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Call of Duty Classics
Call of Duty: Modern Warfare 2
Call of Duty: Modern Warfare 2 Mods and Scripts
Call of Duty: Modern Warfare 2 Scripts
- MW2 [1.11] Script List
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<blockquote data-quote="xBeaTzMoDz™" data-source="post: 2863" data-attributes="member: 1823"><p><strong><span style="color: #00ffff"><strong>Hello Cabconmodding Members</strong></span></strong></p><p><strong><span style="color: #00ffff"></span></strong></p><p style="text-align: center"><strong><p style="text-align: center"><strong><strong></strong></strong></p></strong></p><p style="text-align: center"><strong><strong><strong>Today I Post GSC MW2 Script List </strong></strong></p></strong></p><p style="text-align: center"><strong><strong><strong>Credits to all the users who created these scripts, if you would like to know the original creators just simply do a Google search.</strong></strong></p></p> <p style="text-align: center"></strong></p><p><strong><p style="text-align: center"><strong><strong></strong></strong></p></strong></p><p style="text-align: center"><strong><strong><strong></strong></strong></p><p></strong>If you need to find something quickly, press CTRL+F and use the special code in [].</p><p></p><p><strong><u>C001 - C0018 are weapons.</u></strong></p><p><strong></strong></p><p><strong><strong>[C001] Water Gun</strong></strong></p><p><strong><strong>[C002] FX Gun</strong></strong></p><p><strong><strong>[C003] Flood Gun</strong></strong></p><p><strong><strong>[C004] Lightning Gun</strong></strong></p><p><strong><strong>[C005] Blood Gun</strong></strong></p><p><strong><strong>[C006] Atomic Gun</strong></strong></p><p><strong><strong>[C007] Snow Gun</strong></strong></p><p><strong><strong>[C008] Dirt Gun</strong></strong></p><p><strong><strong>[C009] Sonic Boom Gun</strong></strong></p><p><strong><strong>[C010] Cluster Bomb Gun</strong></strong></p><p><strong><strong>[C011] Tank Gun</strong></strong></p><p><strong><strong>[C012] EMP Gun</strong></strong></p><p><strong><strong>[C013] Green Dot Gun</strong></strong></p><p><strong><strong>[C014] Flash Nuke Gun</strong></strong></p><p><strong><strong>[C015] Knife Gun</strong></strong></p><p><strong><strong>[C016] Money Gun (Money Maker)</strong></strong></p><p><strong><strong>[C017] Map Changing Gun</strong></strong></p><p><strong><strong>[C018] Jericho Missle System</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>[C019] Water Fountain</strong></strong></p><p><strong><strong>[C020] Blood Fountain</strong></strong></p><p><strong><strong>[C021] Ball Of Death</strong></strong></p><p><strong><strong>[C022] Human Centerpide</strong></strong></p><p><strong><strong>[C023] Throwing FX</strong></strong></p><p><strong><strong>[C024] Plane Crash</strong></strong></p><p><strong><strong>[C025] Toggle Prestige</strong></strong></p><p><strong><strong>[C026] ESP Wallhack (coming soon)</strong></strong></p><p><strong><strong>[C027] Fire Balls</strong></strong></p><p><strong><strong>[C028] Water Balloons</strong></strong></p><p><strong><strong>[C029] Anti-leech System</strong></strong></p><p><strong><strong>[C030] Glow Stick</strong></strong></p><p><strong><strong>[C031] Trampoline</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><span style="font-family: 'Verdana'"><span style="color: #00ffff"><em>[C001] Water Gun :</em></span></span></strong></strong></p><p><strong><strong><span style="font-family: 'Verdana'"><span style="color: #00ffff"><em>[SPOILER][/SPOILER]</em>[SPOILER][/spoiler]</span>[SPOILER][/spoiler]</span>[SPOILER][/spoiler]</strong>[SPOILER][/spoiler]</strong>[SPOILER]</p><p><span style="font-family: 'Verdana'"><em>WaterGun()</em></span></p><p><span style="font-family: 'Verdana'"><em>{</em></span></p><p><span style="font-family: 'Verdana'"><em> self endon("death");</em></span></p><p><span style="font-family: 'Verdana'"><em> self endon("disconnect");</em></span></p><p><span style="font-family: 'Verdana'"><em> self giveWeapon("glock_silencer_mp",0,true);</em></span></p><p><span style="font-family: 'Verdana'"><em> self switchtoweapon("glock_silencer_mp");</em></span></p><p><span style="font-family: 'Verdana'"><em> for(;<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></em></span></p><p><span style="font-family: 'Verdana'"><em> {</em></span></p><p><span style="font-family: 'Verdana'"><em> self waittill("weapon_fired");</em></span></p><p><span style="font-family: 'Verdana'"><em> if(self getcurrentweapon()=="glock_silencer_mp")</em></span></p><p><span style="font-family: 'Verdana'"><em> {</em></span></p><p><span style="font-family: 'Verdana'"><em> self player_recoilScaleOn(0);</em></span></p><p><span style="font-family: 'Verdana'"><em> vec=anglestoforward(self getPlayerAngles());</em></span></p><p><span style="font-family: 'Verdana'"><em> end =(vec[0] * 200000,vec[1] * 200000,vec[2] * 200000);</em></span></p><p><span style="font-family: 'Verdana'"><em> SPLOSIONlocation=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ end,0,self)["position"];</em></span></p><p><span style="font-family: 'Verdana'"><em> level._effect["Boomerz"]=loadfx("explosions/grenadeExp_water");</em></span></p><p><span style="font-family: 'Verdana'"><em> playfx(level._effect["Boomerz"],SPLOSIONlocation);</em></span></p><p><span style="font-family: 'Verdana'"><em> RadiusDamage(SPLOSIONlocation,0,0,0,self);</em></span></p><p><span style="font-family: 'Verdana'"><em> earthquake(0.3,1,SPLOSIONlocation,1000);</em></span></p><p><span style="font-family: 'Verdana'"><em> }</em></span></p><p><span style="font-family: 'Verdana'"><em> wait 0.1;</em></span></p><p><span style="font-family: 'Verdana'"><em> }</em></span></p><p><span style="font-family: 'Verdana'"><em>}</em></span></p><p>[/SPOILER]<strong><strong><span style="font-family: 'Verdana'"><span style="color: #00ffff"></span></span></strong></strong></p><p><strong><strong><span style="font-family: 'Verdana'"><span style="color: #00ffff"><em>[C002] FX Gun :</em></span></span></strong></strong></p><p><strong><strong><span style="font-family: 'Verdana'"><span style="color: #00ffff"><em>[SPOILER][/SPOILER]</em>[SPOILER][/spoiler]</span>[SPOILER][/spoiler]</span>[SPOILER][/spoiler]</strong>[SPOILER][/spoiler]</strong>[SPOILER]</p><p><span style="font-family: 'Verdana'"><em>FXmw2gun()</em></span></p><p><span style="font-family: 'Verdana'"><em>{</em></span></p><p><span style="font-family: 'Verdana'"><em>self endon("death");</em></span></p><p><span style="font-family: 'Verdana'"><em>self.shaker = 1;</em></span></p><p><span style="font-family: 'Verdana'"><em>self giveWeapon("uzi_silencer_mp", 0, false);</em></span></p><p><span style="font-family: 'Verdana'"><em>self GiveMaxAmmo( "uzi_silencer_mp" );</em></span></p><p><span style="font-family: 'Verdana'"><em>self switchToWeapon("uzi_silencer_mp");</em></span></p><p><span style="font-family: 'Verdana'"><em>for(;</em></span></p><p><span style="font-family: 'Verdana'"><em>{</em></span></p><p><span style="font-family: 'Verdana'"><em>self waittill( "weapon_fired", weaponName );</em></span></p><p><span style="font-family: 'Verdana'"><em>if( self getCurrentWeapon() != "uzi_silencer_mp" ) continue;</em></span></p><p><span style="font-family: 'Verdana'"><em>start = self getTagOrigin( "tag_eye" );</em></span></p><p><span style="font-family: 'Verdana'"><em>end = self getTagOrigin( "tag_eye" ) + vecscale2( anglestoforward( self getPlayerAngles() ), 100000 );</em></span></p><p><span style="font-family: 'Verdana'"><em>trace = bulletTrace( start, end, true, self );</em></span></p><p><span style="font-family: 'Verdana'"><em>thread doLaserFX2( self getTagOrigin( "tag_eye" ), anglestoforward( self getPlayerAngles() ), trace["position"] );</em></span></p><p><span style="font-family: 'Verdana'"><em>if(self.shaker > 212)</em></span></p><p><span style="font-family: 'Verdana'"><em>{</em></span></p><p><span style="font-family: 'Verdana'"><em>self.shaker = 0;</em></span></p><p><span style="font-family: 'Verdana'"><em>self takeWeapon( "uzi_silencer_mp" );</em></span></p><p><span style="font-family: 'Verdana'"><em>break;</em></span></p><p><span style="font-family: 'Verdana'"><em>}</em></span></p><p><span style="font-family: 'Verdana'"><em>self.shaker++;</em></span></p><p><span style="font-family: 'Verdana'"><em>}</em></span></p><p><span style="font-family: 'Verdana'"><em>}</em></span></p><p><span style="font-family: 'Verdana'"><em>doLaserFX2( startPos, direction, endPos )</em></span></p><p><span style="font-family: 'Verdana'"><em>{</em></span></p><p><span style="font-family: 'Verdana'"><em>doDamage = 1;</em></span></p><p><span style="font-family: 'Verdana'"><em>for( i = 1;;i ++ )</em></span></p><p><span style="font-family: 'Verdana'"><em>{</em></span></p><p><span style="font-family: 'Verdana'"><em>pos = startPos + vecscale2( direction, i * 150 );</em></span></p><p><span style="font-family: 'Verdana'"><em>if( distance( startPos, pos ) > 9000 )</em></span></p><p><span style="font-family: 'Verdana'"><em>{</em></span></p><p><span style="font-family: 'Verdana'"><em>doDamage = 0;</em></span></p><p><span style="font-family: 'Verdana'"><em>break;</em></span></p><p><span style="font-family: 'Verdana'"><em>}</em></span></p><p><span style="font-family: 'Verdana'"><em>trace = bulletTrace( startPos, pos, true, self );</em></span></p><p><span style="font-family: 'Verdana'"><em>if( !bulletTracePassed( startPos, pos, true, self ) )</em></span></p><p><span style="font-family: 'Verdana'"><em>{</em></span></p><p><span style="font-family: 'Verdana'"><em>impactFX = spawnFX( level.shakeFX["impact"], bulletTrace( startPos, pos, true, self )["position"] );</em></span></p><p><span style="font-family: 'Verdana'"><em>level.FX_count ++;</em></span></p><p><span style="font-family: 'Verdana'"><em>triggerFX( impactFX );</em></span></p><p><span style="font-family: 'Verdana'"><em>wait( 0.2 );</em></span></p><p><span style="font-family: 'Verdana'"><em>impactFX delete();</em></span></p><p><span style="font-family: 'Verdana'"><em>level.FX_count --;</em></span></p><p><span style="font-family: 'Verdana'"><em>break;</em></span></p><p><span style="font-family: 'Verdana'"><em>}</em></span></p><p><span style="font-family: 'Verdana'"><em>laserFX = spawnFX( level.shakeFX["laser"], pos );</em></span></p><p><span style="font-family: 'Verdana'"><em>level.FX_count ++;</em></span></p><p><span style="font-family: 'Verdana'"><em>triggerFX( laserFX );</em></span></p><p><span style="font-family: 'Verdana'"><em>laserFX thread deleteAfterTime2( 0.1 );</em></span></p><p><span style="font-family: 'Verdana'"><em>if( level.FX_count < 200 )</em></span></p><p><span style="font-family: 'Verdana'"><em>{</em></span></p><p><span style="font-family: 'Verdana'"><em>for( j = 0;j < 3;j ++ )</em></span></p><p><span style="font-family: 'Verdana'"><em>{</em></span></p><p><span style="font-family: 'Verdana'"><em>laserFX = spawnFX( level.shakeFX["laser"], pos + (randomInt( 50 ) / 10, randomInt( 50 ) / 10, randomInt( 50 ) / 10) - vecscale2( direction, i * randomInt( 10 ) * 3 ) );</em></span></p><p><span style="font-family: 'Verdana'"><em>level.FX_count ++;</em></span></p><p><span style="font-family: 'Verdana'"><em>triggerFX( laserFX );</em></span></p><p><span style="font-family: 'Verdana'"><em>laserFX thread deleteAfterTime2( 0.05 + randomInt( 3 ) * 0.05 );</em></span></p><p><span style="font-family: 'Verdana'"><em>}</em></span></p><p><span style="font-family: 'Verdana'"><em>}</em></span></p><p><span style="font-family: 'Verdana'"><em>wait( 0.05 );</em></span></p><p><span style="font-family: 'Verdana'"><em>}</em></span></p><p><span style="font-family: 'Verdana'"><em>if( doDamage ) earthquake( endPos, 300, 150, 20, self );</em></span></p><p><span style="font-family: 'Verdana'"><em>}</em></span></p><p><span style="font-family: 'Verdana'"><em>vecscale2( vec, scalar )</em></span></p><p><span style="font-family: 'Verdana'"><em>{</em></span></p><p><span style="font-family: 'Verdana'"><em>return ( vec[0] * scalaxsr, vec[1] * scalar, vec[2] * scalar );</em></span></p><p><span style="font-family: 'Verdana'"><em>}</em></span></p><p><span style="font-family: 'Verdana'"><em>deleteAfterTime2( time )</em></span></p><p><span style="font-family: 'Verdana'"><em>{</em></span></p><p><span style="font-family: 'Verdana'"><em>wait time;</em></span></p><p><span style="font-family: 'Verdana'"><em>self delete();</em></span></p><p><span style="font-family: 'Verdana'"><em>}</em></span>[/SPOILER]<span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><em><strong><span style="color: rgb(0, 255, 255)">[C003] Flood Gun :</span></strong></em></span></p><p><span style="font-family: 'Verdana'"><em><strong><span style="color: rgb(0, 255, 255)">[SPOILER][/SPOILER]</span>[SPOILER][/spoiler]</strong>[SPOILER]</em></span></p><p><span style="font-family: 'Verdana'"><em>FloodGUN()</em></span></p><p><span style="font-family: 'Verdana'"><em>{</em></span></p><p><span style="font-family: 'Verdana'"><em>self endon("death");</em></span></p><p><span style="font-family: 'Verdana'"><em>self endon("disconnect");</em></span></p><p><span style="font-family: 'Verdana'"><em>self iPrintln("^2Flood Gun for UnderPass");</em></span></p><p><span style="font-family: 'Verdana'"><em>self iPrintln("^0Made by HepticOnline");</em></span></p><p><span style="font-family: 'Verdana'"><em>level._effect["rain_noise_splashes"] = loadfx( "weather/rain_noise_splashes" );</em></span></p><p><span style="font-family: 'Verdana'"><em>level._effect["rain_splash_lite_64x64"] = loadfx( "weather/rain_splash_lite_64x64" );</em></span></p><p><span style="font-family: 'Verdana'"><em>level._effect["rain_splash_lite_128x128"] = loadfx( "weather/rain_splash_lite_128x128" );</em></span></p><p><span style="font-family: 'Verdana'"><em>level._effect["river_splash_small"] = loadfx( "water/river_splash_small" );</em></span></p><p><span style="font-family: 'Verdana'"><em>level._effect["drips_fast"] = loadfx( "misc/drips_fast" );</em></span></p><p><span style="font-family: 'Verdana'"><em>self giveWeapon("beretta_silencer_mp",6);</em></span></p><p><span style="font-family: 'Verdana'"><em>self switchtoweapon("beretta_silencer_mp",6);</em></span></p><p><span style="font-family: 'Verdana'"><em>for(;<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></em></span></p><p><span style="font-family: 'Verdana'"><em>{</em></span></p><p><span style="font-family: 'Verdana'"><em>self waittill("weapon_fired");</em></span></p><p><span style="font-family: 'Verdana'"><em>if(self getcurrentweapon()== "beretta_silencer_mp")</em></span></p><p><span style="font-family: 'Verdana'"><em>{</em></span></p><p><span style="font-family: 'Verdana'"><em>my=self gettagorigin("j_head");</em></span></p><p><span style="font-family: 'Verdana'"><em>trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];</em></span></p><p><span style="font-family: 'Verdana'"><em>playfx(level._effect["rain_noise_splashes"],trace);</em></span></p><p><span style="font-family: 'Verdana'"><em>playfx(level._effect["rain_splash_lite_64x64"],trace);</em></span></p><p><span style="font-family: 'Verdana'"><em>playfx(level._effect["rain_splash_lite_128x128"],trace);</em></span></p><p><span style="font-family: 'Verdana'"><em>playfx(level._effect["river_splash_small"],trace);</em></span></p><p><span style="font-family: 'Verdana'"><em>playfx(level._effect["drips_fast"],trace);</em></span></p><p><span style="font-family: 'Verdana'"><em>}</em></span></p><p><span style="font-family: 'Verdana'"><em>wait 0.1;</em></span></p><p><span style="font-family: 'Verdana'"><em>}</em></span></p><p><span style="font-family: 'Verdana'"><em>}</em></span></p><p><span style="font-family: 'Verdana'"><em>[/SPOILER]</em></span></p><p><span style="font-family: 'Verdana'"><em><strong><span style="color: #00ffff">[C004] Lightning Gun :</span></strong> </em></span></p><p><span style="font-family: 'Verdana'">[SPOILER]</span></p><p><span style="font-family: 'Verdana'">LightningGun()</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self iPrintln("^2Lightning Gun ^4Ready^7!");</span></p><p><span style="font-family: 'Verdana'">self iPrintln("^2Created By^7: ^6Cmd-X");</span></p><p><span style="font-family: 'Verdana'">self giveWeapon("uzi_silencer_xmags_mp",1,false);</span></p><p><span style="font-family: 'Verdana'">self switchToWeapon("uzi_silencer_xmags_mp");</span></p><p><span style="font-family: 'Verdana'">level._effect["mine_explosion"]=loadfx("explosions/sentry_gun_explosion");</span></p><p><span style="font-family: 'Verdana'">level._effect["tv_explosion"]=loadfx( "explosions/tv_flatscreen_explosion" );</span></p><p><span style="font-family: 'Verdana'">for(;<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self waittill("weapon_fired");</span></p><p><span style="font-family: 'Verdana'">if(self getCurrentWeapon() == "uzi_silencer_xmags_mp")</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">vec2=anglestoforward(self getPlayerAngles());</span></p><p><span style="font-family: 'Verdana'">e1nd =(vec2[0] * 200000,vec2[1] * 200000,vec2[2] * 200000);</span></p><p><span style="font-family: 'Verdana'">SPLOSIONlocation1=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ e1nd,0,self)["position"];</span></p><p><span style="font-family: 'Verdana'">playfx(level._effect["mine_explosion"],SPLOSIONlocation1);</span></p><p><span style="font-family: 'Verdana'">playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(0,0,25));</span></p><p><span style="font-family: 'Verdana'">playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(0,0,35));</span></p><p><span style="font-family: 'Verdana'">playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(0,-5,15));</span></p><p><span style="font-family: 'Verdana'">playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(0,5,15));</span></p><p><span style="font-family: 'Verdana'">playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(-5,0,15));</span></p><p><span style="font-family: 'Verdana'">playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(5,0,15));</span></p><p><span style="font-family: 'Verdana'">playfx(level._effect["tv_explosion"],SPLOSIONlocation1+(0,0,<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/cool.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" />);</span></p><p><span style="font-family: 'Verdana'">playfx(level._effect["tv_explosion"],SPLOSIONlocation1+(0,2,12));</span></p><p><span style="font-family: 'Verdana'">playfx(level._effect["tv_explosion"],SPLOSIONlocation1+(0,-2,4));</span></p><p><span style="font-family: 'Verdana'">RadiusDamage(SPLOSIONlocation1,130,130,130,self);</span></p><p><span style="font-family: 'Verdana'">earthquake(0.3,1,SPLOSIONlocation1,1000);</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">wait 0.001;</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">[/SPOILER]</span></p><p><span style="font-family: 'Verdana'"><span style="color: #00ffff"><strong>[C005] Blood Gun :</strong></span></span></p><p><span style="font-family: 'Verdana'">[SPOILER]</span></p><p><span style="font-family: 'Verdana'">BloodGun()</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self iPrintln("^1Blood Gun : xGscModz");</span></p><p><span style="font-family: 'Verdana'">self iPrintln("^2Look Out! ^0AIDS!");</span></p><p><span style="font-family: 'Verdana'">self giveWeapon("mp5k_silencer_mp",1,false);</span></p><p><span style="font-family: 'Verdana'">self switchToWeapon("mp5k_silencer_mp");</span></p><p><span style="font-family: 'Verdana'">level._effect["blood"]=loadfx("impacts/flesh_hit_body_fatal_exit");</span></p><p><span style="font-family: 'Verdana'">for(;<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self waittill("weapon_fired");</span></p><p><span style="font-family: 'Verdana'">if(self getCurrentWeapon() == "mp5k_silencer_mp")</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">vec2=anglestoforward(self getPlayerAngles());</span></p><p><span style="font-family: 'Verdana'">e1nd =(vec2[0] * 200000,vec2[1] * 200000,vec2[2] * 200000);</span></p><p><span style="font-family: 'Verdana'">SPLOSIONlocation1=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ e1nd,0,self)["position"];</span></p><p><span style="font-family: 'Verdana'">playfx(level._effect["blood"],SPLOSIONlocation1+(0,0,<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/cool.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" />);</span></p><p><span style="font-family: 'Verdana'">playfx(level._effect["blood"],SPLOSIONlocation1+(0,2,12));</span></p><p><span style="font-family: 'Verdana'">playfx(level._effect["blood"],SPLOSIONlocation1+(0,-2,4));</span></p><p><span style="font-family: 'Verdana'">RadiusDamage(SPLOSIONlocation1,130,130,130,self);</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">wait 0.001;</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">[/SPOILER]</span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[C006] Atomic Gun :</span></strong></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[SPOILER][/SPOILER]</span>[SPOILER][/spoiler]</strong>[SPOILER]</span></p><p><span style="font-family: 'Verdana'">superF2000lol()</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self endon("death");</span></p><p><span style="font-family: 'Verdana'">self iPrintln("^3Atomic Gun Ready!");</span></p><p><span style="font-family: 'Verdana'">self iPrintln("^2BEWARE OF RADIATION");</span></p><p><span style="font-family: 'Verdana'">self giveWeapon("barrett_acog_silencer_mp",1,false);</span></p><p><span style="font-family: 'Verdana'">wait 0.1;</span></p><p><span style="font-family: 'Verdana'">self switchToWeapon("barrett_acog_silencer_mp");</span></p><p><span style="font-family: 'Verdana'">self setWeaponAmmoClip("barrett_acog_silencer_mp", 1);</span></p><p><span style="font-family: 'Verdana'">self setWeaponAmmoStock("barrett_acog_silencer_mp", 0);</span></p><p><span style="font-family: 'Verdana'">self iPrintlnbold("^3Shoot For Attack Locations");</span></p><p><span style="font-family: 'Verdana'">//level._effect["Cmd-X"]=loadfx("explosions/propane_large_exp");</span></p><p><span style="font-family: 'Verdana'">level._effect["Dirt"] = loadfx("explosions/grenadeExp_dirt_1");</span></p><p><span style="font-family: 'Verdana'">level.chopper_fx["light"]["left"] = loadfx( "misc/aircraft_light_wingtip_green" );</span></p><p><span style="font-family: 'Verdana'">for(;<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self waittill("weapon_fired");</span></p><p><span style="font-family: 'Verdana'">if( self getCurrentWeapon() == "barrett_acog_silencer_mp" )</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self player_recoilScaleOn(0);</span></p><p><span style="font-family: 'Verdana'">self player_recoilScaleOn(0);</span></p><p><span style="font-family: 'Verdana'">vec6=anglestoforward(self getPlayerAngles());</span></p><p><span style="font-family: 'Verdana'">end3 =(vec6[0] * 200000,vec6[1] * 200000,vec6[2] * 200000);</span></p><p><span style="font-family: 'Verdana'">ss=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ end3,0,self)["position"];</span></p><p><span style="font-family: 'Verdana'">playfx(level._effect["Dirt"],ss);</span></p><p><span style="font-family: 'Verdana'">playfx(level.chopper_fx["light"]["left"],ss);</span></p><p><span style="font-family: 'Verdana'">playfx(level.chopper_fx["light"]["left"],ss+(0,5,5));</span></p><p><span style="font-family: 'Verdana'">playfx(level.chopper_fx["light"]["left"],ss+(0,3,5));</span></p><p><span style="font-family: 'Verdana'">playfx(level.chopper_fx["light"]["left"],ss+(0,1,5));</span></p><p><span style="font-family: 'Verdana'">playfx(level.chopper_fx["light"]["left"],ss+(0,-3,5));</span></p><p><span style="font-family: 'Verdana'">playfx(level.chopper_fx["light"]["left"],ss+(0,-5,5));</span></p><p><span style="font-family: 'Verdana'">playfx(level.chopper_fx["light"]["left"],ss+(5,0,5));</span></p><p><span style="font-family: 'Verdana'">playfx(level.chopper_fx["light"]["left"],ss+(3,0,5));</span></p><p><span style="font-family: 'Verdana'">playfx(level.chopper_fx["light"]["left"],ss+(1,0,5));</span></p><p><span style="font-family: 'Verdana'">playfx(level.chopper_fx["light"]["left"],ss+(-3,0,5));</span></p><p><span style="font-family: 'Verdana'">playfx(level.chopper_fx["light"]["left"],ss+(-5,0,5));</span></p><p><span style="font-family: 'Verdana'">self thread OtherPartA(ss);</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">wait 0.01;</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">OtherPartA(Loc)</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self endon("disconnect");</span></p><p><span style="font-family: 'Verdana'">wait 2;</span></p><p><span style="font-family: 'Verdana'">MagicBullet( "ac130_40mm_mp", (500,0,9000), Loc, self );</span></p><p><span style="font-family: 'Verdana'">MagicBullet( "ac130_40mm_mp", (-500,0,8500), Loc, self );</span></p><p><span style="font-family: 'Verdana'">MagicBullet( "ac130_40mm_mp", (0,500,8000), Loc, self );</span></p><p><span style="font-family: 'Verdana'">MagicBullet( "ac130_40mm_mp", (0,-500,7500), Loc, self );</span></p><p><span style="font-family: 'Verdana'">MagicBullet( "ac130_40mm_mp", (0,-500,7000), Loc, self );</span></p><p><span style="font-family: 'Verdana'">MagicBullet( "ac130_40mm_mp", (0,-500,6500), Loc, self );</span></p><p><span style="font-family: 'Verdana'">MagicBullet( "ac130_40mm_mp", (0,-500,6000), Loc, self );</span></p><p><span style="font-family: 'Verdana'">MagicBullet( "ac130_40mm_mp", (0,-500,5500), Loc, self );</span></p><p><span style="font-family: 'Verdana'">MagicBullet( "ac130_40mm_mp", (0,-500,5000), Loc, self );</span></p><p><span style="font-family: 'Verdana'">foreach(player in level.players)</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self playLocalSound("mp_killstreak_jet");</span></p><p><span style="font-family: 'Verdana'">self VisionSetNakedForPlayer("airport_green",1);</span></p><p><span style="font-family: 'Verdana'">wait 0.5;</span></p><p><span style="font-family: 'Verdana'">self VisionSetNakedForPlayer(getDvar("mapname"),0.5);</span></p><p><span style="font-family: 'Verdana'">//level._effect[ "FOW1" ]=loadfx("explosions/emp_flash_mp");</span></p><p><span style="font-family: 'Verdana'">wait 1;</span></p><p><span style="font-family: 'Verdana'">earthquake( 0.6, 5, Loc, 1000 );</span></p><p><span style="font-family: 'Verdana'">//playfx(level._effect[ "FOW1" ],Loc+(0,0,-25));</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">v_sx(vec,scale)</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">vec=(vec[0]*scale,vec[1]*scale,vec[2]*scale);</span></p><p><span style="font-family: 'Verdana'">return vec;</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">[/SPOILER]</span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[C007] Snow Gun : </span></strong></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[SPOILER][/SPOILER]</span>[SPOILER][/spoiler]</strong>[SPOILER]</span></p><p><span style="font-family: 'Verdana'">SnowGun()</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self iPrintln("^5Snow Gun Ready!");</span></p><p><span style="font-family: 'Verdana'">self iPrintln("^2Need a ^3Jumper? ^3Have a Cuddle ^6<3");</span></p><p><span style="font-family: 'Verdana'">self giveWeapon("pp2000_silencer_mp",1,false);</span></p><p><span style="font-family: 'Verdana'">self switchToWeapon("pp2000_silencer_mp");</span></p><p><span style="font-family: 'Verdana'">self setWeaponAmmoClip("pp2000_silencer_mp", 1337);</span></p><p><span style="font-family: 'Verdana'">self setWeaponAmmoStock("pp2000_silencer_mp", 420);</span></p><p><span style="font-family: 'Verdana'">level._effect["Snow"] = loadfx("explosions/grenadeExp_snow");</span></p><p><span style="font-family: 'Verdana'">for(;<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self waittill("weapon_fired");</span></p><p><span style="font-family: 'Verdana'">if(self getCurrentWeapon() == "pp2000_silencer_mp")</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">x44=self getTagOrigin("tag_eye");</span></p><p><span style="font-family: 'Verdana'">xe=self v_sx(anglestoforward(self getPlayerAngles()),10000);</span></p><p><span style="font-family: 'Verdana'">ss2x=BulletTrace(x44,xe,0,self)["position"];</span></p><p><span style="font-family: 'Verdana'">playfx(level._effect["Snow"],ss2x);</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">wait 0.001;</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">[/SPOILER]</span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[C008] Dirt Gun :</span></strong></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[SPOILER][/SPOILER]</span>[SPOILER][/spoiler]</strong>[SPOILER]</span></p><p><span style="font-family: 'Verdana'">DirtGun420()</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self iPrintln("^2Nut Blaster ^4Ready^7!");</span></p><p><span style="font-family: 'Verdana'">self iPrintln("^2Created By^7: ^6Cmd-X");</span></p><p><span style="font-family: 'Verdana'">self giveWeapon("uzi_silencer_mp",1,false);</span></p><p><span style="font-family: 'Verdana'">self switchToWeapon("uzi_silencer_mp");</span></p><p><span style="font-family: 'Verdana'">level._effect["Dirt420"] = loadfx("explosions/grenadeExp_dirt_1");</span></p><p><span style="font-family: 'Verdana'">for(;<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self waittill("weapon_fired");</span></p><p><span style="font-family: 'Verdana'">if(self getCurrentWeapon() == "uzi_silencer_mp")</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">vec2=anglestoforward(self getPlayerAngles());</span></p><p><span style="font-family: 'Verdana'">e22=(vec2[0] * 200000,vec2[1] * 200000,vec2[2] * 200000);</span></p><p><span style="font-family: 'Verdana'">TheduckingT666=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+e22,0,self)["position"];</span></p><p><span style="font-family: 'Verdana'">playfx(level._effect["Dirt420"],TheduckingT666);</span></p><p><span style="font-family: 'Verdana'">RadiusDamage(TheduckingT666,130,130,130,self);</span></p><p><span style="font-family: 'Verdana'">earthquake(0.15,1,TheduckingT666,1000);</span></p><p><span style="font-family: 'Verdana'">MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), TheduckingT666, self );</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">wait 0.001;</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">[/SPOILER]<span style="color: #00ffff"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #00ffff"><strong>[C009] Sonic Boom Gun :</strong></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #00ffff"><strong>[SPOILER][/SPOILER]</strong>[SPOILER][/spoiler]</span>[SPOILER]</span></p><p><span style="font-family: 'Verdana'">HooblaJoobla2()</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self endon("disconnect");</span></p><p><span style="font-family: 'Verdana'">foreach(player in level.players)</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">player thread MoreScreenFX2();</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">HooblaJoobla()</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self endon("disconnect");</span></p><p><span style="font-family: 'Verdana'">foreach(player in level.players)</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">player thread MoreScreenFX();</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">MoreScreenFX2()</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self iPrintlnBold("^3Sonic Boom Incoming!");</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">SonicBoom666()</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self endon("disconnect");</span></p><p><span style="font-family: 'Verdana'">self endon("WentBoom");</span></p><p><span style="font-family: 'Verdana'">self iPrintln("^1Sonic Boom ^7Ready!");</span></p><p><span style="font-family: 'Verdana'">self iPrintln("^2Created By^7: ^6Cmd-X");</span></p><p><span style="font-family: 'Verdana'">self giveWeapon("usp_fmj_silencer_mp",1,false);</span></p><p><span style="font-family: 'Verdana'">wait 0.1;</span></p><p><span style="font-family: 'Verdana'">//level.harrier_deathfx = loadfx ("explosions/aerial_explosion_harrier");</span></p><p><span style="font-family: 'Verdana'">self switchToWeapon("usp_fmj_silencer_mp");</span></p><p><span style="font-family: 'Verdana'">self setWeaponAmmoClip("usp_fmj_silencer_mp", 1);</span></p><p><span style="font-family: 'Verdana'">self setWeaponAmmoStock("usp_fmj_silencer_mp", 0);</span></p><p><span style="font-family: 'Verdana'">self setClientDvar("laserForceOn",1);</span></p><p><span style="font-family: 'Verdana'">self iPrintlnBold("Shoot For Bomb Location!");</span></p><p><span style="font-family: 'Verdana'">for(;<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self waittill("weapon_fired");</span></p><p><span style="font-family: 'Verdana'">if( self getCurrentWeapon() == "usp_fmj_silencer_mp" )</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self setClientDvar("laserForceOn",0);</span></p><p><span style="font-family: 'Verdana'">self takeweapon( "usp_fmj_silencer_mp" );</span></p><p><span style="font-family: 'Verdana'">fff2=self getTagOrigin("tag_eye");</span></p><p><span style="font-family: 'Verdana'">eee2=self v_sx(anglestoforward(self getPlayerAngles()),10000);</span></p><p><span style="font-family: 'Verdana'">ss2=BulletTrace(fff2,eee2,0,self)["position"];</span></p><p><span style="font-family: 'Verdana'">self thread HooblaJoobla2();</span></p><p><span style="font-family: 'Verdana'">SBcmdx = spawn("script_model",ss2);</span></p><p><span style="font-family: 'Verdana'">SBcmdx setModel("projectile_cbu97_clusterbomb");</span></p><p><span style="font-family: 'Verdana'">SBcmdx.angles=(270,270,270);</span></p><p><span style="font-family: 'Verdana'">SBcmdx MoveTo(ss2+(0,0,200),5);</span></p><p><span style="font-family: 'Verdana'">self thread SpinzX(SBcmdx);</span></p><p><span style="font-family: 'Verdana'">wait 5;</span></p><p><span style="font-family: 'Verdana'">self thread HooblaJoobla();</span></p><p><span style="font-family: 'Verdana'">wait 1;</span></p><p><span style="font-family: 'Verdana'">playfx(level.stealthbombfx,ss2);</span></p><p><span style="font-family: 'Verdana'">RadiusDamage(ss2,900,900,900,self);</span></p><p><span style="font-family: 'Verdana'">SBcmdx delete();</span></p><p><span style="font-family: 'Verdana'">self notify("WentBoom");</span></p><p><span style="font-family: 'Verdana'">wait 4;</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">SpinzX(Val)</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self endon("disconnect");</span></p><p><span style="font-family: 'Verdana'">for(;<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">Val rotateyaw(-360,0.3);</span></p><p><span style="font-family: 'Verdana'">wait 0.3;</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">MoreScreenFX()</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self playLocalSound("mp_killstreak_emp");</span></p><p><span style="font-family: 'Verdana'">self VisionSetNakedForPlayer("cheat_contrast",1);</span></p><p><span style="font-family: 'Verdana'">wait 1;</span></p><p><span style="font-family: 'Verdana'">self playLocalSound("nuke_explosion");</span></p><p><span style="font-family: 'Verdana'">self VisionSetNakedForPlayer("cargoship_blast",0.1);</span></p><p><span style="font-family: 'Verdana'">wait 1;</span></p><p><span style="font-family: 'Verdana'">self VisionSetNakedForPlayer("mpnuke_aftermath",2);</span></p><p><span style="font-family: 'Verdana'">wait 3;</span></p><p><span style="font-family: 'Verdana'">self VisionSetNakedForPlayer(getDvar("mapname"),1);</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">[/SPOILER]<span style="color: #00ffff"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #00ffff"><strong>[C0010] Cluster bomb Gun :</strong></span></span></p><p><span style="font-family: 'Verdana'">[SPOILER]</span></p><p><span style="font-family: 'Verdana'">ClusterbombGUN()</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self endon("death");</span></p><p><span style="font-family: 'Verdana'">self endon("disconnect");</span></p><p><span style="font-family: 'Verdana'">self iPrintlnBold("^4Clusterbomb Gun Ready!");</span></p><p><span style="font-family: 'Verdana'">self giveWeapon("fn2000_xmags_mp",6);</span></p><p><span style="font-family: 'Verdana'">self switchtoweapon("fn2000_xmags_mp",6);</span></p><p><span style="font-family: 'Verdana'">for(;<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self waittill("weapon_fired");</span></p><p><span style="font-family: 'Verdana'">if(self getcurrentweapon()== "fn2000_xmags_mp")</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">my=self gettagorigin("j_head");</span></p><p><span style="font-family: 'Verdana'">trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];</span></p><p><span style="font-family: 'Verdana'">playfx(level._effect["CGun"],trace);</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">wait 0.1;</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">[/SPOILER]</span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[C0011] Tank Gun :</span></strong></span></p><p><span style="font-family: 'Verdana'">[SPOILER]</span></p><p><span style="font-family: 'Verdana'">TankGUN()</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self endon("death");</span></p><p><span style="font-family: 'Verdana'">self endon("disconnect");</span></p><p><span style="font-family: 'Verdana'">self iPrintlnBold("^4Tank Gun Ready!");</span></p><p><span style="font-family: 'Verdana'">self giveWeapon("fal_silencer_mp",6);</span></p><p><span style="font-family: 'Verdana'">self switchtoweapon("fal_silencer_mp",6);</span></p><p><span style="font-family: 'Verdana'">for(;<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self waittill("weapon_fired");</span></p><p><span style="font-family: 'Verdana'">if(self getcurrentweapon()== "fal_silencer_mp")</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">my=self gettagorigin("j_head");</span></p><p><span style="font-family: 'Verdana'">trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];</span></p><p><span style="font-family: 'Verdana'">playfx(level._effect["TGun"],trace);</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">wait 0.1;</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">[/SPOILER]</span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[C0012] EMP Gun :</span></strong></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[SPOILER][/SPOILER]</span>[SPOILER][/spoiler]</strong>[SPOILER]</span></p><p><span style="font-family: 'Verdana'">EmpGUN()</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self endon("death");</span></p><p><span style="font-family: 'Verdana'">self endon("disconnect");</span></p><p><span style="font-family: 'Verdana'">self iPrintlnBold("^4Emp Gun Ready!");</span></p><p><span style="font-family: 'Verdana'">self giveWeapon("striker_xmags_mp",6);</span></p><p><span style="font-family: 'Verdana'">self switchtoweapon("striker_xmags_mp",6);</span></p><p><span style="font-family: 'Verdana'">for(;<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self waittill("weapon_fired");</span></p><p><span style="font-family: 'Verdana'">if(self getcurrentweapon()== "striker_xmags_mp")</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">my=self gettagorigin("j_head");</span></p><p><span style="font-family: 'Verdana'">trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];</span></p><p><span style="font-family: 'Verdana'">playfx(level._effect["EGun"],trace);</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">wait 0.1;</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">[/SPOILER]<strong></strong></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[C0013] Green Dot Gun :</span></strong></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[SPOILER][/SPOILER]</span>[SPOILER][/spoiler]</strong>[SPOILER]</span></p><p><span style="font-family: 'Verdana'">GreeenDotG()</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self endon("death");</span></p><p><span style="font-family: 'Verdana'">self endon("disconnect");</span></p><p><span style="font-family: 'Verdana'">self iPrintlnBold("^4Green Dot Gun Ready!");</span></p><p><span style="font-family: 'Verdana'">self giveWeapon("uzi_mp",6);</span></p><p><span style="font-family: 'Verdana'">self switchtoweapon("uzi_mp",6);</span></p><p><span style="font-family: 'Verdana'">for(;<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self waittill("weapon_fired");</span></p><p><span style="font-family: 'Verdana'">if(self getcurrentweapon()== "uzi_mp")</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">my=self gettagorigin("j_head");</span></p><p><span style="font-family: 'Verdana'">trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];</span></p><p><span style="font-family: 'Verdana'">playfx(level._effect["MxdGun"],trace);</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">wait 0.1;</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">[/SPOILER]</span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[C0014] Flash Nuke Gun :</span></strong></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[SPOILER][/SPOILER]</span>[SPOILER][/spoiler]</strong>[SPOILER]</span></p><p><span style="font-family: 'Verdana'">FlashNukeGUN()</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self endon("death");</span></p><p><span style="font-family: 'Verdana'">self endon("disconnect");</span></p><p><span style="font-family: 'Verdana'">self iPrintlnBold("^4Flash Nuke Gun Ready!");</span></p><p><span style="font-family: 'Verdana'">self giveWeapon("deserteaglegold_mp",6);</span></p><p><span style="font-family: 'Verdana'">self switchtoweapon("deserteaglegold_mp",6);</span></p><p><span style="font-family: 'Verdana'">for(;<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self waittill("weapon_fired");</span></p><p><span style="font-family: 'Verdana'">if(self getcurrentweapon()== "deserteaglegold_mp")</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">my=self gettagorigin("j_head");</span></p><p><span style="font-family: 'Verdana'">trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];</span></p><p><span style="font-family: 'Verdana'">playfx(level._effect["FNGun"],trace);</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">wait 0.1;</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">[/SPOILER]</span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[C0015] Knife Gun :</span></strong></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[SPOILER][/SPOILER]</span>[SPOILER][/spoiler]</strong>[SPOILER]</span></p><p><span style="font-family: 'Verdana'">Thisknifegun()</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self endon("death");</span></p><p><span style="font-family: 'Verdana'">self takeAllWeapons();</span></p><p><span style="font-family: 'Verdana'">self giveWeapon("tmp_silencer_mp",1,false);</span></p><p><span style="font-family: 'Verdana'">wait 0.5;</span></p><p><span style="font-family: 'Verdana'">self switchToWeapon("tmp_silencer_mp");</span></p><p><span style="font-family: 'Verdana'">self player_recoilScaleOn(0);</span></p><p><span style="font-family: 'Verdana'">for(;<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self waittill( "weapon_fired" );</span></p><p><span style="font-family: 'Verdana'">vecs = anglestoforward(self getPlayerAngles());</span></p><p><span style="font-family: 'Verdana'">end = (vecs[0] * 200000, vecs[1] * 200000, vecs[2] * 200000);</span></p><p><span style="font-family: 'Verdana'">Sloc = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];</span></p><p><span style="font-family: 'Verdana'">start = self gettagorigin("tag_eye");</span></p><p><span style="font-family: 'Verdana'">sentry5 = spawn("script_model", start );</span></p><p><span style="font-family: 'Verdana'">sentry5 setModel( "weapon_parabolic_knife");</span></p><p><span style="font-family: 'Verdana'">sentry5 MoveTo(Sloc,0.9);</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">[/SPOILER]</span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[C0016] Money Gun (Money Maker)</span></strong></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[SPOILER][/SPOILER]</span>[SPOILER]</strong></span></p><p><span style="font-family: 'Verdana'"><strong>MoneyFX()</strong></span></p><p><span style="font-family: 'Verdana'"><strong>{</strong></span></p><p><span style="font-family: 'Verdana'"><strong>self iPrintln("^3Money Maker ^2Ready");</strong></span></p><p><span style="font-family: 'Verdana'"><strong>self iPrintln("^5Created ^2By: ^8RaspberryRush");</strong></span></p><p><span style="font-family: 'Verdana'"><strong>self endon("death");</strong></span></p><p><span style="font-family: 'Verdana'"><strong>self endon("disconnect");</strong></span></p><p><span style="font-family: 'Verdana'"><strong>self giveWeapon("uzi_silencer_mp",0,false);</strong></span></p><p><span style="font-family: 'Verdana'"><strong>self switchToWeapon("uzi_silencer_mp");</strong></span></p><p><span style="font-family: 'Verdana'"><strong>for(;<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></strong></span></p><p><span style="font-family: 'Verdana'"><strong>{</strong></span></p><p><span style="font-family: 'Verdana'"><strong>self waittill("weapon_fired");</strong></span></p><p><span style="font-family: 'Verdana'"><strong>if(self getCurrentWeapon() == "uzi_silencer_mp")</strong></span></p><p><span style="font-family: 'Verdana'"><strong>{</strong></span></p><p><span style="font-family: 'Verdana'"><strong>raw = self gettagorigin("j_head");</strong></span></p><p><span style="font-family: 'Verdana'"><strong>tracer = bullettrace(raw,raw+anglestoforward(self getplayerangles())*100000,true,self)["position"];</strong></span></p><p><span style="font-family: 'Verdana'"><strong>playfx(level._effect["MoneyFX"],tracer);</strong></span></p><p><span style="font-family: 'Verdana'"><strong>RadiusDamage(tracer,102,105,115,self);</strong></span></p><p><span style="font-family: 'Verdana'"><strong>}</strong></span></p><p><span style="font-family: 'Verdana'"><strong>wait 0.1;</strong></span></p><p><span style="font-family: 'Verdana'"><strong>}</strong></span></p><p><span style="font-family: 'Verdana'"><strong>}</strong></span></p><p><span style="font-family: 'Verdana'"><strong>[/SPOILER]</strong></span></p><p><span style="font-family: 'Verdana'"><span style="color: #00ffff"><strong>[C0017] Map Changing Gun :</strong></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #00ffff"><strong>[SPOILER][/SPOILER]</strong>[SPOILER][/spoiler]</span>[SPOILER]</span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">ChangeMapGun()</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self endon("death");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self iPrintlnBold("^4Change Map Gun!");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self iPrintlnBold("^4Made By: NBK, xCanadianModz, & werMODClan");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self takeWeapon(self getCurrentWeapon());</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self giveWeapon("model1887_mp", 8, false);</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self switchToWeapon("model1887_mp", 8, false);</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">maps = strTok("mp_rust,mp_afghan,mp_derail", ",");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">for(;; )</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self waittill("weapon_fired");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">map( maps[randomInt(maps.size)] );</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'">[/SPOILER]<span style="color: #00ffff"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #00ffff"><strong>[C0018] Jericho Missle System :</strong></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #00ffff"><strong>[SPOILER][/SPOILER]</strong>[SPOILER][/spoiler]</span>[SPOILER]</span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">JerichoV2()</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">weap = "deserteaglegold_mp";</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self GiveWeapon(weap);</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">visionSetNaked("blacktest");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">wait 0.4;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self switchToWeapon(weap);</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">wait 0.4;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">visionSetNaked(getDvar("mapname"));</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">wait 0.2;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">iprintln("^5JMV_02 Status: ^1[^2ONLINE^1] ^5Fire To Select Nodes");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">setDvar("cg_laserforceon", "1");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self playsound("item_nightvision_on");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">for(i=0;i<=9;i++)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self waittill("weapon_fired");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">target=getcursorpos2();</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">x= markerfx(target, level.oldSchoolCircleYellow );</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self thread jericoMissile(target,x);</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">iprintln("^5All Missile Paths Initialized Sir ^5Fire Your Weapon To Launch");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self waittill("weapon_fired");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self notify("duckingBoom");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">jericomissile(target,x)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self waittill("duckingBoom");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">x delete();</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">x= markerfx(target, level.oldschoolcirclered );</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">location= target+(0,3500,5000);</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">bomb = spawn("script_model",location );</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">bomb playsound("mp_ingame_summary");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">bomb setModel("projectile_rpg7");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">//other models ("projectile_cbu97_clusterbomb"); or ( "projectile_rpg7" );</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">bomb.angles = bomb.angles+(90,90,90);</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self.killCamEnt=bomb;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">ground=target;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">target = VectorToAngles(ground - bomb.origin );</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">bomb rotateto(target,0.01);</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">wait 0.01;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">speed = 3000;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">time = calc(speed,bomb.origin,ground);</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">//change the first value to speed up or slow down the missiles</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">bomb thread fxme(time);</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">bomb moveto(ground,time);</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">wait time;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">bomb playsound("grenade_explode_default");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">Playfx(level.expbullt,bomb.origin+(0,0,1) );</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">// change this explosion effect to whatever you use!</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">RadiusDamage(bomb.origin, 450, 700,350, self, "MOD_PROJECTILE_SPLASH","artillery_mp");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">bomb delete(); x delete();</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self playsound("item_nightvision_off");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">setDvar("cg_laserForceOn", "0");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">wait 0.4;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self takeWeapon("deserteaglegold_mp");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">vectorScale( vector, scale ) //new</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">return ( vector[0] * scale, vector[1] * scale, vector[2] * scale );</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">GetCursorPos()</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">MarkerFX( groundpoint, fx )</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">effect = spawnFx( fx, groundpoint, (0,0,1), (1,0,0) );</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">triggerFx( effect );</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">return effect;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">fxme(time)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">for(i=0;i<time;i++)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">playFxOnTag(level.rpgeffect,self,"tag_origin");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">wait 0.2;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">calc(speed,origin,moveTo)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">return (distance(origin,moveTo)/speed);</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">GetCursorPos2()</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">getnewPos(origin, radius)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">while(distanceSquared(pos, origin) > radius*radius)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);return pos;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040"></span>[/SPOILER]<span style="color: #404040"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">//End Of Gun Section.</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040"></span></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[C0019] Water Fountain :</span></strong></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[SPOILER][/SPOILER]</span>[SPOILER][/spoiler]</strong>[SPOILER]</span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">WaterFountain()</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self endon("death");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self setClientDvar("cg_thirdperson",1);</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">while(1)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">level._effect["Fount"]=loadfx("explosions/grenadeExp_water");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">playFx(level._effect["Fount"],self getTagOrigin("j_spine4"));</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">wait .001;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">wait .001;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040"></span>[/SPOILER]</span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[C0020] Blood Fountain :</span></strong></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[SPOILER][/SPOILER]</span>[SPOILER][/spoiler]</strong>[SPOILER]</span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">BloodFountain()</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self endon("death");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">if(!isDefined(self.BleedMothawacker))</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self iPrintln("^7Blood Fountain: ^2ON");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self.BleedMothawacker = true;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self setClientDvar("cg_thirdperson",1);</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self thread BloodFountainExtra();</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">else</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self iPrintln("^7Blood Fountain: ^1OFF");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self.BleedMothaduckerer = undefined;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self setClientDvar("cg_thirdperson",0);</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self notify("KillFountain");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">BloodFountainExtra()</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self endon("KillFountain");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">while(1)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">playFx(level._effect["blood"],self getTagOrigin("j_spine4"));</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">wait .01;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">wait .01;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040"></span>[/SPOILER]</span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[C0021] Ball Of Death :</span></strong></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[SPOILER][/SPOILER]</span>[SPOILER][/spoiler]</strong>[SPOILER]</span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">startBigBall()</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self beginLocationselection( "map_artillery_selector", false, ( level.mapSize / 5.625 ) );</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self.selectingLocation = true;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self waittill( "confirm_location", location );</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">newLocation = PhysicsTrace( location + ( 0, 0, 10000 ), location - ( 0, 0, 10000 ) );</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self endLocationselection();</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self.selectingLocation = undefined;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">plane = spawn("script_model", self.origin+(-10000, 0, 200));</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">plane setModel("vehicle_mig29_desert");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">plane.angles = (0,0,0);</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">plane playLoopSound("veh_b2_dist_loop");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self thread planeEffects(plane);</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">plane moveTo( newLocation+(0, 0, 1300), 5 );</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">wait 6;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">plane stopLoopSound();</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">ball = spawn("script_model", plane.origin);</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">ball setModel("test_sphere_silver");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">if(getDvar("ui_mapname") != "mp_rust"&&getDvar("ui_mapname") != "mp_afghan") ball moveTo( plane.origin+(0, 0, -1270), 3 );</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">else if(getDvar("ui_mapname") == "mp_rust"||getDvar("ui_mapname") == "mp_afghan") ball moveTo( plane.origin+(0, 0, -2600), 3 );</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">wait 1.7;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">plane moveTo( plane.origin+(10000, 0, 0), 4 );</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">plane playLoopSound("veh_b2_dist_loop");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">wait 1.3;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self thread runBall(ball);</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">foreach(p in level.players) p thread getBallDis(ball,self);</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self thread endBallDis();</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">wait 3.5;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self notify("stopEffects");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">plane stopLoopSound();</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">plane delete();</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">getBallDis(ball,me)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">level endon("stopBall");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">level endon("disconnect");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">for(;<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">if(self != me)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">if(distance(ball.origin,self.origin) < 400)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self playerLinkTo(ball);</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self _disableWeapon();</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self _disableOffhandWeapons();</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self iPrintlnBold("^1Trapped!");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self.isTrapped = 1;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">else self.isTrapped = 0;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">wait 3.5; //You got to put this, or else the game will lag.</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">runBall(ball)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">wait 3.5; //Wait 'til the ball effects stop</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">Earthquake(0.2,1,ball.origin,900000); //The earthquake effect</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">MagicBullet("ac130_40mm_mp", ball.origin+(0,0,1), ball.origin, self); //AC130 bullet kills the trapped players</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">level.chopper_fx["explode"]["medium"] = loadfx("explosions/helicopter_explosion_secondary_small");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">playfx(level.chopper_fx["explode"]["medium"], ball.origin); //The ball effect when it destroys</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">ball delete(); //When it destroys/delete</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">wait .1; //Give a break <img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/smile.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">foreach(p in level.players)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">if(p.isTrapped) //If the player didnt die.</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">p unlink();</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">p _enableWeapon();</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">p _enableOffhandWeapons();</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">planeEffects(plane)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">self endon("stopEffects");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">for(;<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">playFxOnTag(level.fx_airstrike_contrail,plane,"tag _left_wingtip"); //The plane/harrier effects</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">playFxOnTag(level.fx_airstrike_contrail,plane,"tag _right_wingtip");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">playFxOnTag(level.harrier_smoke,plane,"tag_engine_ right");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">playFxOnTag(level.harrier_smoke,plane,"tag_engine_ left");</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">wait .05;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">endBallDis()</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">{</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">wait 3.6;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">level notify("stopBall"); //End the ball effects (trapping effect)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">wait .1;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">foreach(p in level.players) p.isTrapped = undefined;</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040">}</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #404040"></span>[/SPOILER]</span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[C0022] Human Centerpide :</span></strong></span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[SPOILER][/SPOILER]</span>[SPOILER][/spoiler]</strong>[SPOILER]</span></p><p><span style="font-family: 'Verdana'">HumanCenterpide()</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self endon ( "disconnect" );</span></p><p><span style="font-family: 'Verdana'">self endon ( "death" );</span></p><p><span style="font-family: 'Verdana'">for(;<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self setClientDvar("cg_thirdPerson", 1);</span></p><p><span style="font-family: 'Verdana'">self iPrintln("Human Centerpide: ^2Activated");</span></p><p><span style="font-family: 'Verdana'">while(1)</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self cloneplayer(9999999);</span></p><p><span style="font-family: 'Verdana'">wait .0001;</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">wait .01;</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">[/SPOILER]</span></p><p><span style="font-family: 'Verdana'"><span style="color: #00ffff"><strong>[C0023] Throwing FX :</strong></span></span></p><p><span style="font-family: 'Verdana'">[SPOILER]</span></p><p><span style="font-family: 'Verdana'">ThrowingFxwack()</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self takeweapon("semtex_mp");</span></p><p><span style="font-family: 'Verdana'">self takeweapon("claymore_mp");</span></p><p><span style="font-family: 'Verdana'">self takeweapon("frag_grenade_mp");</span></p><p><span style="font-family: 'Verdana'">self takeweapon("c4_mp");</span></p><p><span style="font-family: 'Verdana'">self takeweapon("flare_mp");</span></p><p><span style="font-family: 'Verdana'">self takeweapon("throwingknife_mp");</span></p><p><span style="font-family: 'Verdana'">wait .1;</span></p><p><span style="font-family: 'Verdana'">self giveWeapon("throwingknife_mp",0,false);</span></p><p><span style="font-family: 'Verdana'">self switchToWeapon("throwingknife_mp");</span></p><p><span style="font-family: 'Verdana'">self waittill("grenade_fire",grenade,weaponxD);</span></p><p><span style="font-family: 'Verdana'">if(weaponxD=="throwingknife_mp")</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">grenade hide();</span></p><p><span style="font-family: 'Verdana'">Fx = spawn("script_model", grenade.origin);</span></p><p><span style="font-family: 'Verdana'">Fx setModel("Blalbalblal");</span></p><p><span style="font-family: 'Verdana'">Fx linkTo(grenade);</span></p><p><span style="font-family: 'Verdana'">wait .8;</span></p><p><span style="font-family: 'Verdana'">self iPrintlnBold("^5Shoot To Destroy the Fx Thingy!!");</span></p><p><span style="font-family: 'Verdana'">self waittill("weapon_fired");</span></p><p><span style="font-family: 'Verdana'">Fx delete();</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">[/SPOILER]</span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[C0024] Plane Crash :</span></strong></span></p><p><span style="font-family: 'Verdana'">[SPOILER]</span></p><p><span style="font-family: 'Verdana'">CmdXPilotScriptTest()</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self endon("disconnect");</span></p><p><span style="font-family: 'Verdana'">self endon("death");</span></p><p><span style="font-family: 'Verdana'">self endon("PilotsCrashed");</span></p><p><span style="font-family: 'Verdana'">ElectricHaze = spawn("script_model",self.origin+(18000,0,2400));</span></p><p><span style="font-family: 'Verdana'">ElectricHaze2 = spawn("script_model",self.origin+(-18000,0,2400));</span></p><p><span style="font-family: 'Verdana'">ElectricHaze setModel("vehicle_ac130_low_mp");</span></p><p><span style="font-family: 'Verdana'">ElectricHaze2 setModel("vehicle_ac130_low_mp");</span></p><p><span style="font-family: 'Verdana'">ElectricHaze MoveTo(self.origin+(0,0,2400),10);</span></p><p><span style="font-family: 'Verdana'">ElectricHaze2 MoveTo(self.origin+(0,0,2400),10);</span></p><p><span style="font-family: 'Verdana'">ElectricHaze.angles=(0,180,0);</span></p><p><span style="font-family: 'Verdana'">ElectricHaze2.angles=(0,0,0);</span></p><p><span style="font-family: 'Verdana'">wait 10;</span></p><p><span style="font-family: 'Verdana'">level._effect[ "FOW" ]=loadfx("explosions/emp_flash_mp");</span></p><p><span style="font-family: 'Verdana'">PlayFX(level._effect[ "FOW" ],ElectricHaze.origin);</span></p><p><span style="font-family: 'Verdana'">self thread PilotCrashFX();</span></p><p><span style="font-family: 'Verdana'">ElectricHaze delete();</span></p><p><span style="font-family: 'Verdana'">ElectricHaze2 delete();</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">PilotCrashFX()</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self endon("disconnect");</span></p><p><span style="font-family: 'Verdana'">self endon("death");</span></p><p><span style="font-family: 'Verdana'">earthquake( 0.6, 4, self.origin, 100000 );</span></p><p><span style="font-family: 'Verdana'">foreach(player in level.players)</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">player playlocalsound("nuke_explosion");</span></p><p><span style="font-family: 'Verdana'">player playlocalsound("nuke_wave");</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">[/SPOILER]</span></p><p><span style="font-family: 'Verdana'"><strong><span style="color: #00ffff">[C0025] Toggle Prestige :</span></strong></span></p><p><span style="font-family: 'Verdana'">[SPOILER]</span></p><p><span style="font-family: 'Verdana'">TogglePrestige()</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">if(self.tgp==0)</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self.tgp=1;</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("prestige",11);</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("experience",2516000);</span></p><p><span style="font-family: 'Verdana'">self iPrintln("Your Now 11th!");</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">else if(self.tgp==1)</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self.tgp=2;</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("prestige",10);</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("experience",2516000);</span></p><p><span style="font-family: 'Verdana'">self iPrintln("Your Now 10th!");</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">else if(self.tgp==2)</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self.tgp<img src="http://f.cl.ly/items/2e1I3j1c0h1S450o2l2a/aop.png" alt="" class="fr-fic fr-dii fr-draggable " style="" />;</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("prestige",9);</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("experience",2516000);</span></p><p><span style="font-family: 'Verdana'">self iPrintln("Your Now 9th!");</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">else if(self.tgp=<img src="http://f.cl.ly/items/2e1I3j1c0h1S450o2l2a/aop.png" alt="" class="fr-fic fr-dii fr-draggable " style="" />)</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self.tgp=4;</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("prestige",<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/cool.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" />;</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("experience",2516000);</span></p><p><span style="font-family: 'Verdana'">self iPrintln("Your Now 8th!");</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">else if(self.tgp==4)</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self.tgp=5;</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("prestige",7);</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("experience",2516000);</span></p><p><span style="font-family: 'Verdana'">self iPrintln("Your Now 7th!");</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">else if(self.tgp==5)</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self.tgp=6;</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("prestige",6);</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("experience",2516000);</span></p><p><span style="font-family: 'Verdana'">self iPrintln("Your Now 6th!");</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">else if(self.tgp==6)</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self.tgp=7;</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("prestige",5);</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("experience",2516000);</span></p><p><span style="font-family: 'Verdana'">self iPrintln("Your Now 5th!");</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">else if(self.tgp==7)</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self.tgp=8;</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("prestige",4);</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("experience",2516000);</span></p><p><span style="font-family: 'Verdana'">self iPrintln("Your Now 4th!");</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">else if(self.tgp==<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/cool.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self.tgp=9;</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("prestige",3);</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("experience",2516000);</span></p><p><span style="font-family: 'Verdana'">self iPrintln("Your Now 3rd!");</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">else if(self.tgp==9)</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self.tgp=10;</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("prestige",2);</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("experience",2516000);</span></p><p><span style="font-family: 'Verdana'">self iPrintln("Your Now 2nd!");</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">else if(self.tgp==10)</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self.tgp=11;</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("prestige",1);</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("experience",2516000);</span></p><p><span style="font-family: 'Verdana'">self iPrintln("Your Now 1st!");</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">else if(self.tgp==11)</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self.tgp=12;</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("prestige",0);</span></p><p><span style="font-family: 'Verdana'">self setPlayerData("experience",2516000);</span></p><p><span style="font-family: 'Verdana'">self iPrintln("Prestige Zero");</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">else</span></p><p><span style="font-family: 'Verdana'">{</span></p><p><span style="font-family: 'Verdana'">self.tgp=0;</span></p><p><span style="font-family: 'Verdana'">}</span></p><p><span style="font-family: 'Verdana'">}[/SPOILER]</span>[SPOILER]</p><p>[/SPOILER]</p><p><strong><span style="color: #00ffff">[C0026] ESP Wallhack :</span></strong></p><p><strong><span style="color: #00ffff">[SPOILER][/SPOILER]</span>[SPOILER][/spoiler]</strong>[SPOILER]</p><p>Coming Soon</p><p>[/SPOILER]<strong><span style="color: #00ffff"></span></strong></p><p><strong><span style="color: #00ffff">[C0027] Fireballs :</span></strong></p><p>[SPOILER]</p><p>Fireballs()</p><p>{</p><p>self endon("disconnect");</p><p>self giveWeapon("frag_grenade_mp",1,false);</p><p>self thread maps\mp\gametypes\_hud_message::hintMessage("Press [{+Frag}] To Use Fireballs");</p><p>while(true)</p><p>{</p><p>self waittill("grenade_fire",grenade,weapname);</p><p>if(weapname=="frag_grenade_mp")</p><p>{</p><p>Bawz = spawn("script_model",grenade.origin);</p><p>Bawz setModel("c130_zoomrig");</p><p>Bawz linkTo(grenade);</p><p>grenade waittill("death");</p><p>playfx(level._effect["Fire"],Bawz.origin);</p><p>playfx(level._effect["Smoke"],Bawz.origin);</p><p>RadiusDamage(Bawz.origin,500,500,500,self);</p><p>Bawz delete();</p><p>}</p><p>wait .001;</p><p>}</p><p>}</p><p>[/SPOILER]</p><p><strong><span style="color: #00ffff">[C0028] Water Balloons :</span></strong></p><p>[SPOILER]</p><p>Water_Balloonz_m8()</p><p>{</p><p>self endon("death");</p><p>self endon("disconnect");</p><p>/*self endon("End_Balloon");</p><p>DC23 = self GetCurrentOffhand();</p><p>self takeWeapon(DC23);wait 1;</p><p>self giveWeapon("frag_grenade_mp",1,false);</p><p>self setWeaponAmmoClip("frag_grenade_mp", 3);</p><p>self setWeaponAmmoStock("frag_grenade_mp", 3);*/</p><p>self iPrintln("^9Press [{+frag}] / [{+smoke}] To Throw Water Balloons");</p><p>for( ;; )</p><p>{</p><p>self waittill("grenade_fire",grenade,weapname);</p><p>if(weapname=="frag_grenade_mp"||weapname=="concuss ion_grenade_mp"||weapname=="flash_grenade_mp")</p><p>{</p><p>balloon = spawn("script_model",grenade.origin);</p><p>balloon setModel("test_sphere_silver");</p><p>balloon linkTo(grenade);</p><p>grenade waittill("death");</p><p>playfx(level._effect["yellowwater1"],balloon.origin);</p><p>playfx(level._effect["yellowwater2"],balloon.origin);</p><p>playfx(level._effect["yellowwater3"],balloon.origin);</p><p>playfx(level._effect["Snow"],balloon.origin);</p><p>playfx(level._effect["Boomerz"],balloon.origin);</p><p>balloon delete();</p><p>wait 0.01;</p><p>}</p><p>}</p><p>}</p><p>[/SPOILER]</p><p><strong><span style="color: #00ffff">[C0029] Anti-leech System :</span></strong></p><p>[SPOILER]</p><p>Here is the tutorial it isn't just a simple code :</p><p>Tutorial will be posted soon!</p><p>[/SPOILER]</p><p><strong><span style="color: #00ffff">[C0030] Glow Stick :</span></strong></p><p><span style="font-size: 13px"><span style="font-family: 'Tahoma'">[SPOILER][/SPOILER]</span>[SPOILER][/spoiler]</span>[SPOILER]</p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">lightsticktestwtf()</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">{</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_fastrelo ad");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_extended melee");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_fastspri ntrecovery");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_improved holdbreath");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_fastsnip e");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_selectiv ehearing");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_heartbre aker");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_automant le");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_falldama ge");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_lightwei ght");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_coldbloo ded");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_fastmant le");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_quickdra w");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_paraboli c");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_detectex plosive");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_marathon ");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_extended mags");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_armorves t");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_scavenge r");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_jumpdive ");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_extraamm o");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_bulletda mage");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_quieter" );</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_bulletpe netration");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self maps\mp\perks\_perks::givePerk("specialty_bulletac curacy");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self takeweapon( "semtex_mp" );</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self takeweapon( "claymore_mp" );</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self takeweapon( "frag_grenade_mp" );</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self takeweapon( "c4_mp" );</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self takeweapon( "throwingknife_mp" );</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self takeweapon( "concussion_grenade_mp" );</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self takeweapon( "smoke_grenade_mp" );</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self giveweapon("c4_mp",0,false);</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">wait 0.01;</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self takeweapon( "c4_mp" );</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">wait 0.5;</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self giveweapon("lightstick_mp",0,false);</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">}</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px"></span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">You must precache this - precacheItem("lightstick_mp");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px"></span></span>[/SPOILER]<span style="font-family: 'Tahoma'"><span style="font-size: 13px"></span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px"><strong><span style="color: #00ffff">[C0031] Trampoline :</span></strong></span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">[SPOILER]</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">doTramp()</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">{</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self thread Bouncetramp();</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self beginLocationselection("map_artillery_selector",tr ue,(level.mapSize / 5.625));</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self.selectingLocation=true;</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self waittill("confirm_location",location);</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">newLocation=PhysicsTrace(location +(0,0,0),location -(0,0,0));</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self endLocationselection();</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self.selectingLocation=undefined;</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">iPrintln("Trampoline spawned");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">level.tramp=[];</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">trampNum=0;</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">for(x=1;x<=7;x++)</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">{</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">for(y=1;y<=14;y++)</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">{</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">level.tramp[trampNum]=spawn("script_model",newLocation+(0+(x*5<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/cool.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" />,0+(y*2 <img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/cool.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" />,44.5));</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">level.tramp[trampNum] setModel("com_plasticcase_friendly");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">trampNum++;</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">}</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">}</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">}</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">Bouncetramp()</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">{</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self iprintln("^4Bounce Ready");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">self endon("disconnect");</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">foreach(player in level.players){</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">for(;<img src="http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">{</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">foreach(pkg in level.tramp)</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">{</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">if(distance(player.origin,pkg.origin)<20)</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">{</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">v=player getVelocity();</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">z=randomIntRange(350,450,150,250,100,200);</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">pkg rotateYaw(360,.05);</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">foreach(dbag in level.players)</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">{</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">if(distance(dbag,player)<15)player setVelocity((v[0],v[1],z+500));</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">else player setVelocity((v[0],v[1],z));</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">}</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">}</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">}</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">wait 0.03;</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">}</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">}}</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px">[/SPOILER]</span></span></p><p><span style="font-family: 'Tahoma'"><span style="font-size: 13px"></span></span></p><p><span style="font-family: 'Tahoma'"><strong><span style="font-size: 22px">Credits :</span></strong></span></p><p><span style="font-family: 'Tahoma'"><strong></strong></span></p><p><span style="font-family: 'Tahoma'"><strong><span style="font-size: 15px">[SPOILER]</span></strong></span></p><p><span style="font-family: 'Tahoma'"><strong><span style="font-size: 15px">LightModz</span></strong></span></p><p><span style="font-family: 'Tahoma'"><strong><span style="font-size: 15px">Cmd-X</span></strong></span></p><p><span style="font-family: 'Tahoma'"><strong><span style="font-size: 15px">PREMIER-GAMER (Jakes265PS3)</span></strong></span></p><p><span style="font-family: 'Tahoma'"><strong><span style="font-size: 15px">xePixTvx</span></strong></span></p><p><span style="font-family: 'Tahoma'"><strong><span style="font-size: 15px">xYARDSALEx</span></strong></span></p><p><span style="font-family: 'Tahoma'"><strong><span style="font-size: 15px">CODGlitcha</span></strong></span></p><p><span style="font-family: 'Tahoma'"><strong><span style="font-size: 15px">Vampy</span></strong></span></p><p><span style="font-family: 'Tahoma'"><strong><span style="font-size: 15px">Master Ro</span></strong></span></p><p><span style="font-family: 'Tahoma'"><strong><span style="font-size: 15px">HepticOnline - Flood Gun</span></strong></span></p><p><span style="font-family: 'Tahoma'"><strong><span style="font-size: 15px">OmGRhys-x</span></strong></span></p><p><span style="font-family: 'Tahoma'"><strong><span style="font-size: 15px">247Yamato</span></strong></span></p><p><span style="font-family: 'Tahoma'"><strong><span style="font-size: 15px">DEREKTROTTER</span></strong></span></p><p><span style="font-family: 'Tahoma'"><strong><span style="font-size: 15px">EliteMossy</span></strong></span></p><p><span style="font-family: 'Tahoma'"><strong><span style="font-size: 15px">MrMoss</span></strong></span></p><p><span style="font-family: 'Tahoma'"><strong><span style="font-size: 15px">If you should be here then PM me!</span></strong></span></p><p><span style="font-family: 'Tahoma'"><strong><span style="font-size: 15px">[/SPOILER]</span></strong></span></p><p><span style="font-family: 'Tahoma'"><strong></strong></span></p></blockquote><p></p>
[QUOTE="xBeaTzMoDz™, post: 2863, member: 1823"] [B][COLOR=#00ffff][B]Hello Cabconmodding Members[/B] [B][/B][/COLOR][/B] [CENTER][B][CENTER][B][B] Today I Post GSC MW2 Script List Credits to all the users who created these scripts, if you would like to know the original creators just simply do a Google search.[/B][/B][/CENTER][/B][/CENTER] [B][CENTER][B][B] [/B][/B][/CENTER][/B] If you need to find something quickly, press CTRL+F and use the special code in []. [B][U]C001 - C0018 are weapons.[/U][/B] [B] [B][C001] Water Gun [C002] FX Gun [C003] Flood Gun [C004] Lightning Gun [C005] Blood Gun [C006] Atomic Gun [C007] Snow Gun [C008] Dirt Gun [C009] Sonic Boom Gun [C010] Cluster Bomb Gun [C011] Tank Gun [C012] EMP Gun [C013] Green Dot Gun [C014] Flash Nuke Gun [C015] Knife Gun [C016] Money Gun (Money Maker) [C017] Map Changing Gun [C018] Jericho Missle System [C019] Water Fountain [C020] Blood Fountain [C021] Ball Of Death [C022] Human Centerpide [C023] Throwing FX [C024] Plane Crash [C025] Toggle Prestige [C026] ESP Wallhack (coming soon) [C027] Fire Balls [C028] Water Balloons [C029] Anti-leech System [C030] Glow Stick [C031] Trampoline [FONT=Verdana][COLOR=#00ffff][I][C001] Water Gun :[/I][/COLOR][/FONT] [FONT=Verdana][COLOR=#00ffff][I][SPOILER][/SPOILER][/I][SPOILER][/spoiler][/COLOR][SPOILER][/spoiler][/FONT][SPOILER][/spoiler][/B][SPOILER][/spoiler][/B][SPOILER] [FONT=Verdana][I]WaterGun() { self endon("death"); self endon("disconnect"); self giveWeapon("glock_silencer_mp",0,true); self switchtoweapon("glock_silencer_mp"); for(;[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif[/IMG] { self waittill("weapon_fired"); if(self getcurrentweapon()=="glock_silencer_mp") { self player_recoilScaleOn(0); vec=anglestoforward(self getPlayerAngles()); end =(vec[0] * 200000,vec[1] * 200000,vec[2] * 200000); SPLOSIONlocation=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ end,0,self)["position"]; level._effect["Boomerz"]=loadfx("explosions/grenadeExp_water"); playfx(level._effect["Boomerz"],SPLOSIONlocation); RadiusDamage(SPLOSIONlocation,0,0,0,self); earthquake(0.3,1,SPLOSIONlocation,1000); } wait 0.1; } }[/I][/FONT] [B][B][FONT=Verdana][COLOR=#00ffff][I][/I][/COLOR][/FONT][/B][/B][/SPOILER][B][B][FONT=Verdana][COLOR=#00ffff][I][/I] [I][C002] FX Gun :[/I] [I][SPOILER][/SPOILER][/I][SPOILER][/spoiler][/COLOR][SPOILER][/spoiler][/FONT][SPOILER][/spoiler][/B][SPOILER][/spoiler][/B][SPOILER] [FONT=Verdana][I]FXmw2gun() { self endon("death"); self.shaker = 1; self giveWeapon("uzi_silencer_mp", 0, false); self GiveMaxAmmo( "uzi_silencer_mp" ); self switchToWeapon("uzi_silencer_mp"); for(; { self waittill( "weapon_fired", weaponName ); if( self getCurrentWeapon() != "uzi_silencer_mp" ) continue; start = self getTagOrigin( "tag_eye" ); end = self getTagOrigin( "tag_eye" ) + vecscale2( anglestoforward( self getPlayerAngles() ), 100000 ); trace = bulletTrace( start, end, true, self ); thread doLaserFX2( self getTagOrigin( "tag_eye" ), anglestoforward( self getPlayerAngles() ), trace["position"] ); if(self.shaker > 212) { self.shaker = 0; self takeWeapon( "uzi_silencer_mp" ); break; } self.shaker++; } } doLaserFX2( startPos, direction, endPos ) { doDamage = 1; for( i = 1;;i ++ ) { pos = startPos + vecscale2( direction, i * 150 ); if( distance( startPos, pos ) > 9000 ) { doDamage = 0; break; } trace = bulletTrace( startPos, pos, true, self ); if( !bulletTracePassed( startPos, pos, true, self ) ) { impactFX = spawnFX( level.shakeFX["impact"], bulletTrace( startPos, pos, true, self )["position"] ); level.FX_count ++; triggerFX( impactFX ); wait( 0.2 ); impactFX delete(); level.FX_count --; break; } laserFX = spawnFX( level.shakeFX["laser"], pos ); level.FX_count ++; triggerFX( laserFX ); laserFX thread deleteAfterTime2( 0.1 ); if( level.FX_count < 200 ) { for( j = 0;j < 3;j ++ ) { laserFX = spawnFX( level.shakeFX["laser"], pos + (randomInt( 50 ) / 10, randomInt( 50 ) / 10, randomInt( 50 ) / 10) - vecscale2( direction, i * randomInt( 10 ) * 3 ) ); level.FX_count ++; triggerFX( laserFX ); laserFX thread deleteAfterTime2( 0.05 + randomInt( 3 ) * 0.05 ); } } wait( 0.05 ); } if( doDamage ) earthquake( endPos, 300, 150, 20, self ); } vecscale2( vec, scalar ) { return ( vec[0] * scalaxsr, vec[1] * scalar, vec[2] * scalar ); } deleteAfterTime2( time ) { wait time; self delete(); }[/I][B][I][COLOR=rgb(0, 255, 255)][/COLOR][/I][/B][/FONT][/SPOILER][FONT=Verdana][B][I][COLOR=rgb(0, 255, 255)][/COLOR][/I][/B] [I][B][COLOR=rgb(0, 255, 255)][C003] Flood Gun : [SPOILER][/SPOILER][/COLOR][SPOILER][/spoiler][/B][SPOILER] FloodGUN() { self endon("death"); self endon("disconnect"); self iPrintln("^2Flood Gun for UnderPass"); self iPrintln("^0Made by HepticOnline"); level._effect["rain_noise_splashes"] = loadfx( "weather/rain_noise_splashes" ); level._effect["rain_splash_lite_64x64"] = loadfx( "weather/rain_splash_lite_64x64" ); level._effect["rain_splash_lite_128x128"] = loadfx( "weather/rain_splash_lite_128x128" ); level._effect["river_splash_small"] = loadfx( "water/river_splash_small" ); level._effect["drips_fast"] = loadfx( "misc/drips_fast" ); self giveWeapon("beretta_silencer_mp",6); self switchtoweapon("beretta_silencer_mp",6); for(;[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif[/IMG] { self waittill("weapon_fired"); if(self getcurrentweapon()== "beretta_silencer_mp") { my=self gettagorigin("j_head"); trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"]; playfx(level._effect["rain_noise_splashes"],trace); playfx(level._effect["rain_splash_lite_64x64"],trace); playfx(level._effect["rain_splash_lite_128x128"],trace); playfx(level._effect["river_splash_small"],trace); playfx(level._effect["drips_fast"],trace); } wait 0.1; } } [/SPOILER] [B][COLOR=#00ffff][C004] Lightning Gun :[/COLOR][/B] [/I] [SPOILER] LightningGun() { self iPrintln("^2Lightning Gun ^4Ready^7!"); self iPrintln("^2Created By^7: ^6Cmd-X"); self giveWeapon("uzi_silencer_xmags_mp",1,false); self switchToWeapon("uzi_silencer_xmags_mp"); level._effect["mine_explosion"]=loadfx("explosions/sentry_gun_explosion"); level._effect["tv_explosion"]=loadfx( "explosions/tv_flatscreen_explosion" ); for(;[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif[/IMG] { self waittill("weapon_fired"); if(self getCurrentWeapon() == "uzi_silencer_xmags_mp") { vec2=anglestoforward(self getPlayerAngles()); e1nd =(vec2[0] * 200000,vec2[1] * 200000,vec2[2] * 200000); SPLOSIONlocation1=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ e1nd,0,self)["position"]; playfx(level._effect["mine_explosion"],SPLOSIONlocation1); playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(0,0,25)); playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(0,0,35)); playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(0,-5,15)); playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(0,5,15)); playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(-5,0,15)); playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(5,0,15)); playfx(level._effect["tv_explosion"],SPLOSIONlocation1+(0,0,[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/cool.gif[/IMG]); playfx(level._effect["tv_explosion"],SPLOSIONlocation1+(0,2,12)); playfx(level._effect["tv_explosion"],SPLOSIONlocation1+(0,-2,4)); RadiusDamage(SPLOSIONlocation1,130,130,130,self); earthquake(0.3,1,SPLOSIONlocation1,1000); } wait 0.001; } } [/SPOILER] [COLOR=#00ffff][B][C005] Blood Gun :[/B][/COLOR] [SPOILER] BloodGun() { self iPrintln("^1Blood Gun : xGscModz"); self iPrintln("^2Look Out! ^0AIDS!"); self giveWeapon("mp5k_silencer_mp",1,false); self switchToWeapon("mp5k_silencer_mp"); level._effect["blood"]=loadfx("impacts/flesh_hit_body_fatal_exit"); for(;[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif[/IMG] { self waittill("weapon_fired"); if(self getCurrentWeapon() == "mp5k_silencer_mp") { vec2=anglestoforward(self getPlayerAngles()); e1nd =(vec2[0] * 200000,vec2[1] * 200000,vec2[2] * 200000); SPLOSIONlocation1=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ e1nd,0,self)["position"]; playfx(level._effect["blood"],SPLOSIONlocation1+(0,0,[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/cool.gif[/IMG]); playfx(level._effect["blood"],SPLOSIONlocation1+(0,2,12)); playfx(level._effect["blood"],SPLOSIONlocation1+(0,-2,4)); RadiusDamage(SPLOSIONlocation1,130,130,130,self); } wait 0.001; } } [/SPOILER] [B][COLOR=#00ffff][C006] Atomic Gun :[/COLOR][/B] [B][COLOR=#00ffff][SPOILER][/SPOILER][/COLOR][SPOILER][/spoiler][/B][SPOILER] superF2000lol() { self endon("death"); self iPrintln("^3Atomic Gun Ready!"); self iPrintln("^2BEWARE OF RADIATION"); self giveWeapon("barrett_acog_silencer_mp",1,false); wait 0.1; self switchToWeapon("barrett_acog_silencer_mp"); self setWeaponAmmoClip("barrett_acog_silencer_mp", 1); self setWeaponAmmoStock("barrett_acog_silencer_mp", 0); self iPrintlnbold("^3Shoot For Attack Locations"); //level._effect["Cmd-X"]=loadfx("explosions/propane_large_exp"); level._effect["Dirt"] = loadfx("explosions/grenadeExp_dirt_1"); level.chopper_fx["light"]["left"] = loadfx( "misc/aircraft_light_wingtip_green" ); for(;[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif[/IMG] { self waittill("weapon_fired"); if( self getCurrentWeapon() == "barrett_acog_silencer_mp" ) { self player_recoilScaleOn(0); self player_recoilScaleOn(0); vec6=anglestoforward(self getPlayerAngles()); end3 =(vec6[0] * 200000,vec6[1] * 200000,vec6[2] * 200000); ss=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ end3,0,self)["position"]; playfx(level._effect["Dirt"],ss); playfx(level.chopper_fx["light"]["left"],ss); playfx(level.chopper_fx["light"]["left"],ss+(0,5,5)); playfx(level.chopper_fx["light"]["left"],ss+(0,3,5)); playfx(level.chopper_fx["light"]["left"],ss+(0,1,5)); playfx(level.chopper_fx["light"]["left"],ss+(0,-3,5)); playfx(level.chopper_fx["light"]["left"],ss+(0,-5,5)); playfx(level.chopper_fx["light"]["left"],ss+(5,0,5)); playfx(level.chopper_fx["light"]["left"],ss+(3,0,5)); playfx(level.chopper_fx["light"]["left"],ss+(1,0,5)); playfx(level.chopper_fx["light"]["left"],ss+(-3,0,5)); playfx(level.chopper_fx["light"]["left"],ss+(-5,0,5)); self thread OtherPartA(ss); } wait 0.01; } } OtherPartA(Loc) { self endon("disconnect"); wait 2; MagicBullet( "ac130_40mm_mp", (500,0,9000), Loc, self ); MagicBullet( "ac130_40mm_mp", (-500,0,8500), Loc, self ); MagicBullet( "ac130_40mm_mp", (0,500,8000), Loc, self ); MagicBullet( "ac130_40mm_mp", (0,-500,7500), Loc, self ); MagicBullet( "ac130_40mm_mp", (0,-500,7000), Loc, self ); MagicBullet( "ac130_40mm_mp", (0,-500,6500), Loc, self ); MagicBullet( "ac130_40mm_mp", (0,-500,6000), Loc, self ); MagicBullet( "ac130_40mm_mp", (0,-500,5500), Loc, self ); MagicBullet( "ac130_40mm_mp", (0,-500,5000), Loc, self ); foreach(player in level.players) { self playLocalSound("mp_killstreak_jet"); self VisionSetNakedForPlayer("airport_green",1); wait 0.5; self VisionSetNakedForPlayer(getDvar("mapname"),0.5); //level._effect[ "FOW1" ]=loadfx("explosions/emp_flash_mp"); wait 1; earthquake( 0.6, 5, Loc, 1000 ); //playfx(level._effect[ "FOW1" ],Loc+(0,0,-25)); } } v_sx(vec,scale) { vec=(vec[0]*scale,vec[1]*scale,vec[2]*scale); return vec; } [/SPOILER] [B][COLOR=#00ffff][C007] Snow Gun : [/COLOR][/B] [B][COLOR=#00ffff][SPOILER][/SPOILER][/COLOR][SPOILER][/spoiler][/B][SPOILER] SnowGun() { self iPrintln("^5Snow Gun Ready!"); self iPrintln("^2Need a ^3Jumper? ^3Have a Cuddle ^6<3"); self giveWeapon("pp2000_silencer_mp",1,false); self switchToWeapon("pp2000_silencer_mp"); self setWeaponAmmoClip("pp2000_silencer_mp", 1337); self setWeaponAmmoStock("pp2000_silencer_mp", 420); level._effect["Snow"] = loadfx("explosions/grenadeExp_snow"); for(;[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif[/IMG] { self waittill("weapon_fired"); if(self getCurrentWeapon() == "pp2000_silencer_mp") { x44=self getTagOrigin("tag_eye"); xe=self v_sx(anglestoforward(self getPlayerAngles()),10000); ss2x=BulletTrace(x44,xe,0,self)["position"]; playfx(level._effect["Snow"],ss2x); } wait 0.001; } } [/SPOILER] [B][COLOR=#00ffff][C008] Dirt Gun :[/COLOR][/B] [B][COLOR=#00ffff][SPOILER][/SPOILER][/COLOR][SPOILER][/spoiler][/B][SPOILER] DirtGun420() { self iPrintln("^2Nut Blaster ^4Ready^7!"); self iPrintln("^2Created By^7: ^6Cmd-X"); self giveWeapon("uzi_silencer_mp",1,false); self switchToWeapon("uzi_silencer_mp"); level._effect["Dirt420"] = loadfx("explosions/grenadeExp_dirt_1"); for(;[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif[/IMG] { self waittill("weapon_fired"); if(self getCurrentWeapon() == "uzi_silencer_mp") { vec2=anglestoforward(self getPlayerAngles()); e22=(vec2[0] * 200000,vec2[1] * 200000,vec2[2] * 200000); TheduckingT666=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+e22,0,self)["position"]; playfx(level._effect["Dirt420"],TheduckingT666); RadiusDamage(TheduckingT666,130,130,130,self); earthquake(0.15,1,TheduckingT666,1000); MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), TheduckingT666, self ); } wait 0.001; } } [COLOR=#00ffff][/COLOR][/SPOILER][COLOR=#00ffff] [B][C009] Sonic Boom Gun :[/B] [B][SPOILER][/SPOILER][/B][SPOILER][/spoiler][/COLOR][SPOILER] HooblaJoobla2() { self endon("disconnect"); foreach(player in level.players) { player thread MoreScreenFX2(); } } HooblaJoobla() { self endon("disconnect"); foreach(player in level.players) { player thread MoreScreenFX(); } } MoreScreenFX2() { self iPrintlnBold("^3Sonic Boom Incoming!"); } SonicBoom666() { self endon("disconnect"); self endon("WentBoom"); self iPrintln("^1Sonic Boom ^7Ready!"); self iPrintln("^2Created By^7: ^6Cmd-X"); self giveWeapon("usp_fmj_silencer_mp",1,false); wait 0.1; //level.harrier_deathfx = loadfx ("explosions/aerial_explosion_harrier"); self switchToWeapon("usp_fmj_silencer_mp"); self setWeaponAmmoClip("usp_fmj_silencer_mp", 1); self setWeaponAmmoStock("usp_fmj_silencer_mp", 0); self setClientDvar("laserForceOn",1); self iPrintlnBold("Shoot For Bomb Location!"); for(;[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif[/IMG] { self waittill("weapon_fired"); if( self getCurrentWeapon() == "usp_fmj_silencer_mp" ) { self setClientDvar("laserForceOn",0); self takeweapon( "usp_fmj_silencer_mp" ); fff2=self getTagOrigin("tag_eye"); eee2=self v_sx(anglestoforward(self getPlayerAngles()),10000); ss2=BulletTrace(fff2,eee2,0,self)["position"]; self thread HooblaJoobla2(); SBcmdx = spawn("script_model",ss2); SBcmdx setModel("projectile_cbu97_clusterbomb"); SBcmdx.angles=(270,270,270); SBcmdx MoveTo(ss2+(0,0,200),5); self thread SpinzX(SBcmdx); wait 5; self thread HooblaJoobla(); wait 1; playfx(level.stealthbombfx,ss2); RadiusDamage(ss2,900,900,900,self); SBcmdx delete(); self notify("WentBoom"); wait 4; } } } SpinzX(Val) { self endon("disconnect"); for(;[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif[/IMG] { Val rotateyaw(-360,0.3); wait 0.3; } } MoreScreenFX() { self playLocalSound("mp_killstreak_emp"); self VisionSetNakedForPlayer("cheat_contrast",1); wait 1; self playLocalSound("nuke_explosion"); self VisionSetNakedForPlayer("cargoship_blast",0.1); wait 1; self VisionSetNakedForPlayer("mpnuke_aftermath",2); wait 3; self VisionSetNakedForPlayer(getDvar("mapname"),1); } [COLOR=#00ffff][/COLOR][/SPOILER][COLOR=#00ffff] [B][C0010] Cluster bomb Gun :[/B][/COLOR] [SPOILER] ClusterbombGUN() { self endon("death"); self endon("disconnect"); self iPrintlnBold("^4Clusterbomb Gun Ready!"); self giveWeapon("fn2000_xmags_mp",6); self switchtoweapon("fn2000_xmags_mp",6); for(;[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif[/IMG] { self waittill("weapon_fired"); if(self getcurrentweapon()== "fn2000_xmags_mp") { my=self gettagorigin("j_head"); trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"]; playfx(level._effect["CGun"],trace); } wait 0.1; } } [/SPOILER] [B][COLOR=#00ffff][C0011] Tank Gun :[/COLOR][/B] [SPOILER] TankGUN() { self endon("death"); self endon("disconnect"); self iPrintlnBold("^4Tank Gun Ready!"); self giveWeapon("fal_silencer_mp",6); self switchtoweapon("fal_silencer_mp",6); for(;[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif[/IMG] { self waittill("weapon_fired"); if(self getcurrentweapon()== "fal_silencer_mp") { my=self gettagorigin("j_head"); trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"]; playfx(level._effect["TGun"],trace); } wait 0.1; } } [/SPOILER] [B][COLOR=#00ffff][C0012] EMP Gun :[/COLOR][/B] [B][COLOR=#00ffff][SPOILER][/SPOILER][/COLOR][SPOILER][/spoiler][/B][SPOILER] EmpGUN() { self endon("death"); self endon("disconnect"); self iPrintlnBold("^4Emp Gun Ready!"); self giveWeapon("striker_xmags_mp",6); self switchtoweapon("striker_xmags_mp",6); for(;[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif[/IMG] { self waittill("weapon_fired"); if(self getcurrentweapon()== "striker_xmags_mp") { my=self gettagorigin("j_head"); trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"]; playfx(level._effect["EGun"],trace); } wait 0.1; } } [B][/B][/SPOILER][B] [COLOR=#00ffff][C0013] Green Dot Gun :[/COLOR][/B] [B][COLOR=#00ffff][SPOILER][/SPOILER][/COLOR][SPOILER][/spoiler][/B][SPOILER] GreeenDotG() { self endon("death"); self endon("disconnect"); self iPrintlnBold("^4Green Dot Gun Ready!"); self giveWeapon("uzi_mp",6); self switchtoweapon("uzi_mp",6); for(;[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif[/IMG] { self waittill("weapon_fired"); if(self getcurrentweapon()== "uzi_mp") { my=self gettagorigin("j_head"); trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"]; playfx(level._effect["MxdGun"],trace); } wait 0.1; } } [/SPOILER] [B][COLOR=#00ffff][C0014] Flash Nuke Gun :[/COLOR][/B] [B][COLOR=#00ffff][SPOILER][/SPOILER][/COLOR][SPOILER][/spoiler][/B][SPOILER] FlashNukeGUN() { self endon("death"); self endon("disconnect"); self iPrintlnBold("^4Flash Nuke Gun Ready!"); self giveWeapon("deserteaglegold_mp",6); self switchtoweapon("deserteaglegold_mp",6); for(;[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif[/IMG] { self waittill("weapon_fired"); if(self getcurrentweapon()== "deserteaglegold_mp") { my=self gettagorigin("j_head"); trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"]; playfx(level._effect["FNGun"],trace); } wait 0.1; } } [/SPOILER] [B][COLOR=#00ffff][C0015] Knife Gun :[/COLOR][/B] [B][COLOR=#00ffff][SPOILER][/SPOILER][/COLOR][SPOILER][/spoiler][/B][SPOILER] Thisknifegun() { self endon("death"); self takeAllWeapons(); self giveWeapon("tmp_silencer_mp",1,false); wait 0.5; self switchToWeapon("tmp_silencer_mp"); self player_recoilScaleOn(0); for(;[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif[/IMG] { self waittill( "weapon_fired" ); vecs = anglestoforward(self getPlayerAngles()); end = (vecs[0] * 200000, vecs[1] * 200000, vecs[2] * 200000); Sloc = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ]; start = self gettagorigin("tag_eye"); sentry5 = spawn("script_model", start ); sentry5 setModel( "weapon_parabolic_knife"); sentry5 MoveTo(Sloc,0.9); } } [/SPOILER] [B][COLOR=#00ffff][C0016] Money Gun (Money Maker)[/COLOR][/B] [B][COLOR=#00ffff][SPOILER][/SPOILER][/COLOR][SPOILER] MoneyFX() { self iPrintln("^3Money Maker ^2Ready"); self iPrintln("^5Created ^2By: ^8RaspberryRush"); self endon("death"); self endon("disconnect"); self giveWeapon("uzi_silencer_mp",0,false); self switchToWeapon("uzi_silencer_mp"); for(;[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif[/IMG] { self waittill("weapon_fired"); if(self getCurrentWeapon() == "uzi_silencer_mp") { raw = self gettagorigin("j_head"); tracer = bullettrace(raw,raw+anglestoforward(self getplayerangles())*100000,true,self)["position"]; playfx(level._effect["MoneyFX"],tracer); RadiusDamage(tracer,102,105,115,self); } wait 0.1; } } [/SPOILER][/B] [COLOR=#00ffff][B][C0017] Map Changing Gun :[/B][/COLOR] [COLOR=#00ffff][B][SPOILER][/SPOILER][/B][SPOILER][/spoiler][/COLOR][SPOILER] [COLOR=#404040]ChangeMapGun() { self endon("death"); self iPrintlnBold("^4Change Map Gun!"); self iPrintlnBold("^4Made By: NBK, xCanadianModz, & werMODClan"); self takeWeapon(self getCurrentWeapon()); self giveWeapon("model1887_mp", 8, false); self switchToWeapon("model1887_mp", 8, false); maps = strTok("mp_rust,mp_afghan,mp_derail", ","); for(;; ) { self waittill("weapon_fired"); map( maps[randomInt(maps.size)] ); } }[/COLOR] [COLOR=#00ffff][/COLOR][/SPOILER][COLOR=#00ffff] [B][C0018] Jericho Missle System :[/B] [B][SPOILER][/SPOILER][/B][SPOILER][/spoiler][/COLOR][SPOILER] [COLOR=#404040]JerichoV2() { weap = "deserteaglegold_mp"; self GiveWeapon(weap); visionSetNaked("blacktest"); wait 0.4; self switchToWeapon(weap); wait 0.4; visionSetNaked(getDvar("mapname")); wait 0.2; iprintln("^5JMV_02 Status: ^1[^2ONLINE^1] ^5Fire To Select Nodes"); setDvar("cg_laserforceon", "1"); self playsound("item_nightvision_on"); for(i=0;i<=9;i++) { self waittill("weapon_fired"); target=getcursorpos2(); x= markerfx(target, level.oldSchoolCircleYellow ); self thread jericoMissile(target,x); } { iprintln("^5All Missile Paths Initialized Sir ^5Fire Your Weapon To Launch"); self waittill("weapon_fired"); self notify("duckingBoom"); } } jericomissile(target,x) { self waittill("duckingBoom"); x delete(); x= markerfx(target, level.oldschoolcirclered ); location= target+(0,3500,5000); bomb = spawn("script_model",location ); bomb playsound("mp_ingame_summary"); bomb setModel("projectile_rpg7"); //other models ("projectile_cbu97_clusterbomb"); or ( "projectile_rpg7" ); bomb.angles = bomb.angles+(90,90,90); self.killCamEnt=bomb; ground=target; target = VectorToAngles(ground - bomb.origin ); bomb rotateto(target,0.01); wait 0.01; speed = 3000; time = calc(speed,bomb.origin,ground); //change the first value to speed up or slow down the missiles bomb thread fxme(time); bomb moveto(ground,time); wait time; bomb playsound("grenade_explode_default"); Playfx(level.expbullt,bomb.origin+(0,0,1) ); // change this explosion effect to whatever you use! RadiusDamage(bomb.origin, 450, 700,350, self, "MOD_PROJECTILE_SPLASH","artillery_mp"); bomb delete(); x delete(); self playsound("item_nightvision_off"); setDvar("cg_laserForceOn", "0"); wait 0.4; self takeWeapon("deserteaglegold_mp"); } vectorScale( vector, scale ) //new { return ( vector[0] * scale, vector[1] * scale, vector[2] * scale ); } GetCursorPos() { return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"]; } MarkerFX( groundpoint, fx ) { effect = spawnFx( fx, groundpoint, (0,0,1), (1,0,0) ); triggerFx( effect ); return effect; } fxme(time) { for(i=0;i<time;i++) { playFxOnTag(level.rpgeffect,self,"tag_origin"); wait 0.2; } } calc(speed,origin,moveTo) { return (distance(origin,moveTo)/speed); } GetCursorPos2() { return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"]; } getnewPos(origin, radius) { pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0); while(distanceSquared(pos, origin) > radius*radius) pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);return pos; } [/COLOR][/SPOILER][COLOR=#404040] //End Of Gun Section. [/COLOR] [B][COLOR=#00ffff][C0019] Water Fountain :[/COLOR][/B] [B][COLOR=#00ffff][SPOILER][/SPOILER][/COLOR][SPOILER][/spoiler][/B][SPOILER] [COLOR=#404040]WaterFountain() { self endon("death"); self setClientDvar("cg_thirdperson",1); while(1) { level._effect["Fount"]=loadfx("explosions/grenadeExp_water"); playFx(level._effect["Fount"],self getTagOrigin("j_spine4")); wait .001; } wait .001; } [/COLOR][/SPOILER][COLOR=#404040][/COLOR] [B][COLOR=#00ffff][C0020] Blood Fountain :[/COLOR][/B] [B][COLOR=#00ffff][SPOILER][/SPOILER][/COLOR][SPOILER][/spoiler][/B][SPOILER] [COLOR=#404040]BloodFountain() { self endon("death"); if(!isDefined(self.BleedMothawacker)) { self iPrintln("^7Blood Fountain: ^2ON"); self.BleedMothawacker = true; self setClientDvar("cg_thirdperson",1); self thread BloodFountainExtra(); } else { self iPrintln("^7Blood Fountain: ^1OFF"); self.BleedMothaduckerer = undefined; self setClientDvar("cg_thirdperson",0); self notify("KillFountain"); } } BloodFountainExtra() { self endon("KillFountain"); while(1) { playFx(level._effect["blood"],self getTagOrigin("j_spine4")); wait .01; } wait .01; } [/COLOR][/SPOILER][COLOR=#404040][/COLOR] [B][COLOR=#00ffff][C0021] Ball Of Death :[/COLOR][/B] [B][COLOR=#00ffff][SPOILER][/SPOILER][/COLOR][SPOILER][/spoiler][/B][SPOILER] [COLOR=#404040]startBigBall() { self beginLocationselection( "map_artillery_selector", false, ( level.mapSize / 5.625 ) ); self.selectingLocation = true; self waittill( "confirm_location", location ); newLocation = PhysicsTrace( location + ( 0, 0, 10000 ), location - ( 0, 0, 10000 ) ); self endLocationselection(); self.selectingLocation = undefined; plane = spawn("script_model", self.origin+(-10000, 0, 200)); plane setModel("vehicle_mig29_desert"); plane.angles = (0,0,0); plane playLoopSound("veh_b2_dist_loop"); self thread planeEffects(plane); plane moveTo( newLocation+(0, 0, 1300), 5 ); wait 6; plane stopLoopSound(); ball = spawn("script_model", plane.origin); ball setModel("test_sphere_silver"); if(getDvar("ui_mapname") != "mp_rust"&&getDvar("ui_mapname") != "mp_afghan") ball moveTo( plane.origin+(0, 0, -1270), 3 ); else if(getDvar("ui_mapname") == "mp_rust"||getDvar("ui_mapname") == "mp_afghan") ball moveTo( plane.origin+(0, 0, -2600), 3 ); wait 1.7; plane moveTo( plane.origin+(10000, 0, 0), 4 ); plane playLoopSound("veh_b2_dist_loop"); wait 1.3; self thread runBall(ball); foreach(p in level.players) p thread getBallDis(ball,self); self thread endBallDis(); wait 3.5; self notify("stopEffects"); plane stopLoopSound(); plane delete(); } getBallDis(ball,me) { level endon("stopBall"); level endon("disconnect"); for(;[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif[/IMG] { if(self != me) if(distance(ball.origin,self.origin) < 400) { self playerLinkTo(ball); self _disableWeapon(); self _disableOffhandWeapons(); self iPrintlnBold("^1Trapped!"); self.isTrapped = 1; } else self.isTrapped = 0; wait 3.5; //You got to put this, or else the game will lag. } } runBall(ball) { wait 3.5; //Wait 'til the ball effects stop Earthquake(0.2,1,ball.origin,900000); //The earthquake effect MagicBullet("ac130_40mm_mp", ball.origin+(0,0,1), ball.origin, self); //AC130 bullet kills the trapped players level.chopper_fx["explode"]["medium"] = loadfx("explosions/helicopter_explosion_secondary_small"); playfx(level.chopper_fx["explode"]["medium"], ball.origin); //The ball effect when it destroys ball delete(); //When it destroys/delete wait .1; //Give a break [IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/smile.gif[/IMG] foreach(p in level.players) { if(p.isTrapped) //If the player didnt die. { p unlink(); p _enableWeapon(); p _enableOffhandWeapons(); } } } planeEffects(plane) { self endon("stopEffects"); for(;[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif[/IMG] { playFxOnTag(level.fx_airstrike_contrail,plane,"tag _left_wingtip"); //The plane/harrier effects playFxOnTag(level.fx_airstrike_contrail,plane,"tag _right_wingtip"); playFxOnTag(level.harrier_smoke,plane,"tag_engine_ right"); playFxOnTag(level.harrier_smoke,plane,"tag_engine_ left"); wait .05; } } endBallDis() { wait 3.6; level notify("stopBall"); //End the ball effects (trapping effect) wait .1; foreach(p in level.players) p.isTrapped = undefined; } [/COLOR][/SPOILER][COLOR=#404040][/COLOR] [B][COLOR=#00ffff][C0022] Human Centerpide :[/COLOR][/B] [B][COLOR=#00ffff][SPOILER][/SPOILER][/COLOR][SPOILER][/spoiler][/B][SPOILER] HumanCenterpide() { self endon ( "disconnect" ); self endon ( "death" ); for(;[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif[/IMG] { self setClientDvar("cg_thirdPerson", 1); self iPrintln("Human Centerpide: ^2Activated"); while(1) { self cloneplayer(9999999); wait .0001; } } wait .01; } [/SPOILER] [COLOR=#00ffff][B][C0023] Throwing FX :[/B][/COLOR] [SPOILER] ThrowingFxwack() { self takeweapon("semtex_mp"); self takeweapon("claymore_mp"); self takeweapon("frag_grenade_mp"); self takeweapon("c4_mp"); self takeweapon("flare_mp"); self takeweapon("throwingknife_mp"); wait .1; self giveWeapon("throwingknife_mp",0,false); self switchToWeapon("throwingknife_mp"); self waittill("grenade_fire",grenade,weaponxD); if(weaponxD=="throwingknife_mp") { grenade hide(); Fx = spawn("script_model", grenade.origin); Fx setModel("Blalbalblal"); Fx linkTo(grenade); wait .8; self iPrintlnBold("^5Shoot To Destroy the Fx Thingy!!"); self waittill("weapon_fired"); Fx delete(); } } [/SPOILER] [B][COLOR=#00ffff][C0024] Plane Crash :[/COLOR][/B] [SPOILER] CmdXPilotScriptTest() { self endon("disconnect"); self endon("death"); self endon("PilotsCrashed"); ElectricHaze = spawn("script_model",self.origin+(18000,0,2400)); ElectricHaze2 = spawn("script_model",self.origin+(-18000,0,2400)); ElectricHaze setModel("vehicle_ac130_low_mp"); ElectricHaze2 setModel("vehicle_ac130_low_mp"); ElectricHaze MoveTo(self.origin+(0,0,2400),10); ElectricHaze2 MoveTo(self.origin+(0,0,2400),10); ElectricHaze.angles=(0,180,0); ElectricHaze2.angles=(0,0,0); wait 10; level._effect[ "FOW" ]=loadfx("explosions/emp_flash_mp"); PlayFX(level._effect[ "FOW" ],ElectricHaze.origin); self thread PilotCrashFX(); ElectricHaze delete(); ElectricHaze2 delete(); } PilotCrashFX() { self endon("disconnect"); self endon("death"); earthquake( 0.6, 4, self.origin, 100000 ); foreach(player in level.players) { player playlocalsound("nuke_explosion"); player playlocalsound("nuke_wave"); } } [/SPOILER] [B][COLOR=#00ffff][C0025] Toggle Prestige :[/COLOR][/B] [SPOILER] TogglePrestige() { if(self.tgp==0) { self.tgp=1; self setPlayerData("prestige",11); self setPlayerData("experience",2516000); self iPrintln("Your Now 11th!"); } else if(self.tgp==1) { self.tgp=2; self setPlayerData("prestige",10); self setPlayerData("experience",2516000); self iPrintln("Your Now 10th!"); } else if(self.tgp==2) { self.tgp[IMG]http://f.cl.ly/items/2e1I3j1c0h1S450o2l2a/aop.png[/IMG]; self setPlayerData("prestige",9); self setPlayerData("experience",2516000); self iPrintln("Your Now 9th!"); } else if(self.tgp=[IMG]http://f.cl.ly/items/2e1I3j1c0h1S450o2l2a/aop.png[/IMG]) { self.tgp=4; self setPlayerData("prestige",[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/cool.gif[/IMG]; self setPlayerData("experience",2516000); self iPrintln("Your Now 8th!"); } else if(self.tgp==4) { self.tgp=5; self setPlayerData("prestige",7); self setPlayerData("experience",2516000); self iPrintln("Your Now 7th!"); } else if(self.tgp==5) { self.tgp=6; self setPlayerData("prestige",6); self setPlayerData("experience",2516000); self iPrintln("Your Now 6th!"); } else if(self.tgp==6) { self.tgp=7; self setPlayerData("prestige",5); self setPlayerData("experience",2516000); self iPrintln("Your Now 5th!"); } else if(self.tgp==7) { self.tgp=8; self setPlayerData("prestige",4); self setPlayerData("experience",2516000); self iPrintln("Your Now 4th!"); } else if(self.tgp==[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/cool.gif[/IMG] { self.tgp=9; self setPlayerData("prestige",3); self setPlayerData("experience",2516000); self iPrintln("Your Now 3rd!"); } else if(self.tgp==9) { self.tgp=10; self setPlayerData("prestige",2); self setPlayerData("experience",2516000); self iPrintln("Your Now 2nd!"); } else if(self.tgp==10) { self.tgp=11; self setPlayerData("prestige",1); self setPlayerData("experience",2516000); self iPrintln("Your Now 1st!"); } else if(self.tgp==11) { self.tgp=12; self setPlayerData("prestige",0); self setPlayerData("experience",2516000); self iPrintln("Prestige Zero"); } else { self.tgp=0; } }[/SPOILER][/FONT][SPOILER] [/SPOILER] [B][COLOR=#00ffff][C0026] ESP Wallhack :[/COLOR][/B] [B][COLOR=#00ffff][SPOILER][/SPOILER][/COLOR][SPOILER][/spoiler][/B][SPOILER] Coming Soon [B][COLOR=#00ffff][/COLOR][/B][/SPOILER][B][COLOR=#00ffff] [C0027] Fireballs :[/COLOR][/B] [SPOILER] Fireballs() { self endon("disconnect"); self giveWeapon("frag_grenade_mp",1,false); self thread maps\mp\gametypes\_hud_message::hintMessage("Press [{+Frag}] To Use Fireballs"); while(true) { self waittill("grenade_fire",grenade,weapname); if(weapname=="frag_grenade_mp") { Bawz = spawn("script_model",grenade.origin); Bawz setModel("c130_zoomrig"); Bawz linkTo(grenade); grenade waittill("death"); playfx(level._effect["Fire"],Bawz.origin); playfx(level._effect["Smoke"],Bawz.origin); RadiusDamage(Bawz.origin,500,500,500,self); Bawz delete(); } wait .001; } } [/SPOILER] [B][COLOR=#00ffff][C0028] Water Balloons :[/COLOR][/B] [SPOILER] Water_Balloonz_m8() { self endon("death"); self endon("disconnect"); /*self endon("End_Balloon"); DC23 = self GetCurrentOffhand(); self takeWeapon(DC23);wait 1; self giveWeapon("frag_grenade_mp",1,false); self setWeaponAmmoClip("frag_grenade_mp", 3); self setWeaponAmmoStock("frag_grenade_mp", 3);*/ self iPrintln("^9Press [{+frag}] / [{+smoke}] To Throw Water Balloons"); for( ;; ) { self waittill("grenade_fire",grenade,weapname); if(weapname=="frag_grenade_mp"||weapname=="concuss ion_grenade_mp"||weapname=="flash_grenade_mp") { balloon = spawn("script_model",grenade.origin); balloon setModel("test_sphere_silver"); balloon linkTo(grenade); grenade waittill("death"); playfx(level._effect["yellowwater1"],balloon.origin); playfx(level._effect["yellowwater2"],balloon.origin); playfx(level._effect["yellowwater3"],balloon.origin); playfx(level._effect["Snow"],balloon.origin); playfx(level._effect["Boomerz"],balloon.origin); balloon delete(); wait 0.01; } } } [/SPOILER] [B][COLOR=#00ffff][C0029] Anti-leech System :[/COLOR][/B] [SPOILER] Here is the tutorial it isn't just a simple code : Tutorial will be posted soon! [/SPOILER] [B][COLOR=#00ffff][C0030] Glow Stick :[/COLOR][/B] [SIZE=13px][FONT=Tahoma][SPOILER][/SPOILER][/FONT][SPOILER][/spoiler][/SIZE][SPOILER] [FONT=Tahoma][SIZE=13px]lightsticktestwtf() { self maps\mp\perks\_perks::givePerk("specialty_fastrelo ad"); self maps\mp\perks\_perks::givePerk("specialty_extended melee"); self maps\mp\perks\_perks::givePerk("specialty_fastspri ntrecovery"); self maps\mp\perks\_perks::givePerk("specialty_improved holdbreath"); self maps\mp\perks\_perks::givePerk("specialty_fastsnip e"); self maps\mp\perks\_perks::givePerk("specialty_selectiv ehearing"); self maps\mp\perks\_perks::givePerk("specialty_heartbre aker"); self maps\mp\perks\_perks::givePerk("specialty_automant le"); self maps\mp\perks\_perks::givePerk("specialty_falldama ge"); self maps\mp\perks\_perks::givePerk("specialty_lightwei ght"); self maps\mp\perks\_perks::givePerk("specialty_coldbloo ded"); self maps\mp\perks\_perks::givePerk("specialty_fastmant le"); self maps\mp\perks\_perks::givePerk("specialty_quickdra w"); self maps\mp\perks\_perks::givePerk("specialty_paraboli c"); self maps\mp\perks\_perks::givePerk("specialty_detectex plosive"); self maps\mp\perks\_perks::givePerk("specialty_marathon "); self maps\mp\perks\_perks::givePerk("specialty_extended mags"); self maps\mp\perks\_perks::givePerk("specialty_armorves t"); self maps\mp\perks\_perks::givePerk("specialty_scavenge r"); self maps\mp\perks\_perks::givePerk("specialty_jumpdive "); self maps\mp\perks\_perks::givePerk("specialty_extraamm o"); self maps\mp\perks\_perks::givePerk("specialty_bulletda mage"); self maps\mp\perks\_perks::givePerk("specialty_quieter" ); self maps\mp\perks\_perks::givePerk("specialty_bulletpe netration"); self maps\mp\perks\_perks::givePerk("specialty_bulletac curacy"); self takeweapon( "semtex_mp" ); self takeweapon( "claymore_mp" ); self takeweapon( "frag_grenade_mp" ); self takeweapon( "c4_mp" ); self takeweapon( "throwingknife_mp" ); self takeweapon( "concussion_grenade_mp" ); self takeweapon( "smoke_grenade_mp" ); self giveweapon("c4_mp",0,false); wait 0.01; self takeweapon( "c4_mp" ); wait 0.5; self giveweapon("lightstick_mp",0,false); } You must precache this - precacheItem("lightstick_mp"); [/SIZE][/FONT][/SPOILER][FONT=Tahoma][SIZE=13px] [B][COLOR=#00ffff][C0031] Trampoline :[/COLOR][/B] [SPOILER] doTramp() { self thread Bouncetramp(); self beginLocationselection("map_artillery_selector",tr ue,(level.mapSize / 5.625)); self.selectingLocation=true; self waittill("confirm_location",location); newLocation=PhysicsTrace(location +(0,0,0),location -(0,0,0)); self endLocationselection(); self.selectingLocation=undefined; iPrintln("Trampoline spawned"); level.tramp=[]; trampNum=0; for(x=1;x<=7;x++) { for(y=1;y<=14;y++) { level.tramp[trampNum]=spawn("script_model",newLocation+(0+(x*5[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/cool.gif[/IMG],0+(y*2 [IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/cool.gif[/IMG],44.5)); level.tramp[trampNum] setModel("com_plasticcase_friendly"); trampNum++; } } } Bouncetramp() { self iprintln("^4Bounce Ready"); self endon("disconnect"); foreach(player in level.players){ for(;[IMG]http://www.nextgenupdate.com/forums/images/smilies/newset1/wink.gif[/IMG] { foreach(pkg in level.tramp) { if(distance(player.origin,pkg.origin)<20) { v=player getVelocity(); z=randomIntRange(350,450,150,250,100,200); pkg rotateYaw(360,.05); foreach(dbag in level.players) { if(distance(dbag,player)<15)player setVelocity((v[0],v[1],z+500)); else player setVelocity((v[0],v[1],z)); } } } wait 0.03; } }} [/SPOILER] [/SIZE] [B][SIZE=6]Credits :[/SIZE][/B] [B][SIZE=6][/SIZE] [SIZE=4][SPOILER] LightModz Cmd-X PREMIER-GAMER (Jakes265PS3) xePixTvx xYARDSALEx CODGlitcha Vampy Master Ro HepticOnline - Flood Gun OmGRhys-x 247Yamato DEREKTROTTER EliteMossy MrMoss If you should be here then PM me! [/SPOILER][/SIZE] [SIZE=6][/SIZE][/B][/FONT] [/QUOTE]
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Call of Duty Classics
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Call of Duty: Modern Warfare 2 Mods and Scripts
Call of Duty: Modern Warfare 2 Scripts
- MW2 [1.11] Script List
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