RGH Danny
Modder
- Messages
- 67
- Reaction score
- 26
- Points
- 118
Hello and thank you for reading this thread.
In this thread you can see some useful GSC Codes for
Call of Duty: Black Ops II (Multiplayer-Mode only)
I don't need to get any credits. Have fun.
In this thread you can see some useful GSC Codes for
Call of Duty: Black Ops II (Multiplayer-Mode only)
I don't need to get any credits. Have fun.
Simple
Code:
self iPrintln("string " + self.name); //Prints a text on the bottom left "string <YOUR NAME>"
self iPrintlnbold("stringBIG " + self.name); //Prints a text in the center "stringBIG <YOUR NAME>"
// self means, only you will see this text
Code:
WelcomeMessage(Line1, Line2, Time)
{
notifyData = spawnstruct();
notifyData.titleText = Line1; //Line 1
notifyData.notifyText = Line2; //Line 2
notifyData.glowColor = (2.55, 0, 0); //RGB Color array divided by 100
notifyData.Color = (1, 1, 1);
notifyData.duration = Time; //Change Duration
notifyData.font = "objective"; //font
notifyData.hideWhenInMenu = false;
self thread maps\mp\gametypes\_hud_message::notifyMessage(notifyData);
}
Standard
Code:
GodMode()
{
if(self.godmode == false)
{
self enableInvulnerability(); //ON
self iPrintln("God Mode [^2ON^7]");
self.godmode = true;
}
else
{
self disableInvulnerability(); //OFF
self iPrintln("God Mode [^1OFF^7]");
self.godmode = false;
}
}
Code:
Toggle_unlimitedammo()
{
if(self.unlimitedammo == false)
{
self.unlimitedammo = true;
self iPrintln("Unlimited Ammo [^2ON^7]");
self thread unlimited_ammo();
}
else
{
self.unlimitedammo = false;
self iPrintln("Unlimited Ammo [^1OFF^7]");
self notify("stop_unlimitedammo");
}
}
unlimited_ammo()
{
self endon("stop_unlimitedammo");
for(;;)
{
wait 0.1;
currentWeapon = self getcurrentweapon();
if ( currentWeapon != "none" )
{
self setweaponammoclip( currentWeapon, weaponclipsize(currentWeapon) );
self givemaxammo( currentWeapon );
}
currentoffhand = self getcurrentoffhand();
if ( currentoffhand != "none" )
self givemaxammo( currentoffhand );
}
}
Code:
giveAllStreaks()
{
self iPrintln("All Scorestreaks ^2Given");
maps/mp/gametypes/_globallogic_score::_setplayermomentum(self, 9999);
}
Code:
// !GodMode Thread is needed!
// !GodMode Thread is needed!
// !GodMode Thread is needed!
myTeam_God() // FOR YOUR TEAM
{
if(self.myTeamGod == 0)
{
self iPrintln("GodMode [^2ON^7] : ^2My Team");
self.myTeamGod = 1;
foreach(player in level.players)
{
if(player.team == self.team)
{
player.god = false;
player thread GodMode();
}
}
}
else
{
self iPrintln("GodMode [^1OFF^7] : ^2My Team");
self.myTeamGod = 0;
foreach(player in level.players)
{
if(player.team == self.team)
{
player.god = true;
player thread GodMode();
}
}
}
}
enmyTeam_God() // FOR YOUR THE ENEMY TEAM
{
if(self.enmyTeamGod == 0)
{
self iPrintln("GodMode [^2ON^7] : ^1Enemy Team");
self.enmyTeamGod = 1;
foreach(player in level.players)
{
if(player.team != self.team)
{
player.god = false;
player thread GodMode();
}
}
}
else
{
self iPrintln("GodMode [^1OFF^7] : ^1Enemy Team");
self.enmyTeamGod = 0;
foreach(player in level.players)
{
if(player.team != self.team)
{
player.god = true;
player thread GodMode();
}
}
}
}
Advanced
Code:
GameModeInit()
{
self.money = [];
self.money["wallet"] = 200; // Edit your start money
self.money["multiplaier"] = 1; // Edit your start multiplaier
self.money["whenKill"] = 50; // Edit the cash when you kill somebody
self.money["whenDie"] = 30; // Edit the money you'll lose, if you die
self.money["loopReward"] = 20; // Edit the money you'll get, after loopTime seconds
self.money["loopTime"] = 30; // Edit the loop Time duration
self thread moneyWhenKill();
self thread moneyWhenDie();
self thread moneyLoop();
self thread moneyhealthHuD();
}
moneyLoop()
{
for(;;)
{
wait self.money["loopTime"];
self.money["wallet"] = self.money["wallet"] + (self.money["loopReward"] * self.money["multiplaier"]);
self iPrintln("You Got ^2$" + self.money["loopReward"] + "^7! Wait Another ^1" + self.money["loopTime"] + " Seconds ^7For The Next Reward");
}
}
moneyWhenDie()
{
self.deathsUPDATE = self.pers["deaths"];
for(;;)
{
if(self.deathsUPDATE < self.pers["deaths"])
{
if( self.money["wallet"] >= self.money["whenDie"] )
{
self.money["wallet"] = self.money["wallet"] - self.money["whenDie"];
self iPrintln("You ^1Died^7! ^1-$" + self.money["whenDie"] + " ^7Money Remaining: ^2$" + self.money["wallet"]);
self.deathsUPDATE = self.pers["deaths"];
}
else
{
self.wallet = self.money["wallet"];
self.money["wallet"] = self.money["wallet"] - self.money["wallet"]; // this is, that the moneywallet won't get under 0
self iPrintln("You ^1Died^7! ^1-$" + self.wallet + " ^7Money Remaining: ^2$" + self.money["wallet"]);
self.deathsUPDATE = self.pers["deaths"];
}
}
wait .1;
}
}
moneyWhenKill()
{
self.killsUPDATE = self.pers["kills"];
for(;;)
{
if(self.killsUPDATE < self.pers["kills"])
{
self.money["wallet"] = self.money["wallet"] + (self.money["whenKill"] * self.money["multiplaier"]);
self iPrintln("You ^2Killed ^7Another Player! ^2+$" + self.money["whenKill"] + " ^7Money Remainin: ^2$" + self.money["wallet"]);
self.killsUPDATE = self.pers["kills"];
}
wait .1;
}
}
moneyhealthHuD()
{
storeMoneyHuD = self createFontString("default", 2);
storeMoneyHuD setPoint("LEFT", "LEFT", 0, 0);
StoreMoneyHuD.glowAlpha = 1;
storeHealthHuD = self createFontString("default", 2);
storeHealthHuD setPoint("LEFT", "LEFT", 0, 30);
storeHealthHuD.glowColor = (2.55, 0, 0);
StoreHealthHuD.glowAlpha = 1;
if(self.money["wallet"] >= 0)
{
storeMoneyHuD setText("Money: $" + self.money["wallet"]);
StoreMoneyHuD.glowColor = (0, 2.55, 0);
}
else
{
storeMoneyHuD setText("Money: -$" + (self.money["wallet"] * -1));
StoreMoneyHuD.glowColor = (2.55, 0, 0);
}
storeHealthHuD setText("Health: " + self.health + "/" + self.maxhealth);
self.update["money"] = self.money["wallet"];
self.update["health"] = self.health;
self.update["maxhealth"] = self.maxhealth;
for(;;)
{
if(self.money["wallet"] != self.update["money"]) // To prevent overflows
{
if(self.money["wallet"] >= 0)
{
storeMoneyHuD setText("Money: $" + self.money["wallet"]);
StoreMoneyHuD.glowColor = (0, 2.55, 0);
}
else
{
storeMoneyHuD setText("Money: -$" + (self.money["wallet"] * -1));
StoreMoneyHuD.glowColor = (2.55, 0, 0);
}
self.update["money"] = self.money["wallet"];
}
if(self.health != self.update["health"] || self.maxhealth != self.update["maxhealth"]) // To prevent overflows
{
storeHealthHuD setText("Health: " + self.health + "/" + self.maxhealth);
self.update["health"] = self.health;
self.update["maxhealth"] = self.maxhealth;
}
wait .2;
}
}
REST IS COMING SOON!
Last edited: