koekjes_boy
Known Member
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This is my script
the verification in this script doesnt work if i wanna to give it to someone he cant open it
Code:
/*
┏━━━┓╋╋┏┓╋┏━━━┓╋╋╋╋╋┏━┓┏━┓╋╋╋╋┏┓╋┏┓
┃┏━┓┃╋╋┃┃╋┃┏━┓┃╋╋╋╋╋┃┃┗┛┃┃╋╋╋╋┃┃╋┃┃
┃┃╋┗╋━━┫┗━┫┃╋┗╋━━┳━┓┃┏┓┏┓┣━━┳━┛┣━┛┣┳━┓┏━━┓
┃┃╋┏┫┏┓┃┏┓┃┃╋┏┫┏┓┃┏┓┫┃┃┃┃┃┏┓┃┏┓┃┏┓┣┫┏┓┫┏┓┃
┃┗━┛┃┏┓┃┗┛┃┗━┛┃┗┛┃┃┃┃┃┃┃┃┃┗┛┃┗┛┃┗┛┃┃┃┃┃┗┛┃
┗━━━┻┛┗┻━━┻━━━┻━━┻┛┗┻┛┗┛┗┻━━┻━━┻━━┻┻┛┗┻━┓┃
╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋┏━┛┃
╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋┗━━┛
This is a really old base! It's just ported, the code is quite bad.
Check out: https://cabconmodding.com/
For more Black Ops 3 Source and scripts or mods: https://cabconmodding.com/forums/call-of-duty-black-ops-3-mods-and-scripts.8/
*/
#using scripts\codescripts\struct;
#using scripts\shared\callbacks_shared;
#using scripts\shared\system_shared;
#using scripts\shared\bots\_bot;
#using scripts\shared\hud_message_shared;
#using scripts\shared\util_shared;
#using scripts\mp\gametypes\_globallogic_ui;
#using scripts\mp\gametypes\_loadout;
#using scripts\shared\hud_util_shared;
#using scripts\shared\hud_message_shared;
#insert scripts\shared\shared.gsh;
#namespace clientids;
#precache( "locationselector", "compass_objpoint_helicopter" );
REGISTER_SYSTEM( "clientids", &__init__, undefined )
function __init__()
{
callback::on_start_gametype( &init );
callback::on_connect( &on_player_connect );
callback::on_spawned( &on_player_spawned );
}
function init()
{
level.clientid = 0;
}
function on_player_connect()
{
self.clientid = matchRecordNewPlayer( self );
if ( !isdefined( self.clientid ) || self.clientid == -1 )
{
self.clientid = level.clientid;
level.clientid++;
}
}
function on_player_spawned()
{
self freezecontrols(false);
if(!isDefined(self.menu["active"]) && self isHost()) // just allow the host to run menu process
{
self func_generateMenu();
}
else
{
self.hasMenu = false;
}
}
function func_generateMenu()
{
if(!isDefined(self.hasMenu))
{
self init_menuSystem();
self.hasMenu = true;
self.menu["active"] = true;
self initMenuOpts();
self initMenu();
}
}
function init_menuSystem()
{
self.menu = [];
self.gamevars = [];
self.gamevars["aimbot"] = false;
self.gamevars["aimbot_unfair"] = false;
self.gamevars["aimbot_noads"] = false;
self.gamevars["aimbot_noads_r"] = false;
self.menu["name"] = "^5SimpleModZZ ^2V2";
}
function initMenuOpts()
{
self addMenu("main", self.menu["name"], undefined);
self addOpt("main", "Main Menu", &subMenu, "Opt_mods");
self addOpt("main", "Weapons Menu", &subMenu, "Weapon_mods");
self addOpt("main", "Aimbot Menu", &subMenu, "aimbot_mods");
self addOpt("main", "Bullets Menu", &subMenu, "Bullet_mods");
self addOpt("main", "Fun Menu", &subMenu, "fun_mods");
self addOpt("main", "Clone Menu", &subMenu, "clone_mods");
self addOpt("main", "Camo Menu", &subMenu, "Camo_mods");
self addOpt("main", "Teleport Menu", &subMenu, "tp_mods");
self addOpt("main", "Message Menu", &subMenu, "ms_mods");
self addOpt("main", "Bots Menu", &subMenu, "bot_mods");
self addOpt("main", "Client Menu", &subMenu, "main_clients");
self addMenu("Opt_mods", "^5Main Menu", "main");
self addOpt("Opt_mods", "God Mode", &func_godmode);
self addOpt("Opt_mods", "Ufo Mode", &func_ufomode);
self addOpt("Opt_mods", "ThirdPerson", &func_thirdPerson);
self addOpt("Opt_mods", "Invisible", &func_invisible);
self addMenu("bot_mods", "^5Bots Menu", "main");
self addOpt("bot_mods", "Add 1 Bot", &func_addBot, 1);
self addOpt("bot_mods", "Add 2 Bot", &func_addBot, 2);
self addOpt("bot_mods", "Add 5 Bot", &func_addBot, 5);
self addOpt("bot_mods", "Add 10 Bot", &func_addBot, 10);
self addMenu("Weapon_mods", "^5Weapons Menu", "main");
self addOpt("Weapon_mods", "Assault Rifles", &subMenu, "ar_mods");
self addOpt("Weapon_mods", "Submachine Guns", &subMenu, "sub_mods");
self addOpt("Weapon_mods", "Shotguns", &subMenu, "shot_mods");
self addOpt("Weapon_mods", "LMG's", &subMenu, "lmg_mods");
self addOpt("Weapon_mods", "Snipers", &subMenu, "snip_mods");
self addOpt("Weapon_mods", "Secondary", &subMenu, "sec_mods");
self addOpt("Weapon_mods", "Hide Weapon", &func_togglehideWeapon);
self addOpt("Weapon_mods", "Drop Weapon", &func_dropcurrentWeapon);
self addMenu("ar_mods", "^5Assault Rifles", "Weapon_mods");
self addOpt("ar_mods", "HVK-30", &testfunction6);
self addOpt("ar_mods", "ICR-1", &testfunction7);
self addOpt("ar_mods", "KN-44", &testfunction8);
self addOpt("ar_mods", "M8A7", &testfunction9);
self addOpt("ar_mods", "Man-o-war", &testfunction10);
self addOpt("ar_mods", "Sheiva", &testfunction11);
self addOpt("ar_mods", "MK2", &testfunction5);
self addOpt("ar_mods", "M16", &testfunction);
self addOpt("ar_mods", "LV8", &testfunction1);
self addOpt("ar_mods", "MX Garand", &testfunction30);
self addOpt("ar_mods", "FFAR", &testfunction31);
self addOpt("ar_mods", "Galil", &testfunction66);
self addOpt("ar_mods", "BaseWeapon", &testfunction68);
self addMenu("sub_mods", "^5Submachine Guns", "Weapon_mods");
self addOpt("sub_mods", "Kuda", &testfunction12);
self addOpt("sub_mods", "Pharo", &testfunction13);
self addOpt("sub_mods", "Razorback", &testfunction14);
self addOpt("sub_mods", "Vesper", &testfunction15);
self addOpt("sub_mods", "VMP", &testfunction16);
self addOpt("sub_mods", "Weevil", &testfunction17);
self addOpt("sub_mods", "HG 40", &testfunction32);
self addOpt("sub_mods", "HLX 4", &testfunction33);
self addOpt("sub_mods", "PPSH", &testfunction34);
self addOpt("sub_mods", "DIY 11", &testfunction35);
self addMenu("shot_mods", "^5Shotguns", "Weapon_mods");
self addOpt("shot_mods", "205 Brecci", &testfunction18);
self addOpt("shot_mods", "Argus", &testfunction19);
self addOpt("shot_mods", "Haymaker 12", &testfunction20);
self addOpt("shot_mods", "KRM-262", &testfunction21);
self addOpt("shot_mods", "Banshii", &testfunction3);
self addMenu("lmg_mods", "^5LMG's", "Weapon_mods");
self addOpt("lmg_mods", "48 Dredge", &testfunction22);
self addOpt("lmg_mods", "BRM", &testfunction23);
self addOpt("lmg_mods", "Dingo", &testfunction24);
self addOpt("lmg_mods", "Gorgon", &testfunction25);
self addOpt("lmg_mods", "R70", &testfunction36);
self addMenu("snip_mods", "^5Snipers", "Weapon_mods");
self addOpt("snip_mods", "Drakon", &testfunction26);
self addOpt("snip_mods", "Locus", &testfunction27);
self addOpt("snip_mods", "SVG-100", &testfunction28);
self addOpt("snip_mods", "P-06", &testfunction29);
self addOpt("snip_mods", "DBSR-50", &testfunction37);
self addOpt("snip_mods", "RSA", &testfunction38);
self addMenu("sec_mods", "^5Secondary", "Weapon_mods");
self addOpt("sec_mods", "Pistols", &subMenu, "pist_mods");
self addOpt("sec_mods", "Launchers", &subMenu, "laun_mods");
self addOpt("sec_mods", "Melee", &subMenu, "mele_mods");
self addOpt("sec_mods", "Specials", &subMenu, "spec_mods");
self addMenu("pist_mods", "^5Pistols", "sec_mods");
self addOpt("pist_mods", "L-CAR", &testfunction39);
self addOpt("pist_mods", "MR6", &testfunction40);
self addOpt("pist_mods", "RK5", &testfunction41);
self addOpt("pist_mods", "Marshal 16", &testfunction42);
self addOpt("pist_mods", "Rift E6", &testfunction43);
self addMenu("laun_mods", "^5Launchers", "sec_mods");
self addOpt("laun_mods", "XM-53", &testfunction44);
self addOpt("laun_mods", "Black Cell", &testfunction45);
self addOpt("laun_mods", "D13", &testfunction2);
self addMenu("mele_mods", "^5Melee", "sec_mods");
self addOpt("mele_mods", "Ace of Spades", &testfunction47);
self addOpt("mele_mods", "Brass Knuckles", &testfunction48);
self addOpt("mele_mods", "Bushwhacker", &testfunction49);
self addOpt("mele_mods", "Butterfly Knife", &testfunction50);
self addOpt("mele_mods", "Buzz Cut", &testfunction51);
self addOpt("mele_mods", "Carver", &testfunction52);
self addOpt("mele_mods", "Enforcer", &testfunction53);
self addOpt("mele_mods", "Fury's Song", &testfunction54);
self addOpt("mele_mods", "Iron Jim", &testfunction55);
self addOpt("mele_mods", "L3FT.E", &testfunction56);
self addOpt("mele_mods", "Malice", &testfunction57);
self addOpt("mele_mods", "MVP", &testfunction58);
self addOpt("mele_mods", "Nightbreaker", &testfunction59);
self addOpt("mele_mods", "Nunchuks", &testfunction60);
self addOpt("mele_mods", "Path of Sorrows", &testfunction4);
self addOpt("mele_mods", "Prize Fighters", &testfunction61);
self addOpt("mele_mods", "Raven's Eye", &testfunction62);
self addOpt("mele_mods", "Skull Splitter", &testfunction63);
self addOpt("mele_mods", "Slash n' Burn", &testfunction64);
self addOpt("mele_mods", "Wrench", &testfunction65);
self addMenu("spec_mods", "^5Specials", "sec_mods");
self addOpt("spec_mods", "NX ShadowClaw", &testfunction46);
self addOpt("spec_mods", "Ballistic Knife", &testfunction67);
self addMenu("anim_mods", "^5Play Animation", "clone_mods");
self addOpt("anim_mods", "Dip low", &func_clonePlayer_playAnimation, "t7_loot_gesture_boast_dip_low");
self addOpt("anim_mods", "Swerve", &func_clonePlayer_playAnimation, "t7_loot_gesture_boast_see_me_swervin");
self addOpt("anim_mods", "Salute", &func_clonePlayer_playAnimation, "t7_loot_gesture_goodgame_salute");
self addOpt("anim_mods", "ShadowBoxing", &func_clonePlayer_playAnimation, "t7_loot_gesture_threaten_shadowboxing");
self addOpt("anim_mods", "FireBreak Taunt", &func_clonePlayer_playAnimation, "t7_loot_taunt_e_firebreak_03");
self addMenu("clone_mods", "^5Clone Menu", "main");
self addOpt("clone_mods", "Add Clone", &func_clonePlayer);
self addOpt("clone_mods", "Delete Clone", &func_clonePlayer_delete);
self addOpt("clone_mods", "Teleport", &func_clonePlayer_teleportToYou);
self addOpt("clone_mods", "Play Animation", &subMenu, "anim_mods");
self addMenu("fun_mods", "^5Fun Menu", "main");
self addOpt("fun_mods", "Unlimited Boost", &func_UnlimitedBoost);
self addOpt("fun_mods", "Super Speed", &func_SuperSpeed);
self addOpt("fun_mods", "Disable Wallrun", &func_Wallrun);
self addOpt("fun_mods", "Disable Exo Suit", &func_Exo);
self addOpt("fun_mods", "Replace Objects", &func_ForgeON);
self addMenu("aimbot_mods", "^5Aimbot Menu", "main");
self addOpt("aimbot_mods", "Aimbot", &func_aimbot);
self addOpt("aimbot_mods", "UnFairAimbot", &func_aimbot_unfair);
self addOpt("aimbot_mods", "UnFairAimbot++", &func_aimbot_noaim_whenAiming);
self addOpt("aimbot_mods", "Trickshot Aimbot", &func_aimbot_noads);
self addMenu("Bullet_mods", "^5Bullets Menu", "main");
self addOpt("Bullet_mods", "Unlimited Ammo", &func_unlimitedAmmo);
self addOpt("Bullet_mods", "Explosive bullet", &func_magicbullettest);
self addMenu("Camo_mods", "^5Camo Menu", "main");
self addOpt("Camo_mods", "Random Camo", &func_giveCamorandom);
self addOpt("Camo_mods", "Set Gold", &func_giveCamo, 15);
self addOpt("Camo_mods", "Set Diamond", &func_giveCamo, 16);
self addOpt("Camo_mods", "Set Dark Matter", &func_giveCamo, 17);
self addOpt("Camo_mods", "Set Weaponized 115", &func_giveCamo, 28);
self addOpt("Camo_mods", "Set Afterlife", &func_giveCamo, 26);
self addOpt("Camo_mods", "Set Cyborg", &func_giveCamo, 29);
self addMenu("tp_mods", "^5Teleport Menu", "main");
self addOpt("tp_mods", "Teleport Selector", &teleport);
self addMenu("ms_mods", "^5Message Menu", "main");
self addOpt("ms_mods", "Say Welcome", &TW);
self addmenu("main_clients", "Client List", "main");
if(self isHost())
{
for( a = 0; a < getplayers().size; a++ )
{
player = getplayers()[a];
self addOpt("main_clients", getNameNotClan(player)+" Options", &subMenu, "main_clients_"+getNameNotClan(player));
self addMenu("main_clients_"+getNameNotClan(player), getNameNotClan( player )+" Options", "main_clients");
self addOpt("main_clients_"+getNameNotClan(player), "Give Menu", &verificationOptions, player);
}
}
else
self addOpt("main_clients", "You can not access this Menu!", &subMenu, "main_clients");
}
function verificationOptions(player)
{
player func_generateMenu();
self iprintln("Menu given to ^2"+getNameNotClan(player));
player iprintln("Menu got from ^2"+getNameNotClan(self));
}
function getNameNotClan(player)
{
return player.name;
}
function initMenu()
{
self.openBox = self createRectangle("CENTER", "CENTER", 480, 0, 200, 0, (0, 0, 0), "white", 1, 0);
self.currentMenu = "main";
self.menuCurs = 0;
for(;;)
{
if(self adsButtonPressed() && self MeleeButtonPressed())
{
if(!isDefined(self.inMenu))
{
self.inMenu = true;
self.openBox.alpha = .7;
menuOpts = self.menuAction[self.currentMenu].opt.size;
self.openBox scaleOverTime(.4, 200, ((455)+45));
wait .4;
self.openText setText(self.menuAction[self.currentMenu].title);
string = "";
for(m = 0; m < menuOpts; m++)
string+= self.menuAction[self.currentMenu].opt[m]+"\n";
self.openText = self createText("default", 2, "TOP", "TOP", self.openBox.x - 40, 46, 2, 5, (255, 0, 0), self.menu["name"]);
self.menuText = self createText("default", 1.5, "CENTER", "TOP", self.openBox.x - 30, 77, 3, 1, undefined, string);
self.scrollBar = self createRectangle("CENTER", "CENTER", self.openBox.x, ((self.menuCurs*17.98)+((self.menuText.y+2.5)-(17.98/15))), 200, 15, (0, 0, 255), "white", 2, .7);
self.overlay1 = self createRectangle("CENTER", "CENTER", self.openBox.x - 98, 77, 3, 675, (0, 0, 139), "white", 2, .7);
self.overlay2 = self createRectangle("CENTER", "CENTER", self.openBox.x - -98, 77, 3, 675, (0, 0, 139), "white", 2, .7);
self.overlay = self createRectangle("CENTER", "CENTER", self.openBox.x - 0, 20, 200, 58, (0, 0, 139), "white", 2, .7);
}
}
if(isDefined(self.inMenu))
{
if(self attackButtonPressed())
{
self.menuCurs++;
if(self.menuCurs > self.menuAction[self.currentMenu].opt.size-1)
self.menuCurs = 0;
self.scrollBar moveOverTime(.15);
self.scrollBar.y = ((self.menuCurs*17.98)+((self.menuText.y+2.5)-(17.98/17)));
wait .15;
}
if(self adsButtonPressed())
{
self.menuCurs--;
if(self.menuCurs < 0)
self.menuCurs = self.menuAction[self.currentMenu].opt.size-1;
self.scrollBar moveOverTime(.15);
self.scrollBar.y = ((self.menuCurs*17.98)+((self.menuText.y+2.5)-(17.98/17)));
wait .15;
}
if(self useButtonPressed())
{
self thread [[self.menuAction[self.currentMenu].func[self.menuCurs]]](self.menuAction[self.currentMenu].inp[self.menuCurs]);
wait .2;
}
if(self meleeButtonPressed())
{
if(!isDefined(self.menuAction[self.currentMenu].parent))
{
self thread func_menuexiut();
}
else
self subMenu(self.menuAction[self.currentMenu].parent);
}
}
wait .05;
}
}
function func_menuexiut()
{
self.inMenu = undefined;
self.openText destroy();
self.openBox scaleOverTime(.4, 200, 30);
self.menuText destroy();
self.overlay destroy();
self.overlay1 destroy();
self.overlay2 destroy();
self.scrollBar destroy();
self.openBox.alpha = 0;
wait .4;
self freezecontrols(false);
}
function subMenu(menu)
{
self.menuCurs = 0;
self.currentMenu = menu;
self.scrollBar moveOverTime(.2);
self.scrollBar.y = ((self.menuCurs*17.98)+((self.menuText.y+2.5)-(17.98/15)));
self.menuText destroy();
self.openText setText(self.menuAction[self.currentMenu].title);
menuOpts = self.menuAction[self.currentMenu].opt.size;
wait .2;
string = "";
for(m = 0; m < menuOpts; m++)
string+= self.menuAction[self.currentMenu].opt[m]+"\n";
self.menuText = self createText("default", 1.5, "CENTER", "TOP", self.openBox.x - 30, 77, 3, 1, undefined, string);
wait .2;
}
function test()
{
self iPrintln("^9Comming Soon");
}
function addMenu(menu, title, parent)
{
if(!isDefined(self.menuAction))
self.menuAction = [];
self.menuAction[menu] = spawnStruct();
self.menuAction[menu].title = title;
self.menuAction[menu].parent = parent;
self.menuAction[menu].opt = [];
self.menuAction[menu].func = [];
self.menuAction[menu].inp = [];
}
function addOpt(menu, opt, func, inp)
{
m = self.menuAction[menu].opt.size;
self.menuAction[menu].opt[m] = opt;
self.menuAction[menu].func[m] = func;
self.menuAction[menu].inp[m] = inp;
}
function createText(font, fontScale, align, relative, x, y, sort, alpha, glow, text)
{
textElem = newClientHudElem(self);
textElem.sort = sort;
textElem.alpha = alpha;
textElem.x = x;
textElem.y = y;
textElem.glowColor = glow;
textElem.glowAlpha = 100;
textElem.fontScale = fontScale;
textElem setText(text);
return textElem;
}
function createRectangle(align, relative, x, y, width, height, color, shader, sort, alpha)
{
boxElem = newClientHudElem(self);
boxElem.elemType = "bar";
if(!level.splitScreen)
{
boxElem.x = -2;
boxElem.y = -2;
}
boxElem.width = width;
boxElem.height = height;
boxElem.align = align;
boxElem.relative = relative;
boxElem.xOffset = 0;
boxElem.yOffset = 0;
boxElem.children = [];
boxElem.sort = sort;
boxElem.color = color;
boxElem.alpha = alpha;
boxElem setShader(shader, width, height);
boxElem.hidden = false;
boxElem.x = x;
boxElem.y = y;
boxElem.alignX = align;
boxElem.alignY = relative;
return boxElem;
}
// Functions
function func_godmode()
{
if(!isDefined(self.gamevars["godmode"]))
{
self.gamevars["godmode"] = true;
self enableInvulnerability();
self iprintln("God Mode ^2ON");
}
else
{
self.gamevars["godmode"] = undefined;
self disableInvulnerability();
self iprintln("God Mode ^1OFF");
}
}
function func_ufomode()
{
if(!isDefined(self.gamevars["ufomode"]))
{
self thread func_activeUfo();
self.gamevars["ufomode"] = true;
self iPrintln("UFO Mode ^2ON");
self iPrintln("Press [{+frag}] To Fly");
}
else
{
self notify("func_ufomode_stop");
self.gamevars["ufomode"] = undefined;
self iPrintln("UFO Mode ^1OFF");
}
}
function func_activeUfo()
{
self endon("func_ufomode_stop");
self.Fly = 0;
UFO = spawn("script_model",self.origin);
for(;;)
{
if(self FragButtonPressed())
{
self playerLinkTo(UFO);
self.Fly = 1;
}
else
{
self unlink();
self.Fly = 0;
}
if(self.Fly == 1)
{
Fly = self.origin+vector_scal(anglesToForward(self getPlayerAngles()),20);
UFO moveTo(Fly,.01);
}
wait .001;
}
}
function vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
function func_unlimitedAmmo()
{
if(!isDefined(self.gamevars["ammo_weap"]))
{
self notify("stop_ammo");
self thread func_ammo();
self iPrintln("Unlimited Ammo ^2ON");
self.gamevars["ammo_weap"] = true;
}
else
{
self notify("stop_ammo");
self.gamevars["ammo_weap"] = undefined;
self iPrintln("Unlimited Ammo ^1OFF");
}
}
function func_ammo()
{
self endon("stop_ammo");
for(;;)
{
if(self.gamevars["ammo_weap"]==true)
{
if ( self getcurrentweapon() != "none" )
{
self setweaponammostock( self getcurrentweapon(), 1337 );
self setweaponammoclip( self getcurrentweapon(), 1337 );
}
}
wait .1;
}
}
function testfunction(parameter)
{
string = "ar_m16";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction1(parameter)
{
string = "ar_pulse";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction2(parameter)
{
string = "special_discgun";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction3(parameter)
{
string = "shotgun_energy";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction4(parameter)
{
string = "melee_katana";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction5(parameter)
{
string = "ar_peacekeeper";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function func_thirdPerson()
{
if(!isDefined(self.gamevars["thirdPerson"]))
{
self SetClientThirdPerson( 1 );
self SetClientThirdPersonAngle( 354 );
self setDepthOfField( 0, 128, 512, 4000, 6, 1.8 );
self.gamevars["thirdPerson"] = true;
}
else
{
self SetClientThirdPerson( 0 );
self SetClientThirdPersonAngle( 0 );
self setDepthOfField( 0, 0, 512, 4000, 4, 0 );
self.gamevars["thirdPerson"] = undefined;
}
self resetFov();
}
function func_giveCamo(camo_int)
{
s_weapon = self getCurrentWeapon();
self TakeWeapon(s_weapon);
self GiveWeapon(s_weapon, self CalcWeaponOptions( Int(camo_int), 1, 1, true, true, true, true ));
self GiveMaxAmmo(s_weapon);
self SwitchToWeapon(s_weapon);
}
function func_giveCamorandom()
{
self func_giveCamo(randomIntRange(0,126));
}
function func_addBot(count)
{
bot::add_bots(count);
self IPrintLn("You added ^2"+count+"^7 Bots");
}
function func_magicbullettest(flak_drone_rocket)
{
if(!isDefined(self.gamevars["magicbullet"]) || self.gamevars["magicbullet"] == false)
{
self.gamevars["magicbullet"] = true;
self iprintln("Magic Bullets ^2ON");
while(self.gamevars["magicbullet"])
{
self waittill( "weapon_fired" );
if(self.gamevars["magicbullet"] == false)
continue;
MagicBullet( GetWeapon("flak_drone_rocket"), self GetEye(), BulletTrace(self GetEye(), self GetEye() + AnglesToForward(self GetPlayerAngles()) * 100000, false, self)["position"], self);
wait .025;
}
}
else
{
self.gamevars["magicbullet"] = false;
self iprintln("Magic Bullets ^1OFF");
}
}
function func_togglehideWeapon()
{
if(getDvarint("cg_drawGun") == 0)
setDvar("cg_drawGun", "1");
else
setDvar("cg_drawGun", "0");
self iprintln("Hide Gun " + ((getDvarint("cg_drawGun") == 0) ? "^2ON" : "^1OFF"));
}
function func_dropcurrentWeapon()
{
self DropItem(self getCurrentWeapon());
}
function func_invisible()
{
if(!self.gamevars["invisible"] || !isDefined(self.gamevars["invisible"]))
{
self hide();
self.gamevars["invisible"] = true;
self IPrintLn("You are ^2Invisible");
}
else
{
self show();
self.gamevars["invisible"] = false;
self IPrintLn("You are ^1Visible");
}
}
function location_selector() {
currentWeapon = self GetCurrentWeapon();
self beginLocationSelection("map_mortar_selector");
self DisableOffhandWeapons();
pad = GetWeapon("killstreak_remote_turret");
self GiveWeapon(pad);
self SwitchToWeapon(pad);
self.selectingLocation = 1;
self waittill("confirm_location", location);
newLocation = BulletTrace(location + (0, 0, 100000), location, false, self)["position"];
self EndLocationSelection();
self EnableOffhandWeapons();
self SwitchToWeapon(currentWeapon);
self.selectingLocation = undefined;
return newLocation;
}
function teleport()
{
location = location_selector();
self SetOrigin(location);
}
function func_UnlimitedBoost()
{
if(getDvarint("playerEnergy_enabled") == 0)
setDvar("playerEnergy_enabled", "1");
else
setDvar("playerEnergy_enabled", "0");
self iprintln("Unlimited Boost " + ((getDvarint("playerEnergy_enabled") == 0) ? "^2ON" : "^1OFF"));
}
function func_SuperSpeed()
{
if(getDvarint("g_speed") == 190)
setDvar("g_speed", "500");
else
setDvar("g_speed", "190");
self iprintln("SuperSpeed " + ((getDvarint("g_speed") == 190) ? "^1OFF" : "^2ON"));
}
function func_Wallrun()
{
if(getDvarint("wallrun_enabled") == 0)
setDvar("wallrun_enabled", "1");
else
setDvar("wallrun_enabled", "0");
self iprintln("Wallrun " + ((getDvarint("wallrun_enabled") == 0) ? "^2ON" : "^1OFF"));
}
function func_Exo()
{
if(getDvarint("doublejump_enabled") == 0)
setDvar("doublejump_enabled", "1");
else
setDvar("doublejump_enabled", "0");
self iprintln("Exo Suit " + ((getDvarint("doublejump_enabled") == 0) ? "^2ON" : "^1OFF"));
}
function TW(message)
{
foreach(player in level.players)
player hud_message::hintMessage("^6Welcome To KoekjesBoy's Mod menu");
}
function func_ForgeON()
{
if(self.forgeOn==false)
{
self thread func_ForgeModeOn();
self iPrintln("^7Forge Mode ^2ON ^1- ^7Hold [{+speed_throw}] to Move Objects");
self.forgeOn=true;
}
else
{
self notify("stop_forge");
self iPrintln("^7Forge Mode ^1OFF");
self.forgeOn=false;
}
}
function func_ForgeModeOn()
{
self endon("death");
self endon("stop_forge");
for(;;)
{
while(self adsbuttonpressed())
{
trace=bulletTrace(self GetTagOrigin("j_head"),self GetTagOrigin("j_head")+ anglesToForward(self GetPlayerAngles())* 1000000,true,self);
while(self adsbuttonpressed())
{
trace["entity"] setOrigin(self GetTagOrigin("j_head")+ anglesToForward(self GetPlayerAngles())* 200);
trace["entity"].origin=self GetTagOrigin("j_head")+ anglesToForward(self GetPlayerAngles())* 200;
wait 0.05;
}
}
wait 0.05;
}
}
function func_clonePlayer( player = self )
{
if(isDefined(self.gamevars["Clone"]))
{
self iprintln("^1You already spawned a Clone, delete the current to spawn a new one.");
return;
}
self.gamevars["Clone"] = player util::spawn_player_clone( player, "t7_loot_gesture_goodgame_salute" );
}
function func_clonePlayer_playAnimation(animname)
{
if(!isDefined(self.gamevars["Clone"]))
{
self iprintln("^1Spawn a Clone first!");
return;
}
self.gamevars["Clone"] AnimScripted( "clone_anim", self.gamevars["Clone"].origin, self.gamevars["Clone"].angles, animname );
self iprintln("Animation "+animname+" ^2Played");
}
function func_clonePlayer_teleportToYou()
{
if(!isDefined(self.gamevars["Clone"]))
{
self iprintln("^1Spawn a Clone first!");
return;
}
self.gamevars["Clone"] SetOrigin(self.origin);
self.gamevars["Clone"] AnimScripted( "clone_anim", self.origin, self.angles, "pb_death_base_pose" );
self iprintln("Clone ^2teleported");
}
function func_clonePlayer_delete()
{
if(!isDefined(self.gamevars["Clone"]))
{
self iprintln("^1Spawn a Clone first!");
return;
}
self.gamevars["Clone"] AnimScripted( "clone_anim", self.gamevars["Clone"].origin, self.gamevars["Clone"].angles, "pb_death_headshot_back" );
wait 2;
self.gamevars["Clone"] delete();
self.gamevars["Clone"] = undefined;
self iprintln("Clone ^2deleted");
}
function func_aimbot()
{
if(!isDefined(self.gamevars["aimbot"]) || !self.gamevars["aimbot"])
{
self.gamevars["aimbot"] = true;
self thread func_core_aimbot();
self iPrintln("Aimbot ^2ON");
}
else
{
self.gamevars["aimbot"] = false;
self iPrintln("Aimbot ^1OFF");
}
}
function func_aimbot_unfair()
{
if(!isDefined(self.gamevars["aimbot_unfair"]) || !self.gamevars["aimbot_unfair"])
{
self.gamevars["aimbot_unfair"] = true;
self iPrintln("unfairAimbot ^2ON");
self iPrintln("You need to turn on Aimbot to see the effect of this.");
}
else
{
self.gamevars["aimbot_unfair"] = false;
self iprintln("unfairAimbot ^1OFF");
}
}
function func_aimbot_noaim_whenAiming()
{
if(!isDefined(self.gamevars["aimbot_noads"]) || !self.gamevars["aimbot_noads"])
{
self.gamevars["aimbot_noads"] = true;
self iprintln("Aimbot No Targeting ^2ON");
self iPrintln("You need to turn on Aimbot to see the effect of this.");
}
else
{
self.gamevars["aimbot_noads"] = false;
self iprintln("Aimbot No Targeting ^1OFF");
}
}
function func_aimbot_noads()
{
if(!isDefined(self.gamevars["aimbot_noads_r"]) || !self.gamevars["aimbot_noads_r"])
{
self.gamevars["aimbot_noads_r"] = true;
self iPrintln("Trickshot Aimbot ^2ON");
self iPrintln("You need to turn on unfairAimbot & UnfairAimbot++ to see the effect of this.");
}
else
{
self.gamevars["aimbot_noads_r"] = false;
self iprintln("Trickshot Aimbot ^1OFF");
}
}
function func_core_aimbot()
{
aimat = undefined;
while( self.gamevars["aimbot"] )
{
while( self adsButtonPressed() || self.gamevars["aimbot_noads_r"] )
{
aimAt = undefined;
foreach(player in level.players)
{
if((player == self) || (!IsAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
if(closer(self GetTagOrigin("j_head"), player GetTagOrigin("j_head"), aimAt GetTagOrigin("j_head")))
aimAt = player;
}
else aimAt = player;
}
if(isDefined(aimAt))
{
if(!self.gamevars["aimbot_noads"])
self setplayerangles(VectorToAngles((aimAt GetTagOrigin("j_head")) - (self GetTagOrigin("j_head"))));
if( self.gamevars["aimbot_unfair"] )
{
if(self attackbuttonpressed())
aimAt DoDamage( aimat.health + 1, aimat GetOrigin(), self);
}
}
wait .05;
}
wait 0.1;
}
}
function testfunction6(parameter)
{
string = "ar_cqb";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction7(parameter)
{
string = "ar_accurate";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction8(parameter)
{
string = "ar_standard";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction9(parameter)
{
string = "ar_longburst";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction10(parameter)
{
string = "ar_damage";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction11(parameter)
{
string = "ar_marksman";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction12(parameter)
{
string = "smg_standard";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction13(parameter)
{
string = "smg_burst";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction14(parameter)
{
string = "smg_longrange";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction15(parameter)
{
string = "smg_fastfire";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction16(parameter)
{
string = "smg_versatile";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction17(parameter)
{
string = "smg_capacity";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction18(parameter)
{
string = "shotgun_semiauto";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction19(parameter)
{
string = "shotgun_precision";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction20(parameter)
{
string = "shotgun_fullauto";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction21(parameter)
{
string = "shotgun_pump";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction22(parameter)
{
string = "lmg_heavy";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction23(parameter)
{
string = "lmg_light";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction24(parameter)
{
string = "lmg_cqb";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction25(parameter)
{
string = "lmg_slowfire";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction26(parameter)
{
string = "sniper_fastsemi";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction27(parameter)
{
string = "sniper_fastbolt";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction28(parameter)
{
string = "sniper_powerbolt";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction29(parameter)
{
string = "sniper_chargeshot";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction30(parameter)
{
string = "ar_garand";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction31(parameter)
{
string = "ar_famas";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction32(parameter)
{
string = "smg_mp40";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction33(parameter)
{
string = "smg_rechamber";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction34(parameter)
{
string = "smg_ppsh";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction35(parameter)
{
string = "smg_nailgun";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction36(parameter)
{
string = "lmg_infinite";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction37(parameter)
{
string = "sniper_double";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction38(parameter)
{
string = "sniper_quickscope";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction39(parameter)
{
string = "pistol_fullauto";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction40(parameter)
{
string = "pistol_standard";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction41(parameter)
{
string = "pistol_burst";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction42(parameter)
{
string = "pistol_shotgun";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction43(parameter)
{
string = "pistol_energy";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction44(parameter)
{
string = "launcher_standard";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction45(parameter)
{
string = "launcher_lockonly";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction46(parameter)
{
string = "special_crossbow";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction47(parameter)
{
string = "melee_shovel";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction48(parameter)
{
string = "melee_knuckles";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction49(parameter)
{
string = "melee_chainsaw";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction50(parameter)
{
string = "melee_butterfly";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction51(parameter)
{
string = "melee_improvise";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction52(parameter)
{
string = "melee_bowie";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction53(parameter)
{
string = "melee_shockbaton";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction54(parameter)
{
string = "melee_sword";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction55(parameter)
{
string = "melee_crowbar";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction56(parameter)
{
string = "melee_prosthetic";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction57(parameter)
{
string = "melee_dagger";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction58(parameter)
{
string = "melee_bat";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction59(parameter)
{
string = "melee_boneglass";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction60(parameter)
{
string = "melee_nunchuks";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction61(parameter)
{
string = "melee_boxing";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction62(parameter)
{
string = "melee_crescent";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction63(parameter)
{
string = "melee_mace";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction64(parameter)
{
string = "melee_fireaxe";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction65(parameter)
{
string = "melee_wrench";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction66(parameter)
{
string = "ar_galil";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction67(parameter)
{
string = "Knife_ballistic";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
function testfunction68(parameter)
{
string = "baseweapon";
weapon = getWeapon(string); //initialize the weapon
self giveWeapon(weapon); //giving an entity instead of just a string now.
self GiveMaxAmmo(weapon);
self SwitchToWeapon(weapon);
}
the verification in this script doesnt work if i wanna to give it to someone he cant open it