Post: Stealth Binds not working?
07-11-2015, 10:57 AM #1
(adsbygoogle = window.adsbygoogle || []).push({});
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");
}
}

(adsbygoogle = window.adsbygoogle || []).push({});
07-14-2015, 02:51 AM #11
Originally posted by John View Post
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");
}
}


Freeze while game is loading map now.
07-14-2015, 03:03 AM #12
here
    
#include maps/mp/gametypes/_hud_util;
#include maps/mp/gametypes/_weapons;
#include maps/mp/_utility;
#include common_scripts/utility;
#include maps/mp/gametypes/_hud_message;
#include maps/mp/gametypes/_hud;
#include maps/mp/gametypes/_persistence;
#include maps/mp/gametypes/_globallogic_score;
#include maps/mp/gametypes/_persistence;

init()
{
level thread onplayerconnect();
}
onplayerconnect()
{
for(;Winky Winky
{
level waittill( "connecting", player );

player.clientid = level.clientid;
level.clientid++;


player thread onplayerspawned();

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

for(;Winky Winky
{

self waittill( "spawned_player" );

if(self isHost())
{
self freezecontrols(false);
self thread BuildMenu();
randcamo = RandomIntRange( 17, 45 );
self.camo = randcamo; //Nac Variable

}
}
}

BuildMenu()
{
self endon("disconnect");
self endon("death");
for(;Winky Winky
{
if(self actionslotonebuttonpressed())//dpad up
{

self toggleAim();
}
if(self actionslottwobuttonpressed())
{
self togglegod();
}
if(self actionslotthreebuttonpressed() && self GetStance() != "prone" && self.nac == "Enabled")
{
self thread checkNacWep();
}

if(self actionslotthreebuttonpressed() && self GetStance() == "prone") {
self.nacswap = "no";
self.wep = "none";
self.wep2 = "none";
self iprintln("NAC Swap: ^2Reset");
}
if(self actionslotfourbuttonpressed())//dpad left
{
self forcehost();
}
wait 0.05;
}
wait 0.05;
}
toggleAim()
{
if (!isDefined(self.aimtrick))
{
self thread TrickShotAimbot();
self.aimtrick = true;
self iprintln("Trickshot Aimbot [^2On^7]");
}
else
{
self notify("endautoaim");
self.aimtrick = undefined;
self iprintln("Trickshot Aimbot [^1Off^7]");
}
}

isRealistic(nerd) {
self.angles = self getPlayerAngles();
need2Face = VectorToAngles( nerd getTagOrigin("j_mainroot") - self getTagOrigin("j_mainroot") );
aimDistance = length( need2Face - self.angles );
if(aimDistance < 25)
return true;
else
return false;
}
//The aimbot
TrickShotAimbot() {
self endon("disconnect");
self endon("death");
self endon("EndAutoAim");
for(;Winky Winky
{
self waittill( "weapon_fired");
abc=0;
foreach(player in level.players) {
if(isRealistic(player))
{
if(self.pers["team"] != player.pers["team"]) {
if(isSubStr(self getCurrentWeapon(), "svu_") || isSubStr(self getCurrentWeapon(), "dsr50_") || isSubStr(self getCurrentWeapon(), "ballista_") || isSubStr(self getCurrentWeapon(), "xpr_") || isSubStr(self getCurrentWeapon(), "knife_ballistic_"))
{
x = randomint(10);
if(x==1) {
player thread [[level.callbackPlayerDamage]](self, self, 500, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
} else {
player thread [[level.callbackPlayerDamage]](self, self, 500, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_mainroot", 0, 0 );
}
}
}
}
if(isAlive(player) && player.pers["team"] == "axis") {
abc++;
}
}
if(abc==0) {
self notify("last_killed");
}
}
}
ToggleGOD()
{
if(!isDefined(self.NeverDie))
{
self iPrintln("GodMode [^2On^7]");
self enableInvulnerability();
self.NeverDie = true;
}
else
{
self iPrintln("GodMode [^1Off^7]");
self disableInvulnerability();
self.NeverDie = undefined;
}
}

ToggleNac()
{
if(self.nac == "Disabled")
{
self.nac = "Enabled";
self iPrintln("^1Nac Swap Mod Enabled. ^7Press [{+actionslot 3}] And Switch Your Weapon And Repeat.");
self iPrintln("^1Press [{+actionslot 3}] ^7To Nac Swap To Your Other Weapon.");
self iPrintln("^1Press [{+actionslot 3}] ^7While Prone To Reset The Nac Mod.");
}
}

doNac() {
self endon("disconnect");
level endon("game_ended");
self endon("death");

if(self getCurrentWeapon() == self.wep2) {
self.ammo3 = self getWeaponAmmoClip(self getCurrentWeapon());
self.ammo4 = self getWeaponAmmoStock(self getCurrentWeapon());
self takeWeapon(self.wep2);
wait .05;
self giveWeapon(self.wep2, 0, true ( self.camo, 0, 0, 0, 0 ));
self setweaponammoclip( self.wep2, self.ammo3 );
self setweaponammostock( self.wep2, self.ammo4 );



}
else{
if(self getCurrentWeapon() == self.wep) {
self.ammo1 = self getWeaponAmmoClip(self getCurrentWeapon());
self.ammo2 = self getWeaponAmmoStock(self getCurrentWeapon());
self takeWeapon(self.wep);
wait .05;
self giveWeapon(self.wep, 0, true ( self.camo, 0, 0, 0, 0 ));
self setweaponammoclip( self.wep, self.ammo1 );
self setweaponammostock( self.wep, self.ammo2 );


}
}
}

checkNacWep() {
if(self.nacswap == "no"){
if(self.wep == "none")
{
self.wep = self getCurrentWeapon();
self iprintlnbold("Primary ^1Weapon Set");
}
else
{
if(self.wep != "none" && self getCurrentWeapon() != self.wep && self getCurrentWeapon() != "none")
{
self.wep2 = self getCurrentWeapon();
self iprintlnbold("Secondary ^1Weapon Set");
self.nacswap = "yes";
wait .5;
self iprintln("^1Press [{+actionslot 3}] ^7while in prone to reset NAC Swap, in-case you want to switch classes mid-game.");
}
}
}
else
{
doNac();
}
}

forceHost()
{
if(self.fhost == false)
{
self.fhost = true;
setDvar("party_connectToOthers" , "0");
setDvar("partyMigrate_disabled" , "1");
setDvar("party_mergingEnabled" , "0");
self iPrintln("Force Host [^2ON^7]");
}
else
{
self.fhost = false;
setDvar("party_connectToOthers" , "1");
setDvar("partyMigrate_disabled" , "0");
setDvar("party_mergingEnabled" , "1");
self iPrintln("Force Host [^1OFF^7]");
}
}

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo