JaycoderFR999
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This can still be more redefined and i plan on updating it more but only for cabcon website..
It was suppose to be a full rebuild of gsc but I have alot of different project I'm working on atm.
You need to use my custom melon loader... because I say so make it feel like gsc
you put your mods in the mods folder like so:
Combat Master\Mods\maps\gametypes\mp
the folders will not be there by default just create them...
any images or cfg go inside mods folder not the sub folders
melonloader if u have it installed just replace the melonloader folder in root
combat master with my custom one so we can load mods like cod...
to use my custom one go into the output folder should be a folder called melonloader
drag and replace the one in your combat masters root directory..
I made the huds in photo pea it can be improved but I rather not,
if there something u can't do with melon loader
patch it with harmony... u can make a custom hud easy just make a new R.png or what ever u change the code to...
I am open to help people as well I wanted to remake
zombie land for combat master but I don't think I'm going to get to
with all these lame ass rats hangin' about
menu controls because its a mod menu:
up and down arrows to scroll
f1 to open
enter key to activate an option...
if u wanna change the position pause and drag it around...
I may work on more updates I don't know right now
but if requested I might...
how is it gsc you might ask well here example code compare:
visual studios code:
looks like gsc to me pretty much....
here what a cod gsc would look like:
here some scripts iv made to make things easier to understand, I made
everything the way it is so it easier.....
tp all players:
aimbot this doesn't do anything with ads this just rotates your player to the enemy:
this is what rotates the player >> myPlayer.transform.LookAt(aimWorldPos);
can change this to other things to experiment
aimbot is host only
make all players and bots super big
I would be safe with this as other player cannot tell that they are big...
you can do this with the map itself too and make the map big as **** where its like toy soldiers,
if u wanted the other players to see the changes you would need to look into unity's networking
that is used on combat master I look a look but its a little complicated and will take me longer
A better way for aimbot would be to use indicator huds as u can differentiate between enemy and teammate
the hud indicators have to indicators inside of the content component
teammate and enemy... these are the icons that float above players heads....
links:
Custom melonloader:
Melon loader custom remake source:
_clientids source:
compiled drag and drop mods folder for root game:
current menu structure:
Legit was made to feel like gsc...
here an older gif picture:
here a more up to date gif:
Ai not included with mod i was using the ai to record my screen and listen to music.
unlock all for all players doesn't work right yet...
modded xp does work...
esp work off host will find more stuff that works offhost
It was suppose to be a full rebuild of gsc but I have alot of different project I'm working on atm.
You need to use my custom melon loader... because I say so make it feel like gsc
you put your mods in the mods folder like so:
Combat Master\Mods\maps\gametypes\mp
the folders will not be there by default just create them...
any images or cfg go inside mods folder not the sub folders
melonloader if u have it installed just replace the melonloader folder in root
combat master with my custom one so we can load mods like cod...
to use my custom one go into the output folder should be a folder called melonloader
drag and replace the one in your combat masters root directory..
I made the huds in photo pea it can be improved but I rather not,
if there something u can't do with melon loader
patch it with harmony... u can make a custom hud easy just make a new R.png or what ever u change the code to...
I am open to help people as well I wanted to remake
zombie land for combat master but I don't think I'm going to get to
with all these lame ass rats hangin' about
menu controls because its a mod menu:
up and down arrows to scroll
f1 to open
enter key to activate an option...
if u wanna change the position pause and drag it around...
I may work on more updates I don't know right now
but if requested I might...
how is it gsc you might ask well here example code compare:
visual studios code:
Code:
string menuName = $"{P}{r}{o}{j}{e}{c}{t}{v}{oo}{ii}{d} {vv}{v1}";
CreateRectangle(140, 140, 336, 337, "R.png", 0);//Mod Menu Background
//Create Title
CreateTitle(20, menuName, 0, Color.white);
//Sub Menu Options
// Read the contents of the GCSC file into a string variable
CreateText(60, "Unlock All Operators", UnlockAllOps);
CreateText(80, "Unlock All Weapons", UnlockAllWeapons);
looks like gsc to me pretty much....
here what a cod gsc would look like:
Code:
self CreateTitle("Project Bloody V1", undefined);
self CreateSuboption("Project Bloody V1", 0, "Sub Menu", ::submenu, "Menu");
self CreateSuboption("Project Bloody V1", 1, "Sub Menu", ::submenu, "Menu");
self CreateSuboption("Project Bloody V1", 2, "Sub Menu", ::submenu, "Menu");
self CreateSuboption("Project Bloody V1", 3, "Sub Menu", ::submenu, "Menu");
here some scripts iv made to make things easier to understand, I made
everything the way it is so it easier.....
tp all players:
Code:
void TPAllPlayerToMe()
{
var myPlayer = PlayerRoot.MyPlayer;
if (myPlayer != null && myPlayer.isActiveAndEnabled)
{
Vector3 myPos = myPlayer.transform.position;
foreach (var player in PlayerRoot.AllPlayers)
{
if (!player.isActiveAndEnabled)
{
continue;
}
player.transform.position = myPos;
GSCLoggerMessage("Player " + player.name + " Teleported to: " + myPos.ToString());
}
}
else
{
GSCLoggerMessage("My player is not active or enabled!");
}
}
Code:
void MyPlayersAim11()
{
Camera mainCamera = Camera.main;
if (mainCamera == null) return;
var myPlayer = PlayerRoot.MyPlayer;
if (myPlayer != null && myPlayer.isActiveAndEnabled)
{
Vector3 myPos = myPlayer.transform.position;
float maxDistance = 10f; // Set your desired maximum distance here
float minDistance = 3f; // Set your desired minimum distance here
foreach (var player in PlayerRoot.AllPlayers)
{
if (!player.isActiveAndEnabled)
{
continue;
}
Vector3 pivotPos = player.transform.position;
float distance = Vector3.Distance(myPos, pivotPos);
if (distance > maxDistance || distance < minDistance)
{
continue;
}
float footPosY = pivotPos.y - 0.2f;
float headPosY = pivotPos.y + 1.8f;
Vector3 w2s_footpos = mainCamera.WorldToScreenPoint(new Vector3(pivotPos.x, footPosY, pivotPos.z));
Vector3 w2s_headpos = mainCamera.WorldToScreenPoint(new Vector3(pivotPos.x, headPosY, pivotPos.z));
if (w2s_headpos.z > 0 && w2s_footpos.z > 0)
{
Vector3 aimPos = new Vector3(w2s_headpos.x, w2s_headpos.y, (w2s_headpos.z + w2s_footpos.z) / 2f);
Vector3 aimWorldPos = mainCamera.ScreenToWorldPoint(aimPos);
myPlayer.transform.LookAt(aimWorldPos);
GSCLoggerMessage("Player " + player.name + " locked on at position " + aimWorldPos);
}
}
}
}
can change this to other things to experiment
aimbot is host only
make all players and bots super big
Code:
void AllPlayersSizeShit(x,y,z)
{
foreach (var player in PlayerRoot.AllPlayers)
{
if (!player.isActiveAndEnabled)
{
continue;
// Set the local scale of the player's transform component to (10, 10, 10)
player.transform.localScale = new Vector3(x, y, z);
GSCLoggerMessage("Big Players Lets Go...!" + player.name + "\n");
}
else if(PlayerRoot.MyPlayer)
{
GSCLoggerMessage("can't make me big...." + player.name + "\n");
}
}
}
example:
AllPlayersSizeShit(10f,10f,10f);
I would be safe with this as other player cannot tell that they are big...
you can do this with the map itself too and make the map big as **** where its like toy soldiers,
if u wanted the other players to see the changes you would need to look into unity's networking
that is used on combat master I look a look but its a little complicated and will take me longer
A better way for aimbot would be to use indicator huds as u can differentiate between enemy and teammate
the hud indicators have to indicators inside of the content component
teammate and enemy... these are the icons that float above players heads....
links:
Custom melonloader:
Melon loader custom remake source:
_clientids source:
compiled drag and drop mods folder for root game:
current menu structure:
Code:
void MenuStructure()
{
string menuName = $"{P}{r}{o}{j}{e}{c}{t}{v}{oo}{ii}{d} {vv}{v1}";
CreateRectangle(140, 140, 336, 337, "R.png", 0);//Mod Menu Background
//Create Title
CreateTitle(20, menuName, 0, Color.white);
//Sub Menu Options
// Read the contents of the GCSC file into a string variable
CreateText(60, "Unlock All Operators", UnlockAllOps);
CreateText(80, "Unlock All Weapons", UnlockAllWeapons);
CreateText(100, "Unlock All Emblems", UnlockAllEmblems);
CreateText(120, "Toggle Esp", EspToggle);
CreateText(140, "Modded Xp", ModdedXpLobby);
CreateText(160, "Toggle BP", BattlePassBypass);
CreateText(180, "UnlockAllWeaponsAllPlayer", UnlockAllWeaponsAllPlayer);
CreateText(200, "UnlockAllEmblemsAllPlayer", UnlockAllEmblemsAllPlayer);
CreateText(220, "UnlockAllOpsAllPlayer", UnlockAllOpsAllPlayer);//() =>
CreateText(240, "Print Active G Objs", CurrentlyActiveGameObjectsLoadedInScene);
CreateText(260, "No Warehouse OutterCol", RemoveWarehouseOutterCollision);
CreateText(280, "Warehouse MG G Objs", GameObjectsInsideMapgraphicsWarehouse);
CreateText(300, "TP All PlayerToMe", TPAllPlayerToMe);
CreateText(320, "SuperSpeed", GiveSuperSpeed);
//Menu Controls Or Credits
CreateTitle(350, $"Created By: {name}", 0, Color.white);
}
here an older gif picture:
here a more up to date gif:
Ai not included with mod i was using the ai to record my screen and listen to music.
unlock all for all players doesn't work right yet...
modded xp does work...
esp work off host will find more stuff that works offhost
Last edited: