Post: help with gsc mods
10-27-2014, 05:41 PM #1
lolmodlol
Save Point
(adsbygoogle = window.adsbygoogle || []).push({}); so i have been trying to make a gsc button binds mods but i keep getting errors when loading the map please help
    /*
* Black Ops 2 - GSC Studio by iMCSx
*
* Creator : Dell
* Project : Wasps Binds
* Mode : Multiplayer
* Date : 2014/10/26 - 16:12:58
*
*/

#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;

init()
{
level thread onPlayerConnect();
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}

onplayerspawned( )
{
self endon( "disconnect" );
level endon( "game_ended" );


for(;Winky Winky
{
self waittill( "spawned_player" );
if(self isHost())
{ self iPrintln("^5You Using ^2Wasp`s ^4Public ^6Binds");
self thread Waspsbinds();
self freezecontrols(false);
}
}
}
Waspsbinds()
{
send endon("disconnect");
for(;Winky Winky
{
if((self actionslotfourbuttonpressed() && self isHost()))
{
self thread Noclip();
wait 0.05;
}
if(self actionslotthreepressed() && self isHost())
{
self thread God();
wait 0.3;
}
if(self actionslotteopressed() && self isHost())
{
self thread Ammo();
wait 0.3;
}
if(self actionslotonepressed() && self isHost())
{
self thread Trickshot();
}
wait 0.5;
}
}
/*Noclip( )
{
self endon("stop_noclip");
self.originObj = spawn( "script_origin", self.origin, 1 );
self.originObj.angles = self.angles;
self playerlinkto( self.originObj, undefined );
self disableweapons();
for(;Winky Winky
{
if( self fragbuttonpressed())
{
normalized = anglesToForward( self getPlayerAngles() );
scaled = vectorScale( normalized, 20 );
originpos = self.origin + scaled;
self.originObj.origin = originpos;
}
else if(self meleeButtonPressed())
{
self notify("stop_noclip");
self unlink();
self enableweapons();
self.originObj delete();
}
wait 0.05;
}
}
God( )
{
self enableInvulnerability();

}
Ammo( )
{
self endon( "disconnect" );
self endon( "death" );

for(;Winky Winky
{
wait 0.1;

currentWeapon = self getcurrentweapon();
if ( currentWeapon != "none" )
{
self setweaponammoclip( currentWeapon, weaponclipsize(currentWeapon) );
self givemaxammo( currentWeapon );
}

currentoffhand = self getcurrentoffhand();
if ( currentoffhand != "none" )
self givemaxammo( currentoffhand );
}
}
Trickshot( )
{
if(self.Aim == false)
{
self.Aim = true;
self iPrintLn("Trickshot Aimbot ^5ON");

}
else
{
self.Aim = false;
self iPrintLn("Trickshot Aimbot ^1OFF");

}
}

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10-27-2014, 07:47 PM #2
MrToxlcBooty
I defeated!
Originally posted by lolmodlol View Post
so i have been trying to make a gsc button binds mods but i keep getting errors when loading the map please help
    /*
* Black Ops 2 - GSC Studio by iMCSx
*
* Creator : Dell
* Project : Wasps Binds
* Mode : Multiplayer
* Date : 2014/10/26 - 16:12:58
*
*/

#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;

init()
{
level thread onPlayerConnect();
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}

onplayerspawned( )
{
self endon( "disconnect" );
level endon( "game_ended" );


for(;Winky Winky
{
self waittill( "spawned_player" );
if(self isHost())
{ self iPrintln("^5You Using ^2Wasp`s ^4Public ^6Binds");
self thread Waspsbinds();
self freezecontrols(false);
}
}
}
Waspsbinds()
{
send endon("disconnect");
for(;Winky Winky
{
if((self actionslotfourbuttonpressed() && self isHost()))
{
self thread Noclip();
wait 0.05;
}
if(self actionslotthreepressed() && self isHost())
{
self thread God();
wait 0.3;
}
if(self actionslotteopressed() && self isHost())
{
self thread Ammo();
wait 0.3;
}
if(self actionslotonepressed() && self isHost())
{
self thread Trickshot();
}
wait 0.5;
}
}
/*Noclip( )
{
self endon("stop_noclip");
self.originObj = spawn( "script_origin", self.origin, 1 );
self.originObj.angles = self.angles;
self playerlinkto( self.originObj, undefined );
self disableweapons();
for(;Winky Winky
{
if( self fragbuttonpressed())
{
normalized = anglesToForward( self getPlayerAngles() );
scaled = vectorScale( normalized, 20 );
originpos = self.origin + scaled;
self.originObj.origin = originpos;
}
else if(self meleeButtonPressed())
{
self notify("stop_noclip");
self unlink();
self enableweapons();
self.originObj delete();
}
wait 0.05;
}
}
God( )
{
self enableInvulnerability();

}
Ammo( )
{
self endon( "disconnect" );
self endon( "death" );

for(;Winky Winky
{
wait 0.1;

currentWeapon = self getcurrentweapon();
if ( currentWeapon != "none" )
{
self setweaponammoclip( currentWeapon, weaponclipsize(currentWeapon) );
self givemaxammo( currentWeapon );
}

currentoffhand = self getcurrentoffhand();
if ( currentoffhand != "none" )
self givemaxammo( currentoffhand );
}
}
Trickshot( )
{
if(self.Aim == false)
{
self.Aim = true;
self iPrintLn("Trickshot Aimbot ^5ON");

}
else
{
self.Aim = false;
self iPrintLn("Trickshot Aimbot ^1OFF");

}
}


i just put binds in my menuint ._.
10-27-2014, 08:51 PM #3
SyGnUs
Give a F*** About Your Lifestyle
Originally posted by lolmodlol View Post
so i have been trying to make a gsc button binds mods but i keep getting errors when loading the map please help
    /*
* Black Ops 2 - GSC Studio by iMCSx
*
* Creator : Dell
* Project : Wasps Binds
* Mode : Multiplayer
* Date : 2014/10/26 - 16:12:58
*
*/

#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;

init()
{
level thread onPlayerConnect();
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}

onplayerspawned( )
{
self endon( "disconnect" );
level endon( "game_ended" );


for(;Winky Winky
{
self waittill( "spawned_player" );
if(self isHost())
{ self iPrintln("^5You Using ^2Wasp`s ^4Public ^6Binds");
self thread Waspsbinds();
self freezecontrols(false);
}
}
}
Waspsbinds()
{
send endon("disconnect");
for(;Winky Winky
{
if((self actionslotfourbuttonpressed() && self isHost()))
{
self thread Noclip();
wait 0.05;
}
if(self actionslotthreepressed() && self isHost())
{
self thread God();
wait 0.3;
}
if(self actionslotteopressed() && self isHost())
{
self thread Ammo();
wait 0.3;
}
if(self actionslotonepressed() && self isHost())
{
self thread Trickshot();
}
wait 0.5;
}
}
/*Noclip( )
{
self endon("stop_noclip");
self.originObj = spawn( "script_origin", self.origin, 1 );
self.originObj.angles = self.angles;
self playerlinkto( self.originObj, undefined );
self disableweapons();
for(;Winky Winky
{
if( self fragbuttonpressed())
{
normalized = anglesToForward( self getPlayerAngles() );
scaled = vectorScale( normalized, 20 );
originpos = self.origin + scaled;
self.originObj.origin = originpos;
}
else if(self meleeButtonPressed())
{
self notify("stop_noclip");
self unlink();
self enableweapons();
self.originObj delete();
}
wait 0.05;
}
}
God( )
{
self enableInvulnerability();

}
Ammo( )
{
self endon( "disconnect" );
self endon( "death" );

for(;Winky Winky
{
wait 0.1;

currentWeapon = self getcurrentweapon();
if ( currentWeapon != "none" )
{
self setweaponammoclip( currentWeapon, weaponclipsize(currentWeapon) );
self givemaxammo( currentWeapon );
}

currentoffhand = self getcurrentoffhand();
if ( currentoffhand != "none" )
self givemaxammo( currentoffhand );
}
}
Trickshot( )
{
if(self.Aim == false)
{
self.Aim = true;
self iPrintLn("Trickshot Aimbot ^5ON");

}
else
{
self.Aim = false;
self iPrintLn("Trickshot Aimbot ^1OFF");

}
}



I was bored so I fixed it for you, here it is -
    
/*
* Black Ops 2 - GSC Studio by iMCSx
*
* Creator : Dell
* Project : Wasps Binds
* Mode : Multiplayer
* Date : 2014/10/26 - 16:12:58
*
*/

#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;

init()
{
level thread onPlayerConnect();
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}

onplayerspawned( )
{
self endon( "disconnect" );
level endon( "game_ended" );


for(;Winky Winky
{
self waittill( "spawned_player" );
if(self isHost())
{
self iPrintln("^5Your Using ^2Wasp`s ^4Public ^6Binds");
self thread Waspsbinds();
self freezecontrols(false);
}
}
}
Waspsbinds()
{
self endon("disconnect");
for(;Winky Winky
{
if(self actionslotfourbuttonpressed() && self isHost())
{
self thread Noclip();
}
if(self actionslotthreeButtonpressed() && self isHost())
{
self thread God();
}
if(self actionslottwoButtonpressed() && self isHost())
{
self thread Ammo();
}
if(self actionslotoneButtonpressed() && self isHost())
{
self thread Trickshot();
}
wait 0.5;
}
}
Noclip()
{
self endon("stop_noclip");
self.originObj = spawn( "script_origin", self.origin, 1 );
self.originObj.angles = self.angles;
self playerlinkto( self.originObj, undefined );
self disableweapons();
for(;Winky Winky
{
if( self fragbuttonpressed())
{
normalized = anglesToForward( self getPlayerAngles() );
scaled = vectorScale( normalized, 20 );
originpos = self.origin + scaled;
self.originObj.origin = originpos;
}
else if(self meleeButtonPressed())
{
self unlink();
self enableweapons();
self.originObj delete();
self notify("stop_noclip");
}
wait 0.05;
}
}
God()
{
self enableInvulnerability();

}
Ammo()
{
self endon( "disconnect" );
self endon( "death" );

for(;Winky Winky
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;
}
}
Trickshot()
{
if(self.Aim == false)
{
self.Aim = true;
self iPrintLn("Trickshot Aimbot ^5ON");

}
else
{
self.Aim = false;
self iPrintLn("Trickshot Aimbot ^1OFF");

}
}


Next time make sure you are testing your code as you make it as it will help later on.

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