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
01-13-2013, 05:03 PM #56
Just thought id let you know that one of the weapons have got too many ('s as Im making a new patch, Got syntax and it says too Many ('s! Other than that a nice post :love:
01-14-2013, 08:10 PM #57
TheJaRniBoi
Why So Serious?
you know for the lightstick mod you don't need all that lol

    ShowMeTheLight()
{
self takeweapon( "semtex_mp" );
self takeweapon( "claymore_mp" );
self takeweapon( "frag_grenade_mp" );
self takeweapon( "c4_mp" );
self takeweapon( "throwingknife_mp" );
wait 0.01;
self giveweapon("lightstick_mp",0,false);
}
01-14-2013, 08:18 PM #58
Flamby
Gym leader
Add some more...
01-21-2013, 03:02 PM #59
*xActionMods*
I’m too L33T
Originally posted by xGscModz View Post
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=="concussion_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_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self maps\mp\perks\_perks::givePerk("specialty_fastsprintrecovery");
self maps\mp\perks\_perks::givePerk("specialty_improvedholdbreath");
self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
self maps\mp\perks\_perks::givePerk("specialty_selectivehearing");
self maps\mp\perks\_perks::givePerk("specialty_heartbreaker");
self maps\mp\perks\_perks::givePerk("specialty_automantle");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_coldblooded");
self maps\mp\perks\_perks::givePerk("specialty_fastmantle");
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
self maps\mp\perks\_perks::givePerk("specialty_parabolic");
self maps\mp\perks\_perks::givePerk("specialty_detectexplosive");
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_extendedmags");
self maps\mp\perks\_perks::givePerk("specialty_armorvest");
self maps\mp\perks\_perks::givePerk("specialty_scavenger");
self maps\mp\perks\_perks::givePerk("specialty_jumpdive");
self maps\mp\perks\_perks::givePerk("specialty_extraammo");
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
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",true,(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*2Cool 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;
}
}


Listen if you're not updating this i can take over with a better thread
01-21-2013, 09:11 PM #60
xGscClan
Bounty hunter
Originally posted by ChiefKeef View Post
Listen if you're not updating this i can take over with a better thread

I honestly don't care you are just hungry for rep which I find really sad and pathetic I just made this because I added codes to a notepad file in this fashion and simply copy and pasted it into a thread so yes you can I don't mind but seriously get a life man
01-21-2013, 09:18 PM #61
*xActionMods*
I’m too L33T
Originally posted by xGscClan View Post
I honestly don't care you are just hungry for rep which I find really sad and pathetic I just made this because I added codes to a notepad file in this fashion and simply copy and pasted it into a thread so yes you can I don't mind but seriously get a life man


in deed am hungry for rep, but thats not the point ngu needs a good updating thread not a poor thread like this were the mods give people syntax error. i mean i gave you advise on how to get rid of smileys you didn't listen. :|
01-21-2013, 10:01 PM #62
FattyPatty
Bounty hunter
yayaya, Might try to make my own menu
01-23-2013, 03:28 AM #63
YT-xDerpModz
Do a barrel roll!
We need more of us scripters working on making functions! :mmm:
02-02-2013, 02:39 PM #64
YT-xDerpModz
Do a barrel roll!
Originally posted by xGscModz View Post
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;
}
}



Yo lol, when you gonna finish up this thread haha?

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