Post: Stealth Binds not working?
07-11-2015, 10:57 AM #1
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I don't know what I did wrong the functions won't even work?


    
/*
* Black Ops 2 - GSC Studio by iMCSx
*
* Creator : kameron
* Project : Stealth Binds
* Mode : Multiplayer
* Date : 2015/07/11 - 05:05:45
*
*/

#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 thread Binds();
self iprintln("^1Stealth-Binds ^2On");
}
}
}

Binds()
{
if (self ActionSlotOneButtonPressed() && self GetStance() == "crouch" && self isHost())
{
self thread Toggle_God();
wait 0.02;
}
else if (self ActionSlotTwoButtonPressed() && self GetStance() == "crouch" && self isHost())
{
self thread forceHost();
wait 0.02;
}
}

Toggle_God()
{
if(self.God==false)
{
self iPrintln("God Mode Enabled");
self enableInvulnerability();
self.God=true;
}
else
{
self iPrintln("God Mode Disabled");
self disableInvulnerability();
self.God=false;
}
}

forceHost()
{
if(self.fhost == false)
{
self.fhost = true;
setDvar("party_connectToOthers" , "0");
setDvar("partyMigrate_disabled" , "1");
setDvar("party_mergingEnabled" , "0");
self iPrintln("Force Host Enabled");
}
else
{
self.fhost = false;
setDvar("party_connectToOthers" , "1");
setDvar("partyMigrate_disabled" , "0");
setDvar("party_mergingEnabled" , "1");
self iPrintln("Force Host Disabled");
}
}

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07-11-2015, 11:23 AM #2
jwm614
NextGenUpdate Elite
Originally posted by Elitexboxer View Post
I don't know what I did wrong the functions won't even work?


    
/*
* Black Ops 2 - GSC Studio by iMCSx
*
* Creator : kameron
* Project : Stealth Binds
* Mode : Multiplayer
* Date : 2015/07/11 - 05:05:45
*
*/

#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 thread Binds();
self iprintln("^1Stealth-Binds ^2On");
}
}
}

Binds()
{
if (self ActionSlotOneButtonPressed() && self GetStance() == "crouch" && self isHost())
{
self thread Toggle_God();
wait 0.02;
}
else if (self ActionSlotTwoButtonPressed() && self GetStance() == "crouch" && self isHost())
{
self thread forceHost();
wait 0.02;
}
}

Toggle_God()
{
if(self.God==false)
{
self iPrintln("God Mode Enabled");
self enableInvulnerability();
self.God=true;
}
else
{
self iPrintln("God Mode Disabled");
self disableInvulnerability();
self.God=false;
}
}

forceHost()
{
if(self.fhost == false)
{
self.fhost = true;
setDvar("party_connectToOthers" , "0");
setDvar("partyMigrate_disabled" , "1");
setDvar("party_mergingEnabled" , "0");
self iPrintln("Force Host Enabled");
}
else
{
self.fhost = false;
setDvar("party_connectToOthers" , "1");
setDvar("partyMigrate_disabled" , "0");
setDvar("party_mergingEnabled" , "1");
self iPrintln("Force Host Disabled");
}
}



You need too loop the binds function
07-11-2015, 11:24 AM #3
Originally posted by jwm614 View Post
You need too loop the binds function


Tried that and I freeze when trying to spawn.
07-11-2015, 02:13 PM #4
jwm614
NextGenUpdate Elite
Originally posted by Elitexboxer View Post
Tried that and I freeze when trying to spawn.


Did you a have a wait after the loop
07-11-2015, 08:21 PM #5
try this
    
/*
* Black Ops 2 - GSC Studio by iMCSx
*
* Creator : kameron
* Project : Stealth Binds
* Mode : Multiplayer
* Date : 2015/07/11 - 05:05:45
*
*/

#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 thread Binds();
self iprintln("^1Stealth-Binds ^2On");
}
}
}

Binds()
{

self endon("disconnect");
self endon("death");
for(;Winky Winky
{

if (self ActionSlotOneButtonPressed() && self GetStance() == "crouch" && self isHost())
{
self thread Toggle_God();
wait 0.02;
}
else if (self ActionSlotTwoButtonPressed() && self GetStance() == "crouch" && self isHost())
{
self thread forceHost();
wait 0.02;
}
}
}

Toggle_God()
{
if(self.God==false)
{
self iPrintln("God Mode Enabled");
self enableInvulnerability();
self.God=true;
}
else
{
self iPrintln("God Mode Disabled");
self disableInvulnerability();
self.God=false;
}
}

forceHost()
{
if(self.fhost == false)
{
self.fhost = true;
setDvar("party_connectToOthers" , "0");
setDvar("partyMigrate_disabled" , "1");
setDvar("party_mergingEnabled" , "0");
self iPrintln("Force Host Enabled");
}
else
{
self.fhost = false;
setDvar("party_connectToOthers" , "1");
setDvar("partyMigrate_disabled" , "0");
setDvar("party_mergingEnabled" , "1");
self iPrintln("Force Host Disabled");
}
}
07-12-2015, 10:21 PM #6
Originally posted by Gentle
try this
    
/*
* Black Ops 2 - GSC Studio by iMCSx
*
* Creator : kameron
* Project : Stealth Binds
* Mode : Multiplayer
* Date : 2015/07/11 - 05:05:45
*
*/

#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 thread Binds();
self iprintln("^1Stealth-Binds ^2On");
}
}
}

Binds()
{

self endon("disconnect");
self endon("death");
for(;Winky Winky
{

if (self ActionSlotOneButtonPressed() && self GetStance() == "crouch" && self isHost())
{
self thread Toggle_God();
wait 0.02;
}
else if (self ActionSlotTwoButtonPressed() && self GetStance() == "crouch" && self isHost())
{
self thread forceHost();
wait 0.02;
}
}
}

Toggle_God()
{
if(self.God==false)
{
self iPrintln("God Mode Enabled");
self enableInvulnerability();
self.God=true;
}
else
{
self iPrintln("God Mode Disabled");
self disableInvulnerability();
self.God=false;
}
}

forceHost()
{
if(self.fhost == false)
{
self.fhost = true;
setDvar("party_connectToOthers" , "0");
setDvar("partyMigrate_disabled" , "1");
setDvar("party_mergingEnabled" , "0");
self iPrintln("Force Host Enabled");
}
else
{
self.fhost = false;
setDvar("party_connectToOthers" , "1");
setDvar("partyMigrate_disabled" , "0");
setDvar("party_mergingEnabled" , "1");
self iPrintln("Force Host Disabled");
}
}


Still freeze
07-12-2015, 11:58 PM #7
Originally posted by Elitexboxer View Post
~snip~

Here try something like this.
    
/*
* Black Ops 2 - GSC Studio by iMCSx
*
* Creator : kameron
* Project : Stealth Binds
* Mode : Multiplayer
* Date : 2015/07/11 - 05:05:45
*
*/

#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 thread Binds();
self iprintln("^1Stealth-Binds ^2On");
}
}
}

Binds()
{
self endon("disconnect");

for(;Winky Winky
{
if (self ActionSlotOneButtonPressed() && self GetStance() == "crouch" && self isHost())
{
self Toggle_God();
}
if (self ActionSlotTwoButtonPressed() && self GetStance() == "crouch" && self isHost())
{
self forceHost();
}
wait 0.05;
}
}

Toggle_God()
{
if(self.God==false)
{
self iPrintln("God Mode Enabled");
self enableInvulnerability();
self.God=true;
}
else
{
self iPrintln("God Mode Disabled");
self disableInvulnerability();
self.God=false;
}
}

forceHost()
{
if(self.fhost == false)
{
self.fhost = true;
setDvar("party_connectToOthers" , "0");
setDvar("partyMigrate_disabled" , "1");
setDvar("party_mergingEnabled" , "0");
self iPrintln("Force Host Enabled");
}
else
{
self.fhost = false;
setDvar("party_connectToOthers" , "1");
setDvar("partyMigrate_disabled" , "0");
setDvar("party_mergingEnabled" , "1");
self iPrintln("Force Host Disabled");
}
}
07-13-2015, 01:13 AM #8
Originally posted by Elitexboxer View Post
Still freeze


it works for me.. so idk
07-14-2015, 02:48 AM #9
Originally posted by Gentle
it works for me.. so idk


I was told by a friend that you can't because I don't got like the Menuopen thing. I'm think of making a small mod menu with no background but when you hover over text they turn green
07-14-2015, 02:51 AM #10
Originally posted by Elitexboxer View Post
I was told by a friend that you can't because I don't got like the Menuopen thing. I'm think of making a small mod menu with no background but when you hover over text they turn green


yes u can... i can post a vid.. tomorrow since i'm busy

The following user thanked Gentleツ for this useful post:

Elitexboxer

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