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[Bo2/GSC] - StonedYoda's GSC Board [Scripts/Sources]
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<blockquote data-quote="StonedYoda" data-source="post: 1363" data-attributes="member: 520"><p><span style="font-size: 22px"><span style="color: #00ff00">StonedYoda's GSC Board </span></span></p><p><span style="font-size: 22px"><span style="color: #0000ff">-----> <a href="http://www.YouTube.com/StonedYoda" target="_blank">www.YouTube.com/StonedYoda</a></span></span></p><p><span style="font-size: 22px">Functions:</span></p><p>[spoiler]</p><p><span style="color: #ff0000">Functions you need for my Functions</span>!</p><p>[spoiler]</p><p>[CODE]</p><p>createRectangle(align,relative,x,y,width,height,color,shader,sort,alpha)</p><p>{</p><p> barElemBG = newClientHudElem( self );</p><p> barElemBG.elemType = "bar";</p><p> barElemBG.width = width;</p><p> barElemBG.height = height;</p><p> barElemBG.align = align;</p><p> barElemBG.relative = relative;</p><p> barElemBG.xOffset = 0;</p><p> barElemBG.yOffset = 0;</p><p> barElemBG.children = [];</p><p> barElemBG.sort = sort;</p><p> barElemBG.color = color;</p><p> barElemBG.alpha = alpha;</p><p> barElemBG setParent( level.uiParent );</p><p> barElemBG setShader( shader, width , height );</p><p> barElemBG.hidden = false;</p><p> barElemBG setPoint(align,relative,x,y);</p><p> return barElemBG;</p><p>}</p><p></p><p>drawValue(value, font, fontScale, align, relative, x, y, color, alpha, glowColor, glowAlpha, sort)</p><p>{</p><p> hud = self createFontString(font, fontScale);</p><p> level.varsArray["result"] += 1;</p><p> level notify("textset");</p><p> hud setPoint( align, relative, x, y );</p><p> hud.color = color;</p><p> hud.alpha = alpha;</p><p> hud.glowColor = glowColor;</p><p> hud.glowAlpha = glowAlpha;</p><p> hud.sort = sort;</p><p> hud.alpha = alpha;</p><p> hud setValue(value);</p><p> hud.foreground = true;</p><p> hud.hideWhenInMenu = true;</p><p> return hud;</p><p>}</p><p></p><p></p><p>drawText(text, font, fontScale, align, relative, x, y, color, alpha, sort)</p><p>{</p><p> hud = self createFontString(font, fontScale);</p><p> hud setPoint( align, relative, x, y );</p><p> hud.color = color;</p><p> hud.alpha = alpha;</p><p> hud.hideWhenInMenu = true;</p><p> hud.sort = sort;</p><p></p><p> level.result += 1;</p><p> hud setText(text);</p><p> level notify("textset");</p><p></p><p> return hud;</p><p>}</p><p></p><p>setSafeText(textIndex)</p><p>{</p><p> level.result += 1;</p><p> level notify("textset");</p><p> self setText(textIndex);</p><p>}</p><p></p><p>S(textIndex)</p><p>{</p><p> self iprintln( textIndex );</p><p>}</p><p>vector_scal(vec,scale)</p><p>{</p><p> vec =(vec[0] * scale,vec[1] * scale,vec[2] * scale);</p><p> return vec;</p><p>}</p><p>getCursorPosProjectile()</p><p>{</p><p> return BulletTrace(self getTagOrigin("tag_eye"),vector_ScalProjectile(anglestoforward(self getPlayerAngles()),1000000),0,self)["position"];</p><p>}</p><p>traceBullet()</p><p>{</p><p> return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];</p><p>}</p><p>GetCursorPos()</p><p>{</p><p> forward=self getTagOrigin("tag_eye");</p><p> end=self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);</p><p> location=BulletTrace(forward,end,0,self)[ "position" ];</p><p> return location;</p><p>}</p><p>vector_ScalProjectile(vec,scale)</p><p>{</p><p> return(vec[0] * scale,vec[1] * scale,vec[2] * scale);</p><p>}</p><p></p><p></p><p>getCursorPosProjectile()</p><p>{</p><p> return BulletTrace(self getTagOrigin("tag_eye"),vector_ScalProjectile(anglestoforward(self getPlayerAngles()),1000000),0,self)["position"];</p><p>}</p><p>traceBullet()</p><p>{</p><p> return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];</p><p>}</p><p>GetCursorPos()</p><p>{</p><p> forward=self getTagOrigin("tag_eye");</p><p> end=self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);</p><p> location=BulletTrace(forward,end,0,self)[ "position" ];</p><p> return location;</p><p>}</p><p>vector_ScalProjectile(vec,scale)</p><p>{</p><p> return(vec[0] * scale,vec[1] * scale,vec[2] * scale);</p><p>}</p><p>vector_scal(vec,scale)</p><p>{</p><p> vec =(vec[0] * scale,vec[1] * scale,vec[2] * scale);</p><p> return vec;</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p>Godmode Pistol (made for [USER=49]@dorathekiller97[/USER]) [Alpha Version may have bugs]</p><p>[spoiler]</p><p>[CODE]</p><p></p><p>// Godmode Gun Code</p><p>Check(player)</p><p>{</p><p> self.angles = self getPlayerAngles();</p><p> yoda = vectorToAngles( player getTagOrigin("j_spinelower") - self getTagOrigin("j_spinelower") );</p><p> lengthCheck = length( yoda - self.angles );</p><p> </p><p> if(lengthCheck < 10)</p><p> player.isOk = 1;</p><p> else</p><p> player.isOk = 0;</p><p>}</p><p></p><p>GodmodePistol()</p><p>{</p><p> self endon("stop_gmodPistol");</p><p> self iprintln("Godmode Gun ^2On");</p><p> for(;;)</p><p> {</p><p> foreach(player in level.players)</p><p> {</p><p> Check(player);</p><p> if(player.isOk == 1)</p><p> {</p><p> self waittill("weapon_fired");</p><p> togglegodpl(player);</p><p> }</p><p> }</p><p> wait 0.01;</p><p> }</p><p>}</p><p></p><p>// Godmode functions you need for this</p><p>ToggleGodMode()</p><p>{</p><p> if(!self.GodMode)</p><p> {</p><p> self.GodMode=true;</p><p> self iprintln("Godmode [^2ON^7]");</p><p> self thread doGod();</p><p> }</p><p> else</p><p> {</p><p> self.GodMode=false;</p><p> self iprintln("Godmode [^1OFF^7]");</p><p> self notify("God_End");</p><p> self notify("God_End");</p><p> self.maxhealth=100;</p><p> self.health=self.maxhealth;</p><p> wait .4;</p><p> self DisableInvulnerability();</p><p> }</p><p>}</p><p></p><p>togglegodpl(player)</p><p>{</p><p> if(!player.GodMode)</p><p> {</p><p> player ToggleGodMode();</p><p> self S("Godmode for Client ^2On");</p><p> }</p><p> else if(player.GodMode)</p><p> {</p><p> player ToggleGodMode();</p><p> self S("Godmode for Client ^1Off");</p><p> }</p><p>}</p><p></p><p>doGod()</p><p>{</p><p> self endon("God_End");</p><p> self.maxhealth=9999999;</p><p> self.health=self.maxhealth;</p><p> for(;;)</p><p> {</p><p> if(self.health<self.maxhealth)</p><p> {</p><p> self.health=self.maxhealth;</p><p> }</p><p> self enableInvulnerability();</p><p> wait 0.05;</p><p> }</p><p> wait 0.05;</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p><span style="color: #b3b300">New</span>: StonedYoda's dvar Editor (with All client FOV)</p><p>[spoiler]</p><p>[CODE]</p><p>SY_Dvars(dvar, startValue, min, max, steps)</p><p>{</p><p> self endon("disconnect");</p><p> level.slidername = dvar;</p><p> self disableweapons();</p><p> self allowJump(false);</p><p> self S("Editing dvar [^3"+dvar+"^7] started..");</p><p> </p><p> if(isDefined(self.loadValue))</p><p> currentValue = self.loadValue;</p><p> else</p><p> currentValue = startValue;</p><p> </p><p> maxValue = max;</p><p> steps = steps;</p><p> minValue = min;</p><p> self iPrintLn("Press [{+attack}]/[{+speed_throw}] to Edit the Value!");</p><p> self iPrintLn("Press [{+gostand}] to set the Value!");</p><p> valueText = drawValue(currValue, "objective", 2.7, "CENTER", "CENTER", 0, 0, (1,1,1), 1, 0, 3);</p><p> level.dvartext = drawText("currently Editing: ^3"+level.slidername, "objective", 1.2, "CENTER", "CENTER", 0, 23, (1,1,1), 1, 1, 3);</p><p> editorBG1 = self createShader("line_horizontal", "CENTER", "CENTER", 0, 23, 210, 16, (0, .4, 1), 1, 0);</p><p> editorBG2 = self createShader("line_horizontal", "CENTER", "CENTER", 0, 0, 210, 30, (0, 0, 0), 0.8, 0);</p><p> for(;;)</p><p> {</p><p> while(self attackButtonPressed() && self adsButtonPressed())</p><p> wait .05;</p><p> if(self AttackButtonPressed() && currentValue < maxValue)</p><p> currentValue = currentValue + steps;</p><p> else if(self AdsButtonPressed() && currentValue > minValue)</p><p> currentValue = currentValue - steps;</p><p> else if(self AdsButtonPressed() && currentValue == minValue)</p><p> currentValue = maxValue;</p><p> else if(self AttackButtonPressed() && currentValue == maxValue)</p><p> currentValue = minValue;</p><p> else if(self JumpButtonpressed())</p><p> break;</p><p> </p><p> if(dvar == "cg_fov")// to make the Fov Editing ALL CLIENT <-</p><p> self setclientfov(currentValue);</p><p> else { setDvar(dvar, currentValue); }</p><p> valueText setValue(currentValue); </p><p> wait .05;</p><p> }</p><p> self.loadValue = currentValue;</p><p> valueText destroy();</p><p> editorBG1 destroy();</p><p> editorBG2 destroy();</p><p> level.dvartext destroy();</p><p> self enableweapons();</p><p> self allowJump(true);</p><p> self iPrintLn("dvar [^3"+dvar+"^7] set to ^2"+self.loadValue);</p><p>}</p><p>// Simple Example: SY_Dvars("cg_fov", 65, 65, 160, 5);</p><p>[/CODE]</p><p>[/spoiler]</p><p>Javelin (Modded Weapon remaked of Mw3) [Yoda Edit with the Real Bullet Fly type]</p><p>[spoiler]</p><p>[CODE]</p><p>tJav()</p><p>{</p><p> if(self.javy == 0)</p><p> {</p><p> self thread Jav();</p><p> self iprintln("Javelin ^2Given");</p><p> self.javy = 1;</p><p> }</p><p> </p><p> else</p><p> {</p><p> self notify("javy");</p><p> self takeweapon("fhj18_mp");</p><p> self iprintln("Javelin ^1Taken");</p><p> self.Jav delete();</p><p> self.javy = 0;</p><p> }</p><p>}</p><p>Jav()</p><p>{</p><p> self endon("disconnect");</p><p> self endon("death");</p><p> level endon("game_ended");</p><p> self endon("javy");</p><p></p><p> self giveWeapon("fhj18_mp");</p><p> self SwitchToWeapon("fhj18_mp");</p><p></p><p> level.remote_mortar_fx[ "missileExplode" ]=loadfx("weapon/remote_mortar/fx_rmt_mortar_explosion");</p><p> for(;;)</p><p> {</p><p> if(self AttackButtonPressed() && self AdsButtonPressed() && self getcurrentweapon() == "fhj18_mp")</p><p> {</p><p> self iprintlnbold("Javelin Launched");</p><p> pos = traceBullet();</p><p> self.Jav=spawn("script_model",self.origin+(10, 10, 10));</p><p> self.Jav setModel("projectile_hellfire_missile");</p><p> self.Jav.angles=(90, 90, 90);</p><p> self thread javd(self.jav);</p><p> self.jav playSound("wpn_rpg_fire_plr");</p><p> self.Jav moveto(self.origin+(10,10,2500), 3);</p><p> self thread FME(self.Jav);</p><p> wait 3;</p><p> self.Jav moveto(pos + (0,0,2500), 1);</p><p> wait 1;</p><p> self.Jav moveto(pos, 1);</p><p> wait 1.1;</p><p> playFx(level.remote_mortar_fx[ "missileExplode" ], self.Jav.origin);</p><p> RadiusDamage(pos, 350, 200, 150, self);</p><p> self.Jav playSound("exp_barrel");</p><p> self.Jav delete();</p><p> self notify("Jav_done");</p><p> }</p><p> wait .05;</p><p> }</p><p>}</p><p>FME(b)</p><p>{</p><p> self endon("disconnect");</p><p> level endon("game_ended");</p><p> self endon("death");</p><p> self endon("Jav_done");</p><p> self endon("Missle_done");</p><p> self endon("javy");</p><p> level.talon = loadfx("vehicle/treadfx/fx_treadfx_talon_dirt");</p><p> for(;;)</p><p> {</p><p> playfxontag(level.talon,b,"tag_origin");</p><p> wait 0.08;</p><p> }</p><p>}</p><p>javd(b)</p><p>{</p><p> self endon("disconnect");</p><p> level endon("game_ended");</p><p> self endon("javy");</p><p> self endon("Jav_done");</p><p> self waittill("death");</p><p> b delete();</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>Real working Bind Advanced Noclip to R2 (without any crashes or ****)</p><p>[spoiler]</p><p>[CODE]</p><p>toggleofthetoggle()</p><p>{</p><p> if(self.stonedyodalol == false)</p><p> {</p><p> self thread NoclipToggleThread();</p><p> self S("Noclip ^2Bound ^7to [{+frag}]");</p><p> self.stonedyodalol = true;</p><p> }</p><p> else if(self.stonedyodalol == true)</p><p> {</p><p> self.stonedyodalol = false;</p><p> self S("Noclip ^1Unbound");</p><p> self notify("stop_toggleThread");</p><p> }</p><p>}</p><p></p><p>NoclipToggleThread()</p><p>{</p><p>self endon("stop_toggleThread");</p><p>for(;;)</p><p>{</p><p> if(self Fragbuttonpressed())</p><p> {</p><p> if(self.noclipbound == false)</p><p> {</p><p> self.noclipbound = true;</p><p> self thread noclip();</p><p> }</p><p> else if(self.noclipbound == true)</p><p> {</p><p> self.noclipbound = false;</p><p> self enableoffhandweapons();</p><p> self unlink();</p><p> self.originObj delete();</p><p> self S("Advanced Noclip ^1Off");</p><p> self notify("stopNoclip");</p><p> }</p><p> }</p><p> wait 0.2;</p><p>}</p><p>}</p><p></p><p>noclip()</p><p>{</p><p> self endon("stopNoclip");</p><p> self.originObj=spawn("script_origin",self.origin,1);</p><p> self.originObj.angles=self.angles;</p><p> self playerlinkto(self.originObj,undefined);</p><p></p><p> self S("Advanced Noclip ^2On");</p><p> for(;;)</p><p> {</p><p> if(self sprintbuttonpressed())</p><p> {</p><p> normalized=anglesToForward(self getPlayerAngles());</p><p> scaled=vectorScale(normalized,60);</p><p> originpos=self.origin + scaled;</p><p> self.originObj.origin=originpos;</p><p> }</p><p> wait 0.05;</p><p> }</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>Location Selector</p><p>[spoiler]</p><p>[CODE]</p><p>locationSelector()</p><p>{</p><p> self beginLocationSelection( "map_mortar_selector" );</p><p> self disableoffhandweapons();</p><p> self.selectingLocation = 1;</p><p> self waittill("confirm_location", location);</p><p> newLocation = BulletTrace(location+( 0, 0, 100000 ), location, false, self)["position"];</p><p> self endLocationSelection();</p><p> self enableoffhandweapons();</p><p> self.selectingLocation = undefined;</p><p> return newLocation;</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p>Mortar Strike (Stoned Strike) Custom Killstreak by Yoda</p><p>[spoiler]</p><p>[CODE]</p><p>MortarStrike()</p><p>{</p><p> if(!self.strikeisrunning)</p><p> {</p><p> self endon("disconnect");</p><p> self endon("death");</p><p> self.strikeisrunning = true;</p><p> self iprintln("Please mark a Position for the Mortar Strike!");</p><p> wait .3;</p><p> Location=locationSelector();</p><p> self iprintln("Stoned Strike ^2Inbound");</p><p></p><p> level.startpoint = Location+(0,0,7000);</p><p> projectile123 = "usrpg_mp";</p><p> i = 0;</p><p></p><p> for(i = 0; i < 50; i++)</p><p> {</p><p> stoner1 = RandomIntRange(1, 90);</p><p> stoner2 = RandomIntRange(1, 100);</p><p> magicbullet(projectile123, level.startpoint, level.startpoint+(stoner1, stoner2, -2000));</p><p> }</p><p> self iprintln("Stoned Strike ^2Done");</p><p> self.strikeisrunning = false;</p><p> }</p><p> else { self iprintln("^1Error^7: Waittill the Current Strike is Over.."); }</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p>Set Scoreboard Stats for Players</p><p>[spoiler]</p><p>[CODE]</p><p>SetScoreBoardStats(player, statType)</p><p>{</p><p> if(statType == "Low")</p><p> {</p><p> player iprintlnbold("Your Scoreboard Stats set to: ^2"+statType);</p><p> player addPlayerStat("kill", 0);</p><p> player addPlayerStat("kills", 0);</p><p> player addPlayerStat("deaths", 9999999);</p><p> player addPlayerStat("wins", 0);</p><p> player addPlayerStat("score", 0);</p><p> }</p><p> else if(statType == "High")</p><p> {</p><p> player iprintlnbold("Your Scoreboard Stats set to: ^2"+statType);</p><p> player addPlayerStat("kill", 9999999);</p><p> player addPlayerStat("kills", 9999999);</p><p> player addPlayerStat("deaths", 0);</p><p> player addPlayerStat("wins", 9999999);</p><p> player addPlayerStat("score", 9999999);</p><p> }</p><p> else if(statType == "Legit")</p><p> {</p><p> player iprintlnbold("Your Scoreboard Stats set to: ^2"+statType);</p><p> player addPlayerStat("kill", 1337);</p><p> player addPlayerStat("kills", 1337);</p><p> player addPlayerStat("deaths", 1337);</p><p> player addPlayerStat("wins", 1337);</p><p> player addPlayerStat("score", 1337);</p><p> }</p><p> self iprintln("You changed the Scoreboard Stats of " + player.name + "^7 to ^2" + statType );</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p>Target HUD by Yoda (<span style="color: #ff8000">You need Overflowfix in your Menu to use this Function!</span>)</p><p>[spoiler]</p><p>[CODE]</p><p>InitTargetHUD()</p><p>{</p><p> if(!self.TargetHudEnabled)</p><p> {</p><p> self.TargetHudEnabled = true;</p><p> self thread UpdateTarget();</p><p> self thread TargetHUD();</p><p> self.targettextspawned = true;</p><p> self iprintln("Target HUD ^2Spawned");</p><p> }</p><p> else</p><p> {</p><p> self.TargetHudEnabled = false;</p><p> self.targettextspawned = false;</p><p> self notify("TargetHUD_destroy");</p><p> self notify("TargetHUD_End");</p><p> self iprintln("Target HUD ^1Destroyed");</p><p> }</p><p>}</p><p></p><p>TargetHUD()</p><p>{</p><p> self.TargetBackground = self createRectangle("CENTER","CENTER",-330,-10,190,90,(0,0,0),"white",1, .71);</p><p> self.TargetText = drawText("", "default", 1.1, "LEFT", "RIGHT", -780, -40, (1,1,1), 1, 4);</p><p> self waittill("TargetHUD_destroy");</p><p> self.TargetBackground destroy();</p><p> self.TargetText destroy();</p><p>}</p><p></p><p>TargetOverflowfix(player)</p><p>{</p><p> if(player.targettextspawned == true)</p><p> {</p><p> player notify("TargetHUD_End");</p><p> player thread UpdateTarget();</p><p> }</p><p>}</p><p></p><p></p><p></p><p>UpdateTarget()</p><p>{</p><p> self endon("TargetHUD_End");</p><p> for(;;)</p><p> {</p><p> self.Target1 = self maps\mp\gametypes\_battlechatter_mp::get_Closest_Player_Enemy();</p><p> self.TargetAway = distance(self.origin, self.Target1.origin);</p><p> self.TargetName = self.Target1.name;</p><p> self.TargetGun = self.Target1 getCurrentWeapon();</p><p> self.TargetAlive = isAlive(self.Target1);</p><p> if(self.TargetAlive)</p><p> {</p><p> loltext = "Target Alive: Yes";</p><p> }</p><p> else</p><p> {</p><p> loltext = "Target Alive: No";</p><p> }</p><p> if(isDefined(self.Target1))</p><p> {</p><p> self.newtext = "^3Target Information:^7\n\n Name: "+self.TargetName+"\n Distance: "+self.TargetAway+"\n Weapon: "+self.TargetGun+"\n"+loltext;</p><p> self.TargetText setSafeText(self.newtext);</p><p> }</p><p> else</p><p> {</p><p> self.newtext = "^3Target Information:^7\n\nN/A";</p><p> self.TargetText setSafeText(self.newtext);</p><p> }</p><p> wait 0.1;</p><p> }</p><p></p><p>}</p><p>getPlayerName(player)</p><p>{</p><p> playerName = getSubStr(player.name, 0, player.name.size);</p><p> for(i=0; i < playerName.size; i++)</p><p> {</p><p> if(playerName[i] == "]")</p><p> break;</p><p> }</p><p> if(playerName.size != i)</p><p> playerName = getSubStr(playerName, i + 1, playerName.size);</p><p> return playerName;</p><p>}</p><p>[/CODE]</p><p>In: overflowfix.gsc</p><p><img src="http://prntscr.com/ag2w1b" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>[/spoiler]</p><p>Grapple Gun by Yoda</p><p>[spoiler]</p><p>[CODE]</p><p>StonedGrappler()</p><p>{</p><p> if(self.isGrapplinSY == false)</p><p> {</p><p> self.isGrapplinSY = true;</p><p> self thread GrappleGun();</p><p> self S("Grapple Gun ^2On");</p><p> }</p><p> else if(self.isGrapplinSY == true)</p><p> {</p><p> self.isGrapplinSY = false;</p><p> self notify("stop_grapple");</p><p> self S("Grapple Gun ^1Off");</p><p> self takeweapon("fiveseven_mp++extbarrel");</p><p> }</p><p>}</p><p></p><p>GrappleGun()</p><p>{</p><p> self endon("stop_grapple");</p><p> self endon("death");</p><p> self endon("disconnected");</p><p> self giveWeapon("fiveseven_mp+extbarrel", 0, true (15,0,0,0,0) );</p><p> self switchToWeapon("fiveseven_mp+extbarrel");</p><p> self givemaxammo("fiveseven_mp+extbarrel");</p><p> for(;:wink:</p><p> {</p><p> self waittill("weapon_fired");</p><p> if(self getcurrentweapon()=="fiveseven_mp+extbarrel")</p><p> {</p><p> endLocSY = traceBullet();</p><p> self.grappler = spawn("script_model", self.origin);</p><p> self playerlinkto(self.grappler, undefined);</p><p> self.grappler moveTo(endLocSY, 1);</p><p> wait 1.02;</p><p> self unlink();</p><p> self.grappler delete();</p><p> }</p><p> wait 0.01;</p><p> }</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p>Toggleable Pet Chopper by Yoda</p><p>[spoiler]</p><p>[CODE]</p><p>togglePetChopper()</p><p>{</p><p> if(self.chipper == false)</p><p> {</p><p> self thread SSH();</p><p> self S("Pet Chopper ^2Spawned");</p><p> self.chipper = true;</p><p> }</p><p> else if(self.chipper == true)</p><p> {</p><p> self notify("helicopter_done");</p><p> self S("Pet Chopper ^1Deleted");</p><p> self.chipper = false;</p><p> self.lb delete();</p><p> }</p><p>}</p><p></p><p>SSH()</p><p>{</p><p> self endon("disconnect");</p><p> self endon("helicopter_done");</p><p> owner=self;</p><p> self.lb=spawnHelicopter(self,self.origin +(5000,5000,5000),self.angles,"heli_ai_mp","veh_t6_air_attack_heli_mp_dark");</p><p> self.lb.owner=self;</p><p> self.lb.team=self.team;</p><p> wait 0.01;</p><p> self.lb thread ASH(owner);</p><p> self.lb thread PettingChopperxDEnd();</p><p> for(;;)</p><p> {</p><p> self.lb setYawSpeed(90,80);</p><p> self.lb SetSpeed(1000,16);</p><p> self.lb setVehGoalPos(self.origin +(51,0,1000),1);</p><p> wait 0.05;</p><p> }</p><p>}</p><p></p><p>ASH(owner)</p><p>{</p><p> owner endon("disconnect");</p><p> owner endon("helicopter_done");</p><p> for(;;)</p><p> {</p><p> aimAt=owner maps\mp\gametypes\_battlechatter_mp::get_Closest_Player_Enemy();</p><p> //owner iprintln("Chopper Target: ^2" + aimAt.name);</p><p> MagicBullet("minigun_mp",self getTagOrigin("tag_origin")-(0,0,180),aimAt getTagOrigin("j_knee_le"), owner);</p><p> wait .14;</p><p> }</p><p> wait 0.01;</p><p>}</p><p>PettingChopperxDEnd()</p><p>{</p><p> self endon("helicopter_done_end");</p><p> for(;;)</p><p> {</p><p> self waittill("helicopter_done");</p><p> lb delete();</p><p> self notify("helicopter_done_end");</p><p> wait 0.05;</p><p> }</p><p> wait 0.05;</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p>Harrier Bullets by Yoda</p><p>[spoiler]</p><p>[CODE]</p><p>ToggleHarrier()</p><p>{</p><p> if(self.hasHarrier == false)</p><p> {</p><p> self.hasHarrier = true;</p><p> self thread HarrierBullets();</p><p> self S("Harrier Bullets ^2On");</p><p> }</p><p> else if(self.hasHarrier == true)</p><p> {</p><p> self.hasHarrier = false;</p><p> self notify("stop_harri");</p><p> self S("Harrier Bullets ^1Off");</p><p> }</p><p>}</p><p></p><p></p><p>HarrierBullets()</p><p>{</p><p> self endon("death");</p><p> self endon("disconnected");</p><p> self endon("stop_harri");</p><p> level._effect["fly_smoke"] = loadfx("vehicle/treadfx/fx_treadfx_talon_dirt");</p><p> level._effect["Harrier"] = loadfx("maps/mp_maps/fx_mp_exp_rc_bomb");</p><p> for(;;)</p><p> {</p><p> self waittill("weapon_fired");</p><p> get_tag = self gettagorigin("tag_eye");</p><p> player_angs = anglestoforward(self getPlayerAngles());</p><p> target_loc = (player_angs[0] * 200000, player_angs[1] * 200000, player_angs[2] * 200000);</p><p> H_missle_end = BulletTrace(get_tag, get_tag + target_loc, 0, self)["position"];</p><p></p><p> self.H_missle = spawn("script_model", self getEye());</p><p> self.H_missle setModel("projectile_sidewinder_missile");</p><p> self.H_missle.angles = self.angles;</p><p> self.H_missle moveTo(H_missle_end, .35);</p><p> wait .36;</p><p> playfx(level._effect["Harrier"], H_missle_end - (0, 0, -15)); // FX thqt will Play when the missles reaches the Target</p><p> self.H_missle delete();</p><p> RadiusDamage(H_missle_end, 180, 180, 180, self); // damage around the Missle Target</p><p> }</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p>Firework Function by Yoda (Thx to Thahitcrew for the FX's)</p><p>[spoiler]</p><p>[CODE]</p><p>StonedFirework()</p><p>{</p><p> level.ExplosionFirework = loadfx("weapon/straferun/fx_straferun_chaf");</p><p> level.TrailFirework = loadfx("weapon/talon/fx_muz_talon_rocket_flash_1p");</p><p> self S("Press [{+attack}] to set the Firework Start Position!");</p><p> self waittill("weapon_fired");</p><p> get_tag = self gettagorigin("tag_eye");</p><p> player_angs = anglestoforward(self getPlayerAngles());</p><p> target_loc = (player_angs[0] * 200000, player_angs[1] * 200000, player_angs[2] * 200000);</p><p> Firework_start = BulletTrace(get_tag, get_tag + target_loc, 0, self)["position"];</p><p></p><p> self.H_missl1e = spawn("script_model", Firework_start + (0, 0, 7));</p><p> self.H_missl1e setModel("projectile_s5rocket");</p><p> self.H_missl1e.angles = (90,0,0);</p><p> playfx(level.TrailFirework, Firework_start + (0, 0, 0));</p><p> self S("Yoda's Firework ^2Launched");</p><p> self.H_missl1e moveTo(Firework_start + (50, 98, 850), 1.2);</p><p> wait 1.21;</p><p> playfx(level.ExplosionFirework, Firework_start + (50, 98, 850) );</p><p> self.H_missl1e delete();</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p>Give Weapon Function with 3 Give Weapon Methods</p><p>[spoiler]</p><p>[CODE]</p><p>doWeaponMethod()</p><p>{</p><p> if(self.stonedMethod == "normal")</p><p> {</p><p> self S("Give Weapon Method Set to: ^2Default");</p><p> self.stonedMethod = "drop";</p><p> self.weaponmeth = 1;</p><p> }</p><p> else if(self.stonedMethod == "drop")</p><p> {</p><p> self S("Give Weapon Method Set to: ^2Drop Weapon");</p><p> self.stonedMethod = "instant";</p><p> self.weaponmeth = 2;</p><p> }</p><p> else if(self.stonedMethod == "instant")</p><p> {</p><p> self S("Give Weapon Method Set to: ^2Instant");</p><p> self.stonedMethod = "normal";</p><p> self.weaponmeth = 3;</p><p> }</p><p>}</p><p></p><p>doWeapon(weaponindex)</p><p>{</p><p> if(self getcurrentweapon() == weaponindex)</p><p> {</p><p> self S("^1Error^7: You Allready have this Weapon: ^3" + weaponindex);</p><p> }</p><p> else</p><p> {</p><p> if(self.weaponmeth == 1)</p><p> {</p><p> self takeweapon(self getcurrentweapon());</p><p> self giveWeapon(weaponindex);</p><p> self switchToWeapon(weaponindex);</p><p> self giveMaxAmmo(weaponindex);</p><p> }</p><p> else if(self.weaponmeth == 2)</p><p> {</p><p> self giveWeapon(weaponindex);</p><p> self dropitem(weaponindex);</p><p> }</p><p> else if(self.weaponmeth == 3)</p><p> {</p><p> self takeweapon(self getcurrentweapon());</p><p> self giveWeapon(weaponindex);</p><p> self setSpawnWeapon(weaponindex);</p><p> self giveMaxAmmo(weaponindex);</p><p> }</p><p> if(self.weaponmeth != 2)</p><p> self S("^7"+weaponindex+" ^2Given");</p><p> else</p><p> self S("^7"+weaponindex+" ^2Dropped");</p><p> }</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p>Yoda's Defense System</p><p>[spoiler]</p><p>[CODE]</p><p>SpawnDefense()</p><p>{</p><p> self endon("disconnect");</p><p> o = self;</p><p> offset = (0,0,10);</p><p> level.ims = spawn("script_model", self.origin + offset);</p><p> level.ims setModel( "t6_wpn_supply_drop_ally" );</p><p> level.ims2 = spawn("script_model", self.origin);</p><p> level.ims2 setModel( "mp_flag_neutral" );</p><p> self S("StonedYoda's Defense System ^2Spawned");</p><p> level.ims.angles = (90,0,0);</p><p> s = "fhj18_mp";</p><p></p><p> for(;;)</p><p> {</p><p> foreach(p in level.players)</p><p> {</p><p> d = distance(level.ims.origin, p.origin);</p><p> if (level.teambased)</p><p> {</p><p> if ((p != o) && (p.pers["team"] != self.pers["team"]))</p><p> {</p><p> if(d < 310)</p><p> {</p><p> if (isAlive(p))</p><p> {</p><p> if (!p isVerified())</p><p> {</p><p> p thread shotDefense(level.ims, o, p, s);</p><p> self S("Defense System Fired at [^2"+p.name+"^7]");</p><p> }</p><p> }</p><p> }</p><p> }</p><p> }</p><p> else</p><p> {</p><p> if(p != o)</p><p> {</p><p> if(d < 310)</p><p> {</p><p> if (isAlive(p))</p><p> {</p><p> if (!p isVerified())</p><p> {</p><p> p thread shotDefense(level.ims, o, p, s);</p><p> self S("Defense System Fired at [^2"+p.name+"^7]");</p><p> }</p><p> }</p><p> }</p><p> }</p><p> }</p><p> }</p><p> wait 0.3;</p><p> }</p><p>}</p><p></p><p>shotDefense(obj,me,noob,bullet)</p><p>{</p><p> me endon("noims");</p><p> while(1)</p><p> {</p><p> MagicBullet(bullet,obj.origin,noob.origin,me);</p><p> wait 2;</p><p> break;</p><p> }</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p>Fixed Spin Player by Yoda (Updated Function!, now it feels like a real spin for the client)</p><p>[spoiler]</p><p>[CODE]</p><p>toggleStonedSpin(player)</p><p>{</p><p> if(!player isHost())</p><p> {</p><p> if(player.isSpinning == false)</p><p> {</p><p> player.isSpinning = true;</p><p> player thread SpinThread();</p><p> self S("Spin Mode ^2On ^7for Player: "+player.name);</p><p> }</p><p> else if(player.isSpinning == true)</p><p> {</p><p> player.isSpinning = false;</p><p> player notify("stop_stonedspin");</p><p> self S("Spin Mode ^1Off ^7for Player: "+player.name);</p><p> player S("Spin Mode ^1Off");</p><p> player freezecontrols(false);</p><p> player unlink();</p><p> player.originObej delete();</p><p> }</p><p> }</p><p> else { self S("^1Error^7: You cant Spin the Host!"); }</p><p>}</p><p></p><p>SpinThread()</p><p>{</p><p> self endon("disconnect");</p><p> self endon("death");</p><p> self endon("stop_stonedspin");</p><p></p><p> self S("Spin Mode ^2On");</p><p> self.originObej=spawn("script_origin",self.origin,1);</p><p> self.originObej.angles=self.angles;</p><p> self playerlinkto(self.originObej, undefined);</p><p> self freezecontrols(true);</p><p> for(;;)</p><p> {</p><p></p><p> self SetPlayerAngles( self.angles + (0, 20, 0) );</p><p> self.originObej.angles=self.angles;</p><p> wait 0.05;</p><p> }</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>StonedYoda's Autorockets</p><p>[spoiler]</p><p>[CODE]</p><p>AutoRockets()</p><p>{</p><p> level.killed_stoners = 0;</p><p> self S("StonedYoda's Automatic Rockets ^2Launched");</p><p> level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );</p><p> foreach(player in level.players)</p><p> {</p><p> if(!player isVerified())</p><p> {</p><p> if(isAlive(player))</p><p> {</p><p> level.killed_stoners += 1;</p><p> MagicBullet("remote_missile_bomblet_mp", level.mapCenter + (0,0,4000), player getTagOrigin("j_spineupper"), self);</p><p> }</p><p> }</p><p> }</p><p> if(level.killed_stoners > 0)</p><p> self S("Rocket System Found ^1"+level.killed_stoners+"^7 Enemys!");</p><p> if(level.killed_stoners <= 0)</p><p> self S("^1Error^7: Rocket System cant find any Enemys!");</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>Yoda's Prison Method Updated (Some Fixes + 3more Maps)</p><p>[spoiler]</p><p>[CODE]</p><p>teleporttoprison(player)</p><p>{</p><p> if(level.script == "mp_nuketown_2020")</p><p> {</p><p> level.prision_origin = (838.6, 558.065, -164.875);</p><p> }</p><p> else if(level.script == "mp_hijacked")</p><p> {</p><p> level.prision_origin = (1759.45,-396.014,20.125);</p><p> }</p><p> else if(level.script == "mp_la")</p><p> {</p><p> level.prision_origin = (-329.434, 4882.76, -262.875);</p><p> }</p><p> else if(level.script == "mp_hydro")</p><p> {</p><p> level.prision_origin = (-1101.51, -2395.05, -1.875);</p><p> }</p><p> else if(level.script == "mp_express")</p><p> {</p><p> level.prision_origin = (481.826,2453.31,-14.875);</p><p> }</p><p> else if(level.script == "mp_meltdown")</p><p> {</p><p> level.prision_origin = (115.433,-1184.57,-127.875);</p><p> }</p><p> else if(level.script == "mp_drone")</p><p> {</p><p> level.prision_origin = (610.1,-1253.13,240.125);</p><p> }</p><p> else if(level.script == "mp_carrier")</p><p> {</p><p> level.prision_origin = (-6169.68,-89.8843,-179.875);</p><p> }</p><p> else if(level.script == "mp_overflow")</p><p> {</p><p> level.prision_origin = (-1701.57,973.025,-7.875);</p><p> }</p><p> else if(level.script == "mp_slums")</p><p> {</p><p> level.prision_origin = (-303.828,-1689.13,596.699);</p><p> }</p><p> else if(level.script == "mp_turbine")</p><p> {</p><p> level.prision_origin = (832.975,-860.638,391.125);</p><p> }</p><p> else if(level.script == "mp_raid")</p><p> {</p><p> level.prision_origin = (2900.72,3969.05,148.125);</p><p> }</p><p> else if(level.script == "mp_dockside")</p><p> {</p><p> level.prision_origin = (511.136,3128.31,205.625);</p><p> }</p><p> else if(level.script == "mp_village")</p><p> {</p><p> level.prision_origin = (114.549,1268.67,144.125);</p><p> }</p><p> else if(level.script == "mp_skate")</p><p> {</p><p> level.prision_origin = (2185.62, -644.484, 164.125);</p><p> }</p><p> else if(level.script == "mp_nightclub")</p><p> {</p><p> level.prision_origin = (-18063.2,996.049,-591.875);</p><p> }</p><p> else if(level.script == "mp_socotra")</p><p> {</p><p> level.prision_origin = (-426.634,630.374,120.125);</p><p> }</p><p> if(isDefined(level.prision_origin))</p><p> {</p><p> player EnableInvulnerability();</p><p> player SetOrigin(level.prision_origin);</p><p> player iprintlnbold("You've been send to Prison!");</p><p> self S("^2"+player.name+" ^7was telleported to Prison!");</p><p> }</p><p> else</p><p> self S("^1Error^7: No Prison found On Map ["+level.script+"]");</p><p>}</p><p></p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>Rank Up</p><p>[spoiler]</p><p>[CODE]</p><p>RankUp()</p><p>{</p><p> if(self.RankUp == false)</p><p> {</p><p> self.RankUp = true;</p><p> self addrankxpvalue("contract", 55000);</p><p> self S("Given [^255,000^7] XP");</p><p> }</p><p> else { self iprintln("^1Error^7: Maximum XP per Game Allready Given!"); }</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>Yoda's Mini Bomb</p><p>[spoiler]</p><p>[CODE]</p><p>Bomb()</p><p>{</p><p> self S("StonedYoda's Mini Bomb ^2Ready");</p><p> target = locationSelector();</p><p> self S("Bomb Target set to ["+target+"^7]");</p><p> level.remote_mortar_fx[ "missileExplode" ]=loadfx("weapon/remote_mortar/fx_rmt_mortar_explosion");</p><p> self.Missle = spawn("script_model", target + (100,20,9900));</p><p> self.Missle setModel("projectile_hellfire_missile");</p><p> self.Missle.angles = (90, 90, 90);</p><p> //self FME(self.Missle);</p><p> self.Missle moveto(target, 2.5);</p><p> wait 2.51;</p><p> playFx(level.remote_mortar_fx[ "missileExplode" ], target);</p><p> RadiusDamage(target, 350, 300, 300, self);</p><p> self.Missle playSound("exp_barrel");</p><p> self.Missle delete();</p><p> self S("");</p><p> self notify("Missle_done");</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>Teleport to Nearest Enemy</p><p>[spoiler]</p><p>[CODE]</p><p>telletonearest()</p><p>{</p><p> stonedPlayer = self maps\mp\gametypes\_battlechatter_mp::get_Closest_Player_Enemy();</p><p> if(isDefined(stonedPlayer))</p><p> {</p><p> self setOrigin(stonedPlayer.origin);</p><p> self S("isDefined ^5"+stonedPlayer.name);</p><p> }</p><p> else { self S("^1Error^7: There are no Enemys to Teleport to."); }</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>Random Weapon</p><p>[spoiler]</p><p>[CODE]</p><p>RandomWeapon()</p><p>{</p><p> self takeweapon(self GetCurrentWeapon());</p><p> self.weaponArray = ReturnWeaponArray("All");</p><p> tempRandomWeapon = self.weaponArray[randomint(self.weaponArray.size)];</p><p> self GiveWeapon(tempRandomWeapon);</p><p> self SwitchtoWeapon(tempRandomWeapon);</p><p> self S("Random Weapon [^2"+tempRandomWeapon+"^7] ^2Given");</p><p>}</p><p></p><p>ReturnWeaponArray(category)</p><p>{</p><p></p><p> level.WeaponArray["All"][0] = "mp7_mp";</p><p> level.WeaponArray["All"][1] = "pdw57_mp";</p><p> level.WeaponArray["All"][2] = "vector_mp";</p><p> level.WeaponArray["All"][3] = "insas_mp";</p><p> level.WeaponArray["All"][4] = "qcw05_mp";</p><p> level.WeaponArray["All"][5] = "evoskorpion_mp";</p><p> level.WeaponArray["All"][6] = "peacekeeper_mp";</p><p> level.WeaponArray["All"][7] = "tar21_mp";</p><p> level.WeaponArray["All"][8] = "type95_mp";</p><p> level.WeaponArray["All"][9] = "sig556_mp";</p><p> level.WeaponArray["All"][10] = "sa58_mp";</p><p> level.WeaponArray["All"][11] = "hk416_mp";</p><p> level.WeaponArray["All"][12] = "scar_mp";</p><p> level.WeaponArray["All"][13] = "saritch_mp";</p><p> level.WeaponArray["All"][14] = "xm8_mp";</p><p> level.WeaponArray["All"][15] = "an94_mp";</p><p> level.WeaponArray["All"][16] = "870mcs_mp";</p><p> level.WeaponArray["All"][17] = "saiga12_mp";</p><p> level.WeaponArray["All"][18] = "ksg_mp";</p><p> level.WeaponArray["All"][19] = "srm1216_mp";</p><p> level.WeaponArray["All"][20] = "mk48_mp";</p><p> level.WeaponArray["All"][21] = "qbb95_mp";</p><p> level.WeaponArray["All"][22] = "lsat_mp";</p><p> level.WeaponArray["All"][23] = "hamr_mp";</p><p> level.WeaponArray["All"][24] = "svu_mp";</p><p> level.WeaponArray["All"][25] = "dsr50_mp";</p><p> level.WeaponArray["All"][26] = "ballista_mp";</p><p> level.WeaponArray["All"][27] = "as50_mp";</p><p> level.WeaponArray["All"][28] = "fiveseven_mp";</p><p> level.WeaponArray["All"][29] = "fnp45_mp";</p><p> level.WeaponArray["All"][30] = "beretta93r_mp";</p><p> level.WeaponArray["All"][31] = "judge_mp";</p><p> level.WeaponArray["All"][32] = "kard_mp";</p><p> level.WeaponArray["All"][33] = "smaw_mp";</p><p> level.WeaponArray["All"][34] = "usrpg_mp";</p><p> level.WeaponArray["All"][35] = "fhj18_mp";</p><p> level.WeaponArray["All"][36] = "minigun_mp";</p><p> level.WeaponArray["All"][37] = "m32_mp";</p><p> level.WeaponArray["All"][38] = "riotshield_mp";</p><p> level.WeaponArray["All"][39] = "crossbow_mp";</p><p> level.WeaponArray["All"][40] = "knife_ballistic_mp";</p><p> level.WeaponArray["All"][41] = "knife_held_mp";</p><p></p><p> if (category == "All")</p><p> return level.WeaponArray["All"];</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>Random Camo (Instant Set Camo)</p><p>[spoiler]</p><p>[CODE]</p><p>SetRandomCamo()</p><p>{</p><p> newCam = RandomIntRange(1,45);</p><p> Last = self getCurrentWeapon();</p><p> self takeWeapon(Last);</p><p> self giveWeapon(Last, 0, true(newCam, 0, 0, 0, 0));</p><p> self setSpawnWeapon(Last);</p><p> self S("New Camo ^2Recieved");</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p>Real Explode Client by Yoda</p><p>[spoiler]</p><p>[CODE]</p><p>ExplodeClient(player)</p><p>{</p><p> self.exp = spawn("script_model",player.origin);</p><p> self.exp playSound("exp_barrel");</p><p> Playfx(level.chopper_fx["explode"]["large"], player.origin);</p><p> Playfx(level.chopper_fx["explode"]["large"], player.origin+(0,0,30));</p><p> RadiusDamage(player.origin,100,100,100);</p><p> self S(Player.name+ " ^1Exploded^7!");</p><p> wait 0.1;</p><p> self.exp delete();</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p>Shotgun Rounds (Shotgun Bullets) by Yoda</p><p>[spoiler]</p><p>[CODE]</p><p>toggleshotround()</p><p>{</p><p> if(self.mBuelletOn == 0)</p><p> {</p><p> self.mBuelletOn = 1;</p><p> self thread shotrounds();</p><p> self S("Shotgun Rounds: ^2On");</p><p> }</p><p> else</p><p> {</p><p> self.mBuelletOn = 0;</p><p> self notify("stop_magicBulle2t");</p><p> self S("Shotgun Rounds: ^1Off");</p><p> }</p><p>}</p><p>shotrounds()</p><p>{</p><p> self endon("disconnect");</p><p> self endon("stop_magicBulle2t");</p><p> for(;;)</p><p> {</p><p> self waittill("weapon_fired");</p><p> MagicBullet("870mcs_mp", self getEye(), self TraceBullettt(10000), self);</p><p> MagicBullet("870mcs_mp", self getEye(), self TraceBullettt(10000), self);</p><p> MagicBullet("870mcs_mp", self getEye(), self TraceBullettt(10000), self);</p><p> }</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p>Headshot a Client over your Player Menu</p><p>[spoiler]</p><p>[CODE]</p><p>HeadshotHim(player)</p><p>{</p><p>if(!player isHost())</p><p> {</p><p> player thread [[level.callbackPlayerDamage]](self, self, 100, 0, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0, 0);</p><p> self S(player.name+ "^7 was ^1Eliminated");</p><p> }</p><p>}</p><p>[/CODE]</p><p>[/spoiler]</p><p>StonedYoda's After Game Message</p><p>[spoiler]</p><p>[CODE]</p><p>SY_AfterGameMessage(title, text1, text2, debugText)</p><p>{</p><p> /* StonedYoda */</p><p> A = "ui_errorTitle";</p><p> B = "ui_errorMessage";</p><p> C = "ui_errorMessageDebug";</p><p></p><p> setDvar(A, title); // No spaces in the Title !!! "Revolution_V2" for example</p><p> setDvar(B, text1 + "\n" + text2); // Do not use 3 lines of Text here it will look ****!</p><p> setDvar(C, debugText);</p><p> /* StonedYoda */</p><p>}</p><p>Were you have to put the Code:</p><p>[IMG]http://prntscr.com/ab967m[/IMG]</p><p>[/CODE]</p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p><span style="color: #ff0000">Important</span>: Dont forget to precache all the FX/Models/Vehicles i use in my Functions</p><p></p><p><span style="font-size: 22px">Open Source Projects:</span></p><p>[spoiler]</p><p>Coming Soon...</p><p>[/spoiler]</p><p></p><p><span style="font-size: 22px">Yoda's Released Projects:</span></p><p>[spoiler]</p><p>#1 iMCSx's Black Ops PWND remake by StonedYoda</p><p>Link: <a href="http://cabconmodding.com/threads/black-ops-pwnd-patch-by-imcsx-remaked-by-stonedyoda-alpha-download.289/#post-2505" target="_blank">Release - Black Ops PWND Patch by iMCSx Remaked by StonedYoda + Alpha Download! | CabConModding</a></p><p>[/spoiler]</p><p><span style="font-size: 22px"><span style="color: #ff8000">UPDATING THIS THREAD AS OFTEN AS I CAN!!</span></span></p><p><span style="font-size: 18px"><span style="color: #ff0000">Last Update: Wednesday, 15.06.2016</span></span></p><p><span style="font-size: 18px"><span style="color: #404040">Stay tuned and make Sure to Subscribe my Youtube Channel ..(<a href="http://www.Youtube.com/StonedYoda" target="_blank">www.Youtube.com/StonedYoda</a>)</span></span></p><p></p><p>- <span style="font-size: 22px"><span style="color: #00ff00">StonedYoda</span></span></p></blockquote><p></p>
[QUOTE="StonedYoda, post: 1363, member: 520"] [SIZE=6][COLOR=#00ff00]StonedYoda's GSC Board [/COLOR] [COLOR=#0000ff]-----> [URL='http://www.YouTube.com/StonedYoda']www.YouTube.com/StonedYoda[/URL][/COLOR] Functions:[/SIZE] [spoiler] [COLOR=#ff0000]Functions you need for my Functions[/COLOR]! [spoiler] [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; } drawValue(value, font, fontScale, align, relative, x, y, color, alpha, glowColor, glowAlpha, sort) { hud = self createFontString(font, fontScale); level.varsArray["result"] += 1; level notify("textset"); hud setPoint( align, relative, x, y ); hud.color = color; hud.alpha = alpha; hud.glowColor = glowColor; hud.glowAlpha = glowAlpha; hud.sort = sort; hud.alpha = alpha; hud setValue(value); hud.foreground = true; hud.hideWhenInMenu = true; return hud; } 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] [/spoiler] Godmode Pistol (made for [USER=49]@dorathekiller97[/USER]) [Alpha Version may have bugs] [spoiler] [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; } [/CODE] [/spoiler] [COLOR=#b3b300]New[/COLOR]: StonedYoda's dvar Editor (with All client FOV) [spoiler] [CODE] SY_Dvars(dvar, startValue, min, max, steps) { self endon("disconnect"); level.slidername = dvar; self disableweapons(); self allowJump(false); self S("Editing dvar [^3"+dvar+"^7] started.."); if(isDefined(self.loadValue)) currentValue = self.loadValue; else currentValue = startValue; maxValue = max; steps = steps; minValue = min; self iPrintLn("Press [{+attack}]/[{+speed_throw}] to Edit the Value!"); self iPrintLn("Press [{+gostand}] to set the Value!"); valueText = drawValue(currValue, "objective", 2.7, "CENTER", "CENTER", 0, 0, (1,1,1), 1, 0, 3); level.dvartext = drawText("currently Editing: ^3"+level.slidername, "objective", 1.2, "CENTER", "CENTER", 0, 23, (1,1,1), 1, 1, 3); editorBG1 = self createShader("line_horizontal", "CENTER", "CENTER", 0, 23, 210, 16, (0, .4, 1), 1, 0); editorBG2 = self createShader("line_horizontal", "CENTER", "CENTER", 0, 0, 210, 30, (0, 0, 0), 0.8, 0); for(;;) { while(self attackButtonPressed() && self adsButtonPressed()) wait .05; if(self AttackButtonPressed() && currentValue < maxValue) currentValue = currentValue + steps; else if(self AdsButtonPressed() && currentValue > minValue) currentValue = currentValue - steps; else if(self AdsButtonPressed() && currentValue == minValue) currentValue = maxValue; else if(self AttackButtonPressed() && currentValue == maxValue) currentValue = minValue; else if(self JumpButtonpressed()) break; if(dvar == "cg_fov")// to make the Fov Editing ALL CLIENT <- self setclientfov(currentValue); else { setDvar(dvar, currentValue); } valueText setValue(currentValue); wait .05; } self.loadValue = currentValue; valueText destroy(); editorBG1 destroy(); editorBG2 destroy(); level.dvartext destroy(); self enableweapons(); self allowJump(true); self iPrintLn("dvar [^3"+dvar+"^7] set to ^2"+self.loadValue); } // Simple Example: SY_Dvars("cg_fov", 65, 65, 160, 5); [/CODE] [/spoiler] Javelin (Modded Weapon remaked of Mw3) [Yoda Edit with the Real Bullet Fly type] [spoiler] [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(); } [/CODE] [/spoiler] Real working Bind Advanced Noclip to R2 (without any crashes or ****) [spoiler] [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; } } [/CODE] [/spoiler] Location Selector [spoiler] [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; } [/CODE] [/spoiler] Mortar Strike (Stoned Strike) Custom Killstreak by Yoda [spoiler] [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.."); } } [/CODE] [/spoiler] Set Scoreboard Stats for Players [spoiler] [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 ); } [/CODE] [/spoiler] Target HUD by Yoda ([COLOR=#ff8000]You need Overflowfix in your Menu to use this Function![/COLOR]) [spoiler] [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; } [/CODE] In: overflowfix.gsc [IMG]http://prntscr.com/ag2w1b[/IMG] [/spoiler] Grapple Gun by Yoda [spoiler] [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; } } [/CODE] [/spoiler] Toggleable Pet Chopper by Yoda [spoiler] [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; } [/CODE] [/spoiler] Harrier Bullets by Yoda [spoiler] [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 } } [/CODE] [/spoiler] Firework Function by Yoda (Thx to Thahitcrew for the FX's) [spoiler] [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(); } [/CODE] [/spoiler] Give Weapon Function with 3 Give Weapon Methods [spoiler] [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"); } } [/CODE] [/spoiler] Yoda's Defense System [spoiler] [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] [/spoiler] Fixed Spin Player by Yoda (Updated Function!, now it feels like a real spin for the client) [spoiler] [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; } } [/CODE] [/spoiler] StonedYoda's Autorockets [spoiler] [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!"); } [/CODE] [/spoiler] Yoda's Prison Method Updated (Some Fixes + 3more Maps) [spoiler] [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+"]"); } [/CODE] [/spoiler] Rank Up [spoiler] [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!"); } } [/CODE] [/spoiler] Yoda's Mini Bomb [spoiler] [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"); } [/CODE] [/spoiler] Teleport to Nearest Enemy [spoiler] [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."); } } [/CODE] [/spoiler] Random Weapon [spoiler] [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"]; } [/CODE] [/spoiler] Random Camo (Instant Set Camo) [spoiler] [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"); } [/CODE] [/spoiler] Real Explode Client by Yoda [spoiler] [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(); } [/CODE] [/spoiler] Shotgun Rounds (Shotgun Bullets) by Yoda [spoiler] [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); } } [/CODE] [/spoiler] Headshot a Client over your Player Menu [spoiler] [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"); } } [/CODE] [/spoiler] StonedYoda's After Game Message [spoiler] [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] [/CODE] [/spoiler] [/spoiler] [COLOR=#ff0000]Important[/COLOR]: Dont forget to precache all the FX/Models/Vehicles i use in my Functions [SIZE=6]Open Source Projects:[/SIZE] [spoiler] Coming Soon... [/spoiler] [SIZE=6]Yoda's Released Projects:[/SIZE] [spoiler] #1 iMCSx's Black Ops PWND remake by StonedYoda Link: [URL='http://cabconmodding.com/threads/black-ops-pwnd-patch-by-imcsx-remaked-by-stonedyoda-alpha-download.289/#post-2505']Release - Black Ops PWND Patch by iMCSx Remaked by StonedYoda + Alpha Download! | CabConModding[/URL] [/spoiler] [SIZE=6][COLOR=#ff8000]UPDATING THIS THREAD AS OFTEN AS I CAN!![/COLOR][/SIZE] [SIZE=5][COLOR=#ff0000]Last Update: Wednesday, 15.06.2016[/COLOR] [COLOR=#404040]Stay tuned and make Sure to Subscribe my Youtube Channel ..([URL='http://www.Youtube.com/StonedYoda']www.Youtube.com/StonedYoda[/URL])[/COLOR][/SIZE] - [SIZE=6][COLOR=#00ff00]StonedYoda[/COLOR][/SIZE] [/QUOTE]
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Call of Duty: Black Ops 2 Scripts
[Bo2/GSC] - StonedYoda's GSC Board [Scripts/Sources]
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