Procyon

BANNED
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lol, who had it before me? If anyone did have it before me then they didn't put it in there menu cause no where was it released or even mentioned on any forums.
Me and a "friend" has had for about a year now. I haven't used myself, but I believe he said that he were going to use it. I don't think he ever released it though.
 

Syndicate

Modder
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Me and a "friend" has had for about a year now. I haven't used myself, but I believe he said that he were going to use it. I don't think he ever released it though.
thats like my saying i had aimbot code on launch day of BO2, unless you have proof, its as good as anyones word
 

thahitcrew

Modder
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Are you still talking about me, or? I'll just let you know, that the script has been in the game since before it was launched as well. :y:
nah he was talking about when people say they have a working bo3 antiban but have no proof
 

Chrillex

Just Another Modder
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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
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- StonedYoda
Very Nice!
 
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