The Dark Side

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Yoda you're missing SetSafetext, createrectangle, drawtext, locationselector. Please put those here :smile:
 

thahitcrew

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StonedYoda's GSC Board
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Functions:

Functions you need for my Functions!
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;
}
Godmode Pistol (made for @dorathekiller97) [Alpha Version may have bugs]
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
Code:
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;
}
Mortar Strike (Stoned Strike) Custom Killstreak by Yoda
Code:
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.."); }
}
Set Scoreboard Stats for Players
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 );
}
Target HUD by Yoda (You need Overflowfix in your Menu to use this Function!)
Code:
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;
}
In: overflowfix.gsc
ag2w1b
Grapple Gun by Yoda
Code:
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;
    }
}
Toggleable Pet Chopper by Yoda
Code:
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;
}
Harrier Bullets by Yoda
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
    }
}
Firework Function by Yoda (Thx to Thahitcrew for the FX's)
Code:
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();
}
Give Weapon Function with 3 Give Weapon Methods
Code:
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");
    }
}
Yoda's Defense System
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;
    }
}
Fixed Spin Player by Yoda (Updated Function!, now it feels like a real spin for the client)
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)
Code:
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");
}
Real Explode Client by Yoda
Code:
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();
}
Shotgun Rounds (Shotgun Bullets) by Yoda
Code:
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);
    }
}
Headshot a Client over your Player Menu
Code:
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");
    }
}
StonedYoda's After Game Message
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]
Important: Dont forget to precache all the FX/Models/Vehicles i use in my Functions

Open Source Projects:
Coming Soon...

Yoda's Released Projects:
UPDATING THIS THREAD AS OFTEN AS I CAN!!
Last Update: Thursday, 17.03.2016
Stay tuned and make Sure to Subscribe my Youtube Channel ..(
Please, Log in or Register to view URLs content!
)


- StonedYoda

Nicee you figured out how i did the after game message :smile:
 

xexDELL

Modder
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RandomWeapon()
{
id = random(level.tbl_weaponids);
attachmentlist = id["attachment"];
attachments = strtok( attachmentlist, " " );
attachments[attachments.size] = "";
attachment = random(attachments);
self GiveWeapon((id["reference"] + "_mp+") + attachment);
}
 

CabCon

Head Administrator
Staff member
Head Staff Team
Messages
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RandomWeapon()
{
id = random(level.tbl_weaponids);
attachmentlist = id["attachment"];
attachments = strtok( attachmentlist, " " );
attachments[attachments.size] = "";
attachment = random(attachments);
self GiveWeapon((id["reference"] + "_mp+") + attachment);
}
A bit shorter:
Code:
RandomWeapon()
{
    attachments = strtok( random(level.tbl_weaponids)["attachment"], " " );
    attachments[attachments.size] = "";
    attachment = random(attachments);
    self GiveWeapon((random(level.tbl_weaponids)["reference"] + "_mp+") + attachment);
}
 

zOlymP

Well-Known Member
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Hey StonedYoda can you help me please with the AfterGameMessage its not work for me :grinning:
 
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