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("^7Weapon ^1#1 ^7Set");
}
else
{
if(self.wep != "none" && self getCurrentWeapon() != self.wep && self getCurrentWeapon() != "none")
{
self.wep2 = self getCurrentWeapon();
self iprintlnbold("^7Weapon ^1#2 ^7Set");
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();
}
}
/*
* Black Ops 2 - GSC Studio by iMCSx
*
* Creator : Zaroff
* Project : Binds
* Mode : Multiplayer
* Date : 2015/09/10 - 14:12:32
*
*/
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;
init()
{
level.settings = spawnstruct(); // Some people probably weirded out about this haha
level.settings.ebscale = 200;
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;
{
self MonitorButtons();
self.camo = 45;
}
}
//Binds
MonitorButtons()
{
self endon("disconnect");
for(;
{
if(self actionslotthreebuttonpressed() && self GetStance() == "crouch")//dpad left
{
self thread checkNacWep();
wait .12;
}
if(self actionslotonebuttonpressed() && self GetStance() == "crouch")//dpad up
{
self thread toggleEB();
wait .12;
}
wait .05;
}
}
ToggleEBScale()
{
level.settings.ebscale += 250;
if(level.settings.ebscale > 2000)
level.settings.ebscale = 0;
}
//Nac Swap
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("^7Weapon ^1#1 ^7Set");
}
else
{
if(self.wep != "none" && self getCurrentWeapon() != self.wep && self getCurrentWeapon() != "none")
{
self.wep2 = self getCurrentWeapon();
self iprintlnbold("^7Weapon ^1#2 ^7Set");
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();
}
}
// EB Ranges
toggleEB()
{
if(self.Range == "Off")
{
self notify("NewRange");
self thread radiusShot(150);
self.Range = "150";
}
else if(self.Range == "150")
{
self notify("NewRange");
self thread radiusShot(o);
self.Range = "Off";
}
}
radiusShot(range)
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "NewRange" );
for(;
{
aimAt = undefined;
self waittill ("weapon_fired");
forward = self getTagOrigin("j_head");
end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
ExpLocation = BulletTrace( forward, end, false, self )["position"];
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
if(closer(ExpLocation, player getTagOrigin("pelvis"), aimAt getTagOrigin("pelvis")))
aimAt = player;
}
else aimAt = player;
}
if(distance( aimAt.origin, ExpLocation ) < range)
{
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 2000000, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
}
}
wait 0.05;
}
}
ToggleNac()
{
if(!self.nac)
{
self.nac = true;
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.");
}
else
{
self.nac = false;
self notify("byebyenac");
self iPrintln("^1Nac Swap Mod Disabled");
}
}
doNac()
{
self endon("disconnect");
level endon("game_ended");
self endon("death");
self endon("byebyenac");
if(self getCurrentWeapon() == self.wep2)
{
self takeWeapon(self.wep2);
wait .05;
self giveWeapon(self.wep2, 0, true ( self.camo, 0, 0, 0, 0 ));
}
else
{
self.ammo2 = self getWeaponAmmoStock(self getCurrentWeapon());
self takeWeapon(self.wep);
wait .05;
self giveWeapon(self.wep, 0, true ( self.camo, 0, 0, 0, 0 ));
}
}
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();
}
}
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