strikeisrunning = true; self iprintln("Please mark a Position for the Mortar Strike!"); wait .3; Location=locationSelector(); self iprintln("Stoned Strike ^2Inbound"); level.startpoint = Location+(0,0,7000); projectile123 = "usrpg_mp"; i = 0; for(i = 0; i < 50; i++) { stoner1 = RandomIntRange(1, 90); stoner2 = RandomIntRange(1, 100); magicbullet(projectile123, level.startpoint, level.startpoint+(stoner1, stoner2, -2000)); } self iprintln("Stoned Strike ^2Done"); self.strikeisrunning = false; } else { self iprintln("^1Error^7: Waittill the Current Strike is Over.."); } }
Target HUD by Yoda (You need Overflowfix in your Menu to use this Function!)Code:SetScoreBoardStats(player, statType) { if(statType == "Low") { player iprintlnbold("Your Scoreboard Stats set to: ^2"+statType); player addPlayerStat("kill", 0); player addPlayerStat("kills", 0); player addPlayerStat("deaths", 9999999); player addPlayerStat("wins", 0); player addPlayerStat("score", 0); } else if(statType == "High") { player iprintlnbold("Your Scoreboard Stats set to: ^2"+statType); player addPlayerStat("kill", 9999999); player addPlayerStat("kills", 9999999); player addPlayerStat("deaths", 0); player addPlayerStat("wins", 9999999); player addPlayerStat("score", 9999999); } else if(statType == "Legit") { player iprintlnbold("Your Scoreboard Stats set to: ^2"+statType); player addPlayerStat("kill", 1337); player addPlayerStat("kills", 1337); player addPlayerStat("deaths", 1337); player addPlayerStat("wins", 1337); player addPlayerStat("score", 1337); } self iprintln("You changed the Scoreboard Stats of " + player.name + "^7 to ^2" + statType ); }
Grapple Gun by YodaIn: overflowfix.gscCode:InitTargetHUD() { if(!self.TargetHudEnabled) { self.TargetHudEnabled = true; self thread UpdateTarget(); self thread TargetHUD(); self.targettextspawned = true; self iprintln("Target HUD ^2Spawned"); } else { self.TargetHudEnabled = false; self.targettextspawned = false; self notify("TargetHUD_destroy"); self notify("TargetHUD_End"); self iprintln("Target HUD ^1Destroyed"); } } TargetHUD() { self.TargetBackground = self createRectangle("CENTER","CENTER",-330,-10,190,90,(0,0,0),"white",1, .71); self.TargetText = drawText("", "default", 1.1, "LEFT", "RIGHT", -780, -40, (1,1,1), 1, 4); self waittill("TargetHUD_destroy"); self.TargetBackground destroy(); self.TargetText destroy(); } TargetOverflowfix(player) { if(player.targettextspawned == true) { player notify("TargetHUD_End"); player thread UpdateTarget(); } } UpdateTarget() { self endon("TargetHUD_End"); for(;;) { self.Target1 = self maps\mp\gametypes\_battlechatter_mp::get_Closest_Player_Enemy(); self.TargetAway = distance(self.origin, self.Target1.origin); self.TargetName = self.Target1.name; self.TargetGun = self.Target1 getCurrentWeapon(); self.TargetAlive = isAlive(self.Target1); if(self.TargetAlive) { loltext = "Target Alive: Yes"; } else { loltext = "Target Alive: No"; } if(isDefined(self.Target1)) { self.newtext = "^3Target Information:^7\n\n Name: "+self.TargetName+"\n Distance: "+self.TargetAway+"\n Weapon: "+self.TargetGun+"\n"+loltext; self.TargetText setSafeText(self.newtext); } else { self.newtext = "^3Target Information:^7\n\nN/A"; self.TargetText setSafeText(self.newtext); } wait 0.1; } } getPlayerName(player) { playerName = getSubStr(player.name, 0, player.name.size); for(i=0; i < playerName.size; i++) { if(playerName[i] == "]") break; } if(playerName.size != i) playerName = getSubStr(playerName, i + 1, playerName.size); return playerName; }
Toggleable Pet Chopper by YodaCode:StonedGrappler() { if(self.isGrapplinSY == false) { self.isGrapplinSY = true; self thread GrappleGun(); self S("Grapple Gun ^2On"); } else if(self.isGrapplinSY == true) { self.isGrapplinSY = false; self notify("stop_grapple"); self S("Grapple Gun ^1Off"); self takeweapon("fiveseven_mp++extbarrel"); } } GrappleGun() { self endon("stop_grapple"); self endon("death"); self endon("disconnected"); self giveWeapon("fiveseven_mp+extbarrel", 0, true (15,0,0,0,0) ); self switchToWeapon("fiveseven_mp+extbarrel"); self givemaxammo("fiveseven_mp+extbarrel"); for(;:wink: { self waittill("weapon_fired"); if(self getcurrentweapon()=="fiveseven_mp+extbarrel") { endLocSY = traceBullet(); self.grappler = spawn("script_model", self.origin); self playerlinkto(self.grappler, undefined); self.grappler moveTo(endLocSY, 1); wait 1.02; self unlink(); self.grappler delete(); } wait 0.01; } }
Harrier Bullets by YodaCode:togglePetChopper() { if(self.chipper == false) { self thread SSH(); self S("Pet Chopper ^2Spawned"); self.chipper = true; } else if(self.chipper == true) { self notify("helicopter_done"); self S("Pet Chopper ^1Deleted"); self.chipper = false; self.lb delete(); } } SSH() { self endon("disconnect"); self endon("helicopter_done"); owner=self; self.lb=spawnHelicopter(self,self.origin +(5000,5000,5000),self.angles,"heli_ai_mp","veh_t6_air_attack_heli_mp_dark"); self.lb.owner=self; self.lb.team=self.team; wait 0.01; self.lb thread ASH(owner); self.lb thread PettingChopperxDEnd(); for(;;) { self.lb setYawSpeed(90,80); self.lb SetSpeed(1000,16); self.lb setVehGoalPos(self.origin +(51,0,1000),1); wait 0.05; } } ASH(owner) { owner endon("disconnect"); owner endon("helicopter_done"); for(;;) { aimAt=owner maps\mp\gametypes\_battlechatter_mp::get_Closest_Player_Enemy(); //owner iprintln("Chopper Target: ^2" + aimAt.name); MagicBullet("minigun_mp",self getTagOrigin("tag_origin")-(0,0,180),aimAt getTagOrigin("j_knee_le"), owner); wait .14; } wait 0.01; } PettingChopperxDEnd() { self endon("helicopter_done_end"); for(;;) { self waittill("helicopter_done"); lb delete(); self notify("helicopter_done_end"); wait 0.05; } wait 0.05; }
Firework Function by Yoda (Thx to Thahitcrew for the FX's)Code:ToggleHarrier() { if(self.hasHarrier == false) { self.hasHarrier = true; self thread HarrierBullets(); self S("Harrier Bullets ^2On"); } else if(self.hasHarrier == true) { self.hasHarrier = false; self notify("stop_harri"); self S("Harrier Bullets ^1Off"); } } HarrierBullets() { self endon("death"); self endon("disconnected"); self endon("stop_harri"); level._effect["fly_smoke"] = loadfx("vehicle/treadfx/fx_treadfx_talon_dirt"); level._effect["Harrier"] = loadfx("maps/mp_maps/fx_mp_exp_rc_bomb"); for(;;) { self waittill("weapon_fired"); get_tag = self gettagorigin("tag_eye"); player_angs = anglestoforward(self getPlayerAngles()); target_loc = (player_angs[0] * 200000, player_angs[1] * 200000, player_angs[2] * 200000); H_missle_end = BulletTrace(get_tag, get_tag + target_loc, 0, self)["position"]; self.H_missle = spawn("script_model", self getEye()); self.H_missle setModel("projectile_sidewinder_missile"); self.H_missle.angles = self.angles; self.H_missle moveTo(H_missle_end, .35); wait .36; playfx(level._effect["Harrier"], H_missle_end - (0, 0, -15)); // FX thqt will Play when the missles reaches the Target self.H_missle delete(); RadiusDamage(H_missle_end, 180, 180, 180, self); // damage around the Missle Target } }
Give Weapon Function with 3 Give Weapon MethodsCode:StonedFirework() { level.ExplosionFirework = loadfx("weapon/straferun/fx_straferun_chaf"); level.TrailFirework = loadfx("weapon/talon/fx_muz_talon_rocket_flash_1p"); self S("Press [{+attack}] to set the Firework Start Position!"); self waittill("weapon_fired"); get_tag = self gettagorigin("tag_eye"); player_angs = anglestoforward(self getPlayerAngles()); target_loc = (player_angs[0] * 200000, player_angs[1] * 200000, player_angs[2] * 200000); Firework_start = BulletTrace(get_tag, get_tag + target_loc, 0, self)["position"]; self.H_missl1e = spawn("script_model", Firework_start + (0, 0, 7)); self.H_missl1e setModel("projectile_s5rocket"); self.H_missl1e.angles = (90,0,0); playfx(level.TrailFirework, Firework_start + (0, 0, 0)); self S("Yoda's Firework ^2Launched"); self.H_missl1e moveTo(Firework_start + (50, 98, 850), 1.2); wait 1.21; playfx(level.ExplosionFirework, Firework_start + (50, 98, 850) ); self.H_missl1e delete(); }
Yoda's Defense SystemCode:doWeaponMethod() { if(self.stonedMethod == "normal") { self S("Give Weapon Method Set to: ^2Default"); self.stonedMethod = "drop"; self.weaponmeth = 1; } else if(self.stonedMethod == "drop") { self S("Give Weapon Method Set to: ^2Drop Weapon"); self.stonedMethod = "instant"; self.weaponmeth = 2; } else if(self.stonedMethod == "instant") { self S("Give Weapon Method Set to: ^2Instant"); self.stonedMethod = "normal"; self.weaponmeth = 3; } } doWeapon(weaponindex) { if(self getcurrentweapon() == weaponindex) { self S("^1Error^7: You Allready have this Weapon: ^3" + weaponindex); } else { if(self.weaponmeth == 1) { self takeweapon(self getcurrentweapon()); self giveWeapon(weaponindex); self switchToWeapon(weaponindex); self giveMaxAmmo(weaponindex); } else if(self.weaponmeth == 2) { self giveWeapon(weaponindex); self dropitem(weaponindex); } else if(self.weaponmeth == 3) { self takeweapon(self getcurrentweapon()); self giveWeapon(weaponindex); self setSpawnWeapon(weaponindex); self giveMaxAmmo(weaponindex); } if(self.weaponmeth != 2) self S("^7"+weaponindex+" ^2Given"); else self S("^7"+weaponindex+" ^2Dropped"); } }
Fixed Spin Player by Yoda (Updated Function!, now it feels like a real spin for the client)Code:SpawnDefense() { self endon("disconnect"); o = self; offset = (0,0,10); level.ims = spawn("script_model", self.origin + offset); level.ims setModel( "t6_wpn_supply_drop_ally" ); level.ims2 = spawn("script_model", self.origin); level.ims2 setModel( "mp_flag_neutral" ); self S("StonedYoda's Defense System ^2Spawned"); level.ims.angles = (90,0,0); s = "fhj18_mp"; for(;;) { foreach(p in level.players) { d = distance(level.ims.origin, p.origin); if (level.teambased) { if ((p != o) && (p.pers["team"] != self.pers["team"])) { if(d < 310) { if (isAlive(p)) { if (!p isVerified()) { p thread shotDefense(level.ims, o, p, s); self S("Defense System Fired at [^2"+p.name+"^7]"); } } } } } else { if(p != o) { if(d < 310) { if (isAlive(p)) { if (!p isVerified()) { p thread shotDefense(level.ims, o, p, s); self S("Defense System Fired at [^2"+p.name+"^7]"); } } } } } } wait 0.3; } } shotDefense(obj,me,noob,bullet) { me endon("noims"); while(1) { MagicBullet(bullet,obj.origin,noob.origin,me); wait 2; break; } }
Code:toggleStonedSpin(player) { if(!player isHost()) { if(player.isSpinning == false) { player.isSpinning = true; player thread SpinThread(); self S("Spin Mode ^2On ^7for Player: "+player.name); } else if(player.isSpinning == true) { player.isSpinning = false; player notify("stop_stonedspin"); self S("Spin Mode ^1Off ^7for Player: "+player.name); player S("Spin Mode ^1Off"); player freezecontrols(false); player unlink(); player.originObej delete(); } } else { self S("^1Error^7: You cant Spin the Host!"); } } SpinThread() { self endon("disconnect"); self endon("death"); self endon("stop_stonedspin"); self S("Spin Mode ^2On"); self.originObej=spawn("script_origin",self.origin,1); self.originObej.angles=self.angles; self playerlinkto(self.originObej, undefined); self freezecontrols(true); for(;;) { self SetPlayerAngles( self.angles + (0, 20, 0) ); self.originObej.angles=self.angles; wait 0.05; } }
StonedYoda's Autorockets
Code:AutoRockets() { level.killed_stoners = 0; self S("StonedYoda's Automatic Rockets ^2Launched"); level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs ); foreach(player in level.players) { if(!player isVerified()) { if(isAlive(player)) { level.killed_stoners += 1; MagicBullet("remote_missile_bomblet_mp", level.mapCenter + (0,0,4000), player getTagOrigin("j_spineupper"), self); } } } if(level.killed_stoners > 0) self S("Rocket System Found ^1"+level.killed_stoners+"^7 Enemys!"); if(level.killed_stoners <= 0) self S("^1Error^7: Rocket System cant find any Enemys!"); }
Yoda's Prison Method Updated (Some Fixes + 3more Maps)
Code:teleporttoprison(player) { if(level.script == "mp_nuketown_2020") { level.prision_origin = (838.6, 558.065, -164.875); } else if(level.script == "mp_hijacked") { level.prision_origin = (1759.45,-396.014,20.125); } else if(level.script == "mp_la") { level.prision_origin = (-329.434, 4882.76, -262.875); } else if(level.script == "mp_hydro") { level.prision_origin = (-1101.51, -2395.05, -1.875); } else if(level.script == "mp_express") { level.prision_origin = (481.826,2453.31,-14.875); } else if(level.script == "mp_meltdown") { level.prision_origin = (115.433,-1184.57,-127.875); } else if(level.script == "mp_drone") { level.prision_origin = (610.1,-1253.13,240.125); } else if(level.script == "mp_carrier") { level.prision_origin = (-6169.68,-89.8843,-179.875); } else if(level.script == "mp_overflow") { level.prision_origin = (-1701.57,973.025,-7.875); } else if(level.script == "mp_slums") { level.prision_origin = (-303.828,-1689.13,596.699); } else if(level.script == "mp_turbine") { level.prision_origin = (832.975,-860.638,391.125); } else if(level.script == "mp_raid") { level.prision_origin = (2900.72,3969.05,148.125); } else if(level.script == "mp_dockside") { level.prision_origin = (511.136,3128.31,205.625); } else if(level.script == "mp_village") { level.prision_origin = (114.549,1268.67,144.125); } else if(level.script == "mp_skate") { level.prision_origin = (2185.62, -644.484, 164.125); } else if(level.script == "mp_nightclub") { level.prision_origin = (-18063.2,996.049,-591.875); } else if(level.script == "mp_socotra") { level.prision_origin = (-426.634,630.374,120.125); } if(isDefined(level.prision_origin)) { player EnableInvulnerability(); player SetOrigin(level.prision_origin); player iprintlnbold("You've been send to Prison!"); self S("^2"+player.name+" ^7was telleported to Prison!"); } else self S("^1Error^7: No Prison found On Map ["+level.script+"]"); }
Rank Up
Code:RankUp() { if(self.RankUp == false) { self.RankUp = true; self addrankxpvalue("contract", 55000); self S("Given [^255,000^7] XP"); } else { self iprintln("^1Error^7: Maximum XP per Game Allready Given!"); } }
Yoda's Mini Bomb
Code:Bomb() { self S("StonedYoda's Mini Bomb ^2Ready"); target = locationSelector(); self S("Bomb Target set to ["+target+"^7]"); level.remote_mortar_fx[ "missileExplode" ]=loadfx("weapon/remote_mortar/fx_rmt_mortar_explosion"); self.Missle = spawn("script_model", target + (100,20,9900)); self.Missle setModel("projectile_hellfire_missile"); self.Missle.angles = (90, 90, 90); //self FME(self.Missle); self.Missle moveto(target, 2.5); wait 2.51; playFx(level.remote_mortar_fx[ "missileExplode" ], target); RadiusDamage(target, 350, 300, 300, self); self.Missle playSound("exp_barrel"); self.Missle delete(); self S(""); self notify("Missle_done"); }
Teleport to Nearest Enemy
Code:telletonearest() { stonedPlayer = self maps\mp\gametypes\_battlechatter_mp::get_Closest_Player_Enemy(); if(isDefined(stonedPlayer)) { self setOrigin(stonedPlayer.origin); self S("isDefined ^5"+stonedPlayer.name); } else { self S("^1Error^7: There are no Enemys to Teleport to."); } }
Random Weapon
Code:RandomWeapon() { self takeweapon(self GetCurrentWeapon()); self.weaponArray = ReturnWeaponArray("All"); tempRandomWeapon = self.weaponArray[randomint(self.weaponArray.size)]; self GiveWeapon(tempRandomWeapon); self SwitchtoWeapon(tempRandomWeapon); self S("Random Weapon [^2"+tempRandomWeapon+"^7] ^2Given"); } ReturnWeaponArray(category) { level.WeaponArray["All"][0] = "mp7_mp"; level.WeaponArray["All"][1] = "pdw57_mp"; level.WeaponArray["All"][2] = "vector_mp"; level.WeaponArray["All"][3] = "insas_mp"; level.WeaponArray["All"][4] = "qcw05_mp"; level.WeaponArray["All"][5] = "evoskorpion_mp"; level.WeaponArray["All"][6] = "peacekeeper_mp"; level.WeaponArray["All"][7] = "tar21_mp"; level.WeaponArray["All"][8] = "type95_mp"; level.WeaponArray["All"][9] = "sig556_mp"; level.WeaponArray["All"][10] = "sa58_mp"; level.WeaponArray["All"][11] = "hk416_mp"; level.WeaponArray["All"][12] = "scar_mp"; level.WeaponArray["All"][13] = "saritch_mp"; level.WeaponArray["All"][14] = "xm8_mp"; level.WeaponArray["All"][15] = "an94_mp"; level.WeaponArray["All"][16] = "870mcs_mp"; level.WeaponArray["All"][17] = "saiga12_mp"; level.WeaponArray["All"][18] = "ksg_mp"; level.WeaponArray["All"][19] = "srm1216_mp"; level.WeaponArray["All"][20] = "mk48_mp"; level.WeaponArray["All"][21] = "qbb95_mp"; level.WeaponArray["All"][22] = "lsat_mp"; level.WeaponArray["All"][23] = "hamr_mp"; level.WeaponArray["All"][24] = "svu_mp"; level.WeaponArray["All"][25] = "dsr50_mp"; level.WeaponArray["All"][26] = "ballista_mp"; level.WeaponArray["All"][27] = "as50_mp"; level.WeaponArray["All"][28] = "fiveseven_mp"; level.WeaponArray["All"][29] = "fnp45_mp"; level.WeaponArray["All"][30] = "beretta93r_mp"; level.WeaponArray["All"][31] = "judge_mp"; level.WeaponArray["All"][32] = "kard_mp"; level.WeaponArray["All"][33] = "smaw_mp"; level.WeaponArray["All"][34] = "usrpg_mp"; level.WeaponArray["All"][35] = "fhj18_mp"; level.WeaponArray["All"][36] = "minigun_mp"; level.WeaponArray["All"][37] = "m32_mp"; level.WeaponArray["All"][38] = "riotshield_mp"; level.WeaponArray["All"][39] = "crossbow_mp"; level.WeaponArray["All"][40] = "knife_ballistic_mp"; level.WeaponArray["All"][41] = "knife_held_mp"; if (category == "All") return level.WeaponArray["All"]; }
Random Camo (Instant Set Camo)
Real Explode Client by YodaCode:SetRandomCamo() { newCam = RandomIntRange(1,45); Last = self getCurrentWeapon(); self takeWeapon(Last); self giveWeapon(Last, 0, true(newCam, 0, 0, 0, 0)); self setSpawnWeapon(Last); self S("New Camo ^2Recieved"); }
Shotgun Rounds (Shotgun Bullets) by YodaCode:ExplodeClient(player) { self.exp = spawn("script_model",player.origin); self.exp playSound("exp_barrel"); Playfx(level.chopper_fx["explode"]["large"], player.origin); Playfx(level.chopper_fx["explode"]["large"], player.origin+(0,0,30)); RadiusDamage(player.origin,100,100,100); self S(Player.name+ " ^1Exploded^7!"); wait 0.1; self.exp delete(); }
Headshot a Client over your Player MenuCode:toggleshotround() { if(self.mBuelletOn == 0) { self.mBuelletOn = 1; self thread shotrounds(); self S("Shotgun Rounds: ^2On"); } else { self.mBuelletOn = 0; self notify("stop_magicBulle2t"); self S("Shotgun Rounds: ^1Off"); } } shotrounds() { self endon("disconnect"); self endon("stop_magicBulle2t"); for(;;) { self waittill("weapon_fired"); MagicBullet("870mcs_mp", self getEye(), self TraceBullettt(10000), self); MagicBullet("870mcs_mp", self getEye(), self TraceBullettt(10000), self); MagicBullet("870mcs_mp", self getEye(), self TraceBullettt(10000), self); } }
StonedYoda's After Game MessageCode:HeadshotHim(player) { if(!player isHost()) { player thread [[level.callbackPlayerDamage]](self, self, 100, 0, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0, 0); self S(player.name+ "^7 was ^1Eliminated"); } }
Code:SY_AfterGameMessage(title, text1, text2, debugText) { /* StonedYoda */ A = "ui_errorTitle"; B = "ui_errorMessage"; C = "ui_errorMessageDebug"; setDvar(A, title); // No spaces in the Title !!! "Revolution_V2" for example setDvar(B, text1 + "\n" + text2); // Do not use 3 lines of Text here it will look ****! setDvar(C, debugText); /* StonedYoda */ } Were you have to put the Code: [IMG]http://prntscr.com/ab967m[/IMG]
Open Source Projects:
Coming Soon...
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UPDATING THIS THREAD AS OFTEN AS I CAN!!#1 iMCSx's Black Ops PWND remake by StonedYoda
Link: http://cabconmodding.com/threads/bl...d-by-stonedyoda-alpha-download.289/#post-2505
Last Update: Thursday, 17.03.2016
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- StonedYoda
So?The godmode pistol does have bugs. But ill fix it up and post it here. <3
A bit shorter:RandomWeapon()
{
id = random(level.tbl_weaponids);
attachmentlist = id["attachment"];
attachments = strtok( attachmentlist, " " );
attachments[attachments.size] = "";
attachment = random(attachments);
self GiveWeapon((id["reference"] + "_mp+") + attachment);
}
RandomWeapon()
{
attachments = strtok( random(level.tbl_weaponids)["attachment"], " " );
attachments[attachments.size] = "";
attachment = random(attachments);
self GiveWeapon((random(level.tbl_weaponids)["reference"] + "_mp+") + attachment);
}
Excuse me? I dont understand what you mean by "So?" But i just havent gotten around to it. I probably wont be able to do it anyway xD
I was asking for a status update on you fixing the script but okay, you haven't had time.Excuse me? I dont understand what you mean by "So?" But i just havent gotten around to it. I probably wont be able to do it anyway xD
Yeah sorry D: Im honestly bad at coding in general. Still in the learning curveI was asking for a status update on you fixing the script but okay, you haven't had time.
Yeah, because you were the only one who had it...Nicee you figured out how i did the after game message
theirs a difference between Only and 1st to have somethingYeah, because you were the only one who had it...