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Call of Duty: Black Ops 2 Mods and Scripts
Call of Duty: Black Ops 2 Scripts
GSC Functions by RGH Danny
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<blockquote data-quote="RGH Danny" data-source="post: 269" data-attributes="member: 123"><p style="text-align: center"><strong>Hello and thank you for reading this thread.</strong></p> <p style="text-align: center"><strong>In this thread you can see some useful GSC Codes for</strong></p> <p style="text-align: center"><strong>Call of Duty: Black Ops II (Multiplayer-Mode only)</strong></p> <p style="text-align: center"><strong>I don't need to get any credits. <span style="color: #00b300">Have fun</span>.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Simple</strong></p><p>[SPOILER="Prints"][CODE]</p><p>self iPrintln("string " + self.name); //Prints a text on the bottom left "string <YOUR NAME>"</p><p>self iPrintlnbold("stringBIG " + self.name); //Prints a text in the center "stringBIG <YOUR NAME>"</p><p></p><p>// self means, only you will see this text</p><p>[/CODE][/SPOILER]</p><p>[SPOILER="Welcome Message"][CODE]</p><p>WelcomeMessage(Line1, Line2, Time)</p><p>{</p><p> notifyData = spawnstruct();</p><p> notifyData.titleText = Line1; //Line 1</p><p> notifyData.notifyText = Line2; //Line 2</p><p> notifyData.glowColor = (2.55, 0, 0); //RGB Color array divided by 100</p><p> notifyData.Color = (1, 1, 1);</p><p> notifyData.duration = Time; //Change Duration</p><p> notifyData.font = "objective"; //font</p><p> notifyData.hideWhenInMenu = false;</p><p> self thread maps\mp\gametypes\_hud_message::notifyMessage(notifyData);</p><p>}</p><p></p><p>[/CODE][/SPOILER]</p><p><strong></strong></p><p><strong>Standard</strong></p><p>[SPOILER="God Mode"][CODE]</p><p>GodMode()</p><p>{</p><p> if(self.godmode == false)</p><p> {</p><p> self enableInvulnerability(); //ON</p><p> self iPrintln("God Mode [^2ON^7]");</p><p> self.godmode = true;</p><p> }</p><p> else</p><p> {</p><p> self disableInvulnerability(); //OFF</p><p> self iPrintln("God Mode [^1OFF^7]");</p><p> self.godmode = false;</p><p> }</p><p>}</p><p>[/CODE][/SPOILER]</p><p>[SPOILER="Unlimited Ammo"][CODE]</p><p></p><p>Toggle_unlimitedammo()</p><p>{</p><p> if(self.unlimitedammo == false)</p><p> {</p><p> self.unlimitedammo = true;</p><p> self iPrintln("Unlimited Ammo [^2ON^7]");</p><p> self thread unlimited_ammo();</p><p> }</p><p> else</p><p> {</p><p> self.unlimitedammo = false;</p><p> self iPrintln("Unlimited Ammo [^1OFF^7]");</p><p> self notify("stop_unlimitedammo");</p><p> }</p><p>}</p><p></p><p>unlimited_ammo()</p><p>{</p><p> self endon("stop_unlimitedammo");</p><p> for(;;)</p><p> {</p><p> wait 0.1;</p><p></p><p> currentWeapon = self getcurrentweapon();</p><p> if ( currentWeapon != "none" )</p><p> {</p><p> self setweaponammoclip( currentWeapon, weaponclipsize(currentWeapon) );</p><p> self givemaxammo( currentWeapon );</p><p> }</p><p></p><p> currentoffhand = self getcurrentoffhand();</p><p> if ( currentoffhand != "none" )</p><p> self givemaxammo( currentoffhand );</p><p> }</p><p>}</p><p>[/CODE][/SPOILER]</p><p>[SPOILER="Give All Streaks"][CODE]</p><p>giveAllStreaks()</p><p>{</p><p> self iPrintln("All Scorestreaks ^2Given");</p><p> maps/mp/gametypes/_globallogic_score::_setplayermomentum(self, 9999);</p><p>}</p><p>[/CODE][/SPOILER]</p><p>[SPOILER="Team God Mode"][CODE]</p><p> // !GodMode Thread is needed!</p><p> // !GodMode Thread is needed!</p><p> // !GodMode Thread is needed!</p><p>myTeam_God() // FOR YOUR TEAM</p><p>{</p><p> if(self.myTeamGod == 0)</p><p> {</p><p> self iPrintln("GodMode [^2ON^7] : ^2My Team");</p><p> self.myTeamGod = 1;</p><p> foreach(player in level.players)</p><p> {</p><p> if(player.team == self.team)</p><p> {</p><p> player.god = false;</p><p> player thread GodMode();</p><p> }</p><p> }</p><p> }</p><p> else</p><p> {</p><p> self iPrintln("GodMode [^1OFF^7] : ^2My Team");</p><p> self.myTeamGod = 0;</p><p> foreach(player in level.players)</p><p> {</p><p> if(player.team == self.team)</p><p> {</p><p> player.god = true;</p><p> player thread GodMode();</p><p> }</p><p> }</p><p> }</p><p>}</p><p></p><p></p><p>enmyTeam_God() // FOR YOUR THE ENEMY TEAM</p><p>{</p><p> if(self.enmyTeamGod == 0)</p><p> {</p><p> self iPrintln("GodMode [^2ON^7] : ^1Enemy Team");</p><p> self.enmyTeamGod = 1;</p><p> foreach(player in level.players)</p><p> {</p><p> if(player.team != self.team)</p><p> {</p><p> player.god = false;</p><p> player thread GodMode();</p><p> }</p><p> }</p><p> }</p><p> else</p><p> {</p><p> self iPrintln("GodMode [^1OFF^7] : ^1Enemy Team");</p><p> self.enmyTeamGod = 0;</p><p> foreach(player in level.players)</p><p> {</p><p> if(player.team != self.team)</p><p> {</p><p> player.god = true;</p><p> player thread GodMode();</p><p> }</p><p> }</p><p> }</p><p>}</p><p>[/CODE][/SPOILER]</p><p></p><p><strong>Advanced</strong></p><p>[SPOILER="RGH Danny's Money Management"][CODE]</p><p>GameModeInit()</p><p>{</p><p> self.money = [];</p><p> self.money["wallet"] = 200; // Edit your start money</p><p> self.money["multiplaier"] = 1; // Edit your start multiplaier</p><p> self.money["whenKill"] = 50; // Edit the cash when you kill somebody</p><p> self.money["whenDie"] = 30; // Edit the money you'll lose, if you die</p><p> self.money["loopReward"] = 20; // Edit the money you'll get, after loopTime seconds</p><p> self.money["loopTime"] = 30; // Edit the loop Time duration</p><p> </p><p> self thread moneyWhenKill();</p><p> self thread moneyWhenDie();</p><p> self thread moneyLoop();</p><p> self thread moneyhealthHuD();</p><p>}</p><p>moneyLoop()</p><p>{</p><p> for(;;)</p><p> {</p><p> wait self.money["loopTime"];</p><p> self.money["wallet"] = self.money["wallet"] + (self.money["loopReward"] * self.money["multiplaier"]);</p><p> self iPrintln("You Got ^2$" + self.money["loopReward"] + "^7! Wait Another ^1" + self.money["loopTime"] + " Seconds ^7For The Next Reward");</p><p> }</p><p>}</p><p>moneyWhenDie()</p><p>{</p><p> self.deathsUPDATE = self.pers["deaths"];</p><p></p><p> for(;;)</p><p> {</p><p> if(self.deathsUPDATE < self.pers["deaths"])</p><p> {</p><p> if( self.money["wallet"] >= self.money["whenDie"] )</p><p> {</p><p> self.money["wallet"] = self.money["wallet"] - self.money["whenDie"];</p><p> self iPrintln("You ^1Died^7! ^1-$" + self.money["whenDie"] + " ^7Money Remaining: ^2$" + self.money["wallet"]);</p><p> self.deathsUPDATE = self.pers["deaths"];</p><p> }</p><p> else</p><p> {</p><p> self.wallet = self.money["wallet"];</p><p> self.money["wallet"] = self.money["wallet"] - self.money["wallet"]; // this is, that the moneywallet won't get under 0</p><p> self iPrintln("You ^1Died^7! ^1-$" + self.wallet + " ^7Money Remaining: ^2$" + self.money["wallet"]);</p><p> self.deathsUPDATE = self.pers["deaths"];</p><p> }</p><p> }</p><p> wait .1;</p><p> }</p><p>}</p><p>moneyWhenKill()</p><p>{</p><p> self.killsUPDATE = self.pers["kills"];</p><p></p><p> for(;;)</p><p> {</p><p> if(self.killsUPDATE < self.pers["kills"])</p><p> {</p><p> self.money["wallet"] = self.money["wallet"] + (self.money["whenKill"] * self.money["multiplaier"]);</p><p> self iPrintln("You ^2Killed ^7Another Player! ^2+$" + self.money["whenKill"] + " ^7Money Remainin: ^2$" + self.money["wallet"]);</p><p> </p><p> self.killsUPDATE = self.pers["kills"];</p><p> }</p><p> wait .1;</p><p> }</p><p>}</p><p>moneyhealthHuD()</p><p>{</p><p> storeMoneyHuD = self createFontString("default", 2);</p><p> storeMoneyHuD setPoint("LEFT", "LEFT", 0, 0);</p><p> StoreMoneyHuD.glowAlpha = 1;</p><p></p><p> storeHealthHuD = self createFontString("default", 2);</p><p> storeHealthHuD setPoint("LEFT", "LEFT", 0, 30);</p><p> storeHealthHuD.glowColor = (2.55, 0, 0);</p><p> StoreHealthHuD.glowAlpha = 1;</p><p></p><p> if(self.money["wallet"] >= 0)</p><p> {</p><p> storeMoneyHuD setText("Money: $" + self.money["wallet"]);</p><p> StoreMoneyHuD.glowColor = (0, 2.55, 0);</p><p> }</p><p> else</p><p> {</p><p> storeMoneyHuD setText("Money: -$" + (self.money["wallet"] * -1));</p><p> StoreMoneyHuD.glowColor = (2.55, 0, 0);</p><p> }</p><p> storeHealthHuD setText("Health: " + self.health + "/" + self.maxhealth);</p><p></p><p> self.update["money"] = self.money["wallet"];</p><p> self.update["health"] = self.health;</p><p> self.update["maxhealth"] = self.maxhealth;</p><p></p><p> for(;;)</p><p> {</p><p> if(self.money["wallet"] != self.update["money"]) // To prevent overflows</p><p> {</p><p> if(self.money["wallet"] >= 0)</p><p> {</p><p> storeMoneyHuD setText("Money: $" + self.money["wallet"]);</p><p> StoreMoneyHuD.glowColor = (0, 2.55, 0);</p><p> }</p><p> else</p><p> {</p><p> storeMoneyHuD setText("Money: -$" + (self.money["wallet"] * -1));</p><p> StoreMoneyHuD.glowColor = (2.55, 0, 0);</p><p> }</p><p> self.update["money"] = self.money["wallet"];</p><p> }</p><p> if(self.health != self.update["health"] || self.maxhealth != self.update["maxhealth"]) // To prevent overflows</p><p> {</p><p> storeHealthHuD setText("Health: " + self.health + "/" + self.maxhealth);</p><p> self.update["health"] = self.health;</p><p> self.update["maxhealth"] = self.maxhealth;</p><p> }</p><p> wait .2;</p><p> }</p><p>}</p><p>[/CODE][/SPOILER]</p><p></p><p><strong>REST IS COMING SOON!</strong></p><p><strong></strong></p></blockquote><p></p>
[QUOTE="RGH Danny, post: 269, member: 123"] [CENTER][B]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. [COLOR=#00b300]Have fun[/COLOR].[/B][/CENTER] [B] Simple[/B] [SPOILER="Prints"][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][/SPOILER] [SPOILER="Welcome Message"][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); } [/CODE][/SPOILER] [B] Standard[/B] [SPOILER="God Mode"][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][/SPOILER] [SPOILER="Unlimited Ammo"][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][/SPOILER] [SPOILER="Give All Streaks"][CODE] giveAllStreaks() { self iPrintln("All Scorestreaks ^2Given"); maps/mp/gametypes/_globallogic_score::_setplayermomentum(self, 9999); } [/CODE][/SPOILER] [SPOILER="Team God Mode"][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(); } } } } [/CODE][/SPOILER] [B]Advanced[/B] [SPOILER="RGH Danny's Money Management"][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; } } [/CODE][/SPOILER] [B]REST IS COMING SOON! [/B] [/QUOTE]
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GSC Functions by RGH Danny
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