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Call of Duty: Black Ops 3 Scripts
Call of Duty: Black Ops 3 Scripts Question
my mod menu script the verification system doesnt work
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<blockquote data-quote="koekjes_boy" data-source="post: 22412" data-attributes="member: 21476"><p>This is my script</p><p>[CODE]/*</p><p>┏━━━┓╋╋┏┓╋┏━━━┓╋╋╋╋╋┏━┓┏━┓╋╋╋╋┏┓╋┏┓</p><p>┃┏━┓┃╋╋┃┃╋┃┏━┓┃╋╋╋╋╋┃┃┗┛┃┃╋╋╋╋┃┃╋┃┃</p><p>┃┃╋┗╋━━┫┗━┫┃╋┗╋━━┳━┓┃┏┓┏┓┣━━┳━┛┣━┛┣┳━┓┏━━┓</p><p>┃┃╋┏┫┏┓┃┏┓┃┃╋┏┫┏┓┃┏┓┫┃┃┃┃┃┏┓┃┏┓┃┏┓┣┫┏┓┫┏┓┃</p><p>┃┗━┛┃┏┓┃┗┛┃┗━┛┃┗┛┃┃┃┃┃┃┃┃┃┗┛┃┗┛┃┗┛┃┃┃┃┃┗┛┃</p><p>┗━━━┻┛┗┻━━┻━━━┻━━┻┛┗┻┛┗┛┗┻━━┻━━┻━━┻┻┛┗┻━┓┃</p><p>╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋┏━┛┃</p><p>╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋╋┗━━┛</p><p></p><p></p><p>This is a really old base! It's just ported, the code is quite bad.</p><p></p><p>Check out: https://cabconmodding.com/</p><p>For more Black Ops 3 Source and scripts or mods: https://cabconmodding.com/forums/call-of-duty-black-ops-3-mods-and-scripts.8/</p><p></p><p>*/</p><p>#using scripts\codescripts\struct;</p><p></p><p>#using scripts\shared\callbacks_shared;</p><p>#using scripts\shared\system_shared;</p><p>#using scripts\shared\bots\_bot;</p><p>#using scripts\shared\hud_message_shared;</p><p>#using scripts\shared\util_shared;</p><p>#using scripts\mp\gametypes\_globallogic_ui;</p><p>#using scripts\mp\gametypes\_loadout;</p><p>#using scripts\shared\hud_util_shared;</p><p>#using scripts\shared\hud_message_shared;</p><p></p><p>#insert scripts\shared\shared.gsh;</p><p></p><p>#namespace clientids;</p><p>#precache( "locationselector", "compass_objpoint_helicopter" );</p><p></p><p>REGISTER_SYSTEM( "clientids", &__init__, undefined )</p><p> </p><p>function __init__()</p><p>{</p><p> callback::on_start_gametype( &init );</p><p> callback::on_connect( &on_player_connect );</p><p> callback::on_spawned( &on_player_spawned );</p><p>}</p><p></p><p>function init()</p><p>{</p><p> level.clientid = 0;</p><p>}</p><p></p><p>function on_player_connect()</p><p>{</p><p> self.clientid = matchRecordNewPlayer( self );</p><p> if ( !isdefined( self.clientid ) || self.clientid == -1 )</p><p> {</p><p> self.clientid = level.clientid;</p><p> level.clientid++;</p><p> }</p><p>}</p><p></p><p>function on_player_spawned()</p><p>{</p><p> self freezecontrols(false);</p><p> if(!isDefined(self.menu["active"]) && self isHost()) // just allow the host to run menu process</p><p> {</p><p> self func_generateMenu();</p><p> }</p><p> else</p><p> {</p><p> self.hasMenu = false;</p><p> }</p><p>}</p><p></p><p>function func_generateMenu()</p><p>{</p><p> if(!isDefined(self.hasMenu))</p><p> {</p><p> self init_menuSystem();</p><p> self.hasMenu = true;</p><p> self.menu["active"] = true;</p><p> self initMenuOpts();</p><p> self initMenu();</p><p> }</p><p>}</p><p></p><p>function init_menuSystem()</p><p>{</p><p> self.menu = [];</p><p> self.gamevars = [];</p><p> self.gamevars["aimbot"] = false;</p><p> self.gamevars["aimbot_unfair"] = false;</p><p> self.gamevars["aimbot_noads"] = false;</p><p> self.gamevars["aimbot_noads_r"] = false;</p><p> self.menu["name"] = "^5SimpleModZZ ^2V2";</p><p> </p><p>}</p><p></p><p>function initMenuOpts()</p><p>{</p><p> self addMenu("main", self.menu["name"], undefined);</p><p> self addOpt("main", "Main Menu", &subMenu, "Opt_mods");</p><p> self addOpt("main", "Weapons Menu", &subMenu, "Weapon_mods");</p><p> self addOpt("main", "Aimbot Menu", &subMenu, "aimbot_mods");</p><p> self addOpt("main", "Bullets Menu", &subMenu, "Bullet_mods");</p><p> self addOpt("main", "Fun Menu", &subMenu, "fun_mods");</p><p> self addOpt("main", "Clone Menu", &subMenu, "clone_mods");</p><p> self addOpt("main", "Camo Menu", &subMenu, "Camo_mods");</p><p> self addOpt("main", "Teleport Menu", &subMenu, "tp_mods");</p><p> self addOpt("main", "Message Menu", &subMenu, "ms_mods");</p><p> self addOpt("main", "Bots Menu", &subMenu, "bot_mods");</p><p> self addOpt("main", "Client Menu", &subMenu, "main_clients");</p><p> </p><p> self addMenu("Opt_mods", "^5Main Menu", "main");</p><p> self addOpt("Opt_mods", "God Mode", &func_godmode);</p><p> self addOpt("Opt_mods", "Ufo Mode", &func_ufomode);</p><p> self addOpt("Opt_mods", "ThirdPerson", &func_thirdPerson);</p><p> self addOpt("Opt_mods", "Invisible", &func_invisible);</p><p> </p><p> self addMenu("bot_mods", "^5Bots Menu", "main");</p><p> self addOpt("bot_mods", "Add 1 Bot", &func_addBot, 1);</p><p> self addOpt("bot_mods", "Add 2 Bot", &func_addBot, 2);</p><p> self addOpt("bot_mods", "Add 5 Bot", &func_addBot, 5);</p><p> self addOpt("bot_mods", "Add 10 Bot", &func_addBot, 10);</p><p> </p><p> self addMenu("Weapon_mods", "^5Weapons Menu", "main");</p><p> self addOpt("Weapon_mods", "Assault Rifles", &subMenu, "ar_mods");</p><p> self addOpt("Weapon_mods", "Submachine Guns", &subMenu, "sub_mods");</p><p> self addOpt("Weapon_mods", "Shotguns", &subMenu, "shot_mods");</p><p> self addOpt("Weapon_mods", "LMG's", &subMenu, "lmg_mods");</p><p> self addOpt("Weapon_mods", "Snipers", &subMenu, "snip_mods");</p><p> self addOpt("Weapon_mods", "Secondary", &subMenu, "sec_mods");</p><p> self addOpt("Weapon_mods", "Hide Weapon", &func_togglehideWeapon);</p><p> self addOpt("Weapon_mods", "Drop Weapon", &func_dropcurrentWeapon);</p><p> </p><p> self addMenu("ar_mods", "^5Assault Rifles", "Weapon_mods");</p><p> self addOpt("ar_mods", "HVK-30", &testfunction6);</p><p> self addOpt("ar_mods", "ICR-1", &testfunction7);</p><p> self addOpt("ar_mods", "KN-44", &testfunction8);</p><p> self addOpt("ar_mods", "M8A7", &testfunction9);</p><p> self addOpt("ar_mods", "Man-o-war", &testfunction10);</p><p> self addOpt("ar_mods", "Sheiva", &testfunction11);</p><p> self addOpt("ar_mods", "MK2", &testfunction5);</p><p> self addOpt("ar_mods", "M16", &testfunction);</p><p> self addOpt("ar_mods", "LV8", &testfunction1);</p><p> self addOpt("ar_mods", "MX Garand", &testfunction30);</p><p> self addOpt("ar_mods", "FFAR", &testfunction31);</p><p> self addOpt("ar_mods", "Galil", &testfunction66);</p><p> self addOpt("ar_mods", "BaseWeapon", &testfunction68);</p><p> </p><p> self addMenu("sub_mods", "^5Submachine Guns", "Weapon_mods");</p><p> self addOpt("sub_mods", "Kuda", &testfunction12);</p><p> self addOpt("sub_mods", "Pharo", &testfunction13);</p><p> self addOpt("sub_mods", "Razorback", &testfunction14);</p><p> self addOpt("sub_mods", "Vesper", &testfunction15);</p><p> self addOpt("sub_mods", "VMP", &testfunction16);</p><p> self addOpt("sub_mods", "Weevil", &testfunction17);</p><p> self addOpt("sub_mods", "HG 40", &testfunction32);</p><p> self addOpt("sub_mods", "HLX 4", &testfunction33);</p><p> self addOpt("sub_mods", "PPSH", &testfunction34);</p><p> self addOpt("sub_mods", "DIY 11", &testfunction35);</p><p> </p><p> self addMenu("shot_mods", "^5Shotguns", "Weapon_mods");</p><p> self addOpt("shot_mods", "205 Brecci", &testfunction18);</p><p> self addOpt("shot_mods", "Argus", &testfunction19);</p><p> self addOpt("shot_mods", "Haymaker 12", &testfunction20);</p><p> self addOpt("shot_mods", "KRM-262", &testfunction21);</p><p> self addOpt("shot_mods", "Banshii", &testfunction3);</p><p> </p><p> self addMenu("lmg_mods", "^5LMG's", "Weapon_mods");</p><p> self addOpt("lmg_mods", "48 Dredge", &testfunction22);</p><p> self addOpt("lmg_mods", "BRM", &testfunction23);</p><p> self addOpt("lmg_mods", "Dingo", &testfunction24);</p><p> self addOpt("lmg_mods", "Gorgon", &testfunction25);</p><p> self addOpt("lmg_mods", "R70", &testfunction36);</p><p> </p><p> self addMenu("snip_mods", "^5Snipers", "Weapon_mods");</p><p> self addOpt("snip_mods", "Drakon", &testfunction26);</p><p> self addOpt("snip_mods", "Locus", &testfunction27);</p><p> self addOpt("snip_mods", "SVG-100", &testfunction28);</p><p> self addOpt("snip_mods", "P-06", &testfunction29);</p><p> self addOpt("snip_mods", "DBSR-50", &testfunction37);</p><p> self addOpt("snip_mods", "RSA", &testfunction38);</p><p> </p><p> self addMenu("sec_mods", "^5Secondary", "Weapon_mods");</p><p> self addOpt("sec_mods", "Pistols", &subMenu, "pist_mods");</p><p> self addOpt("sec_mods", "Launchers", &subMenu, "laun_mods");</p><p> self addOpt("sec_mods", "Melee", &subMenu, "mele_mods");</p><p> self addOpt("sec_mods", "Specials", &subMenu, "spec_mods");</p><p> </p><p> self addMenu("pist_mods", "^5Pistols", "sec_mods");</p><p> self addOpt("pist_mods", "L-CAR", &testfunction39);</p><p> self addOpt("pist_mods", "MR6", &testfunction40);</p><p> self addOpt("pist_mods", "RK5", &testfunction41);</p><p> self addOpt("pist_mods", "Marshal 16", &testfunction42);</p><p> self addOpt("pist_mods", "Rift E6", &testfunction43);</p><p> </p><p> self addMenu("laun_mods", "^5Launchers", "sec_mods");</p><p> self addOpt("laun_mods", "XM-53", &testfunction44);</p><p> self addOpt("laun_mods", "Black Cell", &testfunction45);</p><p> self addOpt("laun_mods", "D13", &testfunction2);</p><p> </p><p> self addMenu("mele_mods", "^5Melee", "sec_mods");</p><p> self addOpt("mele_mods", "Ace of Spades", &testfunction47);</p><p> self addOpt("mele_mods", "Brass Knuckles", &testfunction48);</p><p> self addOpt("mele_mods", "Bushwhacker", &testfunction49);</p><p> self addOpt("mele_mods", "Butterfly Knife", &testfunction50);</p><p> self addOpt("mele_mods", "Buzz Cut", &testfunction51);</p><p> self addOpt("mele_mods", "Carver", &testfunction52);</p><p> self addOpt("mele_mods", "Enforcer", &testfunction53);</p><p> self addOpt("mele_mods", "Fury's Song", &testfunction54);</p><p> self addOpt("mele_mods", "Iron Jim", &testfunction55);</p><p> self addOpt("mele_mods", "L3FT.E", &testfunction56);</p><p> self addOpt("mele_mods", "Malice", &testfunction57);</p><p> self addOpt("mele_mods", "MVP", &testfunction58);</p><p> self addOpt("mele_mods", "Nightbreaker", &testfunction59);</p><p> self addOpt("mele_mods", "Nunchuks", &testfunction60);</p><p> self addOpt("mele_mods", "Path of Sorrows", &testfunction4);</p><p> self addOpt("mele_mods", "Prize Fighters", &testfunction61);</p><p> self addOpt("mele_mods", "Raven's Eye", &testfunction62);</p><p> self addOpt("mele_mods", "Skull Splitter", &testfunction63);</p><p> self addOpt("mele_mods", "Slash n' Burn", &testfunction64);</p><p> self addOpt("mele_mods", "Wrench", &testfunction65);</p><p> </p><p> self addMenu("spec_mods", "^5Specials", "sec_mods");</p><p> self addOpt("spec_mods", "NX ShadowClaw", &testfunction46);</p><p> self addOpt("spec_mods", "Ballistic Knife", &testfunction67);</p><p> </p><p> self addMenu("anim_mods", "^5Play Animation", "clone_mods");</p><p> self addOpt("anim_mods", "Dip low", &func_clonePlayer_playAnimation, "t7_loot_gesture_boast_dip_low");</p><p> self addOpt("anim_mods", "Swerve", &func_clonePlayer_playAnimation, "t7_loot_gesture_boast_see_me_swervin");</p><p> self addOpt("anim_mods", "Salute", &func_clonePlayer_playAnimation, "t7_loot_gesture_goodgame_salute");</p><p> self addOpt("anim_mods", "ShadowBoxing", &func_clonePlayer_playAnimation, "t7_loot_gesture_threaten_shadowboxing");</p><p> self addOpt("anim_mods", "FireBreak Taunt", &func_clonePlayer_playAnimation, "t7_loot_taunt_e_firebreak_03");</p><p> </p><p> self addMenu("clone_mods", "^5Clone Menu", "main");</p><p> self addOpt("clone_mods", "Add Clone", &func_clonePlayer);</p><p> self addOpt("clone_mods", "Delete Clone", &func_clonePlayer_delete);</p><p> self addOpt("clone_mods", "Teleport", &func_clonePlayer_teleportToYou);</p><p> self addOpt("clone_mods", "Play Animation", &subMenu, "anim_mods");</p><p> </p><p> self addMenu("fun_mods", "^5Fun Menu", "main");</p><p> self addOpt("fun_mods", "Unlimited Boost", &func_UnlimitedBoost);</p><p> self addOpt("fun_mods", "Super Speed", &func_SuperSpeed);</p><p> self addOpt("fun_mods", "Disable Wallrun", &func_Wallrun);</p><p> self addOpt("fun_mods", "Disable Exo Suit", &func_Exo);</p><p> self addOpt("fun_mods", "Replace Objects", &func_ForgeON);</p><p> </p><p> self addMenu("aimbot_mods", "^5Aimbot Menu", "main");</p><p> self addOpt("aimbot_mods", "Aimbot", &func_aimbot);</p><p> self addOpt("aimbot_mods", "UnFairAimbot", &func_aimbot_unfair);</p><p> self addOpt("aimbot_mods", "UnFairAimbot++", &func_aimbot_noaim_whenAiming);</p><p> self addOpt("aimbot_mods", "Trickshot Aimbot", &func_aimbot_noads);</p><p> </p><p> self addMenu("Bullet_mods", "^5Bullets Menu", "main");</p><p> self addOpt("Bullet_mods", "Unlimited Ammo", &func_unlimitedAmmo);</p><p> self addOpt("Bullet_mods", "Explosive bullet", &func_magicbullettest);</p><p> </p><p> self addMenu("Camo_mods", "^5Camo Menu", "main");</p><p> self addOpt("Camo_mods", "Random Camo", &func_giveCamorandom);</p><p> self addOpt("Camo_mods", "Set Gold", &func_giveCamo, 15);</p><p> self addOpt("Camo_mods", "Set Diamond", &func_giveCamo, 16);</p><p> self addOpt("Camo_mods", "Set Dark Matter", &func_giveCamo, 17);</p><p> self addOpt("Camo_mods", "Set Weaponized 115", &func_giveCamo, 28);</p><p> self addOpt("Camo_mods", "Set Afterlife", &func_giveCamo, 26);</p><p> self addOpt("Camo_mods", "Set Cyborg", &func_giveCamo, 29);</p><p> </p><p> self addMenu("tp_mods", "^5Teleport Menu", "main");</p><p> self addOpt("tp_mods", "Teleport Selector", &teleport);</p><p> </p><p> self addMenu("ms_mods", "^5Message Menu", "main");</p><p> self addOpt("ms_mods", "Say Welcome", &TW);</p><p> </p><p> self addmenu("main_clients", "Client List", "main");</p><p> if(self isHost())</p><p> {</p><p> for( a = 0; a < getplayers().size; a++ )</p><p> {</p><p> player = getplayers()[a];</p><p> self addOpt("main_clients", getNameNotClan(player)+" Options", &subMenu, "main_clients_"+getNameNotClan(player));</p><p> self addMenu("main_clients_"+getNameNotClan(player), getNameNotClan( player )+" Options", "main_clients");</p><p> self addOpt("main_clients_"+getNameNotClan(player), "Give Menu", &verificationOptions, player);</p><p> }</p><p> }</p><p> else</p><p> self addOpt("main_clients", "You can not access this Menu!", &subMenu, "main_clients");</p><p> </p><p>}</p><p>function verificationOptions(player)</p><p>{</p><p> player func_generateMenu();</p><p> self iprintln("Menu given to ^2"+getNameNotClan(player));</p><p> player iprintln("Menu got from ^2"+getNameNotClan(self));</p><p>}</p><p>function getNameNotClan(player)</p><p>{</p><p> return player.name;</p><p>}</p><p></p><p>function initMenu()</p><p>{</p><p> self.openBox = self createRectangle("CENTER", "CENTER", 480, 0, 200, 0, (0, 0, 0), "white", 1, 0);</p><p> </p><p> self.currentMenu = "main";</p><p> self.menuCurs = 0;</p><p> for(;;)</p><p> {</p><p> if(self adsButtonPressed() && self MeleeButtonPressed())</p><p> {</p><p> if(!isDefined(self.inMenu))</p><p> {</p><p> self.inMenu = true;</p><p> </p><p> self.openBox.alpha = .7;</p><p> </p><p> menuOpts = self.menuAction[self.currentMenu].opt.size;</p><p> self.openBox scaleOverTime(.4, 200, ((455)+45));</p><p> wait .4;</p><p> self.openText setText(self.menuAction[self.currentMenu].title);</p><p> string = "";</p><p> for(m = 0; m < menuOpts; m++)</p><p> string+= self.menuAction[self.currentMenu].opt[m]+"\n";</p><p></p><p> self.openText = self createText("default", 2, "TOP", "TOP", self.openBox.x - 40, 46, 2, 5, (255, 0, 0), self.menu["name"]);</p><p> self.menuText = self createText("default", 1.5, "CENTER", "TOP", self.openBox.x - 30, 77, 3, 1, undefined, string);</p><p> 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);</p><p> self.overlay1 = self createRectangle("CENTER", "CENTER", self.openBox.x - 98, 77, 3, 675, (0, 0, 139), "white", 2, .7);</p><p> self.overlay2 = self createRectangle("CENTER", "CENTER", self.openBox.x - -98, 77, 3, 675, (0, 0, 139), "white", 2, .7);</p><p> self.overlay = self createRectangle("CENTER", "CENTER", self.openBox.x - 0, 20, 200, 58, (0, 0, 139), "white", 2, .7);</p><p> }</p><p> }</p><p> if(isDefined(self.inMenu))</p><p> {</p><p> if(self attackButtonPressed())</p><p> {</p><p> self.menuCurs++;</p><p> if(self.menuCurs > self.menuAction[self.currentMenu].opt.size-1)</p><p> self.menuCurs = 0;</p><p> self.scrollBar moveOverTime(.15);</p><p> self.scrollBar.y = ((self.menuCurs*17.98)+((self.menuText.y+2.5)-(17.98/17)));</p><p> wait .15;</p><p> }</p><p> if(self adsButtonPressed())</p><p> {</p><p> self.menuCurs--;</p><p> if(self.menuCurs < 0)</p><p> self.menuCurs = self.menuAction[self.currentMenu].opt.size-1;</p><p> self.scrollBar moveOverTime(.15);</p><p> self.scrollBar.y = ((self.menuCurs*17.98)+((self.menuText.y+2.5)-(17.98/17)));</p><p> wait .15;</p><p> }</p><p> if(self useButtonPressed())</p><p> {</p><p> self thread [[self.menuAction[self.currentMenu].func[self.menuCurs]]](self.menuAction[self.currentMenu].inp[self.menuCurs]);</p><p> wait .2;</p><p> }</p><p> if(self meleeButtonPressed())</p><p> {</p><p> if(!isDefined(self.menuAction[self.currentMenu].parent))</p><p> {</p><p> self thread func_menuexiut();</p><p> }</p><p> else</p><p> self subMenu(self.menuAction[self.currentMenu].parent);</p><p> }</p><p> }</p><p> wait .05;</p><p> }</p><p>}</p><p></p><p>function func_menuexiut()</p><p>{</p><p> self.inMenu = undefined;</p><p> self.openText destroy(); </p><p> self.openBox scaleOverTime(.4, 200, 30);</p><p> self.menuText destroy();</p><p> self.overlay destroy();</p><p> self.overlay1 destroy();</p><p> self.overlay2 destroy();</p><p> self.scrollBar destroy();</p><p> self.openBox.alpha = 0;</p><p> wait .4;</p><p> self freezecontrols(false);</p><p>}</p><p>function subMenu(menu)</p><p>{</p><p> self.menuCurs = 0;</p><p> self.currentMenu = menu;</p><p> self.scrollBar moveOverTime(.2);</p><p> self.scrollBar.y = ((self.menuCurs*17.98)+((self.menuText.y+2.5)-(17.98/15)));</p><p> self.menuText destroy();</p><p> self.openText setText(self.menuAction[self.currentMenu].title);</p><p></p><p> menuOpts = self.menuAction[self.currentMenu].opt.size;</p><p> </p><p> wait .2;</p><p> string = "";</p><p> for(m = 0; m < menuOpts; m++)</p><p> string+= self.menuAction[self.currentMenu].opt[m]+"\n";</p><p> self.menuText = self createText("default", 1.5, "CENTER", "TOP", self.openBox.x - 30, 77, 3, 1, undefined, string);</p><p> wait .2;</p><p>}</p><p> </p><p>function test()</p><p>{</p><p> self iPrintln("^9Comming Soon");</p><p>}</p><p></p><p>function addMenu(menu, title, parent)</p><p>{</p><p> if(!isDefined(self.menuAction))</p><p> self.menuAction = [];</p><p> self.menuAction[menu] = spawnStruct();</p><p> self.menuAction[menu].title = title;</p><p> self.menuAction[menu].parent = parent;</p><p> self.menuAction[menu].opt = [];</p><p> self.menuAction[menu].func = [];</p><p> self.menuAction[menu].inp = [];</p><p>}</p><p> </p><p>function addOpt(menu, opt, func, inp)</p><p>{</p><p> m = self.menuAction[menu].opt.size;</p><p> self.menuAction[menu].opt[m] = opt;</p><p> self.menuAction[menu].func[m] = func;</p><p> self.menuAction[menu].inp[m] = inp;</p><p>}</p><p> </p><p>function createText(font, fontScale, align, relative, x, y, sort, alpha, glow, text)</p><p>{</p><p> textElem = newClientHudElem(self);</p><p> textElem.sort = sort;</p><p> textElem.alpha = alpha;</p><p> textElem.x = x;</p><p> textElem.y = y;</p><p> textElem.glowColor = glow;</p><p> textElem.glowAlpha = 100;</p><p> textElem.fontScale = fontScale;</p><p> textElem setText(text);</p><p> return textElem;</p><p>}</p><p> </p><p>function createRectangle(align, relative, x, y, width, height, color, shader, sort, alpha)</p><p>{</p><p> boxElem = newClientHudElem(self);</p><p> boxElem.elemType = "bar";</p><p> if(!level.splitScreen)</p><p> {</p><p> boxElem.x = -2;</p><p> boxElem.y = -2;</p><p> }</p><p> boxElem.width = width;</p><p> boxElem.height = height;</p><p> boxElem.align = align;</p><p> boxElem.relative = relative;</p><p> boxElem.xOffset = 0;</p><p> boxElem.yOffset = 0;</p><p> boxElem.children = [];</p><p> boxElem.sort = sort;</p><p> boxElem.color = color;</p><p> boxElem.alpha = alpha;</p><p> boxElem setShader(shader, width, height);</p><p> boxElem.hidden = false;</p><p> boxElem.x = x;</p><p> boxElem.y = y;</p><p> boxElem.alignX = align;</p><p> boxElem.alignY = relative;</p><p> return boxElem;</p><p>}</p><p> </p><p></p><p>// Functions</p><p>function func_godmode()</p><p>{</p><p> if(!isDefined(self.gamevars["godmode"]))</p><p> {</p><p> self.gamevars["godmode"] = true;</p><p> self enableInvulnerability();</p><p> self iprintln("God Mode ^2ON");</p><p> }</p><p> else</p><p> {</p><p> self.gamevars["godmode"] = undefined;</p><p> self disableInvulnerability();</p><p> self iprintln("God Mode ^1OFF");</p><p> }</p><p>}</p><p></p><p>function func_ufomode()</p><p>{</p><p> if(!isDefined(self.gamevars["ufomode"]))</p><p> {</p><p> self thread func_activeUfo();</p><p> self.gamevars["ufomode"] = true;</p><p> self iPrintln("UFO Mode ^2ON");</p><p> self iPrintln("Press [{+frag}] To Fly");</p><p> }</p><p> else</p><p> {</p><p> self notify("func_ufomode_stop");</p><p> self.gamevars["ufomode"] = undefined;</p><p> self iPrintln("UFO Mode ^1OFF");</p><p> }</p><p>}</p><p>function func_activeUfo()</p><p>{</p><p> self endon("func_ufomode_stop");</p><p> self.Fly = 0;</p><p> UFO = spawn("script_model",self.origin);</p><p> for(;;)</p><p> {</p><p> if(self FragButtonPressed())</p><p> {</p><p> self playerLinkTo(UFO);</p><p> self.Fly = 1;</p><p> }</p><p> else</p><p> {</p><p> self unlink();</p><p> self.Fly = 0;</p><p> }</p><p> if(self.Fly == 1)</p><p> {</p><p> Fly = self.origin+vector_scal(anglesToForward(self getPlayerAngles()),20);</p><p> UFO moveTo(Fly,.01);</p><p> }</p><p> wait .001;</p><p> }</p><p>}</p><p></p><p>function vector_scal(vec, scale)</p><p>{</p><p> vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);</p><p> return vec;</p><p>}</p><p></p><p>function func_unlimitedAmmo()</p><p>{</p><p> if(!isDefined(self.gamevars["ammo_weap"]))</p><p> {</p><p> self notify("stop_ammo");</p><p> self thread func_ammo();</p><p> self iPrintln("Unlimited Ammo ^2ON");</p><p> self.gamevars["ammo_weap"] = true;</p><p> }</p><p> else</p><p> {</p><p> self notify("stop_ammo");</p><p> self.gamevars["ammo_weap"] = undefined;</p><p> self iPrintln("Unlimited Ammo ^1OFF");</p><p> }</p><p>}</p><p></p><p>function func_ammo()</p><p>{</p><p> self endon("stop_ammo");</p><p> for(;;)</p><p> {</p><p> if(self.gamevars["ammo_weap"]==true)</p><p> {</p><p> if ( self getcurrentweapon() != "none" )</p><p> {</p><p> self setweaponammostock( self getcurrentweapon(), 1337 );</p><p> self setweaponammoclip( self getcurrentweapon(), 1337 );</p><p> }</p><p> }</p><p> wait .1;</p><p> }</p><p>}</p><p></p><p></p><p>function testfunction(parameter)</p><p>{</p><p>string = "ar_m16";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p></p><p>function testfunction1(parameter)</p><p>{</p><p>string = "ar_pulse";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p></p><p>function testfunction2(parameter)</p><p>{</p><p>string = "special_discgun";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p></p><p>function testfunction3(parameter)</p><p>{</p><p>string = "shotgun_energy";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p></p><p>function testfunction4(parameter)</p><p>{</p><p>string = "melee_katana";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction5(parameter)</p><p>{</p><p>string = "ar_peacekeeper";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p></p><p>function func_thirdPerson()</p><p>{</p><p> if(!isDefined(self.gamevars["thirdPerson"]))</p><p> {</p><p> self SetClientThirdPerson( 1 );</p><p> self SetClientThirdPersonAngle( 354 );</p><p> self setDepthOfField( 0, 128, 512, 4000, 6, 1.8 );</p><p> self.gamevars["thirdPerson"] = true;</p><p> }</p><p> else</p><p> {</p><p> self SetClientThirdPerson( 0 );</p><p> self SetClientThirdPersonAngle( 0 );</p><p> self setDepthOfField( 0, 0, 512, 4000, 4, 0 );</p><p> self.gamevars["thirdPerson"] = undefined;</p><p> }</p><p> self resetFov();</p><p>}</p><p></p><p></p><p>function func_giveCamo(camo_int)</p><p>{</p><p> s_weapon = self getCurrentWeapon();</p><p> self TakeWeapon(s_weapon);</p><p> self GiveWeapon(s_weapon, self CalcWeaponOptions( Int(camo_int), 1, 1, true, true, true, true ));</p><p> self GiveMaxAmmo(s_weapon);</p><p> self SwitchToWeapon(s_weapon);</p><p>}</p><p>function func_giveCamorandom()</p><p>{</p><p> self func_giveCamo(randomIntRange(0,126));</p><p>}</p><p></p><p></p><p></p><p>function func_addBot(count)</p><p>{</p><p> bot::add_bots(count);</p><p> self IPrintLn("You added ^2"+count+"^7 Bots");</p><p>}</p><p></p><p></p><p>function func_magicbullettest(flak_drone_rocket)</p><p>{</p><p> if(!isDefined(self.gamevars["magicbullet"]) || self.gamevars["magicbullet"] == false)</p><p> {</p><p> self.gamevars["magicbullet"] = true;</p><p> self iprintln("Magic Bullets ^2ON");</p><p> while(self.gamevars["magicbullet"])</p><p> {</p><p> self waittill( "weapon_fired" );</p><p> if(self.gamevars["magicbullet"] == false)</p><p> continue;</p><p> MagicBullet( GetWeapon("flak_drone_rocket"), self GetEye(), BulletTrace(self GetEye(), self GetEye() + AnglesToForward(self GetPlayerAngles()) * 100000, false, self)["position"], self);</p><p> wait .025;</p><p> }</p><p> }</p><p> else</p><p> {</p><p> self.gamevars["magicbullet"] = false;</p><p> self iprintln("Magic Bullets ^1OFF");</p><p> }</p><p>}</p><p></p><p></p><p>function func_togglehideWeapon()</p><p>{</p><p> if(getDvarint("cg_drawGun") == 0)</p><p> setDvar("cg_drawGun", "1");</p><p> else</p><p> setDvar("cg_drawGun", "0");</p><p> self iprintln("Hide Gun " + ((getDvarint("cg_drawGun") == 0) ? "^2ON" : "^1OFF"));</p><p>}</p><p></p><p></p><p>function func_dropcurrentWeapon()</p><p>{</p><p> self DropItem(self getCurrentWeapon());</p><p>}</p><p></p><p>function func_invisible()</p><p>{</p><p> if(!self.gamevars["invisible"] || !isDefined(self.gamevars["invisible"]))</p><p> {</p><p> self hide();</p><p> self.gamevars["invisible"] = true;</p><p> self IPrintLn("You are ^2Invisible");</p><p> }</p><p> else</p><p> {</p><p> self show();</p><p> self.gamevars["invisible"] = false;</p><p> self IPrintLn("You are ^1Visible");</p><p> }</p><p>}</p><p></p><p></p><p>function location_selector() {</p><p></p><p> currentWeapon = self GetCurrentWeapon();</p><p> self beginLocationSelection("map_mortar_selector");</p><p> self DisableOffhandWeapons();</p><p> pad = GetWeapon("killstreak_remote_turret");</p><p> self GiveWeapon(pad);</p><p> self SwitchToWeapon(pad);</p><p> self.selectingLocation = 1;</p><p> self waittill("confirm_location", location);</p><p> newLocation = BulletTrace(location + (0, 0, 100000), location, false, self)["position"];</p><p> self EndLocationSelection();</p><p> self EnableOffhandWeapons();</p><p> self SwitchToWeapon(currentWeapon);</p><p> self.selectingLocation = undefined;</p><p></p><p> return newLocation;</p><p>}</p><p></p><p>function teleport()</p><p>{</p><p> location = location_selector();</p><p> self SetOrigin(location);</p><p>}</p><p></p><p></p><p>function func_UnlimitedBoost()</p><p>{</p><p> if(getDvarint("playerEnergy_enabled") == 0)</p><p> setDvar("playerEnergy_enabled", "1");</p><p> else</p><p> setDvar("playerEnergy_enabled", "0");</p><p> self iprintln("Unlimited Boost " + ((getDvarint("playerEnergy_enabled") == 0) ? "^2ON" : "^1OFF"));</p><p>}</p><p></p><p></p><p>function func_SuperSpeed()</p><p>{</p><p> if(getDvarint("g_speed") == 190)</p><p> setDvar("g_speed", "500");</p><p> else</p><p> setDvar("g_speed", "190");</p><p> self iprintln("SuperSpeed " + ((getDvarint("g_speed") == 190) ? "^1OFF" : "^2ON"));</p><p>}</p><p></p><p></p><p>function func_Wallrun()</p><p>{</p><p> if(getDvarint("wallrun_enabled") == 0)</p><p> setDvar("wallrun_enabled", "1");</p><p> else</p><p> setDvar("wallrun_enabled", "0");</p><p> self iprintln("Wallrun " + ((getDvarint("wallrun_enabled") == 0) ? "^2ON" : "^1OFF"));</p><p>}</p><p></p><p></p><p>function func_Exo()</p><p>{</p><p> if(getDvarint("doublejump_enabled") == 0)</p><p> setDvar("doublejump_enabled", "1");</p><p> else</p><p> setDvar("doublejump_enabled", "0");</p><p> self iprintln("Exo Suit " + ((getDvarint("doublejump_enabled") == 0) ? "^2ON" : "^1OFF"));</p><p>}</p><p></p><p>function TW(message)</p><p>{</p><p> foreach(player in level.players)</p><p> player hud_message::hintMessage("^6Welcome To KoekjesBoy's Mod menu");</p><p>}</p><p></p><p></p><p>function func_ForgeON()</p><p>{</p><p> if(self.forgeOn==false)</p><p> {</p><p> self thread func_ForgeModeOn();</p><p> self iPrintln("^7Forge Mode ^2ON ^1- ^7Hold [{+speed_throw}] to Move Objects");</p><p> self.forgeOn=true;</p><p> }</p><p> else</p><p> {</p><p> self notify("stop_forge");</p><p> self iPrintln("^7Forge Mode ^1OFF");</p><p> self.forgeOn=false;</p><p> }</p><p>}</p><p>function func_ForgeModeOn()</p><p>{</p><p> self endon("death");</p><p> self endon("stop_forge");</p><p> for(;;)</p><p> {</p><p> while(self adsbuttonpressed())</p><p> {</p><p> trace=bulletTrace(self GetTagOrigin("j_head"),self GetTagOrigin("j_head")+ anglesToForward(self GetPlayerAngles())* 1000000,true,self);</p><p> while(self adsbuttonpressed())</p><p> {</p><p> trace["entity"] setOrigin(self GetTagOrigin("j_head")+ anglesToForward(self GetPlayerAngles())* 200);</p><p> trace["entity"].origin=self GetTagOrigin("j_head")+ anglesToForward(self GetPlayerAngles())* 200;</p><p> wait 0.05;</p><p> }</p><p> }</p><p> wait 0.05;</p><p> }</p><p>}</p><p></p><p>function func_clonePlayer( player = self )</p><p>{</p><p> if(isDefined(self.gamevars["Clone"]))</p><p> {</p><p> self iprintln("^1You already spawned a Clone, delete the current to spawn a new one.");</p><p> return;</p><p> }</p><p> self.gamevars["Clone"] = player util::spawn_player_clone( player, "t7_loot_gesture_goodgame_salute" );</p><p>}</p><p></p><p>function func_clonePlayer_playAnimation(animname)</p><p>{</p><p> if(!isDefined(self.gamevars["Clone"]))</p><p> {</p><p> self iprintln("^1Spawn a Clone first!");</p><p> return;</p><p> }</p><p> self.gamevars["Clone"] AnimScripted( "clone_anim", self.gamevars["Clone"].origin, self.gamevars["Clone"].angles, animname );</p><p> self iprintln("Animation "+animname+" ^2Played");</p><p>}</p><p></p><p>function func_clonePlayer_teleportToYou()</p><p>{</p><p> if(!isDefined(self.gamevars["Clone"]))</p><p> {</p><p> self iprintln("^1Spawn a Clone first!");</p><p> return;</p><p> }</p><p> self.gamevars["Clone"] SetOrigin(self.origin);</p><p> self.gamevars["Clone"] AnimScripted( "clone_anim", self.origin, self.angles, "pb_death_base_pose" );</p><p> self iprintln("Clone ^2teleported");</p><p>}</p><p></p><p>function func_clonePlayer_delete()</p><p>{</p><p> if(!isDefined(self.gamevars["Clone"]))</p><p> {</p><p> self iprintln("^1Spawn a Clone first!");</p><p> return;</p><p> }</p><p> self.gamevars["Clone"] AnimScripted( "clone_anim", self.gamevars["Clone"].origin, self.gamevars["Clone"].angles, "pb_death_headshot_back" );</p><p> wait 2;</p><p> self.gamevars["Clone"] delete();</p><p> self.gamevars["Clone"] = undefined;</p><p> self iprintln("Clone ^2deleted");</p><p>}</p><p></p><p></p><p>function func_aimbot()</p><p>{</p><p> if(!isDefined(self.gamevars["aimbot"]) || !self.gamevars["aimbot"])</p><p> {</p><p> self.gamevars["aimbot"] = true;</p><p> self thread func_core_aimbot();</p><p> self iPrintln("Aimbot ^2ON");</p><p> }</p><p> else</p><p> {</p><p> self.gamevars["aimbot"] = false;</p><p> self iPrintln("Aimbot ^1OFF");</p><p> }</p><p>}</p><p></p><p>function func_aimbot_unfair()</p><p>{</p><p> if(!isDefined(self.gamevars["aimbot_unfair"]) || !self.gamevars["aimbot_unfair"])</p><p> {</p><p> self.gamevars["aimbot_unfair"] = true;</p><p> self iPrintln("unfairAimbot ^2ON");</p><p> self iPrintln("You need to turn on Aimbot to see the effect of this.");</p><p> }</p><p> else</p><p> {</p><p> self.gamevars["aimbot_unfair"] = false;</p><p> self iprintln("unfairAimbot ^1OFF");</p><p> }</p><p>}</p><p></p><p>function func_aimbot_noaim_whenAiming()</p><p>{</p><p> if(!isDefined(self.gamevars["aimbot_noads"]) || !self.gamevars["aimbot_noads"])</p><p> {</p><p> self.gamevars["aimbot_noads"] = true;</p><p> self iprintln("Aimbot No Targeting ^2ON");</p><p> self iPrintln("You need to turn on Aimbot to see the effect of this.");</p><p> }</p><p> else</p><p> {</p><p> self.gamevars["aimbot_noads"] = false;</p><p> self iprintln("Aimbot No Targeting ^1OFF");</p><p> }</p><p>}</p><p></p><p>function func_aimbot_noads()</p><p>{</p><p> if(!isDefined(self.gamevars["aimbot_noads_r"]) || !self.gamevars["aimbot_noads_r"])</p><p> {</p><p> self.gamevars["aimbot_noads_r"] = true;</p><p> self iPrintln("Trickshot Aimbot ^2ON");</p><p> self iPrintln("You need to turn on unfairAimbot & UnfairAimbot++ to see the effect of this.");</p><p> }</p><p> else</p><p> {</p><p> self.gamevars["aimbot_noads_r"] = false;</p><p> self iprintln("Trickshot Aimbot ^1OFF");</p><p> }</p><p>}</p><p>function func_core_aimbot()</p><p>{</p><p> aimat = undefined;</p><p> while( self.gamevars["aimbot"] )</p><p> {</p><p> while( self adsButtonPressed() || self.gamevars["aimbot_noads_r"] )</p><p> {</p><p> aimAt = undefined;</p><p> foreach(player in level.players)</p><p> {</p><p> if((player == self) || (!IsAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))</p><p> continue;</p><p> if(isDefined(aimAt))</p><p> {</p><p> if(closer(self GetTagOrigin("j_head"), player GetTagOrigin("j_head"), aimAt GetTagOrigin("j_head")))</p><p> aimAt = player;</p><p> }</p><p> else aimAt = player;</p><p> }</p><p> if(isDefined(aimAt))</p><p> {</p><p> if(!self.gamevars["aimbot_noads"])</p><p> self setplayerangles(VectorToAngles((aimAt GetTagOrigin("j_head")) - (self GetTagOrigin("j_head"))));</p><p> if( self.gamevars["aimbot_unfair"] )</p><p> {</p><p> if(self attackbuttonpressed())</p><p> aimAt DoDamage( aimat.health + 1, aimat GetOrigin(), self);</p><p> }</p><p> }</p><p> wait .05;</p><p> }</p><p> wait 0.1;</p><p> }</p><p>}</p><p></p><p>function testfunction6(parameter)</p><p>{</p><p>string = "ar_cqb";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction7(parameter)</p><p>{</p><p>string = "ar_accurate";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction8(parameter)</p><p>{</p><p>string = "ar_standard";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction9(parameter)</p><p>{</p><p>string = "ar_longburst";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction10(parameter)</p><p>{</p><p>string = "ar_damage";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction11(parameter)</p><p>{</p><p>string = "ar_marksman";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction12(parameter)</p><p>{</p><p>string = "smg_standard";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction13(parameter)</p><p>{</p><p>string = "smg_burst";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction14(parameter)</p><p>{</p><p>string = "smg_longrange";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction15(parameter)</p><p>{</p><p>string = "smg_fastfire";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction16(parameter)</p><p>{</p><p>string = "smg_versatile";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction17(parameter)</p><p>{</p><p>string = "smg_capacity";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction18(parameter)</p><p>{</p><p>string = "shotgun_semiauto";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction19(parameter)</p><p>{</p><p>string = "shotgun_precision";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction20(parameter)</p><p>{</p><p>string = "shotgun_fullauto";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction21(parameter)</p><p>{</p><p>string = "shotgun_pump";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction22(parameter)</p><p>{</p><p>string = "lmg_heavy";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction23(parameter)</p><p>{</p><p>string = "lmg_light";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction24(parameter)</p><p>{</p><p>string = "lmg_cqb";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction25(parameter)</p><p>{</p><p>string = "lmg_slowfire";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction26(parameter)</p><p>{</p><p>string = "sniper_fastsemi";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction27(parameter)</p><p>{</p><p>string = "sniper_fastbolt";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction28(parameter)</p><p>{</p><p>string = "sniper_powerbolt";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction29(parameter)</p><p>{</p><p>string = "sniper_chargeshot";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction30(parameter)</p><p>{</p><p>string = "ar_garand";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction31(parameter)</p><p>{</p><p>string = "ar_famas";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction32(parameter)</p><p>{</p><p>string = "smg_mp40";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction33(parameter)</p><p>{</p><p>string = "smg_rechamber";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction34(parameter)</p><p>{</p><p>string = "smg_ppsh";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction35(parameter)</p><p>{</p><p>string = "smg_nailgun";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction36(parameter)</p><p>{</p><p>string = "lmg_infinite";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction37(parameter)</p><p>{</p><p>string = "sniper_double";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction38(parameter)</p><p>{</p><p>string = "sniper_quickscope";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction39(parameter)</p><p>{</p><p>string = "pistol_fullauto";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction40(parameter)</p><p>{</p><p>string = "pistol_standard";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction41(parameter)</p><p>{</p><p>string = "pistol_burst";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction42(parameter)</p><p>{</p><p>string = "pistol_shotgun";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction43(parameter)</p><p>{</p><p>string = "pistol_energy";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction44(parameter)</p><p>{</p><p>string = "launcher_standard";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction45(parameter)</p><p>{</p><p>string = "launcher_lockonly";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction46(parameter)</p><p>{</p><p>string = "special_crossbow";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction47(parameter)</p><p>{</p><p>string = "melee_shovel";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction48(parameter)</p><p>{</p><p>string = "melee_knuckles";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction49(parameter)</p><p>{</p><p>string = "melee_chainsaw";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction50(parameter)</p><p>{</p><p>string = "melee_butterfly";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction51(parameter)</p><p>{</p><p>string = "melee_improvise";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction52(parameter)</p><p>{</p><p>string = "melee_bowie";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction53(parameter)</p><p>{</p><p>string = "melee_shockbaton";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction54(parameter)</p><p>{</p><p>string = "melee_sword";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction55(parameter)</p><p>{</p><p>string = "melee_crowbar";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction56(parameter)</p><p>{</p><p>string = "melee_prosthetic";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction57(parameter)</p><p>{</p><p>string = "melee_dagger";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction58(parameter)</p><p>{</p><p>string = "melee_bat";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction59(parameter)</p><p>{</p><p>string = "melee_boneglass";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction60(parameter)</p><p>{</p><p>string = "melee_nunchuks";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction61(parameter)</p><p>{</p><p>string = "melee_boxing";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction62(parameter)</p><p>{</p><p>string = "melee_crescent";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction63(parameter)</p><p>{</p><p>string = "melee_mace";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction64(parameter)</p><p>{</p><p>string = "melee_fireaxe";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction65(parameter)</p><p>{</p><p>string = "melee_wrench";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction66(parameter)</p><p>{</p><p>string = "ar_galil";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction67(parameter)</p><p>{</p><p>string = "Knife_ballistic";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}</p><p></p><p>function testfunction68(parameter)</p><p>{</p><p>string = "baseweapon";</p><p>weapon = getWeapon(string); //initialize the weapon</p><p>self giveWeapon(weapon); //giving an entity instead of just a string now.</p><p>self GiveMaxAmmo(weapon);</p><p>self SwitchToWeapon(weapon);</p><p>}[/CODE]</p><p></p><p></p><p></p><p>the verification in this script doesnt work if i wanna to give it to someone he cant open it</p></blockquote><p></p>
[QUOTE="koekjes_boy, post: 22412, member: 21476"] This is my script [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); }[/CODE] the verification in this script doesnt work if i wanna to give it to someone he cant open it [/QUOTE]
Verification
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Call of Duty: Black Ops 3 Scripts Question
my mod menu script the verification system doesnt work
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