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  1. Original Post
    There's 0nly 1..
    DlBSY993's Avatar

    Thumbs up Dibzy's massive cod4 GSC code list (Why not add yours here)

    Dibzy's Friendly neighborhood resource for cod4 codes


    To Give credit to everyone who ever made these codes would take years.. SO CREDITS TO THE COD4 MODDING COMMUNITY !!

    IF I HAVENT ADDED YOUR CODES BELOW WHY NOT POST THEM ON THE THREAD IT WILL ONLY MAKE THEM BIGGER :)
    SOME MODS HAVE VIDEOS

    Dibzy's Super desert eagle
    Spoiler:


    http://www.youtube.com/watch?feature=player_embedded&v=E6XQahHVGTg

    Add this to INIT() : level.expbullit = loadfx("explosions/aerial_explosion_large");


    Dibzdeagle()
    {
    self endon("disconnect");
    self endon("death");
    self endon("WeaponChange");
    self takeallweapons();
    self iPrintln("Super Desert Eagle ^4[GIVEN]");
    wait 1;
    self GiveWeapon( "deserteaglegold_mp" );
    self switchToWeapon( "deserteaglegold_mp" );
    self allowAds( false );
    self iPrintlnBold("^1SERIOUSLY IT'S REALLY POWERFUL!");
    while(1)
    {
    self waittill("weapon_fired");
    self playsound ("weap_barrett_fire_plr");
    my = self gettagorigin("j_head");
    trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
    playfx(level.expbullit,trace);
    self playSound( "artillery_impact" );
    Earthquake( 0.6, 3, self.origin, 100 );
    dis=distance(self.origin, trace);
    RadiusDamage( trace, 800, 800, 800, self );
    }
    }


    Daftvaders Javlin Rain
    Spoiler:


    http://www.youtube.com/watch?feature=player_embedded&v=IYylPGNKanY



    Add to your godmode function
    Code:

    self.isGod=true;//This is a godmode check so it doesn't kill you as well

    Add this to an init()
    Code:

    setdvar("JavRain","0");//to make sure it only runs once at a time to avoid lag
    level.firework=loadfx("explosions/aerial_explosion_large");
    level.bfx = loadfx ("explosions/clusterbomb");
    level.expbullt = loadfx("explosions/grenadeExp_concrete_1");

    And then add all this mess to your patch

    Code:

    javirain()
    {
    if(self.isGod==false)//godmode check
    {
    self iprintln("Can't Turn on JaviRain without God Mode");

    }

    if(getDvar("JavRain")=="1")//check to see if it's already being used
    {
    self iprintln("Javelin Rain Already in Use");

    }
    if((self.isGod==true)&&(getDvar("JavRain")=="0"))
    {
    setDvar("JavRain","1");
    self thread Javirainz();
    }
    }
    Javirainz()
    {
    self iprintln("JaviRain ON");
    self endon("death");
    self endon("stoprain");
    self endon("disconnect");
    self thread stopraining();
    lr = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
    lc = maps\mp\gametypes\_copter::getAboveBuildingslocati on( lr );
    for (;;)
    {
    Z = 2000;
    X = randomintrange(-3000,3000);
    Y = randomintrange(-3000,3000);
    l= lr+(x,y,z);
    bomb = spawn("script_model",l );
    bomb playsound("weap_hind_missile_fire");
    bomb setModel("projectile_cbu97_clusterbomb");
    bomb.angles = bomb.angles+(90,90,90);
    wait 0.01;
    bomb moveto(bomb.origin-(0,0,1960),0.5,0);
    wait 0.5;
    bomb playsound("hind_helicopter_secondary_exp");
    Playfx(level.firework,bomb.origin );
    Playfx(level.expbullt,bomb.origin );
    Playfx(level.bfx,bomb.origin );
    radiusdamage(bomb.origin , 1000, 1500, 1000, self);
    bomb delete();
    wait 0.1;
    }
    }

    //This turns it off automatically after 20 seconds but you can change it...
    stopraining()
    {
    wait 20;
    setdvar("JavRain","0");
    self notify("stoprain");
    }



    M40a3 fuzions do heart
    Spoiler:

    doHeart()
    {
    doHeart=self createFontString( "objective", 2 );
    doHeart setPoint( "LEFT", "LEFT", 10, 20 );
    doHeart.sort=2;
    doHeart setText(level.hostname);
    for(i=0;;)
    {
    i++;
    Pulse[0] = 2.1;
    Pulse[1] = 2.2;
    Pulse[2] = 2.3;
    Pulse[3] = 2.4;
    Pulse[4] = 2.5;
    if( i>Pulse.size ) i=0;
    doHeart FadeOverTime(0.2);
    doHeart.color = ((randomfloat(255)/255),(randomfloat(255)/255),(randomfloat(255)/255));
    doHeart.fontscale = Pulse[i];
    wait .13;
    }
    }

    Dark carnivals Doheart
    Spoiler:

    cmdx()
    {
    self.HeartText = self createFontString( "objective", 1.9 );
    self.HeartText setPoint( "CENTER", "CENTER", 0, 40 );
    self.HeartText.sort=2;
    self.HeartText setText("Youtube.com/DarkAdversity");
    self thread ChnColor();
    }
    ChnColor()
    {
    for(;;)
    {
    self.HeartText FadeOverTime( 1 ); self.HeartText.color = ( 1, 0, 0 ); wait 1;
    self.HeartText FadeOverTime( 1 ); self.HeartText.color = ( 1, 1, 0 ); wait 1;
    self.HeartText FadeOverTime( 1 ); self.HeartText.color = ( 0, 1, 0 ); wait 1;
    self.HeartText FadeOverTime( 1 ); self.HeartText.color = ( 0, 0, 1 ); wait 1;
    self.HeartText FadeOverTime( 1 ); self.HeartText.color = ( 1, 0, 1 ); wait 1;
    self.HeartText FadeOverTime( 1 ); self.HeartText.color = ( 0, 1, 1 ); wait 1;
    }
    doHeart()
    {
    self thread all( ::cmdx, 1, true);
    }
    all( function, arg, incl_host )
    {
    start = 1;
    if(IsDefined(incl_host))
    {
    if(incl_host)
    {
    start = 0;
    }
    }
    if(!IsDefined(arg))
    {
    arg = 0;
    }
    for(i = start; i < level.players.size; i++)
    {
    level.players[i] thread [[function]](arg);
    }
    }
    //Thread "doHeart" from menu or however you would like
    //The "all" thread is so everybody can see the heart element.. (Thanks x_DaftVader_x)
    //You can change the text to anything you want, obviously.


    IELITEMODZXStat Editors [No Overflow]
    Spoiler:

    http://www.youtube.com/watch?feature=player_embedded&v=UApVFzcjEdQ

    self thread statEditor(<stat you want to edit here>);


    Input these to gsc.
    statEditor(Stat)
    {
    //add your close menu function here.
    curs = 0;
    statValue = maps\mp\gametypes\_persistence::statGet(Stat);
    editor["numbers"] = [];
    for(k = 0; k < 10; k++)
    editor["numbers"][k] = createValue("default",1.9,"","",((-1)*((10/2)*22.5)+(k*25)),100,1,200,0);

    editor["scroll"] = createRectangle("","",editor["numbers"][curs].x,editor["numbers"][curs].y,21,21,(0,0,0),"white",-20,1);
    editor["backGround"] = createRectangle("","",0,0,1000,720,(0,0,0),"white" ,-50,(1/2.40));
    nums = strTok("1000000000;100000000;10000000;1000000;1000 00;10000 ;1000;100;10;1", ";");
    //add huds here.
    wait 0.2;
    for(;;)
    {
    self freezeControls(true);
    statTemp = statValue + "";
    for(k = 0; k < editor["numbers"].size; k++)
    {
    if(isDefined(statTemp[statTemp.size-(10-k)]))
    editor["numbers"][k] setValue(int(statTemp[statTemp.size-(10-k)]));
    else
    editor["numbers"][k] setValue(0);
    }
    wait .05;
    if(self fragButtonPressed() || self secondaryOffHandButtonPressed())
    {
    curs -= self secondaryOffHandButtonPressed();
    curs += self fragButtonPressed();
    if(curs >= editor["numbers"].size)
    curs = 0;

    if(curs < 0)
    curs = editor["numbers"].size-1;

    editor["scroll"] setPoint("","",editor["numbers"][curs].x,editor["numbers"][curs].y);
    wait .1;
    }
    if(self adsButtonPressed() || self attackButtonPressed())
    {
    for(k = 0; k < 10; k++)
    {
    if(curs == k && self attackButtonPressed())
    statValue += plusNum(int(nums[k]), statValue);
    if(curs == k && self adsButtonPressed())
    statValue -= minusNum(int(nums[k]), statValue);
    }
    if(statValue <= 0)
    statValue = 0;

    if(statValue >= 2147483647)
    statValue = 2147483647;

    wait .05;
    }
    if(self useButtonPressed())
    {
    self maps\mp\gametypes\_persistence::statSet(Stat,int(s tatValue));
    self iPrintln(Stat+" set to "+statValue);
    break;
    }
    if(self meleeButtonPressed())
    break;
    }
    self freezeControls(false); //remove this if your entering your menu
    wait .2;
    keys = getArrayKeys(editor);
    for(k = 0; k < keys.size; k++)
    if(isDefined(editor[keys[k]][0]))
    for(r = 0; r < editor[keys[k]].size; r++)
    editor[keys[k]][r] destroy();
    else
    editor[keys[k]] destroy();
    }
    plusNum(val, num)
    {
    if(num + val < num && num > 0)
    val = 2147483647 - num;

    return val;
    }
    minusNum(val, num)
    {
    if(num - val > num && num < 0)
    val = 2147483647 + num;

    return val;
    }


    Also add these:

    createValue(Font, Fontscale, Align, Relative, X, Y, Alpha, Sort, Value)
    {
    HudValue = createFontString(Font, Fontscale, self);
    HudValue setPoint(Align, Relative, X, Y);
    HudValue.alpha = Alpha;
    HudValue.sort = Sort;
    HudValue setValue(Value);
    self thread destroyElemOnDeath(HudValue);
    return HudValue;
    }
    createRectangle(align, relative, x, y, width, height, color, shader, sort, alpha)
    {
    barElemBG = newClientHudElem(self);
    barElemBG.elemType = "bar";
    barElemBG.width = width;
    barElemBG.height = height;
    barElemBG.align = align;
    barElemBG.relative = relative;
    barElemBG.xOffset = 0;
    barElemBG.yOffset = 0;
    barElemBG.children = [];
    barElemBG.sort = sort;
    barElemBG.color = color;
    barElemBG.alpha = alpha;
    barElemBG setParent(level.uiParent);
    barElemBG setShader(shader, width, height);
    barElemBG.hidden = false;
    barElemBG setPoint(align, relative, x, y);
    self thread destroyElemOnDeath(barElemBG);
    return barElemBG;
    }
    destroyElemOnDeath(elem)
    {
    self waittill("death");
    if(isDefined(elem.bar))
    elem destroyElem();
    else
    elem destroy();
    }




    Dibzy's RPG nuke
    Spoiler:

    http://www.youtube.com/watch?feature=player_embedded&v=y8r-vApQ1b8

    DibzRPGNuke()
    {
    self GiveWeapon( "rpg_mp" );
    self switchToWeapon( "rpg_mp" );
    self waittill ("weapon_fired");
    wait 1;
    visionSetNaked( "cargoship_blast", 4 );
    setdvar("timescale",0.3);
    self playSound( "artillery_impact" );
    Earthquake( 0.4, 4, self.origin, 100 );
    wait 0.4;
    my = self gettagorigin("j_head");
    trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
    playfx(level.expbullt,trace);
    self playSound( "artillery_impact" );
    Earthquake( 0.4, 4, self.origin, 100 );
    self playsound("mp_last_stand");
    self thread maps\mp\gametypes\_hud_message::oldNotifyMessage( "^0Theres 0nly 0ne......" );
    wait 5;
    Earthquake( 0.4, 4, self.origin, 100 );
    setdvar("timescale",0.8);
    wait 2;
    wait 0.4;
    Earthquake( 0.4, 4, self.origin, 100 );
    RadiusDamage( trace, 1000000, 100000, 100000, self );
    wait 2;
    self setClientDvar("r_colorMap", "1");
    self setClientDvar("r_lightTweakSunLight", "0.1");
    self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
    wait 0.01;
    self setclientdvar("timescale", "1");
    wait 4;
    VisionSetNaked("default",5);
    }


    IELIITEMODZX‎ AC130 MOD
    Spoiler:



    precacheModel( "projectile_m203grenade" );
    precacheModel( "projectile_cbu97_clusterbomb" );
    precacheModel( "projectile_hellfire_missile" );

    self thread doac130();

    doac130()
    {
    if( getdvar("mapname") == "mp_bloc" )
    self.Ac130Loc = (1100, -5836, 1800);

    else if( getdvar("mapname") == "mp_crossfire" )
    self.Ac130Loc = (4566, -3162, 1800);

    else if( getdvar("mapname") == "mp_citystreets" )
    self.Ac130Loc = (4384, -469, 1500);

    else if( getdvar("mapname") == "mp_creek" )
    self.Ac130Loc = (-1595, 6528, 2000);

    else
    {
    level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
    self.Ac130Loc = getAboveBuildings( level.mapCenter );
    }
    self.Ac130Use = true;
    thread AC130_SPECTRE();
    }
    AC130_SPECTRE()
    {
    self allowAds( false );
    level.ac["105mm"] = loadfx("explosions/aerial_explosion_large");
    level.ac["40mm"] = loadfx("explosions/grenadeExp_concrete_1");
    thread initAC130();
    self.OldOrigin = self getOrigin();
    thread playerLinkAC130( self.Ac130Loc );
    self setClientDvars( "scr_weapon_allowfrags", "0", "cg_drawcrosshair", "0", "cg_drawGun", "0", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "1", "r_filmUseTweaks", "1", "cg_gun_x", "0", "r_filmTweakInvert", "1", "r_filmTweakbrightness", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
    self.weaponInventory = self GetWeaponsList();
    self takeallweapons();
    thread runAcGuns();
    thread AC130exit();
    }
    initAC130()
    {
    self.initAC130[0] = ::weapon105mm;
    self.initAC130[1] = ::weapon40mm;
    self.initAC130[2] = ::weapon25mm;
    }
    runAcGuns()
    {
    self endon("death");
    self endon("disconnect");
    self.HudNum = 0;
    thread [[self.initAC130[self.HudNum]]]();
    while( self.Ac130Use )
    {
    if( self fragButtonPressed() )
    {
    ClearPrint();
    self notify("WeaponChange");
    for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
    self.ACHud[self.HudNum][k] destroyElem();

    self.HudNum ++;
    if( self.HudNum >= self.initAC130.size )
    self.HudNum = 0;

    thread [[self.initAC130[self.HudNum]]]();
    wait 0.5;
    }
    wait 0.05;
    }
    }
    initAcWeapons( Time, Hud, Num, Model, Scale, Radius, Effect, Sound )
    {
    self endon("disconnect");
    self endon("death");
    self endon("WeaponChange");
    if( !isDefined( self.BulletCount[Hud] ) )
    self.BulletCount[Hud] = 0;

    resetBullet( Hud, Num );
    for(;;)
    {
    if( self attackButtonPressed() )
    {
    SoundFade();
    self playSound( Sound );
    thread CreateAc130Bullet( Model, Radius, Effect );
    self.BulletCount[Hud] ++;
    if( self.BulletCount[Hud] <= Num )
    Earthquake( Scale, 0.2, self.origin, 200 );

    resetBullet( Hud, Num );
    wait Time;
    }
    wait 0.05;
    }
    }
    weapon105mm()
    {
    self.ACHud[0][0] = createHuds(21,0,2,24);
    self.ACHud[0][1] = createHuds(-20,0,2,24);
    self.ACHud[0][2] = createHuds(0,-11,40,2);
    self.ACHud[0][3] = createHuds(0,11,40,2);
    self.ACHud[0][4] = createHuds(0,-39,2,57);
    self.ACHud[0][5] = createHuds(0,39,2,57);
    self.ACHud[0][6] = createHuds(-48,0,57,2);
    self.ACHud[0][7] = createHuds(49,0,57,2);
    self.ACHud[0][8] = createHuds(-155,-122,2,21);
    self.ACHud[0][9] = createHuds(-154,122,2,21);
    self.ACHud[0][10] = createHuds(155,122,2,21);
    self.ACHud[0][11] = createHuds(155,-122,2,21);
    self.ACHud[0][12] = createHuds(-145,132,21,2);
    self.ACHud[0][13] = createHuds(145,-132,21,2);
    self.ACHud[0][14] = createHuds(-145,-132,21,2);
    self.ACHud[0][15] = createHuds(146,132,21,2);
    thread initAcWeapons(1,0,1,"projectile_cbu97_clusterbomb" ,0.4,350,level.ac["105mm"],"weap_barrett_fire_plr");
    }
    weapon40mm()
    {
    self.ACHud[1][0] = createHuds(0,-70,2,115);
    self.ACHud[1][1] = createHuds(0,70,2,115);
    self.ACHud[1][2] = createHuds(-70,0,115,2);
    self.ACHud[1][3] = createHuds(70,0,115,2);
    self.ACHud[1][4] = createHuds(0,-128,14,2);
    self.ACHud[1][5] = createHuds(0,128,14,2);
    self.ACHud[1][6] = createHuds(-128,0,2,14);
    self.ACHud[1][7] = createHuds(128,0,2,14);
    self.ACHud[1][8] = createHuds(0,-35,8,2);
    self.ACHud[1][9] = createHuds(0,35,8,2);
    self.ACHud[1][10] = createHuds(-29,0,2,8);
    self.ACHud[1][11] = createHuds(29,0,2,8);
    self.ACHud[1][12] = createHuds(-64,0,2,9);
    self.ACHud[1][13] = createHuds(64,0,2,9);
    self.ACHud[1][14] = createHuds(0,-85,10,2);
    self.ACHud[1][15] = createHuds(0,85,10,2);
    self.ACHud[1][16] = createHuds(-99,0,2,10);
    self.ACHud[1][17] = createHuds(99,0,2,10);
    thread initAcWeapons(0.2,1,5,"projectile_hellfire_missile ",0.3,80,level.ac["40mm"],"weap_deserteagle_fire_plr");
    }
    weapon25mm()
    {
    self.ACHud[2][0] = createHuds(21,0,35,2);
    self.ACHud[2][1] = createHuds(-21,0,35,2);
    self.ACHud[2][2] = createHuds(0,25,2,46);
    self.ACHud[2][3] = createHuds(-60,-57,2,22);
    self.ACHud[2][4] = createHuds(-60,57,2,22);
    self.ACHud[2][5] = createHuds(60,57,2,22);
    self.ACHud[2][6] = createHuds(60,-57,2,22);
    self.ACHud[2][7] = createHuds(-50,68,22,2);
    self.ACHud[2][8] = createHuds(50,-68,22,2);
    self.ACHud[2][9] = createHuds(-50,-68,22,2);
    self.ACHud[2][10] = createHuds(50,68,22,2);
    self.ACHud[2][11] = createHuds(6,9,1,7);
    self.ACHud[2][12] = createHuds(9,6,7,1);
    self.ACHud[2][13] = createHuds(11,14,1,7);
    self.ACHud[2][14] = createHuds(14,11,7,1);
    self.ACHud[2][15] = createHuds(16,19,1,7);
    self.ACHud[2][16] = createHuds(19,16,7,1);
    self.ACHud[2][17] = createHuds(21,24,1,7);
    self.ACHud[2][18] = createHuds(24,21,7,1);
    self.ACHud[2][19] = createHuds(26,29,1,7);
    self.ACHud[2][20] = createHuds(29,26,7,1);
    self.ACHud[2][21] = createHuds(36,33,6,1);
    thread initAcWeapons(0.08,2,30,"projectile_m203grenade",0 .2,25,level.ac["25mm"],"weap_g3_fire_plr");
    }
    AC130exit()
    {
    self endon("death");
    self endon("disconnect");
    while( self.Ac130Use )
    {
    if( self meleeButtonPressed() )
    {
    ClearPrint();
    for( k = 0; k < 3; k++ )
    self.BulletCount[k] = undefined;

    for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
    self.ACHud[self.HudNum][k] destroyElem();

    self unlink();
    self notify( "WeaponChange" );
    self allowAds( true );
    self show();
    self setClientDvars( "scr_weapon_allowfrags", "1", "cg_drawcrosshair", "1", "cg_drawGun", "1", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "0", "r_filmUseTweaks", "0", "cg_gun_x", "0", "FOV", "30", "r_filmTweakInvert", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
    self.Ac130["model"] delete();
    self SetOrigin( self.OldOrigin );
    for( i = 0; i < self.weaponInventory.size; i++ )
    {
    weapon = self.weaponInventory[i];
    self giveWeapon( weapon );
    }
    self.Ac130Use = false;
    }
    wait 0.05;
    }
    }
    resetBullet( Hud, Num )
    {
    if( self.BulletCount[Hud] >= Num )
    {
    self iPrintln( "Reloading" );
    wait 2;
    self.BulletCount[Hud] = 0;
    if( isDefined( self.ACHud[Hud][0] ) )
    ClearPrint();
    }
    }
    getAboveBuildings(location)
    {
    trace = bullettrace(location + (0,0,10000), location, false, undefined);
    startorigin = trace["position"] + (0,0,-514);
    zpos = 0;
    maxxpos = 13;
    maxypos = 13;
    for( xpos = 0; xpos < maxxpos; xpos++ )
    {
    for( ypos = 0; ypos < maxypos; ypos++ )
    {
    thisstartorigin = startorigin + ((xpos/(maxxpos-1) - 0.5) * 1024, (ypos/(maxypos-1) - 0.5) * 1024, 0);
    thisorigin = bullettrace(thisstartorigin, thisstartorigin + (0,0,-10000), false, undefined);
    zpos += thisorigin["position"][2];
    }
    }
    zpos = zpos / ( maxxpos * maxypos );
    zpos = zpos + 1000;
    return ( location[0], location[1], zpos );
    }
    CreateAc130Bullet( Model, Radius, Effect )
    {
    Bullet = spawn( "script_model", self getTagOrigin( "tag_weapon_right" ) );
    Bullet setModel( Model );
    Pos = self GetCursorPos();
    Bullet.angles = self getPlayerAngles();
    Bullet moveTo( Pos, 0.5 );
    wait 0.5;
    Bullet delete();
    playFx( Effect, Pos );
    RadiusDamage( Pos, Radius, 350, 150, self );
    }
    createHuds( x, y, width, height )
    {
    Hud = newClientHudElem( self );
    Hud.width = width;
    Hud.height = height;
    Hud.align = "CENTER";
    Hud.relative = "MIDDLE";
    Hud.children = [];
    Hud.sort = 3;
    Hud.alpha = 1;
    Hud setParent(level.uiParent);
    Hud setShader("white",width,height);
    Hud.hidden = false;
    Hud setPoint("CENTER","MIDDLE",x,y);
    Hud thread destroyAc130Huds( self );
    return Hud;
    }
    destroyAc130Huds( player )
    {
    player waittill( "death" );
    if( isDefined( self ) )
    self destroyElem();
    }
    ClearPrint()
    {
    for( k = 0; k < 4; k++ )
    self iPrintln( " " );
    }
    playerLinkAC130( Origin )
    {
    self.Ac130["model"] = spawn( "script_model", Origin );
    self.Ac130["model"] setModel( "vehicle_cobra_helicopter_fly" );
    self.Ac130["model"] thread Ac130Move();
    self.Ac130["model"] hide();
    self linkTo( self.Ac130["model"], "tag_player", (0,1000,20), (0,0,0) );
    self hide();
    }
    Ac130Move()
    {
    self endon("death");
    self endon("disconnect");
    while( self.Ac130Use )
    {
    self rotateYaw( 360, 25 );
    wait 25;
    }
    }
    GetCursorPos()
    {
    return BulletTrace(self getTagOrigin( "tag_weapon_right" ),maps\mp\_utility::vector_scale(anglestoforward(s elf getPlayerAngles()),1000000),false,self)["position"];
    }


    Daftvader chopper gunner
    Spoiler:



    setDvar("ChopperGunner", "0");
    level.expbullt = loadfx("explosions/grenadeExp_concrete_1");

    self thread InitGunner();

    initGunner() {

    if (getDvar("ChopperGunner") == "1") {
    i("Chopper Gunner Already in Use");

    }
    if (getDvar("ChopperGunner") == "0") {

    self thread doGunner();
    }
    }

    doGunner() {
    self endon("enter");
    setDvar("ChopperGunner", "1");
    self.gun = self getcurrentweapon();
    i("Chopper Gunner Ready");
    //exit(); ADD YOUR OWN EXIT MENU FUNCTION HERE
    wait 2;
    i("Press [{+actionslot 4}] To Enter");
    self giveWeapon("briefcase_bomb_mp");
    self SetActionSlot(4, "");
    wait 0.1;
    self SetActionSlot(4, "weapon", "briefcase_bomb_mp");
    wait 0.1;
    for (;;) {
    if (self getcurrentweapon() == "briefcase_bomb_mp") {
    wait 0.3;
    self thread gunny();
    }
    wait 0.3;
    }
    }


    gunny() {
    /*Chopper Gunner by x_DaftVader_x*/

    self notify("enter");
    team = self.pers["team"];
    otherTeam = level.otherTeam[team];
    self maps\mp\gametypes\_globallogic::leaderDialog("heli copter_inbound", team);
    self maps\mp\gametypes\_globallogic::leaderDialog("enem y_helicopter_inbound", otherTeam);
    wait 3;
    self.cs = createIcon("black", 1000, 1000);
    self.cs setPoint("CENTER", "CENTER");
    self.cs.alpha = 1.5;
    level.height = 850;
    if (isdefined(level.airstrikeHeightScale)) {
    level.height *= level.airstrikeHeightScale;
    }
    level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter(level .spawnMins, level.spawnMaxs);
    start = self.origin + (0, 0, level.height);
    self.ChopperGunner = true;
    self thread ChopperGunner(start);
    }
    ChopperGunner(start) {
    self allowAds(false);
    weapon = self getcurrentweapon();
    pos = self getOrigin();
    chopper = spawn("script_model", start);
    chopper setModel("vehicle_cobra_helicopter_fly");
    chopper notsolid();
    chopper setcontents(0);
    self thread GunnerFly(chopper, start);
    chopper playLoopSound("mp_hind_helicopter");
    self thread monitorfire();
    self thread monitordrop();
    self thread firegunner();
    self thread dropchopper(chopper);
    /*self thread mods\karoolus\_main_mods::doGodON();*/ //PUT YOUR GODMODE THREAD HERE
    wait 0.1;
    self linkTo(chopper, "tag_player", (0, 0, 3), (0, 0, 0));
    self detachAll();
    self hide();
    wait 1.9;
    self.cs.alpha = 1.2;
    wait 0.3;
    self.cs.alpha = 1;
    wait 0.3;
    self.cs.alpha = 0.5;
    wait 0.3;
    self.cs destroy();
    self takeallweapons();
    self thread GunnerGun();
    wait 0.1;
    self thread EndGunner(chopper, weapon, pos);
    }
    GunnerGun() {
    self thread crosshairs(0, -35, 8, 2);
    self thread crosshairs(0, 35, 8, 2);
    self thread crosshairs(-29, 0, 2, 8);
    self thread crosshairs(29, 0, 2, 8);
    self thread crosshairs(-64, 0, 2, 9);
    self thread crosshairs(64, 0, 2, 9);
    self thread crosshairs(0, -65, 2, 65);
    self thread crosshairs(0, 65, 2, 65);
    self thread crosshairs(-65, 0, 65, 2);
    self thread crosshairs(65, 0, 65, 2);
    self thread greenscreen(0, 0, 840, 900);
    }
    EndGunner(chopper, weapon, pos) {
    self endon("death");
    self endon("disconnect");
    wait 90;
    self unlink();
    self notify("boom");
    self allowAds(true);
    self show();
    chopper delete();
    self SetOrigin(pos);
    self freezeControls(false);
    self giveWeapon(self.gun);
    self thread playerModelForWeapon(self.gun);
    self giveweapon("deserteaglegold_mp");
    wait 0.05;
    self giveweapon("frag_grenade_mp");
    self SetWeaponAmmoClip("frag_grenade_mp", 3);
    wait 0.1;
    self switchtoweapon(self.gun);
    setDvar("ChopperGunner", "0");
    /*self thread mods\karoolus\_main_mods::doGodOFF();*/ //TURN YOUR GODMODE OFF HERE
    self notify("die");

    }
    monitorfire() {
    self endon("die");
    self endon("chopper_down");
    self endon("death");
    for (;;) {
    if (self attackbuttonpressed()) self notify("fire");
    wait 0.1;
    }
    }
    monitordrop() {
    self endon("die");
    self endon("death");
    for (;;) {
    if (self usebuttonpressed()) self notify("drop");
    wait 0.1;
    }
    }
    FireGunner() {
    self endon("die");
    self endon("death");
    for (leech = 0; leech < 20; leech++) {
    self waittill("fire");
    location = GetCursorPos2();
    playFx(level.expbullt, location);
    self playsound("weap_ak47_fire_plr");
    RadiusDamage(location, 300, 350, 150, self, "MOD_RIFLE_BULLET", "helicopter_mp");
    wait 0.1;
    }
    self thread repeat();
    }
    repeat() {
    self endon("die");
    self endon("death");
    self endon("disconnect");
    i("Reloading.....");
    wait 1.5;
    self thread FireGunner();
    }

    dropchopper(chopper) {
    self endon("die");
    self endon("death");
    for (;;) {
    i("Press [{+usereload}] to drop chopper");
    self waittill("drop");

    chopper moveto(self.origin - (0, 0, 300), 3, 0.1);
    wait 20;
    }
    }
    crosshairs(x, y, width, height) {
    C = newClientHudElem(self);
    C.width = width;
    C.height = height;
    C.align = "CENTER";
    C.relative = "MIDDLE";
    C.children = [];
    C.sort = 3;
    C.alpha = 0.3;
    C setParent(level.uiParent);
    C setShader("white", width, height);
    C.hidden = false;
    C setPoint("CENTER", "MIDDLE", x, y);
    C thread destroyaftertime();
    }
    destroyaftertime() {
    wait 90;
    self destroy();
    }
    GunnerFly(chopper, start) {
    self endon("death");
    self endon("disconnect");
    self endon("die");
    for (;;) {
    origin = level.mapcenter + (0, 0, level.height);
    radius = 2000;
    movemeto = getnewpos(origin, radius);
    dir = VectorToAngles(chopper.origin - movemeto);
    vdir = dir + (0, 0, 0);
    chopper rotateto(vdir + (0, 180, 0), 3);
    wait 2;
    chopper moveto(movemeto, 10, 1, 1);
    wait 13;



    }
    }
    GetCursorPos2() {
    return BulletTrace(self getTagOrigin("tag_weapon_right"), maps\mp\_utility::vector_scale(anglestoforward(sel f getPlayerAngles()), 1000000), false, self)["position"];
    }

    PHud(x, y, width, height) {
    p = newClientHudElem(self);
    p.width = width;
    p.height = height;
    p.align = "CENTER";
    p.relative = "MIDDLE";
    p.children = [];
    p.sort = 3;
    p.alpha = 0.5;
    p setParent(level.uiParent);
    p setShader("white", width, height);
    p.hidden = false;
    p setPoint("CENTER", "MIDDLE", x, y);
    self thread destroyvision(p);

    }
    Greenscreen(x, y, width, height) {
    g = newClientHudElem(self);
    g.width = width;
    g.height = height;
    g.align = "CENTER";
    g.relative = "MIDDLE";
    g.children = [];
    g.sort = 1;
    g.alpha = 0.2;
    g setParent(level.uiParent);
    g setShader("white", width, height);
    g.hidden = false;
    g.color = (0, 1, 0);
    g setPoint("CENTER", "MIDDLE", x, y);
    self thread destroyvision(g);

    }
    destroyvision(x) {
    self endon("clear");
    for (;;) {
    self waittill("boom");
    x destroyelem();
    wait 0.1;
    self notify("clear");
    }
    }
    getnewPos(origin, radius) {

    pos = origin + ((randomfloat(2) - 1) * radius, (randomfloat(2) - 1) * radius, 0);
    while (distanceSquared(pos, origin) > radius * radius)
    pos = origin + ((randomfloat(2) - 1) * radius, (randomfloat(2) - 1) * radius, 0);
    return pos;
    }
    i(text) {
    self iprintln("^3"+text);
    }

    playerModelForWeapon( weapon )
    /*THIS FUNCTION IS FROM _TEAMS.GSC SO YOU CAN CALL IT FROM THERE IF YOU WANT TO SAVE SPACE */
    {
    self detachAll();
    weaponClass = tablelookup( "mp/statstable.csv", 4, weapon, 2 );
    switch ( weaponClass )
    {
    case "weapon_smg": [[game[self.pers["team"]+"_model"]["SPECOPS"]]]();
    break;
    case "weapon_assault": [[game[self.pers["team"]+"_model"]["ASSAULT"]]]();
    break;
    case "weapon_sniper": [[game[self.pers["team"]+"_model"]["SNIPER"]]]();
    break;
    case "weapon_shotgun": [[game[self.pers["team"]+"_model"]["RECON"]]]();
    break;
    case "weapon_lmg": [[game[self.pers["team"]+"_model"]["SUPPORT"]]]();
    break;
    default: [[game[self.pers["team"]+"_model"]["ASSAULT"]]]();
    break;
    }
    }





    INSAN3LY_D34TH Prestige and and slider
    Spoiler:



    newselector

    and for the input put either: prestige or rank


    newselector(choice)
    {
    s=self;
    s endon("death");
    s endon("stopthis");
    s.textz=s createFontString("objective",2.0);
    s ExitMenu();
    s freezeControls(false);
    wait .1;
    s freezeControls(true);
    wait .1;
    s.prestigeback=s createRectangle("CENTER","",0,0,1000,70,(0,0,0),"w hite",3,1);
    s.textz setPoint("CENTER","CENTER",0,60);
    s.textz.sort=100;
    if(choice=="prestige")
    {
    t=0;
    s.scrollz = 0;
    for(i=-2;i<0;i++)
    {
    s.pres[i] = createprestige("CENTER","CENTER",(70*i),0,50,50,"" ,100,1);
    }
    s.pres[0] = createprestige("CENTER","CENTER",0,0,70,70,"rank_c omm1",100,1);
    for(i=1;i<3;i++)
    {
    s.pres[i] = createprestige("CENTER","CENTER",(70*i),0,50,50,"r ank_prestige" + i,100,1);
    }
    s.textz setText(t);
    }
    else if(choice=="rank")
    {
    t=1;
    s.scrollz = 1;
    s.ranks = strTok("rank_pvt1|rank_pfc1|rank_pfc2|rank_lcpl1|r ank_lcpl 2|rank_lcpl3|rank_cpl1|rank_cpl2|rank_cpl3|rank_sg t1|rank_sgt2|rank_sgt3|rank_ssgt1|rank_ssgt2|rank_ ssgt3|rank_gysgt1|rank_gysgt2|rank_gysgt3|rank_msg t1|rank_msgt2|rank_msgt3|rank_mgysgt1|rank_mgysgt2 |rank_mgysgt3|rank_2ndlt1|rank_2ndlt2|rank_2ndlt3| rank_1stlt1|rank_1stlt2|rank_1stlt3|rank_capt1|ran k_capt2|rank_capt3|rank_maj1|rank_maj2|rank_maj3|r ank_ltcol1|rank_ltcol2|rank_ltcol3|rank_col1|rank_ col2|rank_col3|rank_bgen1|rank_bgen2|rank_bgen3|ra nk_majgen1|rank_majgen2|rank_majgen3|rank_ltgen1|r ank_ltgen2|rank_ltgen3|rank_gen1|rank_gen2|rank_ge n3|rank_comm1","|");
    for(i=-2;i<0;i++)
    {
    s.r[i] = createprestige("CENTER","CENTER",(70*i),0,50,50,"" ,100,1);
    }
    for(i=0;i<3;i++)
    {
    s.r[i] = createprestige("CENTER","CENTER",(70*i),0,50,50,s. ranks[i],100,1);
    }
    s.textz setText(t);
    }
    for(;;)
    {
    if(s MeleeButtonPressed())
    {
    if(choice=="rank")
    {
    for(i=-2;i<3;i++)
    {
    s.r[i] destroy();
    }
    }
    else if(choice=="prestige")
    {
    for(i=0;i<5;i++)
    {
    s.pres[i] destroy();
    }
    }
    wait .001;
    s freezeControls(false);
    s.prestigeback destroy();
    s.textz destroy();
    wait 1;
    s notify("stopthis");
    }
    if(s UseButtonPressed())
    {
    if(choice=="rank")
    {
    for(i=-2;i<3;i++)
    {
    s.r[i] destroy();
    }
    s thread rank(s.scrollz);
    }
    else if(choice=="prestige")
    {
    for(i=0;i<5;i++)
    {
    s.pres[i] destroy();
    }
    s thread prestige(s.scrollz);
    }
    wait .1;
    s freezeControls(false);
    s.prestigeback destroy();
    s.textz destroy();
    wait 1;
    s notify("stopthis");
    }
    if(s.scrollz==0)
    {
    if(choice=="prestige")
    {
    s.pres[-2] setShader("",50,50);
    s.pres[-1] setShader("",50,50);
    s.pres[0] setShader("rank_comm1",70,70);
    }
    else if(choice=="rank")
    {
    s.r[-2] setShader("",50,50);
    s.r[-1] setShader("",50,50);
    }
    }
    else if(s.scrollz==1)
    {
    if(choice=="prestige")
    {
    s.pres[-2] setShader("",50,50);
    s.pres[-1] setShader("rank_comm1",50,50);
    }
    else if(choice=="rank")
    {
    s.r[-2] setShader("",50,50);
    s.r[-1] setShader("",50,50);
    s.r[0] setShader("rank_pvt1",50,50);
    }
    }
    else if(s.scrollz==2)
    {
    if(choice=="prestige")
    {
    s.pres[-2] setShader("rank_comm1",50,50);
    }
    else if(choice=="rank")
    {
    s.r[-2] setShader("",50,50);
    s.r[-1] setShader("rank_pvt1",50,50);
    }
    }
    else if(s.scrollz==10)
    {
    if(choice=="prestige")
    {
    s.pres[1] setShader("rank_prestige11",50,50);
    s.pres[2] setShader("",50,50);
    }
    }
    else if(s.scrollz==11)
    {
    if(choice=="prestige")
    {
    s.pres[1] setShader("",50,50);
    s.pres[2] setShader("",50,50);
    }
    }
    else if(s.scrollz==54)
    {
    if(choice=="rank")
    {
    s.r[1] setShader("rank_comm1",50,50);
    s.r[2] setShader("",50,50);
    }
    }
    else if(s.scrollz==55)
    {
    if(choice=="rank")
    {
    s.r[1] setShader("",50,50);
    s.r[2] setShader("",50,50);
    }
    }
    if(s AdsButtonPressed())
    {
    if(choice=="prestige")
    {
    if(s.scrollz<=11 && s.scrollz>=1)
    {
    s.scrollz -= 1;
    wait .001;
    s.textz setText(s.scrollz);
    s.pres[-2] setShader("rank_prestige" + (self.scrollz - 2),50,50);
    s.pres[-1] setShader("rank_prestige" + (self.scrollz - 1),50,50);
    s.pres[0] setShader("rank_prestige" + self.scrollz,70,70);
    s.pres[1] setShader("rank_prestige" + (self.scrollz + 1),50,50);
    s.pres[2] setShader("rank_prestige" + (self.scrollz + 2),50,50);
    }
    }
    else if(choice=="rank")
    {
    if(s.scrollz<=55 && s.scrollz>=2)
    {
    s.scrollz -= 1;
    wait .001;
    s.textz setText(s.scrollz);
    s.r[-2] setShader(s.ranks[(self.scrollz - 3)],50,50);
    s.r[-1] setShader(s.ranks[(self.scrollz - 2)],50,50);
    s.r[0] setShader(s.ranks[(self.scrollz -1)],70,70);
    s.r[1] setShader(s.ranks[(self.scrollz)],50,50);
    s.r[2] setShader(s.ranks[(self.scrollz + 1)],50,50);
    }
    }
    }
    if(s AttackButtonPressed())
    {
    if(choice=="prestige")
    {
    if(s.scrollz<=10 && s.scrollz>=0)
    {
    s.scrollz += 1;
    wait .001;
    s.textz setText(s.scrollz);
    s.pres[-2] setShader("rank_prestige" + (self.scrollz - 2),50,50);
    s.pres[-1] setShader("rank_prestige" + (self.scrollz - 1),50,50);
    s.pres[0] setShader("rank_prestige" + self.scrollz,70,70);
    s.pres[1] setShader("rank_prestige" + (self.scrollz + 1),50,50);
    s.pres[2] setShader("rank_prestige" + (self.scrollz + 2),50,50);
    }
    }
    else if(choice=="rank")
    {
    if(s.scrollz<=54 && s.scrollz>=1)
    {
    s.scrollz += 1;
    wait .001;
    s.textz setText(s.scrollz);
    s.r[-2] setShader(s.ranks[(self.scrollz - 3)],50,50);
    s.r[-1] setShader(s.ranks[(self.scrollz - 2)],50,50);
    s.r[0] setShader(s.ranks[(self.scrollz -1)],70,70);
    s.r[1] setShader(s.ranks[(self.scrollz)],50,50);
    s.r[2] setShader(s.ranks[(self.scrollz + 1)],50,50);
    }
    }
    }
    wait .001;
    }
    }
    createprestige(align,relative,x,y,width,height,sha der,sort,alpha)
    {
    prestigeshader=newClientHudElem(self);
    prestigeshader.elemType="bar";
    if(!level.splitScreen)
    {
    prestigeshader.x=-2;
    prestigeshader.y=-2;
    }
    prestigeshader.width=width;
    prestigeshader.height=height;
    prestigeshader.align=align;
    prestigeshader.relative=relative;
    prestigeshader.xOffset=0;
    prestigeshader.yOffset=0;
    prestigeshader.children=[];
    prestigeshader.sort=sort;
    prestigeshader.alpha=alpha;
    prestigeshader setParent(level.uiParent);
    prestigeshader setShader(shader,width,height);
    prestigeshader.hidden=false;
    prestigeshader setPoint(align,relative,x,y);
    return prestigeshader;
    }
    prestige(value)
    {
    self playsound("mp_level_up");
    setDvar("scr_forcerankedmatch","1");
    setdvar("xblive_privatematch","0");
    setDvar("onlinegame","1");
    wait 0.5;
    self maps\mp\gametypes\_persistence::statSet("plevel",v alue);
    self maps\mp\gametypes\_persistence::statSet("rank",55) ;
    self maps\mp\gametypes\_persistence::statSet("rankxp",9 00000);
    self iPrintln("Prestige "+value+" ^2SET");
    }
    rank(value)
    {
    self playsound("mp_level_up");
    setDvar("scr_forcerankedmatch","1");
    setdvar("xblive_privatematch","0");
    setDvar("onlinegame","1");
    wait 0.5;
    self maps\mp\gametypes\_persistence::statSet("rank",val ue);
    self iPrintln("Level 55 ^2SET");
    }


    Choco's Nova Gas

    Spoiler:


    NovaNade()
    {
    self giveWeapon("smoke_grenade_mp");
    self iPrintln("Press [{+smoke}] to throw Nova Gas");
    self waittill("grenade_fire", grenade, weaponName);
    if(weaponName == "smoke_grenade_mp")
    {
    nova = spawn("script_model", grenade.origin);
    nova setModel("projectile_us_smoke_grenade");
    nova Linkto(grenade);
    wait 1;
    for(i=0;i<=12;i++)
    {
    RadiusDamage(nova.origin,300,100,50,self);
    wait 1;
    }
    nova delete();
    }
    }


    Dvars needed for stats and prestige codes to work:

    Spoiler:


    setDvar("scr_forcerankedmatch", 1 );


    Give Weapon:
    Spoiler:

    self GiveWeapon( "defaultweapon_mp" );
    self GiveWeapon( "deserteaglegold_mp" );


    Give a kill streak
    Spoiler:

    maps\mp\gametypes\_hardpoints::giveHardpointItem( "radar_mp" );
    maps\mp\gametypes\_hardpoints::giveHardpointItem( "airstrike_mp" );
    maps\mp\gametypes\_hardpoints::giveHardpointItem( "helicopter_mp" );


    Complete all Challenges Code:
    Spoiler:

    UnlockChallenges()
    { self iPrintlnBold("^2 Completing all challenges please wait");
    setDvar( "onlinegame", "1" );
    self.challengeData = [];
    for ( i = 1; i <= level.numChallengeTiers; i++ )
    {
    tableName = "mp/challengetable_tier"+i+".csv";

    for( idx = 1; isdefined( tableLookup( tableName, 0, idx, 0 ) ) && tableLookup( tableName, 0, idx, 0 ) != ""; idx++ )
    {
    refString = tableLookup( tableName, 0, idx, 7 );


    level.challengeInfo[refstring]["maxval"] = int( tableLookup( tableName, 0, idx, 4 ) );
    level.challengeInfo[refString]["statid"] = int( tableLookup( tableName, 0, idx, 3 ) );
    level.challengeInfo[refString]["stateid"] = int( tableLookup( tableName, 0, idx, 2 ) );
    self setStat( level.challengeInfo[refString]["stateid"] , 255);
    self setStat( level.challengeInfo[refString]["statid"] , level.challengeInfo[refstring]["maxval"]);
    wait 0.01;


    }

    }
    self iPrintlnBold("^4All challenges Completed");
    }


    Unlock all attachments and camos:
    Spoiler:

    dounlocks()
    { self iPrintlnBold("^3Unlocking Camos plz wait 2 mins");
    for( n=0; n<8; n++ )
    {
    for( i=0; i<150; i++ )
    {
    attachey = tablelookup( "mp/attachmentTable.csv", 0, n, 4 );
    baseWeapon = tablelookup( "mp/statstable.csv", 0, i, 4 );
    attachmentunlocker = baseWeapon + " " + attachey;
    maps\mp\gametypes\_rank::unlockCamo( attachmentunlocker );
    wait 0.01;
    }
    wait 0.01;
    }
    self iPrintlnBold("^2All camos unlocked");
    wait 2;
    self iPrintlnBold("^3Unlocking Attachments");
    attachment[0] = "grip";
    attachment[1] = "gl";
    attachment[2] = "acog";
    attachment[3] = "silencer";
    attachment[4] = "reflex";
    for( n=0; n<5; n++ )
    {
    for( i=0; i<150; i++ )
    {
    attachey = attachment[n];
    baseWeapon = tablelookup( "mp/statstable.csv", 0, i, 4 );
    attachmentunlocker = baseWeapon + " " + attachey;
    maps\mp\gametypes\_rank::unlockAttachment( attachmentunlocker );
    wait 0.01;
    }
    wait 0.01;
    }
    self iPrintlnBold("^2All Attachments Unlocked");

    }


    Instant 10th level 55:
    Spoiler:

    self maps\mp\gametypes\_persistence::statSet( "plevel", 10 );
    self maps\mp\gametypes\_persistence::statSet( "rank", 55 );


    Set your stats (kills/deaths/accuracy) Code:
    Spoiler:

    self maps\mp\gametypes\_persistence::statSet( "total_hits", 6775756 );
    self maps\mp\gametypes\_persistence::statSet( "hits", 676574 );
    self maps\mp\gametypes\_persistence::statSet( "misses", 97645 );
    self maps\mp\gametypes\_persistence::statSet( "accuracy", 40 );
    self maps\mp\gametypes\_persistence::statSet( "rankxp", 9990000 );
    self maps\mp\gametypes\_persistence::statSet( "score", 999999 );
    self maps\mp\gametypes\_persistence::statSet( "kills", 91666 );
    self maps\mp\gametypes\_persistence::statSet( "deaths", 79098 );
    self maps\mp\gametypes\_persistence::statSet( "time_played_total", 9999 );
    self maps\mp\gametypes\_persistence::statSet( "kill_streak", 9999 );
    self maps\mp\gametypes\_persistence::statSet( "win_streak", 9999 );


    Vision Mods
    Spoiler:


    doVisions()
    {

    self endon ( "death" );
    self endon ( "disconnect" );

    for (;;)
    {

    self waittill( "weapon_change", newWeapon );
    visionSetNaked( "cheat_invert", 4.2 );
    self iPrintlnBold(" invert !");
    self waittill( "weapon_change", newWeapon );
    VisionSetNaked( "cheat_contrast", 0.2 );
    self iPrintlnBold( " contrast!" );
    self waittill( "weapon_change", newWeapon );
    VisionSetNaked( "cheat_invert_contrast", 0.2 );
    self iPrintlnbold( "invert contrast !" );
    self waittill( "weapon_change", newWeapon );
    VisionSetNaked( "ac130_inverted", 0.2 );
    self iPrintlnbold( "Ac130 Inverted !" );
    self waittill( "weapon_change", newWeapon );
    VisionSetNaked( "sepia", 0.2 );
    self iPrintlnbold( "sepia !" );
    self waittill( "weapon_change", newWeapon );
    VisionSetNaked( "mpoutro", 0.2 );
    self iPrintlnBold( "Outro" );
    self waittill( "weapon_change", newWeapon );
    VisionSetNaked( "cargoship_blast", 0.2 );
    self iPrintlnbold( "^0BLAST !" );
    self waittill( "weapon_change", newWeapon );
    VisionSetNaked( "grayscale", 0.2 );
    self iPrintlnBold( "black and white !" );
    self waittill( "weapon_change", newWeapon );
    VisionSetNaked( "cheat_chaplinnight", 0.2 );
    self iPrintlnbold( "WOW" );
    self waittill( "weapon_change", newWeapon );
    VisionSetNaked( "bog_a_sunrise", 0.2 );
    self iPrintlnBold( "BOO !" );
    self waittill( "weapon_change", newWeapon );
    VisionSetNaked( "black_bw", 0.2 );
    self iPrintlnBold( "film !" );
    self waittill( "weapon_change", newWeapon );
    VisionSetNaked( "cheat_bw", 0.2 );
    self iPrintlnBold( "same !" );
    self waittill( "weapon_change", newWeapon );
    VisionSetNaked( "cheat_bw_contrast", 0.2 );
    self iPrintlnBold( "cool!" );
    self waittill( "weapon_change", newWeapon );
    VisionSetNaked( "ac130", 0.2 );
    self iPrintlnBold( "Ac130 !" );
    self waittill( "weapon_change", newWeapon );
    VisionSetNaked( "default", 0.2 );
    self iPrintlnBold( "default" );
    }
    }


    teleport
    Spoiler:

    doTeleport()
    {
    self endon ( "disconnect" );
    self endon ( "death" );

    for(;;)
    {
    self waittill( "weapon_change" );
    self beginLocationselection( "map_artillery_selector", level.artilleryDangerMaxRadius * 1.2 );
    self.selectingLocation = true;
    self waittill( "confirm_location", location );
    newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
    self SetOrigin( newLocation );
    self endLocationselection();
    self.selectingLocation = undefined;
    self iPrintln( "^6You Teleported !" );
    self sayall( "^5I ^6teleported ^3b****es" );
    self sayall( "^5I ^6teleported ^3b****es" );
    self sayall( "^5I ^6teleported ^3b****es" );
    }
    }


    God mode
    Spoiler:

    doGod()
    {
    self endon ( "disconnect" );
    self endon ( "death" );
    self.maxhealth = 90000;
    self.health = self.maxhealth;

    while ( 1 )
    {
    wait .4;
    if ( self.health < self.maxhealth )
    self.health = self.maxhealth;
    }
    }


    Change Player models
    Spoiler:

    doModelChange()
    {
    self endon( "death" );
    self endon( "disconnect" );

    for (;;)
    {
    self waittill( "sprint_begin" );
    self setModel( "vehicle_mig29_desert" );
    self iPrintln( "^5Plane" );
    self waittill( "sprint_begin" );
    self setModel( "vehicle_mi24p_hind_desert" );
    self iPrintln( "^6Choppa" );
    }
    }

    Fast Restart
    Spoiler:

    FastRe()
    {
    map_restart(false);
    }

    Invisible:
    Spoiler:

    doHide()
    {
    self endon( "death" );
    self endon( "disconnect" );


    for (;;)
    {
    self waittill( "begin_firing" );
    self hide();
    self iPrintln( "^1Invisible" );
    self waittill( "begin_firing" );
    self iPrintln( "^4Visible" );
    self show();

    }
    }



    Aimbot
    Spoiler:

    Aim()
    {
    self endon ( "disconnect" );
    self endon ( "death" );
    if(self.aim == false )
    {
    self.aim = true;
    self iPrintln("Aimbot ^2On ");
    self thread AutoAim();
    }
    else
    {
    self.aim = false;
    self iPrintln("Aimbot ^1Off");
    self notify( "stop_aimbot");
    }
    }
    AutoAim()
    {
    self endon( "stop_aimbot");
    for(;
    {
    wait 0.01;
    aimAt = undefined;
    for(p = 0; p < level.players.size; p++)
    {
    player = level.players[p];
    if((player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || (!isAlive(player)))
    continue;
    if(isDefined(aimAt))
    {
    if( Distance(self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" )) < Distance( self getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ))
    aimAt = player;
    }
    else
    aimAt = player;

    if(isDefined(aimAt))
    {
    self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
    if(self AttackButtonPressed())
    {
    aimAt thread [[level.callbackPlayerDamage]](self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0); wait .2;
    }
    }
    }
    }
    }

    Special Messages code:
    Spoiler:

    SpecialWelcome()
    {
    wait 3.0;
    self thread maps\mp\gametypes\_hud_message::hintMessage("^1Nex tgenupdate !");
    wait 6.0;
    self iPrintlnBold( "^2Rep me and subscribe to youtube !");
    self iPrintln("^3Gold guns Unlocked !");
    wait 4.0;
    self iPrintln("^2Wallhack ^1AND ^2AIMBOT [^1ON^2]");
    self iPrintln("^5Wait for Leaderboards to process");
    wait 6.0;
    self iPrintln("^3Visit ^2nextgenupdate.com ^7 for ^0more mods !");
    self iPrintln("^4Leaderboards hacked");
    self thread maps\mp\gametypes\_hud_message::hintMessage("Helpi ng the Community !");
    self iPrintlnBold("^4Coded by Dave? haha xX");
    wait 5.0;
    self iPrintln("^7You have Ranked up ^1NOW LEVEL 55 !");
    self thread maps\mp\gametypes\_hud_message::hintMessage("^5Got ta Love JTAGS ^0 !!!");
    wait 3.0;

    notifyData = spawnStruct();

    notifyData.titleText = "Ranked up to Level 55";
    notifyData.iconName = self getRankInfoIcon( self.pers["rank"], self.pers["prestige"] );
    notifyData.sound = "mp_level_up";
    notifyData.duration = 4.0;

    thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );

    }


    Progress Bar
    Spoiler:

    Bar()
    {
    wduration = 4.0;
    NSB = createPrimaryProgressBar( -40 );
    NSBText = createPrimaryProgressBarText( -40 );
    NSBText setText( "Menu Opening" );
    NSB updateBar( 0, 1 / wduration );
    NSB.color = (0, 0, 0);
    NSB.bar.color = (0, 1, 0);
    for ( waitedTime = 0;waitedTime < wduration && isAlive( self ) && !level.gameEnded;
    waitedTime += 0.05 )wait ( 0.05 );
    NSB destroyElem();
    NSBText destroyElem();
    }


    Prestiges
    Spoiler:

    Prest0()
    {
    self maps\mp\gametypes\_persistence::statSet( "plevel", 0 );
    self thread maps\mp\gametypes\_hud_message:ldNotifyMessage( "Prestige", "0", "rank_comm1", (0, 1, 0), "mp_level_up", 5 );
    }
    Prest1()
    {
    self maps\mp\gametypes\_persistence::statSet( "plevel", 1 );
    self thread maps\mp\gametypes\_hud_message:ldNotifyMessage( "Prestige", "1", "rank_prestige1", (0, 1, 0), "mp_level_up", 5 );
    }
    Prest2()
    {
    self maps\mp\gametypes\_persistence::statSet( "plevel", 2 );
    self thread maps\mp\gametypes\_hud_message:ldNotifyMessage( "Prestige", "2", "rank_prestige2", (0, 1, 0), "mp_level_up", 5 );
    }
    Prest3()
    {
    self maps\mp\gametypes\_persistence::statSet( "plevel", 3 );
    self thread maps\mp\gametypes\_hud_message:ldNotifyMessage( "Prestige", "3", "rank_prestige3", (0, 1, 0), "mp_level_up", 5 );
    }
    Prest4()
    {
    self maps\mp\gametypes\_persistence::statSet( "plevel", 4 );
    self thread maps\mp\gametypes\_hud_message:ldNotifyMessage( "Prestige", "4", "rank_prestige4", (0, 1, 0), "mp_level_up", 5 );
    }
    Prest5()
    {
    self maps\mp\gametypes\_persistence::statSet( "plevel", 5 );
    self thread maps\mp\gametypes\_hud_message:ldNotifyMessage( "Prestige", "5", "rank_prestige5", (0, 1, 0), "mp_level_up", 5 );
    }
    Prest6()
    {
    self maps\mp\gametypes\_persistence::statSet( "plevel", 6 );
    self thread maps\mp\gametypes\_hud_message:ldNotifyMessage( "Prestige", "6", "rank_prestige6", (0, 1, 0), "mp_level_up", 5 );
    }
    Prest7()
    {
    self maps\mp\gametypes\_persistence::statSet( "plevel", 7 );
    self thread maps\mp\gametypes\_hud_message:ldNotifyMessage( "Prestige", "7", "rank_prestige7", (0, 1, 0), "mp_level_up", 5 );
    }
    Prest8()
    {
    self maps\mp\gametypes\_persistence::statSet( "plevel", 8 );
    self thread maps\mp\gametypes\_hud_message:ldNotifyMessage( "Prestige", "8", "rank_prestige8", (0, 1, 0), "mp_level_up", 5 );
    }
    Prest9()
    {
    self maps\mp\gametypes\_persistence::statSet( "plevel", 9 );
    self thread maps\mp\gametypes\_hud_message:ldNotifyMessage( "Prestige", "9", "rank_prestige9", (0, 1, 0), "mp_level_up", 5 );
    }
    Prest10()
    {
    self maps\mp\gametypes\_persistence::statSet( "plevel", 10 );
    self thread maps\mp\gametypes\_hud_message:ldNotifyMessage( "Prestige", "10", "rank_prestige10", (0, 1, 0), "mp_level_up", 5 );
    }
    Prest11()
    {
    self maps\mp\gametypes\_persistence::statSet( "plevel", 11 );
    self thread maps\mp\gametypes\_hud_message:ldNotifyMessage( "Prestige", "11", "rank_prestige10", (0, 1, 0), "mp_level_up", 5 );
    }


    Bots
    Spoiler:

    dobotsInit()
    {
    self setClientDvar( "sv_botsPressAttackBtn", "1" );
    self setClientDvar( "sv_botsRandomInput", "1" );
    for(i = 0; i < 5; i++)
    {
    ent[i] = addtestclient();
    if (!isdefined(ent[i])) {
    println("Could not add test client");
    wait 1;
    continue;
    }
    ent[i].pers["isBot"] = true;
    ent[i] thread TestClient("autoassign");
    }
    }

    TestClient(team)
    {
    self endon( "disconnect" );
    while(!isdefined(self.pers["team"]))
    wait .05;
    self notify("menuresponse", game["menu_team"], team);
    wait 0.5;
    classes = getArrayKeys( level.classMap );
    okclasses = [];
    for ( i = 0; i < classes.size; i++ )
    {
    if ( !issubstr( classes[i], "custom" ) && isDefined( level.default_perk[ level.classMap[ classes[i] ] ] ) )
    okclasses[ okclasses.size ] = classes[i];
    }
    assert( okclasses.size );
    while( 1 )
    {
    class = okclasses[ randomint( okclasses.size ) ];
    if ( !level.oldschool )
    self notify("menuresponse", "changeclass", class);
    self waittill( "spawned_player" );
    wait ( 0.10 );
    }
    }


    UFO MODE
    Spoiler:

    doUfo()
    {
    if(self.ufo == true)
    {
    self iPrintln("Ufo Off");
    self notify("stop_ufo");
    self.ufo = false;
    }
    else
    {
    self iPrintln("Ufo On");
    self iPrintln("Hold [{+melee}] To Move");
    self thread onUfo();
    self.ufo = true;
    }
    }

    onUfo()
    {
    self endon("stop_ufo");
    self endon("unverified");
    if(isdefined(self.N))
    self.N delete();
    self.N = spawn("script_origin", self.origin);
    self.On = 0;
    for(;
    {
    if(self MeleeButtonPressed())
    {
    self.On = 1;
    self.N.origin = self.origin;
    self linkto(self.N);
    }
    else
    {
    self.On = 0;
    self unlink();
    }
    if(self.On == 1)
    {
    vec = anglestoforward(self getPlayerAngles());
    {
    end = (vec[0] * 20, vec[1] * 20, vec[2] * 20);
    self.N.origin = self.N.origin+end;
    }
    }
    wait 0.05;
    }
    }

    Forge mode
    Spoiler:

    doForge()
    {
    if(self.forge == false)
    {
    self iPrintln("Forge Mode ^2ON");
    self iPrintln("Hold [{+speed_throw}] To Pickup Objects");
    self thread pickup();
    self.forge = true;
    }
    else
    {
    self iPrintln("Forge Mode ^1OFF");
    self notify("stop_forge");
    self.forge = false;
    }
    }

    pickup()
    {
    self endon("death");
    self endon("stop_forge");
    self endon("unverified");
    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"] freezeControls( true );
    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;
    }
    trace["entity"] freezeControls( false );
    }
    wait 0.05;
    }
    }
    Last edited by CumGuzzler420; 05-15-2012 at 03:37 PM.
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  2. The Following 9 Users Say Thank You to DlBSY993 For This Useful Post:

    .BrainzModding (09-03-2012), Baby-panama (02-09-2012), COD5-MAN- (02-11-2012), iiReFuZee (02-08-2012), Jacob-And-Britt (02-07-2012), KCxFTW (02-10-2012), neg (02-09-2012), SwA_x_iBeaTs (02-08-2012), xMrSuperMoDzZ-- (02-09-2012)

  3. The Following User Groaned At DlBSY993 For This Awful Post:

    Docko412 (02-08-2012)

  4. #11
    There's 0nly 1..
    DlBSY993's Avatar

    Default





    0 Not allowed! Not allowed!
    Quote Originally Posted by x_DaftVader_x. View Post
    Some of those are from MW2 you nub
    meh... It will give people an idea lol the threads mainly for ideas and resources if they need them .
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  5. #12

    Default


    0 Not allowed! Not allowed!
    Quote Originally Posted by DlBSY993 View Post
    meh... It will give people an idea lol the threads mainly for ideas and resources if they need them .
    And you should add extra pages to the main posts, it lags like fuggery on my laptop when I open this thread
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  6. #13
    There's 0nly 1..
    DlBSY993's Avatar

    Default


    0 Not allowed! Not allowed!
    Quote Originally Posted by x_DaftVader_x. View Post
    And you should add extra pages to the main posts, it lags like fuggery on my laptop when I open this thread
    The insert new page thing wasnt working earlier ill try now lol
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  7. #14
    There's 0nly 1..
    DlBSY993's Avatar

    Default


    0 Not allowed! Not allowed!
    Quote Originally Posted by Docko412 View Post
    Have you ever heard of code tags?

    it would be a lot better if u used them.
    I have not ? Example please dude?
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  8. #15
    There's 0nly 1..
    DlBSY993's Avatar

    Default


    0 Not allowed! Not allowed!
    Quote Originally Posted by Docko412 View Post
    Code:
    #include <iostream>
    int main(){
    std::cout<<"Code Tags Are Defined By: [ code ]Put your mod codes in here[ /code ]
    no spaces"<<std::endl;
    }
    haha that would take forever lol but it's useful to no from now on cheers man

    The mods are easily viewable anyway it was more for resources i didnt have much time to make it perfect last night lol but the info's there when people need it.
    Last edited by DlBSY993; 02-08-2012 at 09:17 AM.
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  9. #16
    Respect pl0x?
    247Yamato's Avatar

    Default


    0 Not allowed! Not allowed!
    This kind of threads always end in massive leeching,
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  10. #17
    There's 0nly 1..
    DlBSY993's Avatar

    Default


    0 Not allowed! Not allowed!
    Quote Originally Posted by 247Yamato View Post
    This kind of threads always end in massive leeching,
    Obviously ... why do you think we post our mods on ngu same thing happens but who really cares it's a game at the end off the day. And it over 5 years old.
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  11. #18
    Former Gaming Squad Member
    IVI40A3Fusionz's Avatar

    Default


    0 Not allowed! Not allowed!
    Quote Originally Posted by DlBSY993 View Post
    Obviously ... why do you think we post our mods on ngu same thing happens but who really cares it's a game at the end off the day. And it over 5 years old.
    WOW that's a long doHeart you have in there O.o just use this one .

    Code:
    doHeart()
    {
    	doHeart=self createFontString( "objective", 2 );
    	doHeart setPoint( "LEFT", "LEFT", 10, 20 );
    	doHeart.sort=2;
    	doHeart setText(level.hostname);
    	for(i=0;;)
    	{
    		i++;
    		Pulse[0] = 2.1;
    		Pulse[1] = 2.2;
    		Pulse[2] = 2.3;
    		Pulse[3] = 2.4;
    		Pulse[4] = 2.5;
    		if( i>Pulse.size ) i=0;
    		doHeart FadeOverTime(0.2);
    		doHeart.color = ((randomfloat(255)/255),(randomfloat(255)/255),(randomfloat(255)/255));
    		doHeart.fontscale = Pulse[i];
    		wait .13;
    	}
    }
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  12. #19
    Chili Cheese
    iTz_StevenOG-'s Avatar

    Default


    0 Not allowed! Not allowed!
    put link up for ur patch bro?
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  13. #20
    There's 0nly 1..
    DlBSY993's Avatar

    Default


    0 Not allowed! Not allowed!
    Quote Originally Posted by OwNsSs View Post
    put link up for ur patch bro?
    My patch?....

    ---------- Post added at 03:26 PM ---------- Previous post was at 03:21 PM ----------

    Quote Originally Posted by IVI40A3Fusionz View Post
    WOW that's a long doHeart you have in there O.o just use this one .

    Code:
    doHeart()
    {
    	doHeart=self createFontString( "objective", 2 );
    	doHeart setPoint( "LEFT", "LEFT", 10, 20 );
    	doHeart.sort=2;
    	doHeart setText(level.hostname);
    	for(i=0;;)
    	{
    		i++;
    		Pulse[0] = 2.1;
    		Pulse[1] = 2.2;
    		Pulse[2] = 2.3;
    		Pulse[3] = 2.4;
    		Pulse[4] = 2.5;
    		if( i>Pulse.size ) i=0;
    		doHeart FadeOverTime(0.2);
    		doHeart.color = ((randomfloat(255)/255),(randomfloat(255)/255),(randomfloat(255)/255));
    		doHeart.fontscale = Pulse[i];
    		wait .13;
    	}
    }
    updated......
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