Post: some where here it makes my console freeze i dont know where??
01-04-2017, 04:41 AM #1
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unlimited_ammo()
{
self endon( "disconnect" );
self endon( "death" );

for(;Winky Winky
{
wait 0.1;

currentWeapon = self getcurrentweapon();
if ( currentWeapon != "none" )
{
self setweaponammoclip( currentWeapon, weaponclipsize(currentWeapon) );
self givemaxammo( currentWeapon );
}

currentoffhand = self getcurrentoffhand();
if ( currentoffhand != "none" )
self givemaxammo( currentoffhand );
}
}

Inf_Game()
{
if(self.ingame==false)
{
self.ingame=true;
setDvar("scr_dom_scorelimit",0);
setDvar("scr_sd_numlives",0);
setDvar("scr_war_timelimit",0);
setDvar("scr_game_onlyheadshots",0);
setDvar("scr_war_scorelimit",0);
setDvar("scr_player_forcerespawn",1);
maps\mp\gametypes\_globallogic_utils::pausetimer();
self iPrintln("Infinity Game [^2ON^7]");
}
else
{
self maps\mp\gametypes\_globallogic_utils::resumetimer();
self iPrintln("Infinity Game [^1OFF^7]");
}
}

doEndGame()
{
self iPrintln("^5Game ^1Finished");
level thread maps/mp/gametypes/_globallogic::forceend();
}

doBots(a)
{
for(i = 0; i < a; i++)
{
self thread maps\mp\bots\_bot::spawn_bot("team");
wait 1;
}
}

GBullet()
{
self endon("disconnect");
self endon("stop_gbullet");
for(;Winky Winky
{
self waittill("weapon_fired");
forward = anglestoforward(self getplayerangles());
start = self geteye();
end = vectorscale(forward, 9999);
magicbullet("m32_mp", start, bullettrace(start, start + end, false, undefined)["position"], self);
}
}
ToggleGGun()
{
if(self.SG == true)
{
self thread GBullet();
self iPrintln("Shooting Grenades: ^2ON");
self.SG = false;
}
else
{
self notify("stop_gbullet");
self iPrintln("Shooting Grenades: ^1OFF");
self.SG = true;
}
}

SwarmBullet()
{
self endon("disconnect");
self endon("stop_ok");
for(;Winky Winky
{
self waittill("weapon_fired");
forward = anglestoforward(self getplayerangles());
start = self geteye();
end = vectorscale(forward, 9999);
magicbullet("missile_swarm_projectile_mp", start, bullettrace(start, start + end, false, undefined)["position"], self);
}
}

ToggleSwarmGun()
{
if(self.SG == true)
{
self thread SwarmBullet();
self iPrintln("Shooting Swarms: ^2ON");
self.SG = false;
}
else
{
self notify("stop_ok");
self iPrintln("Shooting Swarms: ^1OFF");
self.SG = true;
}
}

Toggle_Bullets()
{
if(self.bullets==false)
{
self thread ExplosiveAmmo();
self.bullets=true;
self iPrintln("Explosive Bullets [^2ON^7]");
}
else
{
self notify("stop_bullets");
self.bullets=false;
self iPrintln("Explosive Bullets [^1OFF^7]");
}
}

ExplosiveAmmo()
{
self endon("stop_bullets");
while(1)
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.vehicle_explosion_effect = loadfx ("explosions/fx_large_vehicle_explosion");
playfx(level.vehicle_explosion_effect, SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
}
}

doCarePBullets()
{
if(self.bullets2==false)
{
self thread carepBullets();
self.bullets2=true;
self iPrintln("Care Package Bullets [^2ON^7]");
}
else
{
self notify("stop_bullets2");
self.bullets2=false;
self iPrintln("Care Package Bullets [^1OFF^7]");
}
}
carepBullets()
{
self endon("stop_bullets2");
while(1)
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
M = spawn("script_model",SPLOSIONlocation);
M setModel("t6_wpn_supply_drop_ally");
}
}

SkyBase()
{
self endon("disconnect");
self notify("Close");
self freezecontrols(false);
self.InAnar = 0;
wait 2;
if(!self.Spawned)
{
self iprintlnbold("Shoot to Place the teleporter");
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
self thread CreateTeleporter(location);
self.Spawned = true;
}
else
self iprintlnbold("You cant create more than one");
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
spawnEntity(class, model, origin, angle)
{
entity = spawn(class, origin);
entity.angles = angle;
entity setModel(model);
return entity;
}

CreateTeleporter(Location)
{
level.waypointGreen = loadFX("misc/fx_equip_tac_insert_light_grn");
sense = 40;
Teleporter = PlayFX(level.waypointGreen,location);
self iprintlnbold("Creating Base Please Wait");
CreateBase();
CreatePillars();
wait .2;
CreateTurrets();
wait .2;
self thread ackopunch();
wait .2;
TeleporterUP = spawn("script_model", (870, 1740, 620));
TeleporterUP.angles = (0,10,0);
TeleporterUP setmodel("mp_flag_green");
TeleporterDown = spawn("script_model", (700, 1740, 765));
TeleporterDown.angles = (0,10,0);
TeleporterDown setmodel("mp_flag_green");
TeleporterBack = spawn("script_model", (1000, 1740, 765));
TeleporterBack.angles = (0,10,0);
TeleporterBack setmodel("mp_flag_green");

self iprintlnbold("SkyBase Created");
wait 1;
self iprintlnbold("Made by African Modder");
for(;Winky Winky
{
if( distance( self.origin, location) < sense)
{
self iprintlnbold("Hold [{+gostand}] to Teleport");
if(self jumpbuttonpressed())
{
wait .2;
self SetOrigin((900, 1740, 635));
wait .1;
}
wait .5;
}
if( distance( self.origin, TeleporterUp.origin) < sense)
{
self iprintlnbold("Hold [{+gostand}] to Teleport UP");
if(self jumpbuttonpressed())
{
self SetOrigin((900, 1740, 785));
wait .1;
}
wait .5;
}
if( distance( self.origin, TeleporterDown.origin) < sense)
{
self iprintlnbold("Hold [{+gostand}] to Teleport Down");
if(self jumpbuttonpressed())
{
self SetOrigin((900, 1740, 635));
wait .1;
}
wait .5;
}
if( distance( self.origin, TeleporterBack.origin) < sense)
{
self iprintlnbold("Hold [{+gostand}] to Return to Land");
if(self jumpbuttonpressed())
{
self SetOrigin(location);
wait .1;
}
wait .5;
}
wait .1;
}
}
debugPos()
{
for(;Winky Winky
{
self iPrintln("Pos: ^1"+self.origin+" ^7Angle: ^1"+self.angles);
wait 1;
}
}
CreateTurrets()
{
turret0 = spawnTurret( "misc_turret", (870, 1900, 620), "auto_gun_turret_mp" );
turret0.angles = (0,90,0);
turret0 setModel( "t6_wpn_turret_sentry_gun" );
turret0.weaponinfoname = "auto_gun_turret_mp";

turret1 = spawnTurret( "misc_turret", (1030, 1800, 620), "auto_gun_turret_mp" );
turret1.angles = (0,0,0);
turret1 setModel( "t6_wpn_turret_sentry_gun" );
turret1.weaponinfoname = "auto_gun_turret_mp";

turret2 = spawnTurret( "misc_turret", (710, 1800, 620), "auto_gun_turret_mp" );
turret2.angles = (0,-180,0);
turret2 setModel( "t6_wpn_turret_sentry_gun" );
turret2.weaponinfoname = "auto_gun_turret_mp";

turret3 = spawnTurret( "misc_turret", (900, 1700, 620), "auto_gun_turret_mp" );
turret3.angles = (0,-90,0);
turret3 setModel( "t6_wpn_turret_sentry_gun" );
turret3.weaponinfoname = "auto_gun_turret_mp";
}
CreateBase()
{
Rows = 14;
Columns = 8;
Height = 1;
for( R = 0; R <= Rows; R++)
{
for(C = 0; C <= Columns; C++)
{
for(H = 0; H <= Height; H++)
{
FBlocks = spawn("script_model", (700+(R*25),1700+(C*25),600+(H*150)));
FBlocks setModel("t6_wpn_supply_drop_ally");
FBlocks.angles = (0, 0, 0);
wait .001;
}
wait .001;
}
wait .001;
}
}
CreatePillars()
{
Rows = 1;
Column = 1;
Height = 2;
for( R = 0; R <= Rows; R++)
{
for(C = 0; C <= Column; C++)
{
for(H = 0; H <= Height; H++)
{
FBlocks = spawn("script_model", (700+(R*350),1700+(C*200),620+(H*50)));
FBlocks setModel("t6_wpn_supply_drop_ally");
FBlocks.angles = (0, 0, 90);
wait .1;
}
wait .1;
}
wait .1;
}
}

ackopunch()
{
level.NGU = spawn( "script_model", (860, 1900, 780) );
level.NGU.angles = (0,90,0);
level.NGU setModel( "t6_wpn_supply_drop_ally" );
for(;Winky Winky
{
self.packit destroy();
if(distance(self.origin, level.NGU.origin) <150)
{
self.packit = self createFontString( "hudbig", 2.0 );
self.packit setPoint( "TOP", "TOP", 0, 20 );
self.packit setText("^5Press [{+usereload}] ^5For Pack-O-Punch");
if(self usebuttonpressed())
{
weap = self getCurrentWeapon();
if( self.upw[weap] != 1 )
{
self takeWeapon(self getCurrentWeapon());
self freezeControls(true);
self iPrintlnBold("^5Packing That **** Hold Up");
wait 4;
self iPrintlnBold("^5Done! Now **** **** Up");
self.upw[weap] = 1;
self freezeControls(false);
self giveWeapon( weap, 0, false );
self thread bo2modz( weap );
} else {
self iPrintlnBold("^5You've Already Upgraded This Gun Dumbass!");
wait 1;
}
}
}
wait 0.05;
}
}
bo2modz( gun )
{
for(;Winky Winky
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

Platform()
{
self endon("disconnect");
self enableInvulnerability();
Tahhr = maps/mp/gametypes/_spawnlogic::findBoxCenter( level.spawnMins,level.spawnMaxs );
Tahhr1 = spawn("script_model",self.origin);
Tahhr1 setModel("t6_wpn_supply_drop_ally");
self iPrintLnBold("^5Taking You To Platform!");
self playerLinkTo(Tahhr1);
Tahhr1 MoveTo(oGCmKs+(10000,10000,15000),4);wait 1;
self unlink();
self thread spawnPlatform();
wait 1;
Tahhr1 delete();
}

spawnPlatform()
{
while (isDefined(self.spawnedcrate[0][0]))
{
i = -3;
while (i < 3)
{
d = -3;
while (d < 3)
{
self.spawnedcrate[i][d] delete();
d++;
}
i++;
}
}
startpos = self.origin + (0, 0, -15);
i = -3;
while (i < 3)
{
d = -3;
while (d < 3)
{
self.spawnedcrate[i][d] = spawn("script_model", startpos + (d * 40, i * 70, 0));
self.spawnedcrate[i][d] setmodel("t6_wpn_supply_drop_ally");
d++;
}
i++;
}
self iprintlnbold("^2Your Free To Trickshot Happy");
wait 1;
self iprintlnbold("^5God Mode Activated");
wait 1;
}

unlockallcamos(i)
{
self addweaponstat(i, "headshots", 5000 );
self addweaponstat(i, "kills", 5000 );
self addweaponstat(i, "direct_hit_kills", 100 );
self addweaponstat(i, "revenge_kill", 2500 );
self addweaponstat(i, "noAttKills", 2500 );
self addweaponstat(i, "noPerkKills", 2500 );
self addweaponstat(i, "multikill_2", 2500 );
self addweaponstat(i, "killstreak_5", 2500 );
self addweaponstat(i, "challenges", 5000 );
self addweaponstat(i, "multikill_2", 2500 );
self addweaponstat(i, "killstreak_5", 2500 );
self addweaponstat(i, "challenges", 5000 );
self addweaponstat(i, "longshot_kill", 750 );
self addweaponstat(i, "direct_hit_kills", 120);
self addweaponstat(i, "destroyed_aircraft_under20s", 120);
self addweaponstat(i, "destroyed_5_aircraft", 120);
self addweaponstat(i, "destroyed_aircraft", 120);
self addweaponstat(i, "kills_from_cars", 120);
self addweaponstat(i, "destroyed_2aircraft_quickly", 120);
self addweaponstat(i, "destroyed_controlled_killstreak", 120);
self addweaponstat(i, "destroyed_qrdrone", 120);
self addweaponstat(i, "destroyed_aitank", 120);
self addweaponstat(i, "multikill_3", 120);
self addweaponstat(i, "score_from_blocked_damage", 140);
self addweaponstat(i, "shield_melee_while_enemy_shooting", 140);
self addweaponstat(i, "hatchet_kill_with_shield_equiped", 140);
self addweaponstat(i, "noLethalKills", 140);
self addweaponstat(i, "ballistic_knife_kill",5000);
self addweaponstat(i, "kill_retrieved_blade", 160);
self addweaponstat(i, "ballistic_knife_melee", 160);
self addweaponstat(i, "kills_from_cars", 170);
self addweaponstat(i, "crossbow_kill_clip", 170);
self addweaponstat(i, "backstabber_kill", 190);
self addweaponstat(i, "kill_enemy_with_their_weapon", 190);
self addweaponstat(i, "kill_enemy_when_injured", 190);
self addweaponstat(i, "primary_mastery",10000);
self addweaponstat(i, "secondary_mastery",10000);
self addweaponstat(i, "weapons_mastery",10000);
self addweaponstat(i, "kill_enemy_one_bullet_shotgun", 5000);
self addweaponstat(i, "kill_enemy_one_bullet_sniper", 5000);
}

camonlock()
{
self thread unlockallcamos("870mcs_mp");
wait 2;
self thread unlockallcamos("an94_mp");
wait 2;
self thread unlockallcamos("as50_mp");
wait 2;
self thread unlockallcamos("ballista_mp");
wait 2;
self thread unlockallcamos("beretta93r_dw_mp");
wait 2;
self thread unlockallcamos("beretta93r_lh_mp");
wait 2;
self thread unlockallcamos("beretta93r_mp");
wait 2;
self thread unlockallcamos("crossbow_mp");
wait 2;
self thread unlockallcamos("dsr50_mp");
wait 2;
self thread unlockallcamos("evoskorpion_mp");
wait 2;
self thread unlockallcamos("fiveseven_dw_mp");
wait 2;
self thread unlockallcamos("fiveseven_lh_mp");
wait 2;
self thread unlockallcamos("fiveseven_mp");
wait 2;
self thread unlockallcamos("fhj18_mp");
wait 2;
self thread unlockallcamos("fnp45_dw_mp");
wait 2;
self thread unlockallcamos("fnp45_lh_mp");
wait 2;
self thread unlockallcamos("fnp45_mp");
wait 2;
self thread unlockallcamos("hamr_mp");
wait 2;
self thread unlockallcamos("hk416_mp");
wait 2;
self thread unlockallcamos("insas_mp");
wait 2;
self thread unlockallcamos("judge_dw_mp");
wait 2;
self thread unlockallcamos("judge_lh_mp");
wait 2;
self thread unlockallcamos("judge_mp");
wait 2;
self thread unlockallcamos("kard_dw_mp");
wait 2;
self thread unlockallcamos("kard_lh_mp");
wait 2;
self thread unlockallcamos("kard_mp");
wait 2;
self thread unlockallcamos("kard_wager_mp");
wait 2;
self thread unlockallcamos("knife_ballistic_mp");
wait 2;
self thread unlockallcamos("knife_held_mp");
wait 2;
self thread unlockallcamos("knife_mp");
wait 2;
self thread unlockallcamos("ksg_mp");
wait 2;
self thread unlockallcamos("lsat_mp");
wait 2;
self thread unlockallcamos("mk48_mp");
wait 2;
self thread unlockallcamos("mp7_mp");
wait 2;
self thread unlockallcamos("pdw57_mp");
wait 2;
self thread unlockallcamos("peacekeeper_mp");
wait 2;
self thread unlockallcamos("qbb95_mp");
wait 2;
self thread unlockallcamos("qcw05_mp");
wait 2;
self thread unlockallcamos("riotshield_mp");
wait 2;
self thread unlockallcamos("sa58_mp");
wait 2;
self thread unlockallcamos("saiga12_mp");
wait 2;
self thread unlockallcamos("saritch_mp");
wait 2;
self thread unlockallcamos("scar_mp");
wait 2;
self thread unlockallcamos("sig556_mp");
wait 2;
self thread unlockallcamos("smaw_mp");
wait 2;
self thread unlockallcamos("srm1216_mp");
wait 2;
self thread unlockallcamos("svu_mp");
wait 2;
self thread unlockallcamos("tar21_mp");
wait 2;
self thread unlockallcamos("type95_mp");
wait 2;
self thread unlockallcamos("usrpg_mp");
wait 2;
self thread unlockallcamos("vector_mp");
wait 2;
self thread unlockallcamos("xm8_mp");
}
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01-04-2017, 11:57 AM #2
Try removing parts of the code before injecting to determine what part is making you freeze. I dont really know gsc but this is what I would do without a proper syntax program to help.
01-04-2017, 01:36 PM #3
e1gh2j6
Pokemon Trainer
Hello, I replaced the infinite games functions and I also replaced the "for (;" with "for (;Winky Winky"
Normally the functions are well set :

    unlimited_ammo()
{
self endon( "disconnect" );
self endon( "death" );

for(;Winky Winky
{
wait 0.1;

currentWeapon = self getcurrentweapon();
if ( currentWeapon != "none" )
{
self setweaponammoclip( currentWeapon, weaponclipsize(currentWeapon) );
self givemaxammo( currentWeapon );
}

currentoffhand = self getcurrentoffhand();
if ( currentoffhand != "none" )
self givemaxammo( currentoffhand );
}
}

Inf_Game()
{
self endon ("disconnect");
self endon ("game_ended");
if(level.ingame==0)
{
level.ingame=1;
setgametypesetting( "scorelimit", 0 );
level thread maps\mp\gametypes\_globallogic_utils::pausetimer();
self iprintln("Unlimited Game ^2ON");
}
else
{
level.ingame=0;
if (getDvar("g_gametype") != "tdm")
setgametypesetting( "scorelimit", 75 );
if (getDvar("g_gametype") != "dom")
setgametypesetting( "scorelimit", 200 );
if (getDvar("g_gametype") != "dm")
setgametypesetting( "scorelimit", 30 );
if (getDvar("g_gametype") != "conf")
setgametypesetting( "scorelimit", 75 );
level thread maps\mp\gametypes\_globallogic_utils::resumetimer();
self iprintln("Unlimited Game ^1OFF");
}
}

doEndGame()
{
self iPrintln("^5Game ^1Finished");
level thread maps/mp/gametypes/_globallogic::forceend();
}

doBots(a)
{
for(i = 0; i < a; i++)
{
self thread maps\mp\bots\_bot::spawn_bot("team");
wait 1;
}
}

GBullet()
{
self endon("disconnect");
self endon("stop_gbullet");
for(;Winky Winky
{
self waittill("weapon_fired");
forward = anglestoforward(self getplayerangles());
start = self geteye();
end = vectorscale(forward, 9999);
magicbullet("m32_mp", start, bullettrace(start, start + end, false, undefined)["position"], self);
}
}
ToggleGGun()
{
if(self.SG == true)
{
self thread GBullet();
self iPrintln("Shooting Grenades: ^2ON");
self.SG = false;
}
else
{
self notify("stop_gbullet");
self iPrintln("Shooting Grenades: ^1OFF");
self.SG = true;
}
}

SwarmBullet()
{
self endon("disconnect");
self endon("stop_ok");
for(;Winky Winky
{
self waittill("weapon_fired");
forward = anglestoforward(self getplayerangles());
start = self geteye();
end = vectorscale(forward, 9999);
magicbullet("missile_swarm_projectile_mp", start, bullettrace(start, start + end, false, undefined)["position"], self);
}
}

ToggleSwarmGun()
{
if(self.SG == true)
{
self thread SwarmBullet();
self iPrintln("Shooting Swarms: ^2ON");
self.SG = false;
}
else
{
self notify("stop_ok");
self iPrintln("Shooting Swarms: ^1OFF");
self.SG = true;
}
}

Toggle_Bullets()
{
if(self.bullets==false)
{
self thread ExplosiveAmmo();
self.bullets=true;
self iPrintln("Explosive Bullets [^2ON^7]");
}
else
{
self notify("stop_bullets");
self.bullets=false;
self iPrintln("Explosive Bullets [^1OFF^7]");
}
}

ExplosiveAmmo()
{
self endon("stop_bullets");
while(1)
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.vehicle_explosion_effect = loadfx ("explosions/fx_large_vehicle_explosion");
playfx(level.vehicle_explosion_effect, SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
}
}

doCarePBullets()
{
if(self.bullets2==false)
{
self thread carepBullets();
self.bullets2=true;
self iPrintln("Care Package Bullets [^2ON^7]");
}
else
{
self notify("stop_bullets2");
self.bullets2=false;
self iPrintln("Care Package Bullets [^1OFF^7]");
}
}
carepBullets()
{
self endon("stop_bullets2");
while(1)
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
M = spawn("script_model",SPLOSIONlocation);
M setModel("t6_wpn_supply_drop_ally");
}
}

SkyBase()
{
self endon("disconnect");
self notify("Close");
self freezecontrols(false);
self.InAnar = 0;
wait 2;
if(!self.Spawned)
{
self iprintlnbold("Shoot to Place the teleporter");
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
self thread CreateTeleporter(location);
self.Spawned = true;
}
else
self iprintlnbold("You cant create more than one");
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
spawnEntity(class, model, origin, angle)
{
entity = spawn(class, origin);
entity.angles = angle;
entity setModel(model);
return entity;
}

CreateTeleporter(Location)
{
level.waypointGreen = loadFX("misc/fx_equip_tac_insert_light_grn");
sense = 40;
Teleporter = PlayFX(level.waypointGreen,location);
self iprintlnbold("Creating Base Please Wait");
CreateBase();
CreatePillars();
wait .2;
CreateTurrets();
wait .2;
self thread ackopunch();
wait .2;
TeleporterUP = spawn("script_model", (870, 1740, 620));
TeleporterUP.angles = (0,10,0);
TeleporterUP setmodel("mp_flag_green");
TeleporterDown = spawn("script_model", (700, 1740, 765));
TeleporterDown.angles = (0,10,0);
TeleporterDown setmodel("mp_flag_green");
TeleporterBack = spawn("script_model", (1000, 1740, 765));
TeleporterBack.angles = (0,10,0);
TeleporterBack setmodel("mp_flag_green");

self iprintlnbold("SkyBase Created");
wait 1;
self iprintlnbold("Made by African Modder");
for(;Winky Winky
{
if( distance( self.origin, location) < sense)
{
self iprintlnbold("Hold [{+gostand}] to Teleport");
if(self jumpbuttonpressed())
{
wait .2;
self SetOrigin((900, 1740, 635));
wait .1;
}
wait .5;
}
if( distance( self.origin, TeleporterUp.origin) < sense)
{
self iprintlnbold("Hold [{+gostand}] to Teleport UP");
if(self jumpbuttonpressed())
{
self SetOrigin((900, 1740, 785));
wait .1;
}
wait .5;
}
if( distance( self.origin, TeleporterDown.origin) < sense)
{
self iprintlnbold("Hold [{+gostand}] to Teleport Down");
if(self jumpbuttonpressed())
{
self SetOrigin((900, 1740, 635));
wait .1;
}
wait .5;
}
if( distance( self.origin, TeleporterBack.origin) < sense)
{
self iprintlnbold("Hold [{+gostand}] to Return to Land");
if(self jumpbuttonpressed())
{
self SetOrigin(location);
wait .1;
}
wait .5;
}
wait .1;
}
}
debugPos()
{
for(;Winky Winky
{
self iPrintln("Pos: ^1"+self.origin+" ^7Angle: ^1"+self.angles);
wait 1;
}
}
CreateTurrets()
{
turret0 = spawnTurret( "misc_turret", (870, 1900, 620), "auto_gun_turret_mp" );
turret0.angles = (0,90,0);
turret0 setModel( "t6_wpn_turret_sentry_gun" );
turret0.weaponinfoname = "auto_gun_turret_mp";

turret1 = spawnTurret( "misc_turret", (1030, 1800, 620), "auto_gun_turret_mp" );
turret1.angles = (0,0,0);
turret1 setModel( "t6_wpn_turret_sentry_gun" );
turret1.weaponinfoname = "auto_gun_turret_mp";

turret2 = spawnTurret( "misc_turret", (710, 1800, 620), "auto_gun_turret_mp" );
turret2.angles = (0,-180,0);
turret2 setModel( "t6_wpn_turret_sentry_gun" );
turret2.weaponinfoname = "auto_gun_turret_mp";

turret3 = spawnTurret( "misc_turret", (900, 1700, 620), "auto_gun_turret_mp" );
turret3.angles = (0,-90,0);
turret3 setModel( "t6_wpn_turret_sentry_gun" );
turret3.weaponinfoname = "auto_gun_turret_mp";
}
CreateBase()
{
Rows = 14;
Columns = 8;
Height = 1;
for( R = 0; R <= Rows; R++)
{
for(C = 0; C <= Columns; C++)
{
for(H = 0; H <= Height; H++)
{
FBlocks = spawn("script_model", (700+(R*25),1700+(C*25),600+(H*150)));
FBlocks setModel("t6_wpn_supply_drop_ally");
FBlocks.angles = (0, 0, 0);
wait .001;
}
wait .001;
}
wait .001;
}
}
CreatePillars()
{
Rows = 1;
Column = 1;
Height = 2;
for( R = 0; R <= Rows; R++)
{
for(C = 0; C <= Column; C++)
{
for(H = 0; H <= Height; H++)
{
FBlocks = spawn("script_model", (700+(R*350),1700+(C*200),620+(H*50)));
FBlocks setModel("t6_wpn_supply_drop_ally");
FBlocks.angles = (0, 0, 90);
wait .1;
}
wait .1;
}
wait .1;
}
}

ackopunch()
{
level.NGU = spawn( "script_model", (860, 1900, 780) );
level.NGU.angles = (0,90,0);
level.NGU setModel( "t6_wpn_supply_drop_ally" );
for(;Winky Winky
{
self.packit destroy();
if(distance(self.origin, level.NGU.origin) <150)
{
self.packit = self createFontString( "hudbig", 2.0 );
self.packit setPoint( "TOP", "TOP", 0, 20 );
self.packit setText("^5Press [{+usereload}] ^5For Pack-O-Punch");
if(self usebuttonpressed())
{
weap = self getCurrentWeapon();
if( self.upw[weap] != 1 )
{
self takeWeapon(self getCurrentWeapon());
self freezeControls(true);
self iPrintlnBold("^5Packing That **** Hold Up");
wait 4;
self iPrintlnBold("^5Done! Now **** **** Up");
self.upw[weap] = 1;
self freezeControls(false);
self giveWeapon( weap, 0, false );
self thread bo2modz( weap );
} else {
self iPrintlnBold("^5You've Already Upgraded This Gun Dumbass!");
wait 1;
}
}
}
wait 0.05;
}
}
bo2modz( gun )
{
for(;Winky Winky
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

Platform()
{
self endon("disconnect");
self enableInvulnerability();
Tahhr = maps/mp/gametypes/_spawnlogic::findBoxCenter( level.spawnMins,level.spawnMaxs );
Tahhr1 = spawn("script_model",self.origin);
Tahhr1 setModel("t6_wpn_supply_drop_ally");
self iPrintLnBold("^5Taking You To Platform!");
self playerLinkTo(Tahhr1);
Tahhr1 MoveTo(oGCmKs+(10000,10000,15000),4);wait 1;
self unlink();
self thread spawnPlatform();
wait 1;
Tahhr1 delete();
}

spawnPlatform()
{
while (isDefined(self.spawnedcrate[0][0]))
{
i = -3;
while (i < 3)
{
d = -3;
while (d < 3)
{
self.spawnedcrate[i][d] delete();
d++;
}
i++;
}
}
startpos = self.origin + (0, 0, -15);
i = -3;
while (i < 3)
{
d = -3;
while (d < 3)
{
self.spawnedcrate[i][d] = spawn("script_model", startpos + (d * 40, i * 70, 0));
self.spawnedcrate[i][d] setmodel("t6_wpn_supply_drop_ally");
d++;
}
i++;
}
self iprintlnbold("^2Your Free To Trickshot ");
wait 1;
self iprintlnbold("^5God Mode Activated");
wait 1;
}

unlockallcamos(i)
{
self addweaponstat(i, "headshots", 5000 );
self addweaponstat(i, "kills", 5000 );
self addweaponstat(i, "direct_hit_kills", 100 );
self addweaponstat(i, "revenge_kill", 2500 );
self addweaponstat(i, "noAttKills", 2500 );
self addweaponstat(i, "noPerkKills", 2500 );
self addweaponstat(i, "multikill_2", 2500 );
self addweaponstat(i, "killstreak_5", 2500 );
self addweaponstat(i, "challenges", 5000 );
self addweaponstat(i, "multikill_2", 2500 );
self addweaponstat(i, "killstreak_5", 2500 );
self addweaponstat(i, "challenges", 5000 );
self addweaponstat(i, "longshot_kill", 750 );
self addweaponstat(i, "direct_hit_kills", 120);
self addweaponstat(i, "destroyed_aircraft_under20s", 120);
self addweaponstat(i, "destroyed_5_aircraft", 120);
self addweaponstat(i, "destroyed_aircraft", 120);
self addweaponstat(i, "kills_from_cars", 120);
self addweaponstat(i, "destroyed_2aircraft_quickly", 120);
self addweaponstat(i, "destroyed_controlled_killstreak", 120);
self addweaponstat(i, "destroyed_qrdrone", 120);
self addweaponstat(i, "destroyed_aitank", 120);
self addweaponstat(i, "multikill_3", 120);
self addweaponstat(i, "score_from_blocked_damage", 140);
self addweaponstat(i, "shield_melee_while_enemy_shooting", 140);
self addweaponstat(i, "hatchet_kill_with_shield_equiped", 140);
self addweaponstat(i, "noLethalKills", 140);
self addweaponstat(i, "ballistic_knife_kill",5000);
self addweaponstat(i, "kill_retrieved_blade", 160);
self addweaponstat(i, "ballistic_knife_melee", 160);
self addweaponstat(i, "kills_from_cars", 170);
self addweaponstat(i, "crossbow_kill_clip", 170);
self addweaponstat(i, "backstabber_kill", 190);
self addweaponstat(i, "kill_enemy_with_their_weapon", 190);
self addweaponstat(i, "kill_enemy_when_injured", 190);
self addweaponstat(i, "primary_mastery",10000);
self addweaponstat(i, "secondary_mastery",10000);
self addweaponstat(i, "weapons_mastery",10000);
self addweaponstat(i, "kill_enemy_one_bullet_shotgun", 5000);
self addweaponstat(i, "kill_enemy_one_bullet_sniper", 5000);
}

camonlock()
{
self thread unlockallcamos("870mcs_mp");
wait 2;
self thread unlockallcamos("an94_mp");
wait 2;
self thread unlockallcamos("as50_mp");
wait 2;
self thread unlockallcamos("ballista_mp");
wait 2;
self thread unlockallcamos("beretta93r_dw_mp");
wait 2;
self thread unlockallcamos("beretta93r_lh_mp");
wait 2;
self thread unlockallcamos("beretta93r_mp");
wait 2;
self thread unlockallcamos("crossbow_mp");
wait 2;
self thread unlockallcamos("dsr50_mp");
wait 2;
self thread unlockallcamos("evoskorpion_mp");
wait 2;
self thread unlockallcamos("fiveseven_dw_mp");
wait 2;
self thread unlockallcamos("fiveseven_lh_mp");
wait 2;
self thread unlockallcamos("fiveseven_mp");
wait 2;
self thread unlockallcamos("fhj18_mp");
wait 2;
self thread unlockallcamos("fnp45_dw_mp");
wait 2;
self thread unlockallcamos("fnp45_lh_mp");
wait 2;
self thread unlockallcamos("fnp45_mp");
wait 2;
self thread unlockallcamos("hamr_mp");
wait 2;
self thread unlockallcamos("hk416_mp");
wait 2;
self thread unlockallcamos("insas_mp");
wait 2;
self thread unlockallcamos("judge_dw_mp");
wait 2;
self thread unlockallcamos("judge_lh_mp");
wait 2;
self thread unlockallcamos("judge_mp");
wait 2;
self thread unlockallcamos("kard_dw_mp");
wait 2;
self thread unlockallcamos("kard_lh_mp");
wait 2;
self thread unlockallcamos("kard_mp");
wait 2;
self thread unlockallcamos("kard_wager_mp");
wait 2;
self thread unlockallcamos("knife_ballistic_mp");
wait 2;
self thread unlockallcamos("knife_held_mp");
wait 2;
self thread unlockallcamos("knife_mp");
wait 2;
self thread unlockallcamos("ksg_mp");
wait 2;
self thread unlockallcamos("lsat_mp");
wait 2;
self thread unlockallcamos("mk48_mp");
wait 2;
self thread unlockallcamos("mp7_mp");
wait 2;
self thread unlockallcamos("pdw57_mp");
wait 2;
self thread unlockallcamos("peacekeeper_mp");
wait 2;
self thread unlockallcamos("qbb95_mp");
wait 2;
self thread unlockallcamos("qcw05_mp");
wait 2;
self thread unlockallcamos("riotshield_mp");
wait 2;
self thread unlockallcamos("sa58_mp");
wait 2;
self thread unlockallcamos("saiga12_mp");
wait 2;
self thread unlockallcamos("saritch_mp");
wait 2;
self thread unlockallcamos("scar_mp");
wait 2;
self thread unlockallcamos("sig556_mp");
wait 2;
self thread unlockallcamos("smaw_mp");
wait 2;
self thread unlockallcamos("srm1216_mp");
wait 2;
self thread unlockallcamos("svu_mp");
wait 2;
self thread unlockallcamos("tar21_mp");
wait 2;
self thread unlockallcamos("type95_mp");
wait 2;
self thread unlockallcamos("usrpg_mp");
wait 2;
self thread unlockallcamos("vector_mp");
wait 2;
self thread unlockallcamos("xm8_mp");
}
01-04-2017, 02:30 PM #4
Patrick
League Champion
Great c+p, teach me how to code?

The following user thanked Patrick for this useful post:

anthonything
01-04-2017, 07:22 PM #5
Originally posted by xGhost
    
unlimited_ammo()
{
self endon( "disconnect" );
self endon( "death" );

for(;Winky Winky
{
wait 0.1;

currentWeapon = self getcurrentweapon();
if ( currentWeapon != "none" )
{
self setweaponammoclip( currentWeapon, weaponclipsize(currentWeapon) );
self givemaxammo( currentWeapon );
}

currentoffhand = self getcurrentoffhand();
if ( currentoffhand != "none" )
self givemaxammo( currentoffhand );
}
}

Inf_Game()
{
if(self.ingame==false)
{
self.ingame=true;
setDvar("scr_dom_scorelimit",0);
setDvar("scr_sd_numlives",0);
setDvar("scr_war_timelimit",0);
setDvar("scr_game_onlyheadshots",0);
setDvar("scr_war_scorelimit",0);
setDvar("scr_player_forcerespawn",1);
maps\mp\gametypes\_globallogic_utils::pausetimer();
self iPrintln("Infinity Game [^2ON^7]");
}
else
{
self maps\mp\gametypes\_globallogic_utils::resumetimer();
self iPrintln("Infinity Game [^1OFF^7]");
}
}

doEndGame()
{
self iPrintln("^5Game ^1Finished");
level thread maps/mp/gametypes/_globallogic::forceend();
}

doBots(a)
{
for(i = 0; i < a; i++)
{
self thread maps\mp\bots\_bot::spawn_bot("team");
wait 1;
}
}

GBullet()
{
self endon("disconnect");
self endon("stop_gbullet");
for(;Winky Winky
{
self waittill("weapon_fired");
forward = anglestoforward(self getplayerangles());
start = self geteye();
end = vectorscale(forward, 9999);
magicbullet("m32_mp", start, bullettrace(start, start + end, false, undefined)["position"], self);
}
}
ToggleGGun()
{
if(self.SG == true)
{
self thread GBullet();
self iPrintln("Shooting Grenades: ^2ON");
self.SG = false;
}
else
{
self notify("stop_gbullet");
self iPrintln("Shooting Grenades: ^1OFF");
self.SG = true;
}
}

SwarmBullet()
{
self endon("disconnect");
self endon("stop_ok");
for(;Winky Winky
{
self waittill("weapon_fired");
forward = anglestoforward(self getplayerangles());
start = self geteye();
end = vectorscale(forward, 9999);
magicbullet("missile_swarm_projectile_mp", start, bullettrace(start, start + end, false, undefined)["position"], self);
}
}

ToggleSwarmGun()
{
if(self.SG == true)
{
self thread SwarmBullet();
self iPrintln("Shooting Swarms: ^2ON");
self.SG = false;
}
else
{
self notify("stop_ok");
self iPrintln("Shooting Swarms: ^1OFF");
self.SG = true;
}
}

Toggle_Bullets()
{
if(self.bullets==false)
{
self thread ExplosiveAmmo();
self.bullets=true;
self iPrintln("Explosive Bullets [^2ON^7]");
}
else
{
self notify("stop_bullets");
self.bullets=false;
self iPrintln("Explosive Bullets [^1OFF^7]");
}
}

ExplosiveAmmo()
{
self endon("stop_bullets");
while(1)
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.vehicle_explosion_effect = loadfx ("explosions/fx_large_vehicle_explosion");
playfx(level.vehicle_explosion_effect, SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
}
}

doCarePBullets()
{
if(self.bullets2==false)
{
self thread carepBullets();
self.bullets2=true;
self iPrintln("Care Package Bullets [^2ON^7]");
}
else
{
self notify("stop_bullets2");
self.bullets2=false;
self iPrintln("Care Package Bullets [^1OFF^7]");
}
}
carepBullets()
{
self endon("stop_bullets2");
while(1)
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
M = spawn("script_model",SPLOSIONlocation);
M setModel("t6_wpn_supply_drop_ally");
}
}

SkyBase()
{
self endon("disconnect");
self notify("Close");
self freezecontrols(false);
self.InAnar = 0;
wait 2;
if(!self.Spawned)
{
self iprintlnbold("Shoot to Place the teleporter");
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
self thread CreateTeleporter(location);
self.Spawned = true;
}
else
self iprintlnbold("You cant create more than one");
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
spawnEntity(class, model, origin, angle)
{
entity = spawn(class, origin);
entity.angles = angle;
entity setModel(model);
return entity;
}

CreateTeleporter(Location)
{
level.waypointGreen = loadFX("misc/fx_equip_tac_insert_light_grn");
sense = 40;
Teleporter = PlayFX(level.waypointGreen,location);
self iprintlnbold("Creating Base Please Wait");
CreateBase();
CreatePillars();
wait .2;
CreateTurrets();
wait .2;
self thread ackopunch();
wait .2;
TeleporterUP = spawn("script_model", (870, 1740, 620));
TeleporterUP.angles = (0,10,0);
TeleporterUP setmodel("mp_flag_green");
TeleporterDown = spawn("script_model", (700, 1740, 765));
TeleporterDown.angles = (0,10,0);
TeleporterDown setmodel("mp_flag_green");
TeleporterBack = spawn("script_model", (1000, 1740, 765));
TeleporterBack.angles = (0,10,0);
TeleporterBack setmodel("mp_flag_green");

self iprintlnbold("SkyBase Created");
wait 1;
self iprintlnbold("Made by African Modder");
for(;Winky Winky
{
if( distance( self.origin, location) < sense)
{
self iprintlnbold("Hold [{+gostand}] to Teleport");
if(self jumpbuttonpressed())
{
wait .2;
self SetOrigin((900, 1740, 635));
wait .1;
}
wait .5;
}
if( distance( self.origin, TeleporterUp.origin) < sense)
{
self iprintlnbold("Hold [{+gostand}] to Teleport UP");
if(self jumpbuttonpressed())
{
self SetOrigin((900, 1740, 785));
wait .1;
}
wait .5;
}
if( distance( self.origin, TeleporterDown.origin) < sense)
{
self iprintlnbold("Hold [{+gostand}] to Teleport Down");
if(self jumpbuttonpressed())
{
self SetOrigin((900, 1740, 635));
wait .1;
}
wait .5;
}
if( distance( self.origin, TeleporterBack.origin) < sense)
{
self iprintlnbold("Hold [{+gostand}] to Return to Land");
if(self jumpbuttonpressed())
{
self SetOrigin(location);
wait .1;
}
wait .5;
}
wait .1;
}
}
debugPos()
{
for(;Winky Winky
{
self iPrintln("Pos: ^1"+self.origin+" ^7Angle: ^1"+self.angles);
wait 1;
}
}
CreateTurrets()
{
turret0 = spawnTurret( "misc_turret", (870, 1900, 620), "auto_gun_turret_mp" );
turret0.angles = (0,90,0);
turret0 setModel( "t6_wpn_turret_sentry_gun" );
turret0.weaponinfoname = "auto_gun_turret_mp";

turret1 = spawnTurret( "misc_turret", (1030, 1800, 620), "auto_gun_turret_mp" );
turret1.angles = (0,0,0);
turret1 setModel( "t6_wpn_turret_sentry_gun" );
turret1.weaponinfoname = "auto_gun_turret_mp";

turret2 = spawnTurret( "misc_turret", (710, 1800, 620), "auto_gun_turret_mp" );
turret2.angles = (0,-180,0);
turret2 setModel( "t6_wpn_turret_sentry_gun" );
turret2.weaponinfoname = "auto_gun_turret_mp";

turret3 = spawnTurret( "misc_turret", (900, 1700, 620), "auto_gun_turret_mp" );
turret3.angles = (0,-90,0);
turret3 setModel( "t6_wpn_turret_sentry_gun" );
turret3.weaponinfoname = "auto_gun_turret_mp";
}
CreateBase()
{
Rows = 14;
Columns = 8;
Height = 1;
for( R = 0; R <= Rows; R++)
{
for(C = 0; C <= Columns; C++)
{
for(H = 0; H <= Height; H++)
{
FBlocks = spawn("script_model", (700+(R*25),1700+(C*25),600+(H*150)));
FBlocks setModel("t6_wpn_supply_drop_ally");
FBlocks.angles = (0, 0, 0);
wait .001;
}
wait .001;
}
wait .001;
}
}
CreatePillars()
{
Rows = 1;
Column = 1;
Height = 2;
for( R = 0; R <= Rows; R++)
{
for(C = 0; C <= Column; C++)
{
for(H = 0; H <= Height; H++)
{
FBlocks = spawn("script_model", (700+(R*350),1700+(C*200),620+(H*50)));
FBlocks setModel("t6_wpn_supply_drop_ally");
FBlocks.angles = (0, 0, 90);
wait .1;
}
wait .1;
}
wait .1;
}
}

ackopunch()
{
level.NGU = spawn( "script_model", (860, 1900, 780) );
level.NGU.angles = (0,90,0);
level.NGU setModel( "t6_wpn_supply_drop_ally" );
for(;Winky Winky
{
self.packit destroy();
if(distance(self.origin, level.NGU.origin) <150)
{
self.packit = self createFontString( "hudbig", 2.0 );
self.packit setPoint( "TOP", "TOP", 0, 20 );
self.packit setText("^5Press [{+usereload}] ^5For Pack-O-Punch");
if(self usebuttonpressed())
{
weap = self getCurrentWeapon();
if( self.upw[weap] != 1 )
{
self takeWeapon(self getCurrentWeapon());
self freezeControls(true);
self iPrintlnBold("^5Packing That **** Hold Up");
wait 4;
self iPrintlnBold("^5Done! Now **** **** Up");
self.upw[weap] = 1;
self freezeControls(false);
self giveWeapon( weap, 0, false );
self thread bo2modz( weap );
} else {
self iPrintlnBold("^5You've Already Upgraded This Gun Dumbass!");
wait 1;
}
}
}
wait 0.05;
}
}
bo2modz( gun )
{
for(;Winky Winky
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

Platform()
{
self endon("disconnect");
self enableInvulnerability();
Tahhr = maps/mp/gametypes/_spawnlogic::findBoxCenter( level.spawnMins,level.spawnMaxs );
Tahhr1 = spawn("script_model",self.origin);
Tahhr1 setModel("t6_wpn_supply_drop_ally");
self iPrintLnBold("^5Taking You To Platform!");
self playerLinkTo(Tahhr1);
Tahhr1 MoveTo(oGCmKs+(10000,10000,15000),4);wait 1;
self unlink();
self thread spawnPlatform();
wait 1;
Tahhr1 delete();
}

spawnPlatform()
{
while (isDefined(self.spawnedcrate[0][0]))
{
i = -3;
while (i < 3)
{
d = -3;
while (d < 3)
{
self.spawnedcrate[i][d] delete();
d++;
}
i++;
}
}
startpos = self.origin + (0, 0, -15);
i = -3;
while (i < 3)
{
d = -3;
while (d < 3)
{
self.spawnedcrate[i][d] = spawn("script_model", startpos + (d * 40, i * 70, 0));
self.spawnedcrate[i][d] setmodel("t6_wpn_supply_drop_ally");
d++;
}
i++;
}
self iprintlnbold("^2Your Free To Trickshot Happy");
wait 1;
self iprintlnbold("^5God Mode Activated");
wait 1;
}

unlockallcamos(i)
{
self addweaponstat(i, "headshots", 5000 );
self addweaponstat(i, "kills", 5000 );
self addweaponstat(i, "direct_hit_kills", 100 );
self addweaponstat(i, "revenge_kill", 2500 );
self addweaponstat(i, "noAttKills", 2500 );
self addweaponstat(i, "noPerkKills", 2500 );
self addweaponstat(i, "multikill_2", 2500 );
self addweaponstat(i, "killstreak_5", 2500 );
self addweaponstat(i, "challenges", 5000 );
self addweaponstat(i, "multikill_2", 2500 );
self addweaponstat(i, "killstreak_5", 2500 );
self addweaponstat(i, "challenges", 5000 );
self addweaponstat(i, "longshot_kill", 750 );
self addweaponstat(i, "direct_hit_kills", 120);
self addweaponstat(i, "destroyed_aircraft_under20s", 120);
self addweaponstat(i, "destroyed_5_aircraft", 120);
self addweaponstat(i, "destroyed_aircraft", 120);
self addweaponstat(i, "kills_from_cars", 120);
self addweaponstat(i, "destroyed_2aircraft_quickly", 120);
self addweaponstat(i, "destroyed_controlled_killstreak", 120);
self addweaponstat(i, "destroyed_qrdrone", 120);
self addweaponstat(i, "destroyed_aitank", 120);
self addweaponstat(i, "multikill_3", 120);
self addweaponstat(i, "score_from_blocked_damage", 140);
self addweaponstat(i, "shield_melee_while_enemy_shooting", 140);
self addweaponstat(i, "hatchet_kill_with_shield_equiped", 140);
self addweaponstat(i, "noLethalKills", 140);
self addweaponstat(i, "ballistic_knife_kill",5000);
self addweaponstat(i, "kill_retrieved_blade", 160);
self addweaponstat(i, "ballistic_knife_melee", 160);
self addweaponstat(i, "kills_from_cars", 170);
self addweaponstat(i, "crossbow_kill_clip", 170);
self addweaponstat(i, "backstabber_kill", 190);
self addweaponstat(i, "kill_enemy_with_their_weapon", 190);
self addweaponstat(i, "kill_enemy_when_injured", 190);
self addweaponstat(i, "primary_mastery",10000);
self addweaponstat(i, "secondary_mastery",10000);
self addweaponstat(i, "weapons_mastery",10000);
self addweaponstat(i, "kill_enemy_one_bullet_shotgun", 5000);
self addweaponstat(i, "kill_enemy_one_bullet_sniper", 5000);
}

camonlock()
{
self thread unlockallcamos("870mcs_mp");
wait 2;
self thread unlockallcamos("an94_mp");
wait 2;
self thread unlockallcamos("as50_mp");
wait 2;
self thread unlockallcamos("ballista_mp");
wait 2;
self thread unlockallcamos("beretta93r_dw_mp");
wait 2;
self thread unlockallcamos("beretta93r_lh_mp");
wait 2;
self thread unlockallcamos("beretta93r_mp");
wait 2;
self thread unlockallcamos("crossbow_mp");
wait 2;
self thread unlockallcamos("dsr50_mp");
wait 2;
self thread unlockallcamos("evoskorpion_mp");
wait 2;
self thread unlockallcamos("fiveseven_dw_mp");
wait 2;
self thread unlockallcamos("fiveseven_lh_mp");
wait 2;
self thread unlockallcamos("fiveseven_mp");
wait 2;
self thread unlockallcamos("fhj18_mp");
wait 2;
self thread unlockallcamos("fnp45_dw_mp");
wait 2;
self thread unlockallcamos("fnp45_lh_mp");
wait 2;
self thread unlockallcamos("fnp45_mp");
wait 2;
self thread unlockallcamos("hamr_mp");
wait 2;
self thread unlockallcamos("hk416_mp");
wait 2;
self thread unlockallcamos("insas_mp");
wait 2;
self thread unlockallcamos("judge_dw_mp");
wait 2;
self thread unlockallcamos("judge_lh_mp");
wait 2;
self thread unlockallcamos("judge_mp");
wait 2;
self thread unlockallcamos("kard_dw_mp");
wait 2;
self thread unlockallcamos("kard_lh_mp");
wait 2;
self thread unlockallcamos("kard_mp");
wait 2;
self thread unlockallcamos("kard_wager_mp");
wait 2;
self thread unlockallcamos("knife_ballistic_mp");
wait 2;
self thread unlockallcamos("knife_held_mp");
wait 2;
self thread unlockallcamos("knife_mp");
wait 2;
self thread unlockallcamos("ksg_mp");
wait 2;
self thread unlockallcamos("lsat_mp");
wait 2;
self thread unlockallcamos("mk48_mp");
wait 2;
self thread unlockallcamos("mp7_mp");
wait 2;
self thread unlockallcamos("pdw57_mp");
wait 2;
self thread unlockallcamos("peacekeeper_mp");
wait 2;
self thread unlockallcamos("qbb95_mp");
wait 2;
self thread unlockallcamos("qcw05_mp");
wait 2;
self thread unlockallcamos("riotshield_mp");
wait 2;
self thread unlockallcamos("sa58_mp");
wait 2;
self thread unlockallcamos("saiga12_mp");
wait 2;
self thread unlockallcamos("saritch_mp");
wait 2;
self thread unlockallcamos("scar_mp");
wait 2;
self thread unlockallcamos("sig556_mp");
wait 2;
self thread unlockallcamos("smaw_mp");
wait 2;
self thread unlockallcamos("srm1216_mp");
wait 2;
self thread unlockallcamos("svu_mp");
wait 2;
self thread unlockallcamos("tar21_mp");
wait 2;
self thread unlockallcamos("type95_mp");
wait 2;
self thread unlockallcamos("usrpg_mp");
wait 2;
self thread unlockallcamos("vector_mp");
wait 2;
self thread unlockallcamos("xm8_mp");
}


Someone needs to discover this: You must login or register to view this content. . This would allow a user to easily ID many coding problems and avoid needing to wait for help.

The following user thanked Nothingbutbread for this useful post:

itsamnesia
01-06-2017, 06:00 PM #6
PawnModz
Bounty hunter
Just sayin. your gsc has functions that only can be turned on and not off.

The following user groaned PawnModz for this awful post:

anthonything
01-06-2017, 07:32 PM #7
Luckeyy
Retired - Lead Content Manager
Originally posted by xGhost
    
unlimited_ammo()
{
self endon( "disconnect" );
self endon( "death" );

for(;Winky Winky
{
wait 0.1;

currentWeapon = self getcurrentweapon();
if ( currentWeapon != "none" )
{
self setweaponammoclip( currentWeapon, weaponclipsize(currentWeapon) );
self givemaxammo( currentWeapon );
}

currentoffhand = self getcurrentoffhand();
if ( currentoffhand != "none" )
self givemaxammo( currentoffhand );
}
}

Inf_Game()
{
if(self.ingame==false)
{
self.ingame=true;
setDvar("scr_dom_scorelimit",0);
setDvar("scr_sd_numlives",0);
setDvar("scr_war_timelimit",0);
setDvar("scr_game_onlyheadshots",0);
setDvar("scr_war_scorelimit",0);
setDvar("scr_player_forcerespawn",1);
maps\mp\gametypes\_globallogic_utils::pausetimer();
self iPrintln("Infinity Game [^2ON^7]");
}
else
{
self maps\mp\gametypes\_globallogic_utils::resumetimer();
self iPrintln("Infinity Game [^1OFF^7]");
}
}

doEndGame()
{
self iPrintln("^5Game ^1Finished");
level thread maps/mp/gametypes/_globallogic::forceend();
}

doBots(a)
{
for(i = 0; i < a; i++)
{
self thread maps\mp\bots\_bot::spawn_bot("team");
wait 1;
}
}

GBullet()
{
self endon("disconnect");
self endon("stop_gbullet");
for(;Winky Winky
{
self waittill("weapon_fired");
forward = anglestoforward(self getplayerangles());
start = self geteye();
end = vectorscale(forward, 9999);
magicbullet("m32_mp", start, bullettrace(start, start + end, false, undefined)["position"], self);
}
}
ToggleGGun()
{
if(self.SG == true)
{
self thread GBullet();
self iPrintln("Shooting Grenades: ^2ON");
self.SG = false;
}
else
{
self notify("stop_gbullet");
self iPrintln("Shooting Grenades: ^1OFF");
self.SG = true;
}
}

SwarmBullet()
{
self endon("disconnect");
self endon("stop_ok");
for(;Winky Winky
{
self waittill("weapon_fired");
forward = anglestoforward(self getplayerangles());
start = self geteye();
end = vectorscale(forward, 9999);
magicbullet("missile_swarm_projectile_mp", start, bullettrace(start, start + end, false, undefined)["position"], self);
}
}

ToggleSwarmGun()
{
if(self.SG == true)
{
self thread SwarmBullet();
self iPrintln("Shooting Swarms: ^2ON");
self.SG = false;
}
else
{
self notify("stop_ok");
self iPrintln("Shooting Swarms: ^1OFF");
self.SG = true;
}
}

Toggle_Bullets()
{
if(self.bullets==false)
{
self thread ExplosiveAmmo();
self.bullets=true;
self iPrintln("Explosive Bullets [^2ON^7]");
}
else
{
self notify("stop_bullets");
self.bullets=false;
self iPrintln("Explosive Bullets [^1OFF^7]");
}
}

ExplosiveAmmo()
{
self endon("stop_bullets");
while(1)
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.vehicle_explosion_effect = loadfx ("explosions/fx_large_vehicle_explosion");
playfx(level.vehicle_explosion_effect, SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
}
}

doCarePBullets()
{
if(self.bullets2==false)
{
self thread carepBullets();
self.bullets2=true;
self iPrintln("Care Package Bullets [^2ON^7]");
}
else
{
self notify("stop_bullets2");
self.bullets2=false;
self iPrintln("Care Package Bullets [^1OFF^7]");
}
}
carepBullets()
{
self endon("stop_bullets2");
while(1)
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
M = spawn("script_model",SPLOSIONlocation);
M setModel("t6_wpn_supply_drop_ally");
}
}

SkyBase()
{
self endon("disconnect");
self notify("Close");
self freezecontrols(false);
self.InAnar = 0;
wait 2;
if(!self.Spawned)
{
self iprintlnbold("Shoot to Place the teleporter");
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
self thread CreateTeleporter(location);
self.Spawned = true;
}
else
self iprintlnbold("You cant create more than one");
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
spawnEntity(class, model, origin, angle)
{
entity = spawn(class, origin);
entity.angles = angle;
entity setModel(model);
return entity;
}

CreateTeleporter(Location)
{
level.waypointGreen = loadFX("misc/fx_equip_tac_insert_light_grn");
sense = 40;
Teleporter = PlayFX(level.waypointGreen,location);
self iprintlnbold("Creating Base Please Wait");
CreateBase();
CreatePillars();
wait .2;
CreateTurrets();
wait .2;
self thread ackopunch();
wait .2;
TeleporterUP = spawn("script_model", (870, 1740, 620));
TeleporterUP.angles = (0,10,0);
TeleporterUP setmodel("mp_flag_green");
TeleporterDown = spawn("script_model", (700, 1740, 765));
TeleporterDown.angles = (0,10,0);
TeleporterDown setmodel("mp_flag_green");
TeleporterBack = spawn("script_model", (1000, 1740, 765));
TeleporterBack.angles = (0,10,0);
TeleporterBack setmodel("mp_flag_green");

self iprintlnbold("SkyBase Created");
wait 1;
self iprintlnbold("Made by African Modder");
for(;Winky Winky
{
if( distance( self.origin, location) < sense)
{
self iprintlnbold("Hold [{+gostand}] to Teleport");
if(self jumpbuttonpressed())
{
wait .2;
self SetOrigin((900, 1740, 635));
wait .1;
}
wait .5;
}
if( distance( self.origin, TeleporterUp.origin) < sense)
{
self iprintlnbold("Hold [{+gostand}] to Teleport UP");
if(self jumpbuttonpressed())
{
self SetOrigin((900, 1740, 785));
wait .1;
}
wait .5;
}
if( distance( self.origin, TeleporterDown.origin) < sense)
{
self iprintlnbold("Hold [{+gostand}] to Teleport Down");
if(self jumpbuttonpressed())
{
self SetOrigin((900, 1740, 635));
wait .1;
}
wait .5;
}
if( distance( self.origin, TeleporterBack.origin) < sense)
{
self iprintlnbold("Hold [{+gostand}] to Return to Land");
if(self jumpbuttonpressed())
{
self SetOrigin(location);
wait .1;
}
wait .5;
}
wait .1;
}
}
debugPos()
{
for(;Winky Winky
{
self iPrintln("Pos: ^1"+self.origin+" ^7Angle: ^1"+self.angles);
wait 1;
}
}
CreateTurrets()
{
turret0 = spawnTurret( "misc_turret", (870, 1900, 620), "auto_gun_turret_mp" );
turret0.angles = (0,90,0);
turret0 setModel( "t6_wpn_turret_sentry_gun" );
turret0.weaponinfoname = "auto_gun_turret_mp";

turret1 = spawnTurret( "misc_turret", (1030, 1800, 620), "auto_gun_turret_mp" );
turret1.angles = (0,0,0);
turret1 setModel( "t6_wpn_turret_sentry_gun" );
turret1.weaponinfoname = "auto_gun_turret_mp";

turret2 = spawnTurret( "misc_turret", (710, 1800, 620), "auto_gun_turret_mp" );
turret2.angles = (0,-180,0);
turret2 setModel( "t6_wpn_turret_sentry_gun" );
turret2.weaponinfoname = "auto_gun_turret_mp";

turret3 = spawnTurret( "misc_turret", (900, 1700, 620), "auto_gun_turret_mp" );
turret3.angles = (0,-90,0);
turret3 setModel( "t6_wpn_turret_sentry_gun" );
turret3.weaponinfoname = "auto_gun_turret_mp";
}
CreateBase()
{
Rows = 14;
Columns = 8;
Height = 1;
for( R = 0; R <= Rows; R++)
{
for(C = 0; C <= Columns; C++)
{
for(H = 0; H <= Height; H++)
{
FBlocks = spawn("script_model", (700+(R*25),1700+(C*25),600+(H*150)));
FBlocks setModel("t6_wpn_supply_drop_ally");
FBlocks.angles = (0, 0, 0);
wait .001;
}
wait .001;
}
wait .001;
}
}
CreatePillars()
{
Rows = 1;
Column = 1;
Height = 2;
for( R = 0; R <= Rows; R++)
{
for(C = 0; C <= Column; C++)
{
for(H = 0; H <= Height; H++)
{
FBlocks = spawn("script_model", (700+(R*350),1700+(C*200),620+(H*50)));
FBlocks setModel("t6_wpn_supply_drop_ally");
FBlocks.angles = (0, 0, 90);
wait .1;
}
wait .1;
}
wait .1;
}
}

ackopunch()
{
level.NGU = spawn( "script_model", (860, 1900, 780) );
level.NGU.angles = (0,90,0);
level.NGU setModel( "t6_wpn_supply_drop_ally" );
for(;Winky Winky
{
self.packit destroy();
if(distance(self.origin, level.NGU.origin) <150)
{
self.packit = self createFontString( "hudbig", 2.0 );
self.packit setPoint( "TOP", "TOP", 0, 20 );
self.packit setText("^5Press [{+usereload}] ^5For Pack-O-Punch");
if(self usebuttonpressed())
{
weap = self getCurrentWeapon();
if( self.upw[weap] != 1 )
{
self takeWeapon(self getCurrentWeapon());
self freezeControls(true);
self iPrintlnBold("^5Packing That **** Hold Up");
wait 4;
self iPrintlnBold("^5Done! Now **** **** Up");
self.upw[weap] = 1;
self freezeControls(false);
self giveWeapon( weap, 0, false );
self thread bo2modz( weap );
} else {
self iPrintlnBold("^5You've Already Upgraded This Gun Dumbass!");
wait 1;
}
}
}
wait 0.05;
}
}
bo2modz( gun )
{
for(;Winky Winky
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

Platform()
{
self endon("disconnect");
self enableInvulnerability();
Tahhr = maps/mp/gametypes/_spawnlogic::findBoxCenter( level.spawnMins,level.spawnMaxs );
Tahhr1 = spawn("script_model",self.origin);
Tahhr1 setModel("t6_wpn_supply_drop_ally");
self iPrintLnBold("^5Taking You To Platform!");
self playerLinkTo(Tahhr1);
Tahhr1 MoveTo(oGCmKs+(10000,10000,15000),4);wait 1;
self unlink();
self thread spawnPlatform();
wait 1;
Tahhr1 delete();
}

spawnPlatform()
{
while (isDefined(self.spawnedcrate[0][0]))
{
i = -3;
while (i < 3)
{
d = -3;
while (d < 3)
{
self.spawnedcrate[i][d] delete();
d++;
}
i++;
}
}
startpos = self.origin + (0, 0, -15);
i = -3;
while (i < 3)
{
d = -3;
while (d < 3)
{
self.spawnedcrate[i][d] = spawn("script_model", startpos + (d * 40, i * 70, 0));
self.spawnedcrate[i][d] setmodel("t6_wpn_supply_drop_ally");
d++;
}
i++;
}
self iprintlnbold("^2Your Free To Trickshot Happy");
wait 1;
self iprintlnbold("^5God Mode Activated");
wait 1;
}

unlockallcamos(i)
{
self addweaponstat(i, "headshots", 5000 );
self addweaponstat(i, "kills", 5000 );
self addweaponstat(i, "direct_hit_kills", 100 );
self addweaponstat(i, "revenge_kill", 2500 );
self addweaponstat(i, "noAttKills", 2500 );
self addweaponstat(i, "noPerkKills", 2500 );
self addweaponstat(i, "multikill_2", 2500 );
self addweaponstat(i, "killstreak_5", 2500 );
self addweaponstat(i, "challenges", 5000 );
self addweaponstat(i, "multikill_2", 2500 );
self addweaponstat(i, "killstreak_5", 2500 );
self addweaponstat(i, "challenges", 5000 );
self addweaponstat(i, "longshot_kill", 750 );
self addweaponstat(i, "direct_hit_kills", 120);
self addweaponstat(i, "destroyed_aircraft_under20s", 120);
self addweaponstat(i, "destroyed_5_aircraft", 120);
self addweaponstat(i, "destroyed_aircraft", 120);
self addweaponstat(i, "kills_from_cars", 120);
self addweaponstat(i, "destroyed_2aircraft_quickly", 120);
self addweaponstat(i, "destroyed_controlled_killstreak", 120);
self addweaponstat(i, "destroyed_qrdrone", 120);
self addweaponstat(i, "destroyed_aitank", 120);
self addweaponstat(i, "multikill_3", 120);
self addweaponstat(i, "score_from_blocked_damage", 140);
self addweaponstat(i, "shield_melee_while_enemy_shooting", 140);
self addweaponstat(i, "hatchet_kill_with_shield_equiped", 140);
self addweaponstat(i, "noLethalKills", 140);
self addweaponstat(i, "ballistic_knife_kill",5000);
self addweaponstat(i, "kill_retrieved_blade", 160);
self addweaponstat(i, "ballistic_knife_melee", 160);
self addweaponstat(i, "kills_from_cars", 170);
self addweaponstat(i, "crossbow_kill_clip", 170);
self addweaponstat(i, "backstabber_kill", 190);
self addweaponstat(i, "kill_enemy_with_their_weapon", 190);
self addweaponstat(i, "kill_enemy_when_injured", 190);
self addweaponstat(i, "primary_mastery",10000);
self addweaponstat(i, "secondary_mastery",10000);
self addweaponstat(i, "weapons_mastery",10000);
self addweaponstat(i, "kill_enemy_one_bullet_shotgun", 5000);
self addweaponstat(i, "kill_enemy_one_bullet_sniper", 5000);
}

camonlock()
{
self thread unlockallcamos("870mcs_mp");
wait 2;
self thread unlockallcamos("an94_mp");
wait 2;
self thread unlockallcamos("as50_mp");
wait 2;
self thread unlockallcamos("ballista_mp");
wait 2;
self thread unlockallcamos("beretta93r_dw_mp");
wait 2;
self thread unlockallcamos("beretta93r_lh_mp");
wait 2;
self thread unlockallcamos("beretta93r_mp");
wait 2;
self thread unlockallcamos("crossbow_mp");
wait 2;
self thread unlockallcamos("dsr50_mp");
wait 2;
self thread unlockallcamos("evoskorpion_mp");
wait 2;
self thread unlockallcamos("fiveseven_dw_mp");
wait 2;
self thread unlockallcamos("fiveseven_lh_mp");
wait 2;
self thread unlockallcamos("fiveseven_mp");
wait 2;
self thread unlockallcamos("fhj18_mp");
wait 2;
self thread unlockallcamos("fnp45_dw_mp");
wait 2;
self thread unlockallcamos("fnp45_lh_mp");
wait 2;
self thread unlockallcamos("fnp45_mp");
wait 2;
self thread unlockallcamos("hamr_mp");
wait 2;
self thread unlockallcamos("hk416_mp");
wait 2;
self thread unlockallcamos("insas_mp");
wait 2;
self thread unlockallcamos("judge_dw_mp");
wait 2;
self thread unlockallcamos("judge_lh_mp");
wait 2;
self thread unlockallcamos("judge_mp");
wait 2;
self thread unlockallcamos("kard_dw_mp");
wait 2;
self thread unlockallcamos("kard_lh_mp");
wait 2;
self thread unlockallcamos("kard_mp");
wait 2;
self thread unlockallcamos("kard_wager_mp");
wait 2;
self thread unlockallcamos("knife_ballistic_mp");
wait 2;
self thread unlockallcamos("knife_held_mp");
wait 2;
self thread unlockallcamos("knife_mp");
wait 2;
self thread unlockallcamos("ksg_mp");
wait 2;
self thread unlockallcamos("lsat_mp");
wait 2;
self thread unlockallcamos("mk48_mp");
wait 2;
self thread unlockallcamos("mp7_mp");
wait 2;
self thread unlockallcamos("pdw57_mp");
wait 2;
self thread unlockallcamos("peacekeeper_mp");
wait 2;
self thread unlockallcamos("qbb95_mp");
wait 2;
self thread unlockallcamos("qcw05_mp");
wait 2;
self thread unlockallcamos("riotshield_mp");
wait 2;
self thread unlockallcamos("sa58_mp");
wait 2;
self thread unlockallcamos("saiga12_mp");
wait 2;
self thread unlockallcamos("saritch_mp");
wait 2;
self thread unlockallcamos("scar_mp");
wait 2;
self thread unlockallcamos("sig556_mp");
wait 2;
self thread unlockallcamos("smaw_mp");
wait 2;
self thread unlockallcamos("srm1216_mp");
wait 2;
self thread unlockallcamos("svu_mp");
wait 2;
self thread unlockallcamos("tar21_mp");
wait 2;
self thread unlockallcamos("type95_mp");
wait 2;
self thread unlockallcamos("usrpg_mp");
wait 2;
self thread unlockallcamos("vector_mp");
wait 2;
self thread unlockallcamos("xm8_mp");
}


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