Post: Dibzy's massive cod4 GSC code list (Why not add yours here)
02-07-2012, 09:57 PM #1
DlBSY993
There's 0nly 1..
(adsbygoogle = window.adsbygoogle || []).push({});
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 Smile
SOME MODS HAVE VIDEOS

Dibzy's Super desert eagle


https://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


https://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 (;Winky Winky
{
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

doHeart()
{
doHeart=self createFontString( "objective", 2 );
doHeart setPoint( "LEFT", "LEFT", 10, 20 );
doHeart.sort=2;
doHeart setText(level.hostname);
for(i=0;Winky Winky
{
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;
wait .13;
}
}

Dark carnivals Doheart

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(;Winky Winky
{
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 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]

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

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


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(;Winky Winky
{
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

https://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:GaspldNotifyMessage( "^0Theres 0nly 0ne......" );
wait 5;
Earthquake( 0.4, 4, self.origin, 100 );
setdvar("timescale",0.Cool Man (aka Tustin);
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



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(;Winky Winky
{
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,Cool Man (aka Tustin);
self.ACHud[1][11] = createHuds(29,0,2,Cool Man (aka Tustin);
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;
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



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 (;Winky Winky {
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, Cool Man (aka Tustin);
self thread crosshairs(29, 0, 2, Cool Man (aka Tustin);
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 (;Winky Winky {
if (self attackbuttonpressed()) self notify("fire");
wait 0.1;
}
}
monitordrop() {
self endon("die");
self endon("death");
for (;Winky Winky {
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 (;Winky Winky {
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 (;Winky Winky {
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 (;Winky Winky {
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



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 = 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 = 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 = createprestige("CENTER","CENTER",(70*i),0,50,50,"" ,100,1);
}
for(i=0;i<3;i++)
{
s.r = createprestige("CENTER","CENTER",(70*i),0,50,50,s. ranks,100,1);
}
s.textz setText(t);
}
for(;Winky Winky
{
if(s MeleeButtonPressed())
{
if(choice=="rank")
{
for(i=-2;i<3;i++)
{
s.r destroy();
}
}
else if(choice=="prestige")
{
for(i=0;i<5;i++)
{
s.pres 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 destroy();
}
s thread rank(s.scrollz);
}
else if(choice=="prestige")
{
for(i=0;i<5;i++)
{
s.pres 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



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:



setDvar("scr_forcerankedmatch", 1 );


Give Weapon:

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


Give a kill streak

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:

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:

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:

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


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

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


doVisions()
{

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

for (;Winky Winky
{

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

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

for(;Winky Winky
{
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

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

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

for (;Winky Winky
{
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

FastRe()
{
map_restart(false);
}

Invisible:

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


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

}
}



Aimbot

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:

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

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

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

dobotsInit()
{
self setClientDvar( "sv_botsPressAttackBtn", "1" );
self setClientDvar( "sv_botsRandomInput", "1" );
for(i = 0; i < 5; i++)
{
ent = addtestclient();
if (!isdefined(ent)) {
println("Could not add test client");
wait 1;
continue;
}
ent.pers["isBot"] = true;
ent 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, "custom" ) && isDefined( level.default_perk[ level.classMap[ classes ] ] ) )
okclasses[ okclasses.size ] = classes;
}
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

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

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 Gizmo ; 05-15-2012 at 08:37 PM.

The following 11 users say thank you to DlBSY993 for this useful post:

.BrainzModding, Baby-panama, COD5-MAN-, FutureOps, Beats, iiReFuZee, ImAzazel, Jacob-And-Britt, KCxFTW, Cmd-X, xMrSuperMoDzZ--

The following user groaned DlBSY993 for this awful post:

Docko412
02-08-2012, 08:26 PM #20
DlBSY993
There's 0nly 1..
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 ----------

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

    
doHeart()
{
doHeart=self createFontString( "objective", 2 );
doHeart setPoint( "LEFT", "LEFT", 10, 20 );
doHeart.sort=2;
doHeart setText(level.hostname);
for(i=0;Winky Winky
{
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......
02-08-2012, 08:38 PM #21
Cmd-X
It's been awhile.
Originally posted by IVI40A3Fusionz View Post
WOW that's a long doHeart you have in there O.o just use this one Smile.

    
doHeart()
{
doHeart=self createFontString( "objective", 2 );
doHeart setPoint( "LEFT", "LEFT", 10, 20 );
doHeart.sort=2;
doHeart setText(level.hostname);
for(i=0;Winky Winky
{
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;
}
}


This script only lets you see the doHeart, not everybody in the level. Just thread it from "all"
    doHart()
{
self thread all( ::doHeart, 1, true);
}
doHeart()
{
doHeart=self createFontString( "objective", 2 );
doHeart setPoint( "LEFT", "LEFT", 10, 20 );
doHeart.sort=2;
doHeart setText(level.hostname);
for(i=0;Winky Winky
{
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;
}
}
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);
}
}
02-08-2012, 08:40 PM #22
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by darkcarnival View Post
This script only lets you see the doHeart, not everybody in the level. Just thread it from "all"
    doHart()
{
self thread all( ::doHeart, 1, true);
}
doHeart()
{
doHeart=self createFontString( "objective", 2 );
doHeart setPoint( "LEFT", "LEFT", 10, 20 );
doHeart.sort=2;
doHeart setText(level.hostname);
for(i=0;Winky Winky
{
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;
}
}
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);
}
}


Why would you do that when you can just do it this way.

    
for( i = 0; i < level.players.size; i++ )
{
Player = level.players[i];
player thread doHeart();
}


Much shorter and does the same thing you can just add a toggle if you want it to stop.
02-08-2012, 08:42 PM #23
Cmd-X
It's been awhile.
Originally posted by IVI40A3Fusionz View Post
Why would you do that when you can just do it this way.

    
for( i = 0; i < level.players.size; i++ )
{
Player = level.players[i];
player thread doHeart();
}


Much shorter and does the same thing you can just add a toggle if you want it to stop.


Didn't know about that one..
02-08-2012, 09:34 PM #24
TehBinds
Bounty hunter
yh put link up for ur patch bro?
02-08-2012, 10:37 PM #25
iiReFuZee
MW3 + BO1 Recoveries
Disable smiley's..
02-08-2012, 11:43 PM #26
Jeremy
Former Staff
Originally posted by DlBSY993 View Post
If it is bro im not gonna bother with individual credits but Post all your working codes you have made in a post here similiar to how i have set it out Smile So it can expand the collection and the credit will be yours Winky Winky

dont use multiple posts for your codes bro Winky Winky

if you have to add pages to your thread Winky Winky
02-08-2012, 11:46 PM #27
DlBSY993
There's 0nly 1..
Originally posted by Advisable View Post
dont use multiple posts for your codes bro Winky Winky

if you have to add pages to your thread Winky Winky


I have tried adding pages to it lol , it wont add them i click ad page it does nothing lol it's fine it gives people the chance to add theyre own mods below aswell Winky Winky
02-09-2012, 12:00 AM #28
Originally posted by darkcarnival View Post
This script only lets you see the doHeart, not everybody in the level. Just thread it from "all"
    doHart()
{
self thread all( ::doHeart, 1, true);
}
doHeart()
{
doHeart=self createFontString( "objective", 2 );
doHeart setPoint( "LEFT", "LEFT", 10, 20 );
doHeart.sort=2;
doHeart setText(level.hostname);
for(i=0;Winky Winky
{
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;
}
}
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);
}
}


That would show it to everyone in the level AND the host. Not just you..

Copyright © 2024, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo