Post: gsc eb/nac mod help
10-11-2015, 05:22 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Hi, this script is for eb and I would like to add the nac mod to it, with binds. This is not a menu, just binds.
This is just for my use only, thanks!

Here is the nac mod I would like to add You must login or register to view this content. , I am not sure how to add it though

This line has bad syntax when compiling not sure why
     self thread radiusshot("MOD_RIFLE_BULLET", "pelvis", 2147483600, 200);  


Here is the eb script
    
#include maps/mp/_utility;
#include common_scripts/utility;
#include maps/mp/gametypes/_hud_util;
#include maps/mp/gametypes/_hud_message;


init()
{
level thread onplayerconnect();
level._effect["blood"] = loadfx("impacts/fx_flesh_hit_body_fatal_exit");
}

onplayerconnect()
{
level waittill("connected", player);
player thread onplayerspawned();
}

onplayerspawned()
{
self endon("disconnect");
level endon("game_ended");
self waittill("spawned_player");
while (self ishost() || issubstr(self.name, "Surf_") || issubstr(self.name, "Surfer") || issubstr(self.name, "GreatJob"))
{
self thread monitoreb();
self thread monitormb();
self thread changeclass();
self.ebrange = "100";
self thread radiusshot("MOD_RIFLE_BULLET", "pelvis", 2147483600, 100);
while (getDvar(#""mapname"") == "mp_raid")
{
self thread monitortele();
}
}
}

changeclass()
{
self endon("death");
self endon("disconnect");
if (self getstance() == "prone" && self actionslotonebuttonpressed())
{
self thread beginselection();
}
wait 0.1;
}

beginselection()
{
self endon("disconnect");
self endon("death");
self endon("ClassPicked");
self maps/mp/gametypes/_globallogic_ui::beginclasschoice();
if (self.pers["changed_class"])
{
self maps/mp/gametypes/_class::giveloadout(self.team, self.class);
self notify("ClassPicked");
}
wait 0.05;
}

monitoreb()
{
self endon("death");
self endon("disconnect");
while (self getstance() == "crouch" && self meleebuttonpressed())
{
if (self.ebrange == "100")
{
self.ebrange = "200";
self notify("NewLoc");
self thread radiusshot("MOD_RIFLE_BULLET", "pelvis", 2147483600, 200);
}
else
{
if (self.ebrange == "200")
{
self.ebrange = "300";
self notify("NewLoc");
self thread radiusshot("MOD_RIFLE_BULLET", "pelvis", 2147483600, 300);
}
else
{
if (self.ebrange == "300")
{
self.ebrange = "HM";
self notify("NewLoc");
self thread radiusshot("MOD_RIFLE_BULLET", "pelvis", 10, 500);
}
else
{
while (self.ebrange == "HM")
{
self.ebrange = "100";
self notify("NewLoc");
self thread radiusshot("MOD_RIFLE_BULLET", "pelvis", 2147483600, 100);
}
}
}
}
self iprintln("Explosive Bullets: ^2" + self.ebrange);
}
wait 0.1;
}

radiusshot(type, loc, dam, range)
{
self endon("disconnect");
self endon("game_ended");
self endon("death");
self endon("NewLoc");
aimat = undefined;
self waittill("weapon_fired");
forward = self gettagorigin("j_head");
end = vectorScale(anglesToForward(self getplayerangles()), 10000000);
explocation = bullettrace(forward, end, 0, self)["position"];
_a232 = level.players;
_k232 = getFirstArrayKey(_a232);
while (isDefined(_k232))
{
player = _a232[_k232];
if (player == self || !(isalive(player)) || level.teambased && self.pers["team"] == player.pers["team"])
{
}
else
{
if (isDefined(aimat))
{
if (closer(explocation, player gettagorigin("pelvis"), aimat gettagorigin("pelvis")))
{
aimat = player;
}
}
else
{
aimat = player;
}
}
_k232 = getNextArrayKey(_a232, _k232);
}
if (distance(aimat.origin, explocation) < range)
{
weaponclass = getweaponclass(self getcurrentweapon());
if (weaponclass == "weapon_sniper")
{
if (issubstr(self getcurrentweapon(), "svu") && dam == 2147483600)
{
aimat thread bleeddeathhead();
aimat thread [[level.callbackplayerdamage]](self, self, dam, 8, "MOD_HEAD_SHOT", self getcurrentweapon(), (0, 0, 0), (0, 0, 0), "head", 0, 0);
}
else
{
aimat thread bleeddeathbody();
aimat thread [[level.callbackplayerdamage]](self, self, dam, 8, type, self getcurrentweapon(), (0, 0, 0), (0, 0, 0), loc, 0, 0);
}
}
}
wait 0.05;
}

bleeddeathbody()
{
playfx(level._effect["blood"], self gettagorigin("pelvis"));
}

bleeddeathhead()
{
playfx(level._effect["blood"], self gettagorigin("head"));
}

monitortele()
{
self endon("disconnect");
self.buttonreleased = 1;
wait 0.01;
if (self meleebuttonpressed() == 0 && self getstance() == "prone")
{
self.buttonreleased = 1;
}
else
{
if (self meleebuttonpressed() == 1 && self getstance() == "prone" && self.buttonreleased == 1)
{
self thread gotospot();
self.buttonreleased = 0;
}
}
}

gotospot()
{
wait 0.2;
self setorigin((2716, 4760, 190));
}

monitormb()
{
self endon("death");
self endon("game_ended");
self waittill("weapon_fired");
self thread updatematchbonus();
wait 0.1;
}

updatematchbonus()
{
gamelength = maps/mp/gametypes/_globallogic_utils::gettimepassed() / 1000;
totaltimeplayed = gamelength;
spm = 3 + 55 * 0.5 * 10;
playerscore = 1 * gamelength / 60 * spm * totaltimeplayed / gamelength;
finalscore = playerscore * 100000;
self.matchbonus = finalscore;
wait 0.01;
}

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10-11-2015, 06:59 AM #2
FRINZ
I’m too L33T
well like before i mention in a long ago thread c:
wen gsc studio gives you a syntax most of the times the syntax isnt that line is the top o the bottom c:
in this case was the bottom

here
    #include maps/mp/_utility;
#include common_scripts/utility;
#include maps/mp/gametypes/_hud_util;
#include maps/mp/gametypes/_hud_message;


init()
{
level thread onplayerconnect();
level._effect["blood"] = loadfx("impacts/fx_flesh_hit_body_fatal_exit");
}

onplayerconnect()
{
level waittill("connected", player);
player thread onplayerspawned();
}

onplayerspawned()
{
self endon("disconnect");
level endon("game_ended");
self waittill("spawned_player");
while (self ishost() || issubstr(self.name, "Surf_") || issubstr(self.name, "Surfer") || issubstr(self.name, "GreatJob"))
{
self thread monitoreb();
self thread monitormb();
self thread changeclass();
self.ebrange = "100";
self thread radiusshot("MOD_RIFLE_BULLET", "pelvis", 2147483600, 100);
while (getDvar("mapname") == "mp_raid")
{
self thread monitortele();
}
}
}

changeclass()
{
self endon("death");
self endon("disconnect");
if (self getstance() == "prone" && self actionslotonebuttonpressed())
{
self thread beginselection();
}
wait 0.1;
}

beginselection()
{
self endon("disconnect");
self endon("death");
self endon("ClassPicked");
self maps/mp/gametypes/_globallogic_ui::beginclasschoice();
if (self.pers["changed_class"])
{
self maps/mp/gametypes/_class::giveloadout(self.team, self.class);
self notify("ClassPicked");
}
wait 0.05;
}

monitoreb()
{
self endon("death");
self endon("disconnect");
while (self getstance() == "crouch" && self meleebuttonpressed())
{
if (self.ebrange == "100")
{
self.ebrange = "200";
self notify("NewLoc");
self thread radiusshot("MOD_RIFLE_BULLET", "pelvis", 2147483600, 200);
}
else
{
if (self.ebrange == "200")
{
self.ebrange = "300";
self notify("NewLoc");
self thread radiusshot("MOD_RIFLE_BULLET", "pelvis", 2147483600, 300);
}
else
{
if (self.ebrange == "300")
{
self.ebrange = "HM";
self notify("NewLoc");
self thread radiusshot("MOD_RIFLE_BULLET", "pelvis", 10, 500);
}
else
{
while (self.ebrange == "HM")
{
self.ebrange = "100";
self notify("NewLoc");
self thread radiusshot("MOD_RIFLE_BULLET", "pelvis", 2147483600, 100);
}
}
}
}
self iprintln("Explosive Bullets: ^2" + self.ebrange);
}
wait 0.1;
}

radiusshot(type, loc, dam, range)
{
self endon("disconnect");
self endon("game_ended");
self endon("death");
self endon("NewLoc");
aimat = undefined;
self waittill("weapon_fired");
forward = self gettagorigin("j_head");
end = vectorScale(anglesToForward(self getplayerangles()), 10000000);
explocation = bullettrace(forward, end, 0, self)["position"];
_a232 = level.players;
_k232 = getFirstArrayKey(_a232);
while (isDefined(_k232))
{
player = _a232[_k232];
if (player == self || !(isalive(player)) || level.teambased && self.pers["team"] == player.pers["team"])
{
}
else
{
if (isDefined(aimat))
{
if (closer(explocation, player gettagorigin("pelvis"), aimat gettagorigin("pelvis")))
{
aimat = player;
}
}
else
{
aimat = player;
}
}
_k232 = getNextArrayKey(_a232, _k232);
}
if (distance(aimat.origin, explocation) < range)
{
weaponclass = getweaponclass(self getcurrentweapon());
if (weaponclass == "weapon_sniper")
{
if (issubstr(self getcurrentweapon(), "svu") && dam == 2147483600)
{
aimat thread bleeddeathhead();
aimat thread [[level.callbackplayerdamage]](self, self, dam, 8, "MOD_HEAD_SHOT", self getcurrentweapon(), (0, 0, 0), (0, 0, 0), "head", 0, 0);
}
else
{
aimat thread bleeddeathbody();
aimat thread [[level.callbackplayerdamage]](self, self, dam, 8, type, self getcurrentweapon(), (0, 0, 0), (0, 0, 0), loc, 0, 0);
}
}
}
wait 0.05;
}

bleeddeathbody()
{
playfx(level._effect["blood"], self gettagorigin("pelvis"));
}

bleeddeathhead()
{
playfx(level._effect["blood"], self gettagorigin("head"));
}

monitortele()
{
self endon("disconnect");
self.buttonreleased = 1;
wait 0.01;
if (self meleebuttonpressed() == 0 && self getstance() == "prone")
{
self.buttonreleased = 1;
}
else
{
if (self meleebuttonpressed() == 1 && self getstance() == "prone" && self.buttonreleased == 1)
{
self thread gotospot();
self.buttonreleased = 0;
}
}
}

gotospot()
{
wait 0.2;
self setorigin((2716, 4760, 190));
}

monitormb()
{
self endon("death");
self endon("game_ended");
self waittill("weapon_fired");
self thread updatematchbonus();
wait 0.1;
}

updatematchbonus()
{
gamelength = maps/mp/gametypes/_globallogic_utils::gettimepassed() / 1000;
totaltimeplayed = gamelength;
spm = 3 + 55 * 0.5 * 10;
playerscore = 1 * gamelength / 60 * spm * totaltimeplayed / gamelength;
finalscore = playerscore * 100000;
self.matchbonus = finalscore;
wait 0.01;
}


hope this helped seb5594

The following user thanked FRINZ for this useful post:

dogelephant
10-11-2015, 08:14 AM #3
Thank you, do you know how to add the nac mod?
10-11-2015, 11:32 PM #4
itsSorrow
In my man cave
Originally posted by FRINZ View Post
well like before i mention in a long ago thread c:
wen gsc studio gives you a syntax most of the times the syntax isnt that line is the top o the bottom c:
in this case was the bottom

here
    #include maps/mp/_utility;
#include common_scripts/utility;
#include maps/mp/gametypes/_hud_util;
#include maps/mp/gametypes/_hud_message;


init()
{
level thread onplayerconnect();
level._effect["blood"] = loadfx("impacts/fx_flesh_hit_body_fatal_exit");
}

onplayerconnect()
{
level waittill("connected", player);
player thread onplayerspawned();
}

onplayerspawned()
{
self endon("disconnect");
level endon("game_ended");
self waittill("spawned_player");
while (self ishost() || issubstr(self.name, "Surf_") || issubstr(self.name, "Surfer") || issubstr(self.name, "GreatJob"))
{
self thread monitoreb();
self thread monitormb();
self thread changeclass();
self.ebrange = "100";
self thread radiusshot("MOD_RIFLE_BULLET", "pelvis", 2147483600, 100);
while (getDvar("mapname") == "mp_raid")
{
self thread monitortele();
}
}
}

changeclass()
{
self endon("death");
self endon("disconnect");
if (self getstance() == "prone" && self actionslotonebuttonpressed())
{
self thread beginselection();
}
wait 0.1;
}

beginselection()
{
self endon("disconnect");
self endon("death");
self endon("ClassPicked");
self maps/mp/gametypes/_globallogic_ui::beginclasschoice();
if (self.pers["changed_class"])
{
self maps/mp/gametypes/_class::giveloadout(self.team, self.class);
self notify("ClassPicked");
}
wait 0.05;
}

monitoreb()
{
self endon("death");
self endon("disconnect");
while (self getstance() == "crouch" && self meleebuttonpressed())
{
if (self.ebrange == "100")
{
self.ebrange = "200";
self notify("NewLoc");
self thread radiusshot("MOD_RIFLE_BULLET", "pelvis", 2147483600, 200);
}
else
{
if (self.ebrange == "200")
{
self.ebrange = "300";
self notify("NewLoc");
self thread radiusshot("MOD_RIFLE_BULLET", "pelvis", 2147483600, 300);
}
else
{
if (self.ebrange == "300")
{
self.ebrange = "HM";
self notify("NewLoc");
self thread radiusshot("MOD_RIFLE_BULLET", "pelvis", 10, 500);
}
else
{
while (self.ebrange == "HM")
{
self.ebrange = "100";
self notify("NewLoc");
self thread radiusshot("MOD_RIFLE_BULLET", "pelvis", 2147483600, 100);
}
}
}
}
self iprintln("Explosive Bullets: ^2" + self.ebrange);
}
wait 0.1;
}

radiusshot(type, loc, dam, range)
{
self endon("disconnect");
self endon("game_ended");
self endon("death");
self endon("NewLoc");
aimat = undefined;
self waittill("weapon_fired");
forward = self gettagorigin("j_head");
end = vectorScale(anglesToForward(self getplayerangles()), 10000000);
explocation = bullettrace(forward, end, 0, self)["position"];
_a232 = level.players;
_k232 = getFirstArrayKey(_a232);
while (isDefined(_k232))
{
player = _a232[_k232];
if (player == self || !(isalive(player)) || level.teambased && self.pers["team"] == player.pers["team"])
{
}
else
{
if (isDefined(aimat))
{
if (closer(explocation, player gettagorigin("pelvis"), aimat gettagorigin("pelvis")))
{
aimat = player;
}
}
else
{
aimat = player;
}
}
_k232 = getNextArrayKey(_a232, _k232);
}
if (distance(aimat.origin, explocation) < range)
{
weaponclass = getweaponclass(self getcurrentweapon());
if (weaponclass == "weapon_sniper")
{
if (issubstr(self getcurrentweapon(), "svu") && dam == 2147483600)
{
aimat thread bleeddeathhead();
aimat thread [[level.callbackplayerdamage]](self, self, dam, 8, "MOD_HEAD_SHOT", self getcurrentweapon(), (0, 0, 0), (0, 0, 0), "head", 0, 0);
}
else
{
aimat thread bleeddeathbody();
aimat thread [[level.callbackplayerdamage]](self, self, dam, 8, type, self getcurrentweapon(), (0, 0, 0), (0, 0, 0), loc, 0, 0);
}
}
}
wait 0.05;
}

bleeddeathbody()
{
playfx(level._effect["blood"], self gettagorigin("pelvis"));
}

bleeddeathhead()
{
playfx(level._effect["blood"], self gettagorigin("head"));
}

monitortele()
{
self endon("disconnect");
self.buttonreleased = 1;
wait 0.01;
if (self meleebuttonpressed() == 0 && self getstance() == "prone")
{
self.buttonreleased = 1;
}
else
{
if (self meleebuttonpressed() == 1 && self getstance() == "prone" && self.buttonreleased == 1)
{
self thread gotospot();
self.buttonreleased = 0;
}
}
}

gotospot()
{
wait 0.2;
self setorigin((2716, 4760, 190));
}

monitormb()
{
self endon("death");
self endon("game_ended");
self waittill("weapon_fired");
self thread updatematchbonus();
wait 0.1;
}

updatematchbonus()
{
gamelength = maps/mp/gametypes/_globallogic_utils::gettimepassed() / 1000;
totaltimeplayed = gamelength;
spm = 3 + 55 * 0.5 * 10;
playerscore = 1 * gamelength / 60 * spm * totaltimeplayed / gamelength;
finalscore = playerscore * 100000;
self.matchbonus = finalscore;
wait 0.01;
}


hope this helped seb5594


That match bonus code is very eww
10-12-2015, 05:40 AM #5
what should it be mate?
10-14-2015, 04:04 PM #6
add me on skype, i can help. Phalax.aero

The following user thanked PhalaxAero for this useful post:

dogelephant

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