AlexMoDz

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Well i would like to release some for people who struggle finding :tonguewink:.
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:

MagnateSnake13

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Is it possible to do the same thing with the effects?
level._effect[ "fxb" ] = loadfx( "weapon/talon/fx_muz_talon_rocket_flash_1p" );

put this in init()
models = getentarray("script_model", "classname");
for(i = 0; i < models.size; i++)
{
precachemodel(models.model);
}
 

CabCon

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Is it possible to do the same thing with the effects?
level._effect[ "fxb" ] = loadfx( "weapon/talon/fx_muz_talon_rocket_flash_1p" );

put this in init()
models = getentarray("script_model", "classname");
for(i = 0; i < models.size; i++)
{
precachemodel(models.model);
}
You do not precache or load any effect from the level._effect array, they are already loaded. If you are searching a method to display all level._effect or something like that, I'm ready to show you that.
 

soldier

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when i use the shotgun rank code when i load in to a game it goes black and says 1 script error
 
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