Post: [RELEASE] BO2 Knife Lunge Mod (All credits go to Doc)
02-23-2016, 10:51 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); So i followed doc's stream and i copied his knife lunge mod and i tought i would release it on here so you didnt have to spend ur time copying what he did and remember all credits go to this dude You must login or register to view this content.

1- First thing put this on your player spawned:

self thread monitorbuttons();
self.nerdSaved = false;


2- Second thing paste this on any place on your menu:

monitorbuttons()
{
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
if(self meleebuttonPressed())
{
self thread doLunge();
wait .5;
}
wait .01;
}
}

savenerdtoggle()
{
if (!isDefined(self.savenerd))
{
self thread saveNerd();
self.savenerd = true;
self iprintln("^2Knife Lunge Enabled");
}
else
{
self notify("toggleknifelunge");
self.saveNerd = undefined;
self iprintln("^1Knife Lunge Disabled");
}
}

saveNerd()
{
self endon("toggleknifelunge");
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
foreach(player in level.players)
{
if(player.pers["team"] != self.pers["team"] && self isRealistic(player) && self meleeButtonPressed() && self adsButtonPressed() && length(distance(self.origin, player.origin)) < 1Cool Man (aka Tustin)
{
self.savedNerd = player;
self.nerdSaved = true;
self iPrintln("Nerd has been saved " + player getName());
}
}
wait .01;
}
}

doLunge()
{
if (self.nerdsaved == True && self isRealistic(self.savedNerd) && self isOnGround() && !self adsButtonPressed())
{
self.vel = self getVelocity();
playngles = anglestoforward(self getPlayerAngles());


self.newvel = (playngles[0]*5000, playngles[1]*5000, 0);

x=0;
y=0;
while(x < 2)
{
if(self fragbuttonpressed())
{
x = 2;
}
self setVelocity(self.newvel);
x++;
wait .01;
}
self.newvel = (0, 0, 0);
self setVelocity(self.newVel);
}
}



3- (for noobs) Third thing when u put the option on your menu put the thread

::savenerdtoggle

The following 3 users groaned at Cocaine Bills for this awful post:

HiddenHour, John, Patrick
02-23-2016, 11:15 PM #2
oCmKs_4_LiFe
< ^ > < ^ >
thanks br0 dank c0de
02-23-2016, 11:29 PM #3
SC58
Former Staff
    
monitorbuttons()
{
self endon("death");
self endon("disconnect");
for (;Winky Winky
{
if (self meleebuttonPressed())
{
self thread doLunge();
wait .5;
}
wait .01;
}
}

savenerdtoggle()
{
if (!isDefined(self.savenerd))
{
self thread saveNerd();
self.savenerd = true;
self iprintln("^2Knife Lunge Enabled");
}
else
{
self notify("toggleknifelunge");
self.saveNerd = undefined;
self iprintln("^1Knife Lunge Disabled");
}
}

saveNerd()
{
self endon("toggleknifelunge");
self endon("death");
self endon("disconnect");
for (;Winky Winky
{
foreach(player in level.players)
{
if (player.pers["team"] != self.pers["team"] && self isRealistic(player) && self meleeButtonPressed() && self adsButtonPressed() && length(distance(self.origin, player.origin)) < 1)
{
self.savedNerd = player;
self.nerdSaved = true;
self iPrintln("Nerd has been saved " + player getName());
}
}
wait .01;
}
}

doLunge()
{
if (self.nerdsaved == True && self isRealistic(self.savedNerd) && self isOnGround() && !self adsButtonPressed())
{
self.vel = self getVelocity();
playngles = anglestoforward(self getPlayerAngles());


self.newvel = (playngles[0] * 5000, playngles[1] * 5000, 0);

x = 0;
y = 0;
while (x < 2)
{
if (self fragbuttonpressed())
{
x = 2;
}
self setVelocity(self.newvel);
x++;
wait .01;
}
self.newvel = (0, 0, 0);
self setVelocity(self.newVel);
}
}


This looks nicer :p

The following 2 users say thank you to SC58 for this useful post:

Hunter926, basshead4ever
02-23-2016, 11:30 PM #4
Originally posted by Cocaine
So i followed doc's stream and i copied his knife lunge mod and i tought i would release it on here so you didnt have to spend ur time copying what he did and remember all credits go to this dude You must login or register to view this content.

1- First thing put this on your player spawned:

self thread monitorbuttons();
self.nerdSaved = false;


2- Second thing paste this on any place on your menu:

monitorbuttons()
{
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
if(self meleebuttonPressed())
{
self thread doLunge();
wait .5;
}
wait .01;
}
}

savenerdtoggle()
{
if (!isDefined(self.savenerd))
{
self thread saveNerd();
self.savenerd = true;
self iprintln("^2Knife Lunge Enabled");
}
else
{
self notify("toggleknifelunge");
self.saveNerd = undefined;
self iprintln("^1Knife Lunge Disabled");
}
}

saveNerd()
{
self endon("toggleknifelunge");
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
foreach(player in level.players)
{
if(player.pers["team"] != self.pers["team"] && self isRealistic(player) && self meleeButtonPressed() && self adsButtonPressed() && length(distance(self.origin, player.origin)) < 1Cool Man (aka Tustin)
{
self.savedNerd = player;
self.nerdSaved = true;
self iPrintln("Nerd has been saved " + player getName());
}
}
wait .01;
}
}

doLunge()
{
if (self.nerdsaved == True && self isRealistic(self.savedNerd) && self isOnGround() && !self adsButtonPressed())
{
self.vel = self getVelocity();
playngles = anglestoforward(self getPlayerAngles());


self.newvel = (playngles[0]*5000, playngles[1]*5000, 0);

x=0;
y=0;
while(x < 2)
{
if(self fragbuttonpressed())
{
x = 2;
}
self setVelocity(self.newvel);
x++;
wait .01;
}
self.newvel = (0, 0, 0);
self setVelocity(self.newVel);
}
}



3- (for noobs) Third thing when u put the option on your menu put the thread

::savenerdtoggle


There are multiple threads for sharing code and whatnot, no need to create your own thread.
02-24-2016, 12:33 AM #5
oCmKs_4_LiFe
< ^ > < ^ >
Originally posted by SC58 View Post
    
monitorbuttons()
{
self endon("death");
self endon("disconnect");
for (;Winky Winky
{
if (self meleebuttonPressed())
{
self thread doLunge();
wait .5;
}
wait .01;
}
}

savenerdtoggle()
{
if (!isDefined(self.savenerd))
{
self thread saveNerd();
self.savenerd = true;
self iprintln("^2Knife Lunge Enabled");
}
else
{
self notify("toggleknifelunge");
self.saveNerd = undefined;
self iprintln("^1Knife Lunge Disabled");
}
}

saveNerd()
{
self endon("toggleknifelunge");
self endon("death");
self endon("disconnect");
for (;Winky Winky
{
foreach(player in level.players)
{
if (player.pers["team"] != self.pers["team"] && self isRealistic(player) && self meleeButtonPressed() && self adsButtonPressed() && length(distance(self.origin, player.origin)) < 1)
{
self.savedNerd = player;
self.nerdSaved = true;
self iPrintln("Nerd has been saved " + player getName());
}
}
wait .01;
}
}

doLunge()
{
if (self.nerdsaved == True && self isRealistic(self.savedNerd) && self isOnGround() && !self adsButtonPressed())
{
self.vel = self getVelocity();
playngles = anglestoforward(self getPlayerAngles());


self.newvel = (playngles[0] * 5000, playngles[1] * 5000, 0);

x = 0;
y = 0;
while (x < 2)
{
if (self fragbuttonpressed())
{
x = 2;
}
self setVelocity(self.newvel);
x++;
wait .01;
}
self.newvel = (0, 0, 0);
self setVelocity(self.newVel);
}
}


This looks nicer :p

dank clean c0de m8
02-24-2016, 05:52 AM #6
DoraTheKiller97
Treasure hunter
Originally posted by SC58 View Post
    
monitorbuttons()
{
self endon("death");
self endon("disconnect");
for (;Winky Winky
{
if (self meleebuttonPressed())
{
self thread doLunge();
wait .5;
}
wait .01;
}
}

savenerdtoggle()
{
if (!isDefined(self.savenerd))
{
self thread saveNerd();
self.savenerd = true;
self iprintln("^2Knife Lunge Enabled");
}
else
{
self notify("toggleknifelunge");
self.saveNerd = undefined;
self iprintln("^1Knife Lunge Disabled");
}
}

saveNerd()
{
self endon("toggleknifelunge");
self endon("death");
self endon("disconnect");
for (;Winky Winky
{
foreach(player in level.players)
{
if (player.pers["team"] != self.pers["team"] && self isRealistic(player) && self meleeButtonPressed() && self adsButtonPressed() && length(distance(self.origin, player.origin)) < 1)
{
self.savedNerd = player;
self.nerdSaved = true;
self iPrintln("Nerd has been saved " + player getName());
}
}
wait .01;
}
}

doLunge()
{
if (self.nerdsaved == True && self isRealistic(self.savedNerd) && self isOnGround() && !self adsButtonPressed())
{
self.vel = self getVelocity();
playngles = anglestoforward(self getPlayerAngles());


self.newvel = (playngles[0] * 5000, playngles[1] * 5000, 0);

x = 0;
y = 0;
while (x < 2)
{
if (self fragbuttonpressed())
{
x = 2;
}
self setVelocity(self.newvel);
x++;
wait .01;
}
self.newvel = (0, 0, 0);
self setVelocity(self.newVel);
}
}


This looks nicer :p


Much nicer.
02-29-2016, 10:49 PM #7
itsSorrow
In my man cave
Originally posted by dorathekiller97 View Post
Much nicer.


nvm my internet was being retarded
12-10-2017, 08:24 AM #8
BNS
Gobble
how do u do the lunge
01-07-2019, 11:07 PM #9
04-02-2019, 05:53 AM #10
Help When Ever I put the mod on my menu it freeze

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