CabConModding
Facebook
Twitter
youtube
Discord
Contact us
RSS
Menu
CabConModding
Home
New
Top
Premium
Rules
FAQ - Frequently Asked Questions
Games
Fornite
Call of Duty: Black Ops 3
Clash of Clans
Grand Theft Auto 5
Apex Legends
Assassin’s Creed Origins
Forums
Premium
Latest posts
What's new
Latest posts
New profile posts
Latest activity
Members
Current visitors
New profile posts
Log in
Register
What's new
Premium
Latest posts
Menu
Log in
Register
Navigation
Install the app
Install
More options
Dark Theme
Contact us
Close Menu
Forums
Gaming
Call of Duty Classics
Call of Duty: Black Ops 2
Call of Duty: Black Ops 2 Mods and Scripts
Call of Duty: Black Ops 2 Scripts
*UPDATED* Dumb Scripts, Mob of the Dead Scripts, anything dumb! Powerup magnet, fake shield, and zombie teleporter
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Xeirh" data-source="post: 59935" data-attributes="member: 201981"><p>#include maps\mp\zombies\_zm_spawner;</p><p>#include maps\mp\zombies\_zm_electric_cherry;</p><p>[SPOILER="Infinite Afterlife MOTD"]</p><p>[CODE]while( true ) {</p><p> if( isdefined( self.lives ) && self.lives < 1 ) {</p><p> self.lives = 1;</p><p> self setclientfieldtoplayer( "player_lives", self.lives );</p><p> }</p><p> wait .05;</p><p>}[/CODE]</p><p>[/SPOILER]</p><p>[SPOILER="Infinite Afterlife Mana MOTD"]</p><p>[CODE]while( true ) {</p><p> if( isdefined( self.manacur ) && self.manacur < 200 ) {</p><p> self.manacur = 200;</p><p> n_mapped_mana = linear_map( self.manacur, 0, 200, 0, 1 );</p><p> self setclientfieldtoplayer( "player_afterlife_mana", n_mapped_mana );</p><p> }</p><p> wait .05;</p><p>}[/CODE]</p><p>[/SPOILER]</p><p>[SPOILER="Infinite Consecutive Cherry Attacks"]</p><p>[CODE]while( true ) {</p><p> if( isdefined( self.consecutive_electric_cherry_attacks ) && self.consecutive_electric_cherry_attacks > 0 )</p><p> self.consecutive_electric_cherry_attacks = 0;</p><p> wait .05;</p><p>}[/CODE]</p><p>[/SPOILER]</p><p>[SPOILER="Infinite Tomahawks MOTD"]</p><p>[CODE]while( true ) {</p><p> foreach( tomahawk in array( "bouncing_tomahawk_zm", "upgraded_tomahawk_zm" ) ) {</p><p> if( self hasweapon( tomahawk ) )</p><p> self setweaponammostock( tomahawk, 1 );</p><p> }</p><p> wait .05;</p><p>}[/CODE]</p><p>[/SPOILER]</p><p>[SPOILER="Fake Shield"]</p><p>[CODE]if( !isdefined( level.fake_shield ) ) { // thanks to ZECxR3ap3r for rotation of stow models and hints</p><p> level.fake_shield = true;</p><p> level.shield_hint = spawn( "trigger_radius", self.origin, 0, 35, 80 );</p><p> level.shield_hint setcursorhint( "HINT_NOICON" );</p><p> level.shield_hint sethintstring( &"MP_GENERIC_PICKUP" );</p><p> if( level.script == "zm_transit" ) {</p><p> level.shield_model = spawn( "script_model", self.origin + ( 0, 0, 25 ) );</p><p> level.shield_model setmodel( "t6_wpn_zmb_shield_world" );</p><p> level.shield_model.angles = self.angles;</p><p> }</p><p> if( level.script == "zm_prison" || level.script == "zm_tomb" ) {</p><p> level.shield_model = spawn( "script_model", self.origin + ( 0, 0, 28 ) );</p><p> level.script_model.angles = self.angles + vectorscale( ( 90, 1, 0 ), 90 );</p><p> if( level.script == "zm_prison" )</p><p> level.shield_model setmodel( "t6_wpn_zmb_shield_dlc2_dmg0_stow" );</p><p> if( level.script == "zm_tomb" )</p><p> level.shield_model setmodel( "t6_wpn_zmb_shield_dlc4_dmg0_stow" );</p><p> level.shield_model rotatepitch( 270, .05 );</p><p> }</p><p>}</p><p>else {</p><p> level.fake_shield = undefined;</p><p> level.shield_model delete();</p><p> level.shield_hint delete();</p><p>}[/CODE]</p><p>[/SPOILER]</p><p>[SPOILER="Powerup Magnet"]</p><p>[CODE]while( true ) {</p><p> if( isalive( self ) ) {</p><p> foreach( powerup in level.active_powerups ) {</p><p> if( distance( self.origin, powerup.origin ) < 400 )</p><p> powerup moveto( self.origin, .5 );</p><p> }</p><p> }</p><p>}[/CODE]</p><p>[/SPOILER]</p><p>[SPOILER="Zombie Teleporter"]</p><p>[CODE]zombie_teleporter() {</p><p> if( !isdefined( level.zombie_teleporter ) ) {</p><p> level.zombie_teleporter = true;</p><p> level.teleport_model = spawn( "script_model", self.origin + ( 0, 0, 0 ) );</p><p> level.teleport_model setmodel( "zombie_teddybear" );</p><p> level.teleport_model.angles = self.angles;</p><p> level thread teleport_zombies( level.teleport_model.origin );</p><p> }</p><p> else {</p><p> level.zombie_teleporter = undefined;</p><p> level.teleport_model delete();</p><p> level notify( "zombie_teleporter" );</p><p> }</p><p>}</p><p>teleport_zombies( location ) {</p><p> level endon( "zombie_teleporter" );</p><p> while( true ) {</p><p> foreach( zombie in getaiarray( level.zombie_team ) ) {</p><p> zombie forceteleport( location );</p><p> zombie reset_attack_spot();</p><p> }</p><p> wait .05;</p><p> }</p><p>}[/CODE]</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Xeirh, post: 59935, member: 201981"] #include maps\mp\zombies\_zm_spawner; #include maps\mp\zombies\_zm_electric_cherry; [SPOILER="Infinite Afterlife MOTD"] [CODE]while( true ) { if( isdefined( self.lives ) && self.lives < 1 ) { self.lives = 1; self setclientfieldtoplayer( "player_lives", self.lives ); } wait .05; }[/CODE] [/SPOILER] [SPOILER="Infinite Afterlife Mana MOTD"] [CODE]while( true ) { if( isdefined( self.manacur ) && self.manacur < 200 ) { self.manacur = 200; n_mapped_mana = linear_map( self.manacur, 0, 200, 0, 1 ); self setclientfieldtoplayer( "player_afterlife_mana", n_mapped_mana ); } wait .05; }[/CODE] [/SPOILER] [SPOILER="Infinite Consecutive Cherry Attacks"] [CODE]while( true ) { if( isdefined( self.consecutive_electric_cherry_attacks ) && self.consecutive_electric_cherry_attacks > 0 ) self.consecutive_electric_cherry_attacks = 0; wait .05; }[/CODE] [/SPOILER] [SPOILER="Infinite Tomahawks MOTD"] [CODE]while( true ) { foreach( tomahawk in array( "bouncing_tomahawk_zm", "upgraded_tomahawk_zm" ) ) { if( self hasweapon( tomahawk ) ) self setweaponammostock( tomahawk, 1 ); } wait .05; }[/CODE] [/SPOILER] [SPOILER="Fake Shield"] [CODE]if( !isdefined( level.fake_shield ) ) { // thanks to ZECxR3ap3r for rotation of stow models and hints level.fake_shield = true; level.shield_hint = spawn( "trigger_radius", self.origin, 0, 35, 80 ); level.shield_hint setcursorhint( "HINT_NOICON" ); level.shield_hint sethintstring( &"MP_GENERIC_PICKUP" ); if( level.script == "zm_transit" ) { level.shield_model = spawn( "script_model", self.origin + ( 0, 0, 25 ) ); level.shield_model setmodel( "t6_wpn_zmb_shield_world" ); level.shield_model.angles = self.angles; } if( level.script == "zm_prison" || level.script == "zm_tomb" ) { level.shield_model = spawn( "script_model", self.origin + ( 0, 0, 28 ) ); level.script_model.angles = self.angles + vectorscale( ( 90, 1, 0 ), 90 ); if( level.script == "zm_prison" ) level.shield_model setmodel( "t6_wpn_zmb_shield_dlc2_dmg0_stow" ); if( level.script == "zm_tomb" ) level.shield_model setmodel( "t6_wpn_zmb_shield_dlc4_dmg0_stow" ); level.shield_model rotatepitch( 270, .05 ); } } else { level.fake_shield = undefined; level.shield_model delete(); level.shield_hint delete(); }[/CODE] [/SPOILER] [SPOILER="Powerup Magnet"] [CODE]while( true ) { if( isalive( self ) ) { foreach( powerup in level.active_powerups ) { if( distance( self.origin, powerup.origin ) < 400 ) powerup moveto( self.origin, .5 ); } } }[/CODE] [/SPOILER] [SPOILER="Zombie Teleporter"] [CODE]zombie_teleporter() { if( !isdefined( level.zombie_teleporter ) ) { level.zombie_teleporter = true; level.teleport_model = spawn( "script_model", self.origin + ( 0, 0, 0 ) ); level.teleport_model setmodel( "zombie_teddybear" ); level.teleport_model.angles = self.angles; level thread teleport_zombies( level.teleport_model.origin ); } else { level.zombie_teleporter = undefined; level.teleport_model delete(); level notify( "zombie_teleporter" ); } } teleport_zombies( location ) { level endon( "zombie_teleporter" ); while( true ) { foreach( zombie in getaiarray( level.zombie_team ) ) { zombie forceteleport( location ); zombie reset_attack_spot(); } wait .05; } }[/CODE] [/SPOILER] [/QUOTE]
Verification
Post reply
Forums
Gaming
Call of Duty Classics
Call of Duty: Black Ops 2
Call of Duty: Black Ops 2 Mods and Scripts
Call of Duty: Black Ops 2 Scripts
*UPDATED* Dumb Scripts, Mob of the Dead Scripts, anything dumb! Powerup magnet, fake shield, and zombie teleporter
CabConModding is now on facebook! Check the latest Updates, the Site Status and much more now!
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.
Accept
Learn more…
Top