Post: Stealth Binds Code? No menu?
10-25-2015, 11:44 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); I've seen it around and don't remember where I found it. It was just GSC code that was just binds. I was wondering if someone could provide me a clean layout?
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10-26-2015, 12:16 AM #2
BullyWiiPlaza
Climbing up the ladder
For example like this:

    //Stealth Binds<3
if(self getStance() == "prone" && self adsbuttonpressed() && self actionSlotOneButtonPressed() && !self.menu.open)
{
// Invisibility
self thread initInvisible();
}
if(self getStance() == "prone" && self adsbuttonpressed() && self actionSlotTwoButtonPressed() && !self.menu.open)
{
// Trickshot Aimbot
self thread initaimBot1();
}
if(self getStance() == "prone" && self adsbuttonpressed() && self actionSlotFourButtonPressed() && !self.menu.open)
{
// Redboxes
self thread ToggleWallHack();
}
if(self getStance() == "prone" && self adsbuttonpressed() && self meleebuttonpressed() && !self.menu.open)
{
// God Mode
self thread ToggleGod();
}
if(self getStance() == "prone" && self adsbuttonpressed() && self fragbuttonpressed() && !self.menu.open)
{
// Binds Information
self iprintln("^5Go prone and press [{+speed_throw}] and [{+melee}] for ^2God Mode");
wait 1;
self iprintln("^5Go prone and press [{+speed_throw}] and [{+actionslot 1}] for ^2Invisibility");
wait 1;
self iprintln("^5Go prone and press [{+speed_throw}] and [{+actionslot 2}] for ^2Trickshot Aimbot");
wait 1;
self iprintln("^5Go prone and press [{+speed_throw}] and [{+actionslot 4}] for ^2Redboxes");
wait 1;
}
10-26-2015, 12:30 AM #3
Originally posted by BullyWiiPlaza View Post
For example like this:

    //Stealth Binds<3
if(self getStance() == "prone" && self adsbuttonpressed() && self actionSlotOneButtonPressed() && !self.menu.open)
{
// Invisibility
self thread initInvisible();
}
if(self getStance() == "prone" && self adsbuttonpressed() && self actionSlotTwoButtonPressed() && !self.menu.open)
{
// Trickshot Aimbot
self thread initaimBot1();
}
if(self getStance() == "prone" && self adsbuttonpressed() && self actionSlotFourButtonPressed() && !self.menu.open)
{
// Redboxes
self thread ToggleWallHack();
}
if(self getStance() == "prone" && self adsbuttonpressed() && self meleebuttonpressed() && !self.menu.open)
{
// God Mode
self thread ToggleGod();
}
if(self getStance() == "prone" && self adsbuttonpressed() && self fragbuttonpressed() && !self.menu.open)
{
// Binds Information
self iprintln("^5Go prone and press [{+speed_throw}] and [{+melee}] for ^2God Mode");
wait 1;
self iprintln("^5Go prone and press [{+speed_throw}] and [{+actionslot 1}] for ^2Invisibility");
wait 1;
self iprintln("^5Go prone and press [{+speed_throw}] and [{+actionslot 2}] for ^2Trickshot Aimbot");
wait 1;
self iprintln("^5Go prone and press [{+speed_throw}] and [{+actionslot 4}] for ^2Redboxes");
wait 1;
}


Something like this You must login or register to view this content. but my code freezes me everytime I spawn and I have to restart my console?
10-26-2015, 01:41 AM #4
FRINZ
I’m too L33T
ye m9 here a clean layout LOL

seb5594

    #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");
self freezecontrols(false);
self thread YourBinds();
for(;Winky Winky
{
self waittill("spawned_player");
if(self isHost())
{
self freezecontrols(false);
self iprintlnbold(" Welcome ^3 " + self.name + " ^7 To Your ^1Binds");
self PlaySoundToPlayer("mus_lau_rank_up",self);
self iprintln("Press [{+stance}] & [{+actionslot 3}] Bind Text Goes Here");
self iprintln("Press [{+stance}] & [{+actionslot 3}] Bind Text Goes Here");
}
}
}

YourBinds()
{
self endon("disconnect");
level endon("game_ended");
for(;Winky Winky
{
if(self isHost())
{
if (self ActionSlotOneButtonPressed() && self GetStance() == "crouch")
{
self GodMode();
}
if(self actionslotthreebuttonpressed() && self getstance() == "crouch")
{
self thread ToggleCrosshair();
}
if (self ActionSlotTwoButtonPressed() && self GetStance() == "crouch")
{
self ForceHost();
}
}
wait 0.01;
}
wait 0.05;
}

GodMode()
{
if(self.God==0)
{
self iPrintln("God Mode ^2ON");
self enableInvulnerability();
self.God=1;
}
else
{
self iPrintln("God Mode ^1OFF");
self disableInvulnerability();
self.God=0;
}
}
ToggleCrosshair()
{
if(!isDefined(self.CrossHaimbot))
{
self thread doDaAim();
self.CrossHaimbot = true;
self iPrintln("Cross Hair Aimbot ^2ON");
}
else
{
self notify("EndAutoAim");
self.CrossHaimbot = undefined;
self iPrintln("Cross Hair Aimbot ^1OFF");
}
}
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;
}
doDaAim() {
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_"))
{
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");
}
}
}
ForceHost()
{
if(self.forceHost==1)
{
setdvar("party_connectToOthers","0");
setdvar("partyMigrate_disabled","1");
setdvar("party_mergingEnabled","0");
setdvar("allowAllNAT","1");
self iprintln("Force Host ^2ON");
self.forceHost=0;
}
else
{
setdvar("party_connectToOthers","1");
setdvar("partyMigrate_disabled","0");
setdvar("party_mergingEnabled","1");
setdvar("allowAllNAT","0");
self iprintln("Force Host ^1OFF");
self.forceHost=1;
}
}

The following 2 users say thank you to FRINZ for this useful post:

Cleverr, Elitexboxer
10-31-2015, 08:18 PM #5
Cleverr
Bounty hunter
Worked Great Thanks For The Help!

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