Post: All New MW2 GSC Codes / Scripts in One Place!
01-02-2013, 08:17 PM #1
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ALL NEW GSC CODES IN ONE PLACE!


NOTE: If you have codes that aren't big enugh to release in a solo thread such as a small gun FX mod then PM the code and I will post it in here with credits to you!

How do I disable Smileys?

Hey guys here is ALL of the latest MW2 GSC (1.11) Codes / Scrpts in one place. I have used DEREKTROTTERS way of laying this out soo it's easy for you guys when making a patch.

Credits would take too long to post on each individual code / script. Simply PM me if you have a code in this thread and I will add you to the credits.

Credits to all the users who created these scripts, if you would like to know the original creators just simply do a Google search. If you are one of the creators and would like your coding removed from the thread don't hesitate to private message me.

Credits :

xGscModz (ME) for making this thread and 1 of the codes in it.
LightModz
Cmd-X
PREMIER-GAMER (Jakes265PS3)
xePixTvx
xYARDSALEx
CODGlitcha
Vampy
Master Ro
HepticOnline - Flood Gun
OmGRhys-x
247Yamato
DEREKTROTTER
EliteMossy
MrMoss
If you should be here then PM me!


Most Of The FX you will need :

level.shakeFX["laser"] = loadFX( "misc/aircraft_light_wingtip_blue" );
level._effect["MoneyFX"]=loadfx("props/cash_player_drop");
level._effect["FNGun"] = loadfx("explosions/player_death_nuke_flash");
level._effect["SBGun"] = loadfx("explosions/stealth_bomb_mp");
level._effect["ADGun"] = loadfx("explosions/artilleryExp_dirt_brown");
level._effect["NGun"] = loadfx("explosions/player_death_nuke");
level._effect["Dirt"] = loadfx("explosions/grenadeExp_dirt_1");
level._effect["blood"] = loadfx("impacts/flesh_hit_body_fatal_exit");
level._effect["MxdGun"] = loadfx("misc/aircraft_light_wingtip_green");
level._effect["ZdGun"] = loadfx("misc/flares_cobra");
level._effect["BGun"] = loadfx("explosions/vehicle_explosion_hummer");
level._effect["HGun"] = loadfx("explosions/helicopter_explosion_hind_chernobyl");
level._effect["AGun"] = loadfx("fire/jet_afterburner");
level._effect["CGun"] = loadfx("explosions/clusterbomb");
level._effect["TGun"] = loadfx("explosions/large_vehicle_explosion");
level._effect["OGun"] = loadfx("explosions/oxygen_tank01_explosion");
level._effect["EGun"] = loadfx("explosions/emp_flash_mp");
level._effect["RLGun"] = loadfx("misc/aircraft_light_red_blink");
level._effect["ACGun"] = loadfx("explosions/aerial_explosion_ac130_coop");
level._effect["yellowwater1"] = loadfx("props/firehydrant_spray_10sec");
level._effect["yellowwater2"] = loadfx("props/firehydrant_exp");
level._effect["yellowwater3"] = loadfx("props/firehydrant_leak");
level.chopper_fx["light"]["left"] = loadfx( "misc/aircraft_light_wingtip_green" );
level.Flagz = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
precacheModel( level.Flagz );
level.raygunFX["laser"] = loadFX( "misc/aircraft_light_wingtip_red" );
level.raygunFX["impact"] = loadFX( "misc/flare_ambient_green" );
level.fx[0]=loadfx("fire/fire_smoke_trail_m");
level.fx[1]=loadfx("fire/tank_fire_engine");
level.fx[2]=loadfx("smoke/smoke_trail_black_heli");
level.fx[3]=loadfx("explosions/grenadeExp_water");
level.fx[4]=loadfx("explosions/grenadeExp_snow");
precacheModel("furniture_blowupdoll01");
precacheModel("vehicle_zodiac");
precacheModel("vehicle_mig29_desert");
precacheModel("vehicle_av8b_harrier_jet_mp");
precacheModel("vehicle_pavelow_opfor");
precacheModel("vehicle_ac130_low_mp");
level.pistol="coltanaconda_fmj_mp";

If you need to find something quickly, press CTRL+F and use the special code in [].

C001 - C0018 are weapons.

[C001] Water Gun
[C002] FX Gun
[C003] Flood Gun
[C004] Lightning Gun
[C005] Blood Gun
[C006] Atomic Gun
[C007] Snow Gun
[C008] Dirt Gun
[C009] Sonic Boom Gun
[C010] Cluster Bomb Gun
[C011] Tank Gun
[C012] EMP Gun
[C013] Green Dot Gun
[C014] Flash Nuke Gun
[C015] Knife Gun
[C016] Money Gun (Money Maker)
[C017] Map Changing Gun
[C018] Jericho Missle System

[C019] Water Fountain
[C020] Blood Fountain
[C021] Ball Of Death
[C022] Human Centerpide
[C023] Throwing FX
[C024] Plane Crash
[C025] Toggle Prestige
[C026] ESP Wallhack (coming soon)
[C027] Fire Balls
[C028] Water Balloons
[C029] Anti-leech System
[C030] Glow Stick
[C031] Trampoline
[C032] Dead Man's Hand
[C033] Nice Hud Element
[C034] End The World
[C035] Fake Virus
[C036] Spinning Ball Forcefield
[C037] Kick Bots
[C038] SAM Turret
[C039] Stunt Plane
[C040] Super Nades
[C041] Bomb Fun
[C042] Nyan Cat



[C001] Water Gun

WaterGun()
{
self endon("death");
self endon("disconnect");
self giveWeapon("glock_silencer_mp",0,true);
self switchtoweapon("glock_silencer_mp");
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getcurrentweapon()=="glock_silencer_mp")
{
self player_recoilScaleOn(0);
vec=anglestoforward(self getPlayerAngles());
end =(vec[0] * 200000,vec[1] * 200000,vec[2] * 200000);
SPLOSIONlocation=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ end,0,self)["position"];
level._effect["Boomerz"]=loadfx("explosions/grenadeExp_water");
playfx(level._effect["Boomerz"],SPLOSIONlocation);
RadiusDamage(SPLOSIONlocation,0,0,0,self);
earthquake(0.3,1,SPLOSIONlocation,1000);
}
wait 0.1;
}
}


[C002] FX Gun

FXmw2gun()
{
self endon("death");
self.shaker = 1;
self giveWeapon("uzi_silencer_mp", 0, false);
self GiveMaxAmmo( "uzi_silencer_mp" );
self switchToWeapon("uzi_silencer_mp");
for(;Winky Winky
{
self waittill( "weapon_fired", weaponName );
if( self getCurrentWeapon() != "uzi_silencer_mp" ) continue;
start = self getTagOrigin( "tag_eye" );
end = self getTagOrigin( "tag_eye" ) + vecscale2( anglestoforward( self getPlayerAngles() ), 100000 );
trace = bulletTrace( start, end, true, self );
thread doLaserFX2( self getTagOrigin( "tag_eye" ), anglestoforward( self getPlayerAngles() ), trace["position"] );
if(self.shaker > 212)
{
self.shaker = 0;
self takeWeapon( "uzi_silencer_mp" );
break;
}
self.shaker++;
}
}
doLaserFX2( startPos, direction, endPos )
{
doDamage = 1;
for( i = 1;;i ++ )
{
pos = startPos + vecscale2( direction, i * 150 );
if( distance( startPos, pos ) > 9000 )
{
doDamage = 0;
break;
}
trace = bulletTrace( startPos, pos, true, self );
if( !bulletTracePassed( startPos, pos, true, self ) )
{
impactFX = spawnFX( level.shakeFX["impact"], bulletTrace( startPos, pos, true, self )["position"] );
level.FX_count ++;
triggerFX( impactFX );
wait( 0.2 );
impactFX delete();
level.FX_count --;
break;
}
laserFX = spawnFX( level.shakeFX["laser"], pos );
level.FX_count ++;
triggerFX( laserFX );
laserFX thread deleteAfterTime2( 0.1 );
if( level.FX_count < 200 )
{
for( j = 0;j < 3;j ++ )
{
laserFX = spawnFX( level.shakeFX["laser"], pos + (randomInt( 50 ) / 10, randomInt( 50 ) / 10, randomInt( 50 ) / 10) - vecscale2( direction, i * randomInt( 10 ) * 3 ) );
level.FX_count ++;
triggerFX( laserFX );
laserFX thread deleteAfterTime2( 0.05 + randomInt( 3 ) * 0.05 );
}
}
wait( 0.05 );
}
if( doDamage ) earthquake( endPos, 300, 150, 20, self );
}
vecscale2( vec, scalar )
{
return ( vec[0] * scalar, vec[1] * scalar, vec[2] * scalar );
}
deleteAfterTime2( time )
{
wait time;
self delete();
}



[C003] Flood Gun

FloodGUN()
{
self endon("death");
self endon("disconnect");
self iPrintln("^2Flood Gun for UnderPass");
self iPrintln("^0Made by HepticOnline");
level._effect["rain_noise_splashes"] = loadfx( "weather/rain_noise_splashes" );
level._effect["rain_splash_lite_64x64"] = loadfx( "weather/rain_splash_lite_64x64" );
level._effect["rain_splash_lite_128x128"] = loadfx( "weather/rain_splash_lite_128x128" );
level._effect["river_splash_small"] = loadfx( "water/river_splash_small" );
level._effect["drips_fast"] = loadfx( "misc/drips_fast" );
self giveWeapon("beretta_silencer_mp",6);
self switchtoweapon("beretta_silencer_mp",6);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "beretta_silencer_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["rain_noise_splashes"],trace);
playfx(level._effect["rain_splash_lite_64x64"],trace);
playfx(level._effect["rain_splash_lite_128x128"],trace);
playfx(level._effect["river_splash_small"],trace);
playfx(level._effect["drips_fast"],trace);
}
wait 0.1;
}
}



[C004] Lightning Gun

LightningGun()
{
self iPrintln("^2Lightning Gun ^4Ready^7!");
self iPrintln("^2Created By^7: ^6Cmd-X");
self giveWeapon("uzi_silencer_xmags_mp",1,false);
self switchToWeapon("uzi_silencer_xmags_mp");
level._effect["mine_explosion"]=loadfx("explosions/sentry_gun_explosion");
level._effect["tv_explosion"]=loadfx( "explosions/tv_flatscreen_explosion" );
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "uzi_silencer_xmags_mp")
{
vec2=anglestoforward(self getPlayerAngles());
e1nd =(vec2[0] * 200000,vec2[1] * 200000,vec2[2] * 200000);
SPLOSIONlocation1=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ e1nd,0,self)["position"];
playfx(level._effect["mine_explosion"],SPLOSIONlocation1);
playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(0,0,25));
playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(0,0,35));
playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(0,-5,15));
playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(0,5,15));
playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(-5,0,15));
playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(5,0,15));
playfx(level._effect["tv_explosion"],SPLOSIONlocation1+(0,0,Cool Man (aka Tustin));
playfx(level._effect["tv_explosion"],SPLOSIONlocation1+(0,2,12));
playfx(level._effect["tv_explosion"],SPLOSIONlocation1+(0,-2,4));
RadiusDamage(SPLOSIONlocation1,130,130,130,self);
earthquake(0.3,1,SPLOSIONlocation1,1000);
}
wait 0.001;
}
}



[C005] Blood Gun

BloodGun()
{
self iPrintln("^1Blood Gun : xGscModz");
self iPrintln("^2Look Out! ^0AIDS!");
self giveWeapon("mp5k_silencer_mp",1,false);
self switchToWeapon("mp5k_silencer_mp");
level._effect["blood"]=loadfx("impacts/flesh_hit_body_fatal_exit");
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "mp5k_silencer_mp")
{
vec2=anglestoforward(self getPlayerAngles());
e1nd =(vec2[0] * 200000,vec2[1] * 200000,vec2[2] * 200000);
SPLOSIONlocation1=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ e1nd,0,self)["position"];
playfx(level._effect["blood"],SPLOSIONlocation1+(0,0,Cool Man (aka Tustin));
playfx(level._effect["blood"],SPLOSIONlocation1+(0,2,12));
playfx(level._effect["blood"],SPLOSIONlocation1+(0,-2,4));
RadiusDamage(SPLOSIONlocation1,130,130,130,self);
}
wait 0.001;
}
}



[C006] Atomic Gun

superF2000lol()
{
self endon("death");
self iPrintln("^3Atomic Gun Ready!");
self iPrintln("^2BEWARE OF RADIATION");
self giveWeapon("barrett_acog_silencer_mp",1,false);
wait 0.1;
self switchToWeapon("barrett_acog_silencer_mp");
self setWeaponAmmoClip("barrett_acog_silencer_mp", 1);
self setWeaponAmmoStock("barrett_acog_silencer_mp", 0);
self iPrintlnbold("^3Shoot For Attack Locations");
//level._effect["Cmd-X"]=loadfx("explosions/propane_large_exp");
level._effect["Dirt"] = loadfx("explosions/grenadeExp_dirt_1");
level.chopper_fx["light"]["left"] = loadfx( "misc/aircraft_light_wingtip_green" );
for(;Winky Winky
{
self waittill("weapon_fired");
if( self getCurrentWeapon() == "barrett_acog_silencer_mp" )
{
self player_recoilScaleOn(0);
self player_recoilScaleOn(0);
vec6=anglestoforward(self getPlayerAngles());
end3 =(vec6[0] * 200000,vec6[1] * 200000,vec6[2] * 200000);
ss=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ end3,0,self)["position"];
playfx(level._effect["Dirt"],ss);
playfx(level.chopper_fx["light"]["left"],ss);
playfx(level.chopper_fx["light"]["left"],ss+(0,5,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,3,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,1,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,-3,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,-5,5));
playfx(level.chopper_fx["light"]["left"],ss+(5,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(3,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(1,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(-3,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(-5,0,5));
self thread OtherPartA(ss);
}
wait 0.01;
}
}
OtherPartA(Loc)
{
self endon("disconnect");
wait 2;
MagicBullet( "ac130_40mm_mp", (500,0,9000), Loc, self );
MagicBullet( "ac130_40mm_mp", (-500,0,8500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,500,8000), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,7500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,7000), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,6500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,6000), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,5500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,5000), Loc, self );
foreach(player in level.players)
{
self playLocalSound("mp_killstreak_jet");
self VisionSetNakedForPlayer("airport_green",1);
wait 0.5;
self VisionSetNakedForPlayer(getDvar("mapname"),0.5);
//level._effect[ "FOW1" ]=loadfx("explosions/emp_flash_mp");
wait 1;
earthquake( 0.6, 5, Loc, 1000 );
//playfx(level._effect[ "FOW1" ],Loc+(0,0,-25));
}
}
v_sx(vec,scale)
{
vec=(vec[0]*scale,vec[1]*scale,vec[2]*scale);
return vec;
}



[C007] Snow Gun

SnowGun()
{
self iPrintln("^5Snow Gun Ready!");
self iPrintln("^2Need a ^3Jumper? ^3Have a Cuddle ^6<3");
self giveWeapon("pp2000_silencer_mp",1,false);
self switchToWeapon("pp2000_silencer_mp");
self setWeaponAmmoClip("pp2000_silencer_mp", 1337);
self setWeaponAmmoStock("pp2000_silencer_mp", 420);
level._effect["Snow"] = loadfx("explosions/grenadeExp_snow");
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "pp2000_silencer_mp")
{
x44=self getTagOrigin("tag_eye");
xe=self v_sx(anglestoforward(self getPlayerAngles()),10000);
ss2x=BulletTrace(x44,xe,0,self)["position"];
playfx(level._effect["Snow"],ss2x);
}
wait 0.001;
}
}



[C008] Dirt Gun

DirtGun420()
{
self iPrintln("^2Nut Blaster ^4Ready^7!");
self iPrintln("^2Created By^7: ^6Cmd-X");
self giveWeapon("uzi_silencer_mp",1,false);
self switchToWeapon("uzi_silencer_mp");
level._effect["Dirt420"] = loadfx("explosions/grenadeExp_dirt_1");
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "uzi_silencer_mp")
{
vec2=anglestoforward(self getPlayerAngles());
e22=(vec2[0] * 200000,vec2[1] * 200000,vec2[2] * 200000);
TheduckingT666=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+e22,0,self)["position"];
playfx(level._effect["Dirt420"],TheduckingT666);
RadiusDamage(TheduckingT666,130,130,130,self);
earthquake(0.15,1,TheduckingT666,1000);
MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), TheduckingT666, self );
}
wait 0.001;
}
}



[C009] Sonic Boom Gun

HooblaJoobla2()
{
self endon("disconnect");
foreach(player in level.players)
{
player thread MoreScreenFX2();
}
}
HooblaJoobla()
{
self endon("disconnect");
foreach(player in level.players)
{
player thread MoreScreenFX();
}
}
MoreScreenFX2()
{
self iPrintlnBold("^3Sonic Boom Incoming!");
}
SonicBoom666()
{
self endon("disconnect");
self endon("WentBoom");
self iPrintln("^1Sonic Boom ^7Ready!");
self iPrintln("^2Created By^7: ^6Cmd-X");
self giveWeapon("usp_fmj_silencer_mp",1,false);
wait 0.1;
//level.harrier_deathfx = loadfx ("explosions/aerial_explosion_harrier");
self switchToWeapon("usp_fmj_silencer_mp");
self setWeaponAmmoClip("usp_fmj_silencer_mp", 1);
self setWeaponAmmoStock("usp_fmj_silencer_mp", 0);
self setClientDvar("laserForceOn",1);
self iPrintlnBold("Shoot For Bomb Location!");
for(;Winky Winky
{
self waittill("weapon_fired");
if( self getCurrentWeapon() == "usp_fmj_silencer_mp" )
{
self setClientDvar("laserForceOn",0);
self takeweapon( "usp_fmj_silencer_mp" );
fff2=self getTagOrigin("tag_eye");
eee2=self v_sx(anglestoforward(self getPlayerAngles()),10000);
ss2=BulletTrace(fff2,eee2,0,self)["position"];
self thread HooblaJoobla2();
SBcmdx = spawn("script_model",ss2);
SBcmdx setModel("projectile_cbu97_clusterbomb");
SBcmdx.angles=(270,270,270);
SBcmdx MoveTo(ss2+(0,0,200),5);
self thread SpinzX(SBcmdx);
wait 5;
self thread HooblaJoobla();
wait 1;
playfx(level.stealthbombfx,ss2);
RadiusDamage(ss2,900,900,900,self);
SBcmdx delete();
self notify("WentBoom");
wait 4;
}
}
}
SpinzX(Val)
{
self endon("disconnect");
for(;Winky Winky
{
Val rotateyaw(-360,0.3);
wait 0.3;
}
}
MoreScreenFX()
{
self playLocalSound("mp_killstreak_emp");
self VisionSetNakedForPlayer("cheat_contrast",1);
wait 1;
self playLocalSound("nuke_explosion");
self VisionSetNakedForPlayer("cargoship_blast",0.1);
wait 1;
self VisionSetNakedForPlayer("mpnuke_aftermath",2);
wait 3;
self VisionSetNakedForPlayer(getDvar("mapname"),1);
}



[C0010] Cluster bomb Gun

ClusterbombGUN()
{
self endon("death");
self endon("disconnect");
self iPrintlnBold("^4Clusterbomb Gun Ready!");
self giveWeapon("fn2000_xmags_mp",6);
self switchtoweapon("fn2000_xmags_mp",6);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "fn2000_xmags_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["CGun"],trace);
}
wait 0.1;
}
}



[C0011] Tank Gun

TankGUN()
{
self endon("death");
self endon("disconnect");
self iPrintlnBold("^4Tank Gun Ready!");
self giveWeapon("fal_silencer_mp",6);
self switchtoweapon("fal_silencer_mp",6);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "fal_silencer_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["TGun"],trace);
}
wait 0.1;
}
}



[C0012] EMP Gun

EmpGUN()
{
self endon("death");
self endon("disconnect");
self iPrintlnBold("^4Emp Gun Ready!");
self giveWeapon("striker_xmags_mp",6);
self switchtoweapon("striker_xmags_mp",6);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "striker_xmags_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["EGun"],trace);
}
wait 0.1;
}
}


[C0013] Green Dot Gun

GreeenDotG()
{
self endon("death");
self endon("disconnect");
self iPrintlnBold("^4Green Dot Gun Ready!");
self giveWeapon("uzi_mp",6);
self switchtoweapon("uzi_mp",6);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "uzi_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["MxdGun"],trace);
}
wait 0.1;
}
}


[C0014] Flash Nuke Gun

FlashNukeGUN()
{
self endon("death");
self endon("disconnect");
self iPrintlnBold("^4Flash Nuke Gun Ready!");
self giveWeapon("deserteaglegold_mp",6);
self switchtoweapon("deserteaglegold_mp",6);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "deserteaglegold_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["FNGun"],trace);
}
wait 0.1;
}
}


[C0015] Knife Gun

Thisknifegun()
{
self endon("death");
self takeAllWeapons();
self giveWeapon("tmp_silencer_mp",1,false);
wait 0.5;
self switchToWeapon("tmp_silencer_mp");
self player_recoilScaleOn(0);
for(;Winky Winky
{
self waittill( "weapon_fired" );
vecs = anglestoforward(self getPlayerAngles());
end = (vecs[0] * 200000, vecs[1] * 200000, vecs[2] * 200000);
Sloc = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
start = self gettagorigin("tag_eye");
sentry5 = spawn("script_model", start );
sentry5 setModel( "weapon_parabolic_knife");
sentry5 MoveTo(Sloc,0.9);
}
}


[C0016] Money Gun (Money Maker)

MoneyFX()
{
self iPrintln("^3Money Maker ^2Ready");
self iPrintln("^5Created ^2By: ^8RaspberryRush");
self endon("death");
self endon("disconnect");
self giveWeapon("uzi_silencer_mp",0,false);
self switchToWeapon("uzi_silencer_mp");
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "uzi_silencer_mp")
{
raw = self gettagorigin("j_head");
tracer = bullettrace(raw,raw+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["MoneyFX"],tracer);
RadiusDamage(tracer,102,105,115,self);
}
wait 0.1;
}
}


[C0017] Map Changing Gun

ChangeMapGun()
{
self endon("death");
self iPrintlnBold("^4Change Map Gun!");
self iPrintlnBold("^4Made By: NBK, xCanadianModz, & werMODClan");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("model1887_mp", 8, false);
self switchToWeapon("model1887_mp", 8, false);
maps = strTok("mp_rust,mp_afghan,mp_derail", ",");
for(;; )
{
self waittill("weapon_fired");
map( maps[randomInt(maps.size)] );
}
}


[C0018] Jericho Missle System

JerichoV2()
{
weap = "deserteaglegold_mp";
self GiveWeapon(weap);
visionSetNaked("blacktest");
wait 0.4;
self switchToWeapon(weap);
wait 0.4;
visionSetNaked(getDvar("mapname"));
wait 0.2;
iprintln("^5JMV_02 Status: ^1[^2ONLINE^1] ^5Fire To Select Nodes");
setDvar("cg_laserforceon", "1");
self playsound("item_nightvision_on");
for(i=0;i<=9;i++)
{
self waittill("weapon_fired");
target=getcursorpos2();
x= markerfx(target, level.oldSchoolCircleYellow );
self thread jericoMissile(target,x);
}
{
iprintln("^5All Missile Paths Initialized Sir ^5Fire Your Weapon To Launch");
self waittill("weapon_fired");
self notify("duckingBoom");
}
}
jericomissile(target,x)
{
self waittill("duckingBoom");
x delete();
x= markerfx(target, level.oldschoolcirclered );
location= target+(0,3500,5000);
bomb = spawn("script_model",location );
bomb playsound("mp_ingame_summary");
bomb setModel("projectile_rpg7");
//other models ("projectile_cbu97_clusterbomb"); or ( "projectile_rpg7" );
bomb.angles = bomb.angles+(90,90,90);
self.killCamEnt=bomb;
ground=target;
target = VectorToAngles(ground - bomb.origin );
bomb rotateto(target,0.01);
wait 0.01;
speed = 3000;
time = calc(speed,bomb.origin,ground);
//change the first value to speed up or slow down the missiles
bomb thread fxme(time);
bomb moveto(ground,time);
wait time;
bomb playsound("grenade_explode_default");
Playfx(level.expbullt,bomb.origin+(0,0,1) );
// change this explosion effect to whatever you use!
RadiusDamage(bomb.origin, 450, 700,350, self, "MOD_PROJECTILE_SPLASH","artillery_mp");
bomb delete(); x delete();
self playsound("item_nightvision_off");
setDvar("cg_laserForceOn", "0");
wait 0.4;
self takeWeapon("deserteaglegold_mp");
}
vectorScale( vector, scale ) //new
{
return ( vector[0] * scale, vector[1] * scale, vector[2] * scale );
}
GetCursorPos()
{
return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
}
MarkerFX( groundpoint, fx )
{
effect = spawnFx( fx, groundpoint, (0,0,1), (1,0,0) );
triggerFx( effect );

return effect;
}

fxme(time)
{
for(i=0;i<time;i++)
{
playFxOnTag(level.rpgeffect,self,"tag_origin");
wait 0.2;
}
}


calc(speed,origin,moveTo)
{
return (distance(origin,moveTo)/speed);
}

GetCursorPos2()
{
return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
}

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;
}


//End Of Gun Section.

[C0019] Water Fountain

WaterFountain()
{
self endon("death");
self setClientDvar("cg_thirdperson",1);
while(1)
{
level._effect["Fount"]=loadfx("explosions/grenadeExp_water");
playFx(level._effect["Fount"],self getTagOrigin("j_spine4"));
wait .001;
}
wait .001;
}


[C0020] Blood Fountain

BloodFountain()
{
self endon("death");
if(!isDefined(self.BleedMothawacker))
{
self iPrintln("^7Blood Fountain: ^2ON");
self.BleedMothawacker = true;
self setClientDvar("cg_thirdperson",1);
self thread BloodFountainExtra();
}
else
{
self iPrintln("^7Blood Fountain: ^1OFF");
self.BleedMothaduckerer = undefined;
self setClientDvar("cg_thirdperson",0);
self notify("KillFountain");
}
}
BloodFountainExtra()
{
self endon("KillFountain");
while(1)
{
playFx(level._effect["blood"],self getTagOrigin("j_spine4"));
wait .01;
}
wait .01;
}


[C0021] Ball Of Death

startBigBall()
{
self beginLocationselection( "map_artillery_selector", false, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location );
newLocation = PhysicsTrace( location + ( 0, 0, 10000 ), location - ( 0, 0, 10000 ) );
self endLocationselection();
self.selectingLocation = undefined;
plane = spawn("script_model", self.origin+(-10000, 0, 200));
plane setModel("vehicle_mig29_desert");
plane.angles = (0,0,0);
plane playLoopSound("veh_b2_dist_loop");
self thread planeEffects(plane);
plane moveTo( newLocation+(0, 0, 1300), 5 );
wait 6;
plane stopLoopSound();
ball = spawn("script_model", plane.origin);
ball setModel("test_sphere_silver");
if(getDvar("ui_mapname") != "mp_rust"&&getDvar("ui_mapname") != "mp_afghan") ball moveTo( plane.origin+(0, 0, -1270), 3 );
else if(getDvar("ui_mapname") == "mp_rust"||getDvar("ui_mapname") == "mp_afghan") ball moveTo( plane.origin+(0, 0, -2600), 3 );
wait 1.7;
plane moveTo( plane.origin+(10000, 0, 0), 4 );
plane playLoopSound("veh_b2_dist_loop");
wait 1.3;
self thread runBall(ball);
foreach(p in level.players) p thread getBallDis(ball,self);
self thread endBallDis();
wait 3.5;
self notify("stopEffects");
plane stopLoopSound();
plane delete();
}
getBallDis(ball,me)
{
level endon("stopBall");
level endon("disconnect");
for(;Winky Winky
{
if(self != me)
if(distance(ball.origin,self.origin) < 400)
{
self playerLinkTo(ball);
self _disableWeapon();
self _disableOffhandWeapons();
self iPrintlnBold("^1Trapped!");
self.isTrapped = 1;
}
else self.isTrapped = 0;
wait 3.5; //You got to put this, or else the game will lag.
}
}
runBall(ball)
{
wait 3.5; //Wait 'til the ball effects stop
Earthquake(0.2,1,ball.origin,900000); //The earthquake effect
MagicBullet("ac130_40mm_mp", ball.origin+(0,0,1), ball.origin, self); //AC130 bullet kills the trapped players
level.chopper_fx["explode"]["medium"] = loadfx("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], ball.origin); //The ball effect when it destroys
ball delete(); //When it destroys/delete
wait .1; //Give a break Smile
foreach(p in level.players)
{
if(p.isTrapped) //If the player didnt die.
{
p unlink();
p _enableWeapon();
p _enableOffhandWeapons();
}
}
}
planeEffects(plane)
{
self endon("stopEffects");
for(;Winky Winky
{
playFxOnTag(level.fx_airstrike_contrail,plane,"tag _left_wingtip"); //The plane/harrier effects
playFxOnTag(level.fx_airstrike_contrail,plane,"tag _right_wingtip");
playFxOnTag(level.harrier_smoke,plane,"tag_engine_ right");
playFxOnTag(level.harrier_smoke,plane,"tag_engine_ left");
wait .05;
}
}
endBallDis()
{
wait 3.6;
level notify("stopBall"); //End the ball effects (trapping effect)
wait .1;
foreach(p in level.players) p.isTrapped = undefined;
}


[C0022] Human Centerpide

HumanCenterpide()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;Winky Winky
{
self setClientDvar("cg_thirdPerson", 1);
self iPrintln("Human Centerpide: ^2Activated");
while(1)
{
self cloneplayer(9999999);
wait .0001;
}
}
wait .01;
}


[C0023] Throwing FX

ThrowingFxwack()
{
self takeweapon("semtex_mp");
self takeweapon("claymore_mp");
self takeweapon("frag_grenade_mp");
self takeweapon("c4_mp");
self takeweapon("flare_mp");
self takeweapon("throwingknife_mp");
wait .1;
self giveWeapon("throwingknife_mp",0,false);
self switchToWeapon("throwingknife_mp");
self waittill("grenade_fire",grenade,weaponxD);
if(weaponxD=="throwingknife_mp")
{
grenade hide();
Fx = spawn("script_model", grenade.origin);
Fx setModel("Blalbalblal");
Fx linkTo(grenade);
wait .8;
self iPrintlnBold("^5Shoot To Destroy the Fx Thingy!!");
self waittill("weapon_fired");
Fx delete();
}
}


[C0024] Plane Crash

CmdXPilotScriptTest()
{
self endon("disconnect");
self endon("death");
self endon("PilotsCrashed");
ElectricHaze = spawn("script_model",self.origin+(18000,0,2400));
ElectricHaze2 = spawn("script_model",self.origin+(-18000,0,2400));
ElectricHaze setModel("vehicle_ac130_low_mp");
ElectricHaze2 setModel("vehicle_ac130_low_mp");
ElectricHaze MoveTo(self.origin+(0,0,2400),10);
ElectricHaze2 MoveTo(self.origin+(0,0,2400),10);
ElectricHaze.angles=(0,180,0);
ElectricHaze2.angles=(0,0,0);
wait 10;
level._effect[ "FOW" ]=loadfx("explosions/emp_flash_mp");
PlayFX(level._effect[ "FOW" ],ElectricHaze.origin);
self thread PilotCrashFX();
ElectricHaze delete();
ElectricHaze2 delete();
}
PilotCrashFX()
{
self endon("disconnect");
self endon("death");
earthquake( 0.6, 4, self.origin, 100000 );
foreach(player in level.players)
{
player playlocalsound("nuke_explosion");
player playlocalsound("nuke_wave");
}
}


[C0025] Toggle Prestige

TogglePrestige()
{
if(self.tgp==0)
{
self.tgp=1;
self setPlayerData("prestige",11);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 11th!");
}
else if(self.tgp==1)
{
self.tgp=2;
self setPlayerData("prestige",10);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 10th!");
}
else if(self.tgp==2)
{
self.tgp=3;
self setPlayerData("prestige",9);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 9th!");
}
else if(self.tgp==3)
{
self.tgp=4;
self setPlayerData("prestige",Cool Man (aka Tustin);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 8th!");
}
else if(self.tgp==4)
{
self.tgp=5;
self setPlayerData("prestige",7);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 7th!");
}
else if(self.tgp==5)
{
self.tgp=6;
self setPlayerData("prestige",6);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 6th!");
}
else if(self.tgp==6)
{
self.tgp=7;
self setPlayerData("prestige",5);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 5th!");
}
else if(self.tgp==7)
{
self.tgp=8;
self setPlayerData("prestige",4);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 4th!");
}
else if(self.tgp==Cool Man (aka Tustin)
{
self.tgp=9;
self setPlayerData("prestige",3);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 3rd!");
}
else if(self.tgp==9)
{
self.tgp=10;
self setPlayerData("prestige",2);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 2nd!");
}
else if(self.tgp==10)
{
self.tgp=11;
self setPlayerData("prestige",1);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 1st!");
}
else if(self.tgp==11)
{
self.tgp=12;
self setPlayerData("prestige",0);
self setPlayerData("experience",2516000);
self iPrintln("Prestige Zero");
}
else
{
self.tgp=0;
}
}


[C0026] ESP Wallhack

Coming Soon


[C0027] Fireballs

Fireballs()
{
self endon("disconnect");
self giveWeapon("frag_grenade_mp",1,false);
self thread maps\mp\gametypes\_hud_message::hintMessage("Press [{+Frag}] To Use Fireballs");
while(true)
{
self waittill("grenade_fire",grenade,weapname);
if(weapname=="frag_grenade_mp")
{
Bawz = spawn("script_model",grenade.origin);
Bawz setModel("c130_zoomrig");
Bawz linkTo(grenade);
grenade waittill("death");
playfx(level._effect["Fire"],Bawz.origin);
playfx(level._effect["Smoke"],Bawz.origin);
RadiusDamage(Bawz.origin,500,500,500,self);
Bawz delete();
}
wait .001;
}
}


[C0028] Water Balloons

Water_Balloonz_m8()
{
self endon("death");
self endon("disconnect");
/*self endon("End_Balloon");
DC23 = self GetCurrentOffhand();
self takeWeapon(DC23);wait 1;
self giveWeapon("frag_grenade_mp",1,false);
self setWeaponAmmoClip("frag_grenade_mp", 3);
self setWeaponAmmoStock("frag_grenade_mp", 3);*/
self iPrintln("^9Press [{+frag}] / [{+smoke}] To Throw Water Balloons");
for( ;; )
{
self waittill("grenade_fire",grenade,weapname);
if(weapname=="frag_grenade_mp"||weapname=="concuss ion_grenade_mp"||weapname=="flash_grenade_mp")
{
balloon = spawn("script_model",grenade.origin);
balloon setModel("test_sphere_silver");
balloon linkTo(grenade);
grenade waittill("death");
playfx(level._effect["yellowwater1"],balloon.origin);
playfx(level._effect["yellowwater2"],balloon.origin);
playfx(level._effect["yellowwater3"],balloon.origin);
playfx(level._effect["Snow"],balloon.origin);
playfx(level._effect["Boomerz"],balloon.origin);
balloon delete();
wait 0.01;
}
}
}


[C0029] Anti-leech System

Here is the tutorial it isn't just a simple code :
Tutorial will be posted soon!


[C0030] Glow Stick

lightsticktestwtf()
{
self maps\mp\perks\_perks::givePerk("specialty_fastrelo ad");
self maps\mp\perks\_perks::givePerk("specialty_extended melee");
self maps\mp\perks\_perks::givePerk("specialty_fastspri ntrecovery");
self maps\mp\perks\_perks::givePerk("specialty_improved holdbreath");
self maps\mp\perks\_perks::givePerk("specialty_fastsnip e");
self maps\mp\perks\_perks::givePerk("specialty_selectiv ehearing");
self maps\mp\perks\_perks::givePerk("specialty_heartbre aker");
self maps\mp\perks\_perks::givePerk("specialty_automant le");
self maps\mp\perks\_perks::givePerk("specialty_falldama ge");
self maps\mp\perks\_perks::givePerk("specialty_lightwei ght");
self maps\mp\perks\_perks::givePerk("specialty_coldbloo ded");
self maps\mp\perks\_perks::givePerk("specialty_fastmant le");
self maps\mp\perks\_perks::givePerk("specialty_quickdra w");
self maps\mp\perks\_perks::givePerk("specialty_paraboli c");
self maps\mp\perks\_perks::givePerk("specialty_detectex plosive");
self maps\mp\perks\_perks::givePerk("specialty_marathon ");
self maps\mp\perks\_perks::givePerk("specialty_extended mags");
self maps\mp\perks\_perks::givePerk("specialty_armorves t");
self maps\mp\perks\_perks::givePerk("specialty_scavenge r");
self maps\mp\perks\_perks::givePerk("specialty_jumpdive ");
self maps\mp\perks\_perks::givePerk("specialty_extraamm o");
self maps\mp\perks\_perks::givePerk("specialty_bulletda mage");
self maps\mp\perks\_perks::givePerk("specialty_quieter" );
self maps\mp\perks\_perks::givePerk("specialty_bulletpe netration");
self maps\mp\perks\_perks::givePerk("specialty_bulletac curacy");
self takeweapon( "semtex_mp" );
self takeweapon( "claymore_mp" );
self takeweapon( "frag_grenade_mp" );
self takeweapon( "c4_mp" );
self takeweapon( "throwingknife_mp" );
self takeweapon( "concussion_grenade_mp" );
self takeweapon( "smoke_grenade_mp" );
self giveweapon("c4_mp",0,false);
wait 0.01;
self takeweapon( "c4_mp" );
wait 0.5;
self giveweapon("lightstick_mp",0,false);
}

You must precache this - precacheItem("lightstick_mp");


[C0031] Trampoline

doTramp()
{
self thread Bouncetramp();
self beginLocationselection("map_artillery_selector",tr ue,(level.mapSize / 5.625));
self.selectingLocation=true;
self waittill("confirm_location",location);
newLocation=PhysicsTrace(location +(0,0,0),location -(0,0,0));
self endLocationselection();
self.selectingLocation=undefined;
iPrintln("Trampoline spawned");
level.tramp=[];
trampNum=0;
for(x=1;x<=7;x++)
{
for(y=1;y<=14;y++)
{
level.tramp[trampNum]=spawn("script_model",newLocation+(0+(x*5Cool Man (aka Tustin),0+(y*2 Cool Man (aka Tustin),44.5));
level.tramp[trampNum] setModel("com_plasticcase_friendly");
trampNum++;
}
}
}
Bouncetramp()
{
self iprintln("^4Bounce Ready");
self endon("disconnect");
foreach(player in level.players){
for(;Winky Winky
{
foreach(pkg in level.tramp)
{
if(distance(player.origin,pkg.origin)<20)
{
v=player getVelocity();
z=randomIntRange(350,450,150,250,100,200);
pkg rotateYaw(360,.05);
foreach(dbag in level.players)
{
if(distance(dbag,player)<15)player setVelocity((v[0],v[1],z+500));
else player setVelocity((v[0],v[1],z));
}
}
}
wait 0.03;
}
}}


[C0032] Dead Man's Hand

NOTE : It a simple fix to get it working all you do is open up _damage.gsc and remove the */ from the start of this code and the end.
/*
else if ( self _hasPerk( "specialty_c4death" ) )
{
self.lastStandParams = lastStandParams;

self takeAllWeapons();
self giveWeapon( "c4Death_mp", 0, false );
self switchToWeapon( "c4Death_mp" );
self _disableUsability();
self.inC4Death = true;

//self thread dieAfterTime( 7 );
self thread lastStandTimer( 10, false );
self thread detonateOnUse();
//self thread detonateOnDeath();
}
*/


[C0033] Nice Hud element

Kewlwack()
{
foreach(player in level.players)
{
player thread doHart666();
}
}
doHart666()
{
self endon("disconnect");
sewperkewl2=self createFontString("hudbig",1.1);
sewperkewl2.fontScale=1.5;
sewperkewl2 setPoint("CENTER","CENTER",0,85);
sewperkewl2 setText("^0"+level.hostis);
sewperkewl2.alpha=1;
sewperkewl2.glow=1;
sewperkewl2.glowAlpha=1;
sewperkewl2.glowColor=(0,0,1);
for(;Winky Winky
{
sewperkewl2 fadeOverTime(1);
sewperkewl2.glowAlpha=1;
wait 1;
sewperkewl2 fadeOverTime(1);
sewperkewl2.glowAlpha=0.1;
wait 1;
}
}


[C0034] End The World




[C0035] Fake Virus




[C0036] Spinning Ball Forcefield

NOTE : self thread ballThing();
NOTE : precacheModel("test_sphere_silver");
ballThing()
{
self endon("death");
ball = spawn( "script_model", self.origin + (0,0,20));
ball setModel( "c130_zoomrig" );
ball.angles = (0,115,0);
ball hide();
self thread monBall(ball);
self thread monPlyr();

sball = spawn("script_model", ball.origin);
sball setModel( "test_sphere_silver" );
sball linkTo(ball, "tag_origin", (0,75,-50), (0,0,0));
self thread DOD(ball);
self thread DOD(sball);
for(;Winky Winky
{
ball rotateyaw( -360, 2);
wait 2;
}
}

monBall(obj)
{
self endon("death");
while(1)
{
obj.origin = self.origin + (0,0,150);
wait 0.01;
}
}

monPlyr()
{
self endon("death");
while(1)
{
foreach(p in level.players)
{
if(distance(self.origin, p.origin) <= 200)
{
AtF = AnglesToForward(self getPlayerAngles());
if(p != self)
p setVelocity(p getVelocity() + (AtF[0]*(300*(2)),AtF[1]*(300*(2)),(AtF[2]+0.25)*(300*(2))));
}
}
wait 0.01;
}
}

DOD(ent)
{
self waittill("death");
ent delete();
}


[C0037] Kick Bots

Link to the tutorial You must login or register to view this content.


[C0038] SAM Turret

SamTurret()
{
self endon ( "disconnect" );
self endon ( "death" );
self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );

NapalmLoc = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
NapalmLoc += (0, 0, 400);
self endLocationSelection();
self.selectingLocation = undefined;
self thread killstreakNotify(self.name,"SAM TURRET IN COMING");
Plane = spawn("script_model", NapalmLoc+(-15000, 0, 5000) );
Plane setModel( "vehicle_ac130_low_mp" );
Plane.angles = (45, 119.004, 0);
Plane playLoopSound( "veh_ac130_dist_loop" );
Plane moveTo( NapalmLoc + (15000, 0, 2500), 10);
wait 15;
bomb = spawn("script_model", Plane.origin );
bomb setModel( "projectile_hellfire_missile" );
bomb.angles = self.origin;
wait 1.6;
TurretBox= spawn("script_model",bomb.origin-(0,0,0) );
TurretBox setModel("com_plasticcase_beige_big");
TurretBox.angles=bomb.angles;
wait 2;
self playsound("capture_a");
TurretBox moveto(bomb.origin+(0,0,90),2);
wait 1.5;
sky = VectorToAngles( (self.origin+(0,0,500)) - (self.origin ));
self playsound("capture_c");
self rotateto(sky, 2);
wait 5;
for(;Winky Winky
{
self playsound("weap_cobra_missile_fire");
self rotateYaw(360,4);
wait 4;
self rotateYaw(-360,4);
wait 4;
self thread SamFireSetup();
}
}
SamFireSetup()
{
self endon("chopper_down");
self endon("disconnect");
team = owner.pers["team"];
for(;Winky Winky
{
if( (level.teambased) && (isDefined(level.chopper)) && (level.chopper.team !=team))
{
self thread SamFire();
self notify("chopper_down");
}
}
}
SamFire()
{
self iPrintlnBold("Now wait to an helicopter come");
targets = GetTargetList();
targetsInReticle = [];
foreach ( target in targets )
{
if ( !isDefined( target ) )
continue;
if ( bulletTracePassed( self.origin, target.origin, false, self ) )
targetsInReticle[targetsInReticle.size] = target;
}
sortedTargets = SortByDistance( targetsInReticle, self.origin );
self.stingerTarget = sortedTargets[0];
rocket = MagicBullet( "stinger_mp", self.origin, self.stingerTarget.origin, self );
rocket Missile_SetTargetEnt( self.stingerTarget );
rocket Missile_SetFlightmodeDirect();
}

GetTargetList()
{
targets = [];
if ( level.teamBased )
{
if ( IsDefined( level.chopper ) && ( level.chopper.team != self.team || level.chopper.owner == self ) )
targets[targets.size] = level.chopper;
if ( isDefined( level.ac130player ) && level.ac130player.team != self.team )
targets[targets.size] = level.ac130.planemodel;
if ( isDefined( level.harriers) )
{
foreach( harrier in level.harriers )
{
if ( isDefined( harrier ) && ( harrier.team != self.team || ( isDefined( harrier.owner ) && harrier.owner == self ) ) )
targets[targets.size] = harrier;
}
}
if ( level.UAVModels[level.otherTeam[self.team]].size )
{
foreach ( UAV in level.UAVModels[level.otherTeam[self.team]] )
targets[targets.size] = UAV;
}
if ( isDefined( level.littleBird ) )
{
foreach ( bird in level.littleBird )
{
if ( !isDefined( bird ) )
continue;
if ( self.team != bird.owner.team || self == bird.owner )
targets[targets.size] = bird;
}
}
}
else
{
if ( IsDefined( level.chopper ) && ( level.chopper.owner != self ) ) ///check for teams
targets[targets.size] = level.chopper;
if ( isDefined( level.ac130player ) )
targets[targets.size] = level.ac130.planemodel;
if ( isDefined( level.harriers) )
{
foreach( harrier in level.harriers )
{
if ( isDefined( harrier ) )
targets[targets.size] = harrier;
}
}
if ( level.UAVModels.size )
{
foreach ( ownerGuid, UAV in level.UAVModels )
{
if ( isDefined( UAV.owner ) && UAV.owner == self )
continue;
targets[targets.size] = UAV;
}
}
}
return targets;
}
killStreakNotify(user,ks)
{
self endon("disconnect");
foreach(P in level.players)
{
P.ksText setPoint( "RIGHT", "CENTER", 270, -50);
P.ksText setText("^3"+user+"\n^7"+ks);
wait 5;
P.ksText moveOverTime(0.5);
P.ksText setPoint( "CENTER", "CENTER", 600, -50);
}
}


[C0039] Stunt Plane

StuntRun()
{
gun=self getcurrentweapon();
self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation=true;
self waittill("confirm_location",location);
newLocation=PhysicsTrace(location +(0,0,100),location -(0,0,100));
self endLocationselection();
self.selectingLocation=undefined;
wait 0.5;
self takeweapon("briefcase_bomb_mp");
wait 0.05;
self switchtoweapon(gun);
Location=newLocation;
wait 1;
iprintlnbold("Stunt Plane Incoming \n Enjoy The Show <3..");
wait 1.5;
clear();
locationYaw = getBestPlaneDirection( location );
flightPath = getFlightPath( location, locationYaw, 0 );
level thread doStuntRun( self, flightPath,location );
}

doStuntRun( owner, flightPath, location )
{
level endon( "game_ended" );
if ( !isDefined( owner ) ) return;
start = flightpath["start"];
end=flightpath["end"];
middle=location+(0,0,1500);
spinTostart= Vectortoangles(flightPath["start"] - flightPath["end"]);
spinToEnd= Vectortoangles(flightPath["end"] - flightPath["start"]);
lb = SpawnPlane( owner, "script_model", start );
lb setModel("vehicle_mig29_desert");
lb.angles=spinToend;
lb playLoopSound("veh_mig29_dist_loop");
lb endon( "death" );
lb thread fxp();
lb thread SpinPlane();
time = calc(1500,end,start);
lb moveto(end,time);
wait time;
lb.angles=spinToStart;
wait 3;
time=calc(1500,lb.origin,middle);
lb moveto(middle,time);
wait time;
lb thread planeyaw();
lb waittill("yawdone");
lb.angles=spinToStart;
time=calc(1500,lb.origin,start);
lb moveto(start,time);
wait time;
lb.angles=spinToEnd;
wait 3;
time=calc(1500,lb.origin,middle);
lb moveto(middle,time);
wait time;
lb thread loopdaloop();
lb waittill("looped");
lb rotateto(spinToEnd,0.5);
time=calc(1500,lb.origin,end);
lb thread spinPlane();
lb moveto(end,time);
wait time;
lb.angles=spinTostart;
wait 3;
time=calc(1500,lb.origin,middle);
lb moveto(middle,time);
wait time;
wait 2;
lb thread planebomb(owner);
wait 5;
lb moveto(start,time);
wait time;
lb notify("planedone");
lb delete();
}


fxp()
{
self endon("planedone");
for(;Winky Winky
{
playfxontag( level.noobeffect, self, "tag_engine_right" );
playfxontag( level.noobeffect, self, "tag_engine_left" );
playfxontag( level.noobeffect, self, "tag_right_wingtip" );
playfxontag( level.noobeffect, self, "tag_left_wingtip" );
wait 0.3;
}
}
SpinPlane()
{
self endon("stopspinning");
for(i=0;i<10;i++)
{
self rotateroll(360,2);
wait 2;
}
self notify("stopspinning");
}
clear()
{
}
PlaneYaw()
{
self endon("yawdone");
move=80;
for(i=0;i<60;i++)
{
vec = anglestoforward(self.angles);
speed = (vec[0] * move, vec[1] * move, vec[2] * move);
self moveto(self.origin+speed,0.05);
self rotateYaw(6,0.05);
wait 0.05;
}
for(i=0;i<60;i++)
{
vec = anglestoforward(self.angles);
speed = (vec[0] * move, vec[1] * move, vec[2] * move);
self moveto(self.origin+speed,0.05);
self rotateYaw(-6,0.05);
wait 0.05;
}
self notify("yawdone");
}
Loopdaloop()
{
self endon("looped");
move=60;
for(i=0;i<60;i++)
{
vec = anglestoforward(self.angles);
speed = (vec[0] * move, vec[1] * move, vec[2] * move);
self moveto(self.origin+speed,0.05);
self rotatepitch(-6,0.05);
wait 0.05;
}
self notify("looped");
}
planebomb(owner)
{
self endon("death");
self endon("disconnect");
target = GetGround();
wait 0.05;
bomb = spawn("script_model",self.origin-(0,0,80) );
bomb setModel("projectile_cbu97_clusterbomb");
bomb.angles=self.angles;
// bomb.KillCamEnt=bomb;
wait 0.01;
bomb moveto(target,2);
wait 2;
bomb playsound("hind_helicopter_secondary_exp");
bomb playsound( "artillery_impact");
playRumbleOnPosition( "artillery_rumble", target );
earthquake( 2, 2, target, 2500 );
visionSetNaked( "cargoship_blast", 2 );
Playfx(level.firework,bomb.origin );
Playfx(level.expbullt,bomb.origin );
Playfx(level.bfx,bomb.origin );
wait 0.5;
RadiusDamage(self.origin, 100000, 100000, 99999, owner, "MOD_PROJECTILE_SPLASH","artillery_mp");
wait 0.01;
wait 4;
VisionSetNaked("default",5);
}
GetGround()
{
return bullettrace(self.origin,self.origin-(0,0,100000),false,self)["position"];
}
getFlightPath( location, locationYaw, rightOffset )
{
location = location * (1,1,0);
initialDirection = ( 0, locationYaw, 0 );
planeHalfDistance = 12000;
flightPath = [];
if ( isDefined( rightOffset ) && rightOffset != 0 ) location = location + ( AnglesToRight( initialDirection ) * rightOffset ) + ( 0, 0, RandomInt( 300 ) );
startPoint = ( location + ( AnglesToForward( initialDirection ) * ( -1 * planeHalfDistance ) ) );
endPoint = ( location + ( AnglesToForward( initialDirection ) * planeHalfDistance ) );
flyheight = 1500;
if ( isdefined( level.airstrikeHeightScale ) )
{
flyheight *= level.airstrikeHeightScale;
}
flightPath["start"] = startPoint + ( 0, 0, flyHeight );
flightPath["end"] = endPoint + ( 0, 0, flyHeight );
return flightPath;
}
getBestPlaneDirection( hitpos )
{
if ( getdvarint("scr_airstrikebestangle") != 1 )
return randomfloat( 360 );

checkPitch = -25;

numChecks = 15;

startpos = hitpos + (0,0,64);

bestangle = randomfloat( 360 );
bestanglefrac = 0;

fullTraceResults = [];

for ( i = 0; i < numChecks; i++ )
{
yaw = ((i * 1.0 + randomfloat(1)) / numChecks) * 360.0;
angle = (checkPitch, yaw + 180, 0);
dir = anglesToForward( angle );

endpos = startpos + dir * 1500;

trace = bullettrace( startpos, endpos, false, undefined );

/#
if ( getdvar("scr_airstrikedebug") == "1" )
thread airstrikeLine( startpos, trace["position"], (1,1,0), 20 );
#/

if ( trace["fraction"] > bestanglefrac )
{
bestanglefrac = trace["fraction"];
bestangle = yaw;

if ( trace["fraction"] >= 1 )
fullTraceResults[ fullTraceResults.size ] = yaw;
}

if ( i % 3 == 0 )
wait .05;
}

if ( fullTraceResults.size > 0 )
return fullTraceResults[ randomint( fullTraceResults.size ) ];

return bestangle;
}
vectorScale( vector, scale ) //new
{
return ( vector[0] * scale, vector[1] * scale, vector[2] * scale );
}

calc(speed,origin,moveTo)
{
return (distance(origin,moveTo)/speed);
}

GetCursorPos2()
{
return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
}

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;
}



[C0040] Super Nades

Supernades()
{
self endon("death");
self endon("disconnect");
self endon("stop");
for(;Winky Winky
{
self waittill( "grenade_fire", Grenade );
wait 0.05;
Grenade waittill( "explode");
wait 0.01;
for (i = 0;i < level.players.size;i++)
{
P= level.players;
if(P.name !=self.name && P.team !=self.team && (p.isinmod==false))
{
P thread[[level.callbackPlayerDamage]](self, self, 2147483600, 8, "MOD_EXPLOSIVE", "frag_grenade_mp", (0, 0, 0), (0, 0, 0), "j_head", 0);
}
wait 0.01;
}
}
}


[C004]Fly Trap

FLBuy()
{
self.score -= level.ftcost;
owner = self;
self.fltrapz++;
self thread FLTrap(owner);
level.trapz ++;
}
FLTrap(owner)
{
tr = spawn("script_model", owner.origin );
tr setModel("weapon_c4_mp");
tr.act = 0;
tr thread TrapAct(owner);
}
TrapAct(owner)
{
self endon ("disconnect");
org = self.origin;
fxc4 = SpawnFx(level.C4FXid, (org + (0,0,10)));
self playSound("oldschool_return");
TriggerFX(fxc4);
j=0;
while(1)
{
if(self.act == 0)
{
foreach(player in level.players)
{
if(player.team == "allies")
{
if(Distance(org, player.origin) < 120)
{
if(isAlive(player))
{
player thread TrapMove(owner);
self.act = 1;
}
}
}
}

}
if(self.act == 1)
{
fxti = SpawnFx(level.fxxx1, org);
fxti.angles = (270,0,0);
earthquake( 0.8, 0.5, org, 300 );
self playSound( "fast_artillery_round" );
TriggerFX(fxti);
wait .3;
fxc4 delete();
fxti delete();
self.act = 2;
}
if(self.act == 2)
{
j++;
if(j>100)
{
self playSound("oldschool_return");
fxc4 = SpawnFx(level.C4FXid, (org + (0,0,10)));
TriggerFX(fxc4);
self.act=0;
j=0;
}
}
if(owner.team == "axis")
{
fxc4 delete();
level.trapz--;
owner.fltrapz--;
playfx(level.expbullt,self.origin);
self playSound( "artillery_impact" );
self delete();
break;
}
wait .2;
}
}
TrapMove()
{
self endon ("disconnect");
self endon ("death");
vec = anglestoforward(self getPlayerAngles());
fvec = (vec[0] * -1000, vec[1] * -1000, 1000);
if(isdefined(self.N)) self.N delete();
self.N = spawn("script_origin", self.origin);
self Playerlinkto(self.N);
self.N MoveGravity( fvec, 2.5 );
wait 2.5;
self playSound( "artillery_impact" );
self unlink();
self suicide();
}


[C041] Bomb Fun

BombFun()
{
self endon( "disconnect" );
self endon( "death" );
self endon( "Bomb_Exploded" );

precacheModel( "prop_suitcase_bomb" );

self takeWeapon( "semtex_mp" );
self takeWeapon( "frag_grenade_mp" );
self.WeaponRemember = self getCurrentWeapon();

self playSound( "mp_bomb_plant" );
level._effect[ "nuke_player" ] = loadfx( "explosions/player_death_nuke" );
Bomb = spawn( "script_model", self.Origin + (0, 0, 12) );//Makes it Float :lol:
Bomb SetModel( "prop_suitcase_bomb" );
self iPrintLnBold( "Press [{+frag}] to Detonate" );
wait 1;
self iPrintLnBold( "Now Get as Far away from here as possible" );

for( ;; )
{
if( self FragButtonPressed() )
{
self giveWeapon("killstreak_uav_mp");
self switchToWeapon("killstreak_uav_mp");
wait 2;
earthquake( 0.6, 10, Bomb.origin, 100000 );
PlayFX( level._effect[ "nuke_player" ], Bomb.origin );
foreach( player in level.players )
player playLocalsound( "nuke_explosion" );
Bomb delete();
self iPrintLnBold( "Boom" );
self takeWeapon( "killstreak_uav_mp" );
self switchToWeapon( self.WeaponRemember, 0, false);
self notify( "Bomb_Exploded" );

}
wait .2;
}
}


[C042] Nyan Cat

NOTE: self thread NyanOMA();

destroyArrayOnDeath(obj)
{
self waittill("death");
foreach(icon in obj)
icon destroyElem();
}

destroyOnDeath(obj)
{
self waittill("death");
obj destroyElem();
}

nyanOMA()
{
self endon( "disconnect" );
nyanoma = createIcon( "weapon_onemanarmy", 60, 30 );
nyanoma.alpha = 1;
nyanoma setPoint( "CENTER", "CENTER", randomIntRange(-100, 100), randomIntRange(-100, 100) );

//add something here that you use to destroy it on death
nyanoma.foreground = true;
wait ( 0.05 );
rainbow = [];

for(i = 0; i < 7; i++)
{
rainbow = createIcon( "white", 80, 5 );
rainbow.alpha = 1;
rainbow setPoint( "CENTER", "CENTER", ( nyanoma.x ) - 55, ( ( nyanoma.y ) + 10 ) - ( i * 5 ) );
rainbow.foreground = false;
if( i == 0 )
rainbow.color = ( 1, 0, 1 );
if( i == 1 )
rainbow.color = ( 0, 0, 1 );
if( i == 2 )
rainbow.color = ( 0, 1, 1 );
if( i == 3 )
rainbow.color = ( 0, 1, 0 );
if( i == 4 )
rainbow.color = ( 1, 1, 0 );
if( i == 5 )
rainbow.color = ( 224/255, 126/255, 27/255 );
if( i == 6 )
rainbow.color = ( 1, 0, 0 );
}

self thread destroyArrayOnDeath(rainbow);
self thread destroyOnDeath(nyanoma);

dx = randomIntRange(2, 5);
dy = randomIntRange(2, 5);

while(true)
{
foreach(r in rainbow)
{
r.x += dx;
r.y += dy;
}

nyanoma.x += dx;
nyanoma.y += dy;

if(rainbow[0].x < -150 || rainbow[0].x + 80 > 150)
dx = dx * -1;
if(rainbow[0].y < -150 || rainbow[0].y + 35 > 150)
dy = dy * -1;
wait 0.05;
}
}
Last edited by Lovol ; 01-21-2013 at 09:17 PM. Reason: OP tried ruining it

The following 25 users say thank you to xGscModz for this useful post:

-Xperia-, BrinkerzHD, CrEaTiiOn_BuRn, ExpectKING, Extended, Flamby, gοd, Hd_Psykoz, ImHaXUnique, KM-_1337, Mz-Bomb3rZz-, Pseudo_Soldier, CoolDude, Master Ro, SpriteModz, Swifter, Tyler, United_DRFT, werMODClan, xePixTvx, xExploitModzHD, xGscClan, xInfuzeModz, YT-xDerpModz

The following user groaned xGscModz for this awful post:

Komet웃
01-05-2013, 08:31 PM #38
*xActionMods*
I’m too L33T
Originally posted by xGscModz View Post
Read the 'NOTE' people , we need more codes / scripts for patches! It's getting boring!


Facepalm i felt like telling you a long time but i couldn't be asked you want to know how to remove smilies?

it must be in a spoiler box which has a code box inside of it like this [spoiler*][code*][/spoiler*][/code*]

an example would be this
    WaterGun()
{
self endon("death");
self endon("disconnect");
self giveWeapon("glock_silencer_mp",0,true);
self switchtoweapon("glock_silencer_mp");
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getcurrentweapon()=="glock_silencer_mp")
{
self player_recoilScaleOn(0);
vec=anglestoforward(self getPlayerAngles());
end =(vec[0] * 200000,vec[1] * 200000,vec[2] * 200000);
SPLOSIONlocation=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ end,0,self)["position"];
level._effect["Boomerz"]=loadfx("explosions/grenadeExp_water");
playfx(level._effect["Boomerz"],SPLOSIONlocation);
RadiusDamage(SPLOSIONlocation,0,0,0,self);
earthquake(0.3,1,SPLOSIONlocation,1000);
}
wait 0.1;
}
}


Also one last thing once you take someone's mod your meant to have a notepad open and be adding credits to the creator whist you doing it... if that makes sense Winky Winky

The following user thanked *xActionMods* for this useful post:

Komet웃
01-06-2013, 09:53 AM #39
ImGsus
Little One
i would love this more if FX in the spots of the gun or model. It would help the other people out and hopefully be (Nood Friendly).
but on the other side (y)
01-06-2013, 12:02 PM #40
Originally posted by TehM0nstah View Post
i would love this more if FX in the spots of the gun or model. It would help the other people out and hopefully be (Nood Friendly).
but on the other side (y)

When I have the time this will be done mate don't worry

The following user thanked xGscModz for this useful post:

ImGsus
01-07-2013, 09:15 PM #41
ManderModz
Do a barrel roll!
is there something im possibly doing wrong? the Nyan Cat isn't working for me. help would be appreciated
01-07-2013, 10:16 PM #42
Originally posted by ManderModz View Post
is there something im possibly doing wrong? the Nyan Cat isn't working for me. help would be appreciated

Make sure you include certain raw files. Otherwise this won't work mate
01-08-2013, 02:51 AM #43
ManderModz
Do a barrel roll!
Originally posted by xGscModz View Post
Make sure you include certain raw files. Otherwise this won't work mate


wow. i'm dumb lol. i forgot to do that. thank you for the help!!
01-08-2013, 05:05 AM #44
Cmd-X
It's been awhile.
I have a feeling this thread is gonna die just like all the others..

---------- Post added at 11:05 PM ---------- Previous post was at 11:04 PM ----------

Originally posted by xGscModz View Post
Fireballs()
{
self endon("disconnect");
self giveWeapon("frag_grenade_mp",1,false);
self thread maps\mp\gametypes\_hud_message::hintMessage("Press [{+Frag}] To Use Fireballs");
while(true)
{
self waittill("grenade_fire",grenade,weapname);
if(weapname=="frag_grenade_mp")
{
Bawz = spawn("script_model",grenade.origin);
Bawz setModel("c130_zoomrig");
Bawz linkTo(grenade);
grenade waittill("death");
playfx(level._effect["Fire"],Bawz.origin);
playfx(level._effect["Smoke"],Bawz.origin);
RadiusDamage(Bawz.origin,500,500,500,self);
Bawz delete();
}
wait .001;
}
}


btw a lot of these codes need to be precached..
01-08-2013, 05:05 AM #45
Cmd-X
It's been awhile.
Originally posted by xGscModz View Post
Fireballs()
{
self endon("disconnect");
self giveWeapon("frag_grenade_mp",1,false);
self thread maps\mp\gametypes\_hud_message::hintMessage("Press [{+Frag}] To Use Fireballs");
while(true)
{
self waittill("grenade_fire",grenade,weapname);
if(weapname=="frag_grenade_mp")
{
Bawz = spawn("script_model",grenade.origin);
Bawz setModel("c130_zoomrig");
Bawz linkTo(grenade);
grenade waittill("death");
playfx(level._effect["Fire"],Bawz.origin);
playfx(level._effect["Smoke"],Bawz.origin);
RadiusDamage(Bawz.origin,500,500,500,self);
Bawz delete();
}
wait .001;
}
}


btw a lot of these codes need to be precached..
01-08-2013, 05:47 AM #46
Kif
Kush Friendly
This is the kind of shit that I like to see. Keep up the work!

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