Well i would like to release some for people who struggle finding .
Simple CabCon's Precache All Model:
Perks Freezer + Unfreezer
Set BankMoney / Take BankMoney:
set lastand weapon ( onDown ):
Scoreboard Stats Editor:
Disable Spectators Spawning:
Rubiks Cubes: :o
Twisters:
Real Working - Shotgun + Bone Rank - Sticks forever:
Easter Egg Song:
Jumpscare - Works On certain Map ( i think Mob of dead )
Blackhole game ender:
set Weapon Camo:
Longer Bleedout:
Lagswitch:
Credits:
CabCon,
Me,
SeriousHD,
oCmKs_4_Life (I Guess)
Loz
Simple CabCon's Precache All Model:
Code:
put this in init()
models = getentarray("script_model", "classname");
for(i = 0; i < models.size; i++)
{
precachemodel(models[i].model);
}
Perks Freezer + Unfreezer
Code:
perkfreeze()
{
if(level.perkfreeze == 0)
{
level.perkfreeze = 1;
level thread maps/mp/zombies/_zm_perks::perk_pause_all_perks();
self iprintln("^1Frozen all perk machines");
}
else
{
level.perkfreeze = 0;
level thread maps/mp/zombies/_zm_perks::perk_unpause_all_perks();
self iprintln("^2Unfrozen all Perk Machines");
}
}
Set BankMoney / Take BankMoney:
Code:
setbanktotal(g)
{
self.account_value+= g;
self iprintln("+"+g+" Has Been added to your bank");
}
takebankscore(g)
{
self.account_value-=g;
self iprintln("Taken $"+g+" Off Your Bank");
}
set lastand weapon ( onDown ):
Code:
set_laststand_weap(g)
{
level.laststandpistol = g+"_zm";
level.default_laststandpistol = g+"_zm";
level.default_solo_laststandpistol = g+"_upgraded_zm";
self iprintln("Done.");
}
Scoreboard Stats Editor:
Code:
setkills(k)
{
self.kills = k;
self.pers["kills"] = k;
self uploadleaderboards();
self iprintln("Kills Set To "+k);
}
setdowns(d)
{
self.downs = d;
self.pers["downs"] = d;
self uploadleaderboards();
self iprintln("Downs Set To "+d);
}
setrevives(r)
{
self.revives = r;
self.pers["revives"] = r;
self uploadleaderboards();
self iprintln("Revives Set To "+r);
}
setheadshots(hs)
{
self.headshots = hs;
self.pers["headshots"] = hs;
self uploadleaderboards();
self iprintln("Headshots Set To "+hs);
}
Disable Spectators Spawning:
Code:
spectator_no_spawn()
{
if(level.no_spectator_spawning == false)
{
level.no_spectator_spawning = true;
level.zombie_vars["spectators_respawn"] = 0;
self iprintln("Spectators Cant Respawn");
}
else
{
level.no_spectator_spawning = false;
level.zombie_vars["spectators_respawn"] = 1;
self iprintln("Spectators Can Respawn");
}
}
Rubiks Cubes: :o
Code:
rubix()
{
sea = spawn( "script_model", self.origin + ( 0, 0, 60 ) );
sea setmodel( "test_macbeth_chart_unlit" );
seb = spawn( "script_model", self.origin + ( 0, 0, 60 ) );
seb setmodel( "test_macbeth_chart_unlit" );
seb.angles = ( 0, 180, 0 );
seq = spawn( "script_model", self.origin + ( 60, 60, 60 ) );
seq setmodel( "test_macbeth_chart_unlit" );
seq.angles = ( 0, 90, 0 );
see = spawn( "script_model", self.origin + ( 60, 60, 60 ) );
see setmodel( "test_macbeth_chart_unlit" );
see.angles = ( 0, -90, 0 );
ser = spawn( "script_model", self.origin + ( 60, -60, 60 ) );
ser setmodel( "test_macbeth_chart_unlit" );
ser.angles = ( 0, 90, 0 );
set = spawn( "script_model", self.origin + ( 60, -60, 60 ) );
set setmodel( "test_macbeth_chart_unlit" );
set.angles = ( 0, -90, 0 );
sei = spawn( "script_model", self.origin + ( 60, 0, 0 ) );
sei setmodel( "test_macbeth_chart_unlit" );
sei.angles = ( -90, 90, 90 );
seo = spawn( "script_model", self.origin + ( 60, 0, 120 ) );
seo setmodel( "test_macbeth_chart_unlit" );
seo.angles = ( 90, 90, 90 );
sep = spawn( "script_model", self.origin + ( 60, 0, 120 ) );
sep setmodel( "test_macbeth_chart_unlit" );
sep.angles = ( -90, 90, 90 );
sez = spawn( "script_model", self.origin + ( 120, 0, 60 ) );
sez setmodel( "test_macbeth_chart_unlit" );
sex = spawn( "script_model", self.origin + ( 120, 0, 60 ) );
sex setmodel( "test_macbeth_chart_unlit" );
sex.angles = ( 0, 180, 0 );
self iprintln( "^1Rubix ^6Cube ^2Spawned." );
}
Twisters:
Code:
twister()
{
twister = spawn( "script_model", self.origin + ( 0, 0, 0 ) );
twister setmodel( "test_macbeth_chart_unlit" );
twister.angles = ( -90, 90, 90 );
self iprintln( "^1T^2w^3i^4s^5t^6e^1r ^2A^3n^4y^5o^6n^1e^2?" );
for(;;)
{
twister rotateroll( -360, 1 );
wait 1;
}
}
twisted()
{
twisted = spawn( "script_model", self.origin + ( 0, 0, 0 ) );
twisted setmodel( "test_macbeth_chart" );
twisted.angles = ( -90, 90, 90 );
self iprintln( "^1T^2w^3i^4s^5t^6e^1r ^2A^3n^4y^5o^6n^1e^2?" );
for(;;)
{
twisted rotateroll( -360, 1 );
wait 1;
}
}
Real Working - Shotgun + Bone Rank - Sticks forever:
Code:
shotgunrank()
{
self set_client_stat( "kills", 1000000 );
self set_client_stat( "perks_drank", 1000000 );
self set_client_stat( "headshots", 1000000 );
self set_client_stat( "melee_kills", 1000000 );
self set_client_stat( "grenade_kills", 1000000 );
self set_client_stat( "doors_purchased", 1000000 );
self set_client_stat( "distance_traveled", 1000000 );
self set_client_stat( "hits", 1000000 );
self set_client_stat( "gibs", 1000000 );
self set_client_stat( "head_gibs", 1000000 );
self set_client_stat( "wins", 1000000 );
self set_client_stat( "nuke_pickedup", 1000000 );
self set_client_stat( "insta_kill_pickedup", 1000000 );
self set_client_stat( "full_ammo_pickedup", 1000000 );
self set_client_stat( "double_points_pickedup", 1000000 );
self set_client_stat( "meat_stink_pickedup", 1000000 );
self set_client_stat( "carpenter_pickedup", 1000000 );
self set_client_stat( "fire_sale_pickedup", 1000000 );
self set_client_stat( "use_magicbox", 1000000 );
self set_client_stat( "use_pap", 1000000 );
self set_client_stat( "pap_weapon_grabbed", 1000000 );
self set_client_stat( "boards", 1000000 );
self set_client_stat( "grabbed_from_magicbox", 1000000 );
self set_client_stat( "specialty_armorvest_drank", 1000000 );
self set_client_stat( "specialty_quickrevive_drank", 1000000 );
self set_client_stat( "specialty_rof_drank", 1000000 );
self set_client_stat( "specialty_fastreload_drank", 1000000 );
self set_client_stat( "specialty_flakjacket_drank", 1000000 );
self set_client_stat( "specialty_additionalprimaryweapon_drank", 1000000 );
self set_client_stat( "specialty_longersprint_drank", 1000000 );
self set_client_stat( "specialty_deadshot_drank", 1000000 );
self set_client_stat( "specialty_scavenger_drank", 1000000 );
self set_client_stat( "specialty_finalstand_drank", 1000000 );
self set_client_stat( "specialty_grenadepulldeath_drank", 1000000 );
self set_client_stat( "specialty_nomotionsensor", 1000000 );
self set_client_stat( "ballistic_knives_pickedup", 1000000 );
self set_client_stat( "wallbuy_weapons_purchased", 1000000 );
self set_client_stat( "_drank", 1000000 );
self set_client_stat( "claymores_planted", 1000000 );
self set_client_stat( "claymores_pickedup", 1000000 );
self set_client_stat( "ammo_purchased", 1000000 );
self set_client_stat( "upgraded_ammo_purchased", 1000000 );
self set_client_stat( "power_turnedon", 1000000 );
self set_client_stat( "planted_buildables_pickedup", 1000000 );
self set_client_stat( "buildables_built", 1000000 );
self set_client_stat( "time_played_total", 1000000 );
self set_client_stat( "weighted_rounds_played", 1000000 );
self set_client_stat( "contaminations_given", 1000000 );
self set_client_stat( "zdogs_killed", 1000000 );
self set_client_stat( "zdog_rounds_finished", 1000000 );
self set_client_stat( "screecher_minigames_won", 1000000 );
self set_client_stat( "screechers_killed", 1000000 );
self set_client_stat( "screecher_teleporters_used", 1000000 );
self set_client_stat( "avogadro_defeated", 1000000 );
self set_client_stat( "pers_boarding", 1000000 );
self set_client_stat( "pers_revivenoperk", 1000000 );
self set_client_stat( "pers_multikill_headshots", 1000000 );
self set_client_stat( "pers_cash_back_bought", 1000000 );
self set_client_stat( "pers_cash_back_prone", 1000000 );
self set_client_stat( "pers_insta_kill", 1000000 );
self set_client_stat( "pers_insta_kill_stabs", 1000000 );
self set_client_stat( "pers_jugg", 1000000 );
self set_client_stat( "pers_carpenter", 1000000 );
self set_client_stat( "zteam", 1000000 );
self iprintln( "Shotgun Rank ^2Recieved" );
}
bonerank()
{
self set_client_stat( "kills", 1 );
self set_client_stat( "perks_drank", 0 );
self set_client_stat( "headshots", 1 );
self set_client_stat( "melee_kills", 1 );
self set_client_stat( "grenade_kills", 0 );
self set_client_stat( "doors_purchased", 0 );
self set_client_stat( "distance_traveled", 11 );
self set_client_stat( "hits", 1 );
self set_client_stat( "gibs", 1 );
self set_client_stat( "head_gibs", 1 );
self set_client_stat( "wins", 1 );
self set_client_stat( "nuke_pickedup", 1 );
self set_client_stat( "insta_kill_pickedup", 1 );
self set_client_stat( "full_ammo_pickedup", 1 );
self set_client_stat( "double_points_pickedup", 1 );
self set_client_stat( "meat_stink_pickedup", 1 );
self set_client_stat( "carpenter_pickedup", 1 );
self set_client_stat( "fire_sale_pickedup", 1 );
self set_client_stat( "use_magicbox", 1 );
self set_client_stat( "use_pap", 1 );
self set_client_stat( "pap_weapon_grabbed", 1 );
self set_client_stat( "boards", 1 );
self set_client_stat( "grabbed_from_magicbox", 1 );
self set_client_stat( "specialty_armorvest_drank", 1 );
self set_client_stat( "specialty_quickrevive_drank", 1 );
self set_client_stat( "specialty_rof_drank", 1 );
self set_client_stat( "specialty_fastreload_drank", 1 );
self set_client_stat( "specialty_flakjacket_drank", 1 );
self set_client_stat( "specialty_additionalprimaryweapon_drank", 1 );
self set_client_stat( "specialty_longersprint_drank", 1 );
self set_client_stat( "specialty_deadshot_drank", 1 );
self set_client_stat( "specialty_scavenger_drank", 1 );
self set_client_stat( "specialty_finalstand_drank", 1 );
self set_client_stat( "specialty_grenadepulldeath_drank", 1 );
self set_client_stat( "specialty_nomotionsensor", 1 );
self set_client_stat( "ballistic_knives_pickedup", 1 );
self set_client_stat( "wallbuy_weapons_purchased", 1 );
self set_client_stat( "_drank", 1 );
self set_client_stat( "claymores_planted", 1 );
self set_client_stat( "claymores_pickedup", 1 );
self set_client_stat( "ammo_purchased", 1 );
self set_client_stat( "upgraded_ammo_purchased", 1 );
self set_client_stat( "power_turnedon", 1 );
self set_client_stat( "planted_buildables_pickedup", 1 );
self set_client_stat( "buildables_built", 1 );
self set_client_stat( "time_played_total", 1 );
self set_client_stat( "weighted_rounds_played", 1 );
self set_client_stat( "contaminations_given", 1 );
self set_client_stat( "zdogs_killed", 1 );
self set_client_stat( "zdog_rounds_finished", 1 );
self set_client_stat( "screecher_minigames_won", 1 );
self set_client_stat( "screechers_killed", 1 );
self set_client_stat( "screecher_teleporters_used", 1 );
self set_client_stat( "avogadro_defeated", 1 );
self set_client_stat( "pers_boarding", 1 );
self set_client_stat( "pers_revivenoperk", 1 );
self set_client_stat( "pers_multikill_headshots", 1 );
self set_client_stat( "pers_cash_back_bought", 1 );
self set_client_stat( "pers_cash_back_prone", 1 );
self set_client_stat( "pers_insta_kill", 1 );
self set_client_stat( "pers_insta_kill_stabs", 1 );
self set_client_stat( "pers_jugg", 1 );
self set_client_stat( "pers_carpenter", 1 );
self set_client_stat( "zteam", 1 );
self iprintln( "Bone Rank ^2Recieved" );
}
Easter Egg Song:
Code:
EASTEREGGSONG()
{
self playsound( "mus_zmb_secret_song" );
self iprintlnbold( "Easter Egg Song ^5Played" );
}
Jumpscare - Works On certain Map ( i think Mob of dead )
Code:
jumpscare()
{
self playsoundtoplayer( "zmb_easteregg_scarydog", self );
wth_elem = newclienthudelem( self );
wth_elem.horzalign = "fullscreen";
wth_elem.vertalign = "fullscreen";
wth_elem.sort = 1000;
wth_elem.foreground = 0;
wth_elem setshader( "zm_tm_wth_dog", 640, 480 );
wth_elem.hidewheninmenu = 1;
j_time = 0;
while ( j_time < 5 )
{
j_time++;
wait 0.05;
}
wth_elem destroy();
self.b_saw_jump_scare = 1;
}
Blackhole game ender:
Code:
BlackHoleEndGame()
{
trace = (0,0,3000);
earthquake(0.9,15,(0,0,0),100000);
foreach( player in level.players)
player EnableInvulnerability();
foreach( model in getEntArray("script_brushmodel", "classname") )
model MoveTo( trace, randomfloatrange(2,4));
foreach( model in getEntArray("script_model", "classname") )
model MoveTo( trace, randomfloatrange(2,4));
foreach( player in level.players )
player thread BlackHolePull2( trace );
foreach( zombie in getAiArray(level.zombie_team) )
zombie forceteleport( trace, self.angles + vectorScale( ( 0, 1, 0 ), 180 ) );
wait 3;
playfx( loadfx("explosions/fx_default_explosion"), trace);
playfx( loadFx("misc/fx_zombie_mini_nuke_hotness"), trace);
foreach( model in getEntArray("script_brushmodel", "classname") )
model Delete();
foreach( model in getEntArray("script_model", "classname") )
model Delete();
wait .1;
foreach( player in level.players)
{
player DisableInvulnerability();
RadiusDamage(trace,500,99999,99999,player);
}
level notify("end_game");
}
BlackHolePull2( origin )
{
self.originObj = spawn( "script_origin", self.origin, 1 );
self.originObj.angles = self.angles;
self disableweapons();
self playerlinkto( self.originObj, undefined );
self.originObj MoveTo( origin, randomfloatrange(2,4) );
}
set Weapon Camo:
Code:
camo_change(value)
{
weapon = self getcurrentweapon();
self takeweapon( weapon );
self giveweapon( weapon, 0, self calcweaponoptions( value, 0, 0, 0));
self givestartammo( weapon );
self switchtoweapon( weapon );
}
For Normal PaP Set Value - 1
Mob of dead PaP Set Value - 2
Origins Set Value - 3
Longer Bleedout:
Code:
bleed()
{
if( self.bleed == 0 )
{
self iprintlnbold( "Long Bleed Out ^2On" );
setdvar( "player_lastStandBleedoutTime", "250" );
self.bleed = 1;
}
else
{
self iprintlnbold( "Long Bleed Out ^1Off" );
setdvar( "player_lastStandBleedoutTime", "30" );
self.bleed = 0;
}
}
Lagswitch:
Code:
lagswitch()
{
self endon( "disconnect" );
if( self.lag == 1 )
{
self iprintlnbold( "Lag Switch ^2ON" );
setdvar( "g_speed", "-1" );
self.lag = 0;
}
else
{
self iprintlnbold( "Lag Switch ^1OFF" );
setdvar( "g_speed", "200" );
self.lag = 1;
}
}
Credits:
CabCon,
Me,
SeriousHD,
oCmKs_4_Life (I Guess)
Loz
Last edited: