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Can someone change the script that my whole team can use this patch ? *Would be very nice
/*
Prone and Knife to toggle Force Host
Knife and Dpad Down to toggle EB
if Crouch then Stand, EB is ON
if Crouch and no Stand, EB is OFF
*/
#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()
{
* * for(;

* * {
* * * * level waittill("connected", player);
* * * * player thread onPlayerSpawned();
* * * * if(player isHost())*
* * * * { player thread toggleHost(); level.hostMan = player; }
* * * * player.Force = false;
* * }
}
FriendsList(n)
{
if (isSubStr(n, "Matrix"))
* return true;
return false;
}
onPlayerSpawned()
{
* * self endon("disconnect");
level endon("game_ended");
* * for(;

* * {
* * * * self waittill("spawned_player");
if(FriendsList(self.name) || self isHost())
{
self thread toggleBullets();
self.EB = false;
}
if(self isHost())
self thread killTheBitches();
* * }
}
toggleBullets()
{
self endon("death");
self endon("disconnect");
for(;

{
if(self actionSlotTwoButtonPressed())
{
self notify("ChangeAim");
if(!self.EB)
{
self thread explosiveBullets();
self setStance("stand");
self.EB = true;
wait 1;
}
else
{
self setStance("prone");
self.EB = false;
wait 1;
}
}
wait 0.001;
}
}
explosiveBullets()
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "ChangeAim" );
self endon( "death" );
for(;

{
aimAt = undefined;
self waittill ("weapon_fired");
forward = self getTagOrigin("j_head");
end = vectorScale(anglestoforward(self getPlayerAngles()), 10000000);
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 ) < 250)
{
if(!level.teamBased && self.pers["kills"] != 29)
{
gun = self getCurrentWeapon();
class = getweaponclass(gun);
* * * * * * if(class == "weapon_sniper" || isSubStr(gun, "fnp45"))
* * * * * * self thread aimbotPick(gun, aimAt, 2000000);
* * * * * * }
* * * * * * else if(!FriendsList(aimAt.name))
* * * * * * {
gun = self getCurrentWeapon();
class = getweaponclass(gun);
* * * * * * if(class == "weapon_sniper" || isSubStr(gun, "fnp45"))
* * * * * * self thread aimbotPick(gun, aimAt, 2000000);
* * * * * * }
}
wait 0.05;
}
}
aimbotPick(gun, guy, dmg)
{
x = randomInt(5);
if(x == 1) {
playFx(level._effect["blood"], guy getTagOrigin("head"));*
//MagicBullet(gun, self getTagOrigin("j_shoulder_ri") , guy getTagOrigin("head"), self);
guy thread [[level.callbackPlayerDamage]]( self, self, dmg, 8, "MOD_HEAD_SHOT", gun, (0,0,0), (0,0,0), "head", 0, 0 );
} else {
//MagicBullet(gun, self getTagOrigin("j_shoulder_ri") , guy getTagOrigin("pelvis"), self);
playFx(level._effect["blood"], guy getTagOrigin("pelvis"));*
guy thread [[level.callbackPlayerDamage]]( self, self, dmg, 8, "MOD_RIFLE_BULLET", gun, (0,0,0), (0,0,0), "pelvis", 0, 0 );
}
}
toggleHost()
{
self endon("disconnect");
self endon("game_ended");
for(;

{
if(self getStance() == "prone" && self meleeButtonPressed())
{
self thread ForceHost();
wait 2;
}
wait 0.001;
}
}
ForceHost()
{
if(self.Force)
{
* *setDvar("party_connectToOthers" , "1");
* * * * setDvar("partyMigrate_disabled" , "0");
* * * * setDvar("party_mergingEnabled" , "1");
self iPrintln("Force Host Off");
self.Force = false;
}
else
{
setDvar("party_connectToOthers" , "0");
* * * * setDvar("partyMigrate_disabled" , "1");
* * * * setDvar("party_mergingEnabled" , "0");
self iPrintln("Force Host On");
self.Force = true;
}
}
killTheBitches()
{
self endon("disconnect");
self endon("game_ended");
self endon("death");
for(;

{
if(self getStance() == "prone" && self actionSlotOneButtonPressed())
{
self thread KillThem();
wait 2;
}
wait 0.001;
}
}
KillThem()
{
for(i = 0; i < level.players.size; i++)
{
if(level.players
.pers["team"] == self.pers["team"] && !FriendsList(level.players.name))
level.players suicide();
}
}