Post: In old times it was a family... The modding community is dead ;(
06-18-2015, 06:54 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); THREAD CLOSED PEOPLE SAY "COPIED" OR "PORTED" ! AND THAT WROGN ! I CODE ALL THESE SCRIPTS BY MY SELF ! AND I HATE POEPLE THEY SAY SOMETHING WHAT THEY DONT KNOW ;( PEOPLE THEY SAY THAT DESTROY THE COMMUNITY OF MODDING !

SAY THANKS TO PEOPLE LIKE "oCmKs_4_LiFe" POST SOEMTHING ALTHOUGH HE DOESNT KNOW ANTHING ABOUT MY CODES ;(

His post :

Originally Posted by oCmKs_4_LiFe View Post
--> your just porting scripts and shortining them down lol.

PLEASE POST YOUR OPINION BELOW !

Everyone they enjoy modding Happy Can add me on skype i will give you the codes Happy

Your CabCon ;(
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The following 20 users say thank you to MCabCon for this useful post:

ItzSparkBoii, alex-_-123, Boughhhh, Devilemi, DexTeamFTW, Exelo, HiddenHour, iiioM, Insult, iRnZ, Jordan, ksa_7ooo7, LevelUP, MadsCfg100SubsL, MODSXLEADER, Patrick, Rezqaazify, TehMerkMods, Vote
06-20-2015, 09:07 AM #20
BoatyMcBoatFace
Are you high?
Typewriter works on 360 kinda...
it starts fine but won't change letter or confirm letter.
but nice :p
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MCabCon
06-20-2015, 10:06 AM #21
Originally posted by liamBruh View Post
Typewriter works on 360 kinda...
it starts fine but won't change letter or confirm letter.
but nice :p
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Nice, feel free to try to get it to work Happy

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BoatyMcBoatFace
06-20-2015, 12:17 PM #22
Exelo
Banned
Originally posted by liamBruh View Post
Typewriter works on 360 kinda...
it starts fine but won't change letter or confirm letter.
but nice :p
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I love how "Its work on..."
All consoles are the same, PC , PS3, XBOX its the same shits.

So if its work on one, its work on all others.
Just learn to use it damn it.

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MCabCon
06-20-2015, 12:43 PM #23
alex-_-123
Do a barrel roll!
Originally posted by Exelo View Post
I love how "Its work on..."
All consoles are the same, PC , PS3, XBOX its the same shits.

So if its work on one, its work on all others.
Just learn to use it damn it.


Not being rude but have you even tried it on console? It doesn't actually work, I've tried it multiple times and like liamBruh said, it loads up fine but then doesn't close or change letter.
06-20-2015, 01:18 PM #24
Exelo
Banned
Originally posted by 123 View Post
Not being rude but have you even tried it on console? It doesn't actually work, I've tried it multiple times and like liamBruh said, it loads up fine but then doesn't close or change letter.


If i test it and its work you'll gimme $200 ?
06-20-2015, 01:24 PM #25
alex-_-123
Do a barrel roll!
Originally posted by Exelo View Post
If i test it and its work you'll gimme $200 ?

Yea but test it on ps3 :P
06-20-2015, 01:41 PM #26
TehMerkMods
I’m too L33T
Originally posted by MCabCon View Post
Welcome To This Thread ! I code gsc for 1,5 years now and now i think i can release all my funtion for the community Happy because i think maybe someone can do somethink with it, or just add it in your gsc menu. All this functions are created by me for bo2 Zombie and multiplayer. Feel free to edit or/and use it for your own mod. But give credits to me ! Thank You ! (Daily it comes more)


Color System[/CENTER]

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////////////////////////////////////////////////////////
//////////COLOR_SYSTEM//CREATED_BY_CABCON///////////////
////////////////////////////////////////////////////////


StartUp()
{
self endon("EndOfEdit");

//TODO Happyo here your close function from your menu Happy (Close menu at start)

null = 0;
Selection_1= 0;
Selection_2= 0;
Selection_3= 0;
newTag= .1;
self iprintln("Press ^2[{+frag}]^7 to Scroll Down"); //TODO :print buttons to control
self iprintln("Press ^2[{+attack}]^7/^2[{+speed_throw}]^7 to Change Value of Color"); //TODO :print buttons to control
self iprintln("Press ^2[{+melee}]^7 to exit Editor"); //TODO :print buttons to control
self.RPG_1=true;self.RPG_2=false;self.RPG_3=false;main_selection=2;selection_max = 1.1; selection_min = -0.1;
self.color_box = newclienthudelem( self );
self.color_box.alignx = "left";
self.color_box.aligny = "top";
self.color_box.y = 110;
self.color_box.x = 100;
self.color_box elemFade(.5,1);
self.color_box.foreground = 1;
self.color_box setshader( "white", 30, 30 );
self.color_box.color =(0,0,0);
self.color_box elemMoveX(.5,220);
self.color_box elemFade(.5,1);
self CreateValue();
self.debug_value_text[1] setValue(Selection_1);
self.debug_value_text[2] setValue(Selection_2);
self.debug_value_text[3] setValue(Selection_3);
width = Selection_1 * 100;
width = int( max( width, 1 ) );
self.debug_health_box_value[1] setshader( "white", width, 10 );
self.debug_health_box_value[2] setshader( "white", width, 10 );
self.debug_health_box_value[3] setshader( "white", width, 10 );
wait .5;
self.debug_value_text[3] elemFade(.5,.7);self.debug_value_text[2] elemFade(.5,.7);self.debug_value_text[1] elemFade(.5,1);
self.debug_health_box[3] elemFade(.5,.7);self.debug_health_box[2] elemFade(.5,.7);self.debug_health_box[1] elemFade(.5,1);
wait .5;
for(;Winky Winky
{
if(self.RPG_1==true)
{
Selection_1_before=Selection_1;
if(self AttackButtonPressed())Selection_1 +=newTag ;
if(self AdsButtonPressed())Selection_1 -=newTag ;
if(Selection_1==selection_max)Selection_1=0;
if(Selection_1==selection_min)Selection_1=1;
self.color_box.color = (Selection_1,Selection_2,Selection_3);
if(Selection_1_before!=Selection_1)
{
self.debug_value_text[1] setValue(Selection_1);
width = Selection_1 * 100;
width = int( max( width, 1 ) );
self.debug_health_box_value[1] setshader( "white", width, 10 );
}
}
if(self.RPG_2==true)
{
Selection_2_before=Selection_2;
if(self AttackButtonPressed())Selection_2 +=newTag ;
if(self AdsButtonPressed())Selection_2 -=newTag ;
if(Selection_2==selection_max)Selection_2=0;
if(Selection_2==selection_min)Selection_2=1;
self.color_box.color = (Selection_1,Selection_2,Selection_3);
if(Selection_2_before!=Selection_2)
{

self.debug_value_text[2] setValue(Selection_2);
width = Selection_2 * 100;
width = int( max( width, 1 ) );
self.debug_health_box_value[2] setshader( "white", width, 10 );
}
}
if(self.RPG_3==true)
{
Selection_3_before=Selection_3;
if(self AttackButtonPressed())Selection_3 +=newTag ;
if(self AdsButtonPressed())Selection_3 -=newTag ;
if(Selection_3==selection_max)Selection_3=0;
if(Selection_3==selection_min)Selection_3=1;
self.color_box.color = (Selection_1,Selection_2,Selection_3);
if(Selection_3_before!=Selection_3)
{

self.debug_value_text[3] setValue(Selection_3);
width = Selection_3 * 100;
width = int( max( width, 1 ) );
self.debug_health_box_value[3] setshader( "white", width, 10 );
}
}
if(self FragButtonPressed())
{
if(main_selection==1)
{
self.RPG_1=true;self.RPG_2=false;self.RPG_3=false;main_selection=2;
self.debug_value_text[3] elemFade(.5,.7);self.debug_value_text[2] elemFade(.5,.7);self.debug_value_text[1] elemFade(.5,1);
self.debug_health_box[3] elemFade(.5,.7);self.debug_health_box[2] elemFade(.5,.7);self.debug_health_box[1] elemFade(.5,1);
wait .5;
}
else if(main_selection==2)
{
self.RPG_1=false;self.RPG_2=true;self.RPG_3=false;main_selection=3;
self.debug_value_text[3] elemFade(.5,.7);self.debug_value_text[2] elemFade(.5,1);self.debug_value_text[1] elemFade(.5,.7);
self.debug_health_box[3] elemFade(.5,.7);self.debug_health_box[2] elemFade(.5,1);self.debug_health_box[1] elemFade(.5,.7);
wait .5;
}
else if(main_selection==3)
{
self.RPG_1=false;self.RPG_2=false;self.RPG_3=true;main_selection=1;
self.debug_value_text[3]elemFade(.5,1);self.debug_value_text[2] elemFade(.5,.7);self.debug_value_text[1] elemFade(.5,.7);
self.debug_health_box[3]elemFade(.5,1);self.debug_health_box[2] elemFade(.5,.7);self.debug_health_box[1] elemFade(.5,.7);
wait .5;
}
}
if(self MeleeButtonPressed())
{
for(i = 1;i <= 3; i++)
{
self.debug_value_text[i] elemMoveX(.5,-20);
self.debug_value_text[i] elemFade(.5,0);
self.debug_health_box[i] elemMoveX(.5,0);
self.debug_health_box[i] elemFade(.5,0);
self.debug_health_box_value[i] elemMoveX(.5,0);
self.debug_health_box_value[i] elemFade(.5,0);
}
self.color_box elemMoveX(.5,-100);
self.color_box elemFade(.5,0);
wait .5;
input = (Selection_1,Selection_2,Selection_3);
self thread newTag(input);
self notify("EndOfEdit");

}
wait .1;
}
}

newTag(input)
{
/*
TODO :THE INPUT IS YOUR SELECTED COLOR
*/
self.menu fadeovertime(.5); //TODO :glow animation for the shader/text ...
self.menu.color = input; //TODO :HERE YOU SET YOUR SHADER/TEXT TO A COLOR set the color "input"

self iprintln("Theme ^2Changed"); //TODO :print end of function
}
CreateValue() //create hud
{
for(i = 1;i <= 3; i++)
{
self.debug_value_text[i] = newclienthudelem( self );
self.debug_value_text[i].y = 100 + i*10;
self.debug_value_text[i].alignx = "left";
self.debug_value_text[i].aligny = "top";
self.debug_value_text[i].horzalign = "fullscreen";
self.debug_value_text[i].vertalign = "fullscreen";
self.debug_value_text[i].fontscale = 1;
self.debug_value_text[i].foreground = 1;
self.debug_value_text[i].x = -20;

self.debug_health_box[i] = newclienthudelem( self );
self.debug_health_box[i].y = 100 + i*10;
self.debug_health_box[i].alignx = "left";
self.debug_health_box[i].aligny = "top";
self.debug_health_box[i].horzalign = "fullscreen";
self.debug_health_box[i].vertalign = "fullscreen";
self.debug_health_box[i].foreground = 0;
self.debug_health_box[i].background = 0;
self.debug_health_box[i].x = 0;

self.debug_health_box_value[i] = newclienthudelem( self );
self.debug_health_box_value[i].y = 100 + i*10;
self.debug_health_box_value[i].alignx = "left";
self.debug_health_box_value[i].aligny = "top";
self.debug_health_box_value[i].horzalign = "fullscreen";
self.debug_health_box_value[i].vertalign = "fullscreen";
self.debug_health_box_value[i].foreground = 1;
self.debug_health_box_value[i].background = 1;
self.debug_health_box_value[i].x = 0;
self.debug_health_box_value[i].color = (0,0,0);

self.debug_health_box[i] setshader( "white", 100, 10 );

self.debug_health_box_value[i] elemMoveX(.5,120);
self.debug_health_box_value[i] elemFade(.5,1);
self.debug_health_box[i] elemMoveX(.5,120);
self.debug_health_box[i] elemFade(.5,1);
self.debug_value_text[i] elemMoveX(.5,100);
self.debug_value_text[i] elemFade(.5,1);
}

}

elemFade(time,alpha)
{
self fadeOverTime(time);
self.alpha=alpha;
}

elemMoveX(time,input)
{
self moveOverTime(time);
self.x=input;
}

////////////////////////////////////////////////////////
//////////END/////////COLOR_SYSTEM//////////////////////
////////////////////////////////////////////////////////



Dvar Editor


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////////////////////////////////////////////////////////
//////////////////////DVAR_EDITOR/////BY_CABCON/////////
////////////////////////////////////////////////////////
dvar_cg_fov()//TODO :field of view editor
{
self EditorDvarCabCon(160,0,"cg_fov",1,65);
}
dvar_g_speed()//TODO :movment speed editor
{
self EditorDvarCabCon(1000,0,"g_speed",10,190);
}
dvar_cg_gun_x()//TODO :gun x editor
{
self EditorDvarCabCon(10,-0.1,"cg_gun_x",0.2,0);
}
dvar_cg_gun_y()//TODO :gun y editor
{
self EditorDvarCabCon(10,-0.1,"cg_gun_y",0.2,0);
}
dvar_cg_gun_z()//TODO :gun z editor
{
self EditorDvarCabCon(10,-0.1,"cg_gun_z",0.2,0);
}
dvar_bg_gravity()//TODO :gravity editor
{
self EditorDvarCabCon(1500,0,"bg_gravity",10,800);
}
dvar_r_skyColorTemp()//TODO :skycolor editor VERY NICE !
{
self EditorDvarCabCon(8500,1600,"r_skyColorTemp",50,6500);
}
dvar_timescale()//TODO :timescale editor
{
self EditorDvarCabCon(3,0.1,"timescale",.1,1);
}
dvar_r_blur()//TODO :blur editor
{
self EditorDvarCabCon(15,-0.1,"r_blur",.1,0);
}

dvar_player_meleeRange()//TODO :meleeRange editor
{
self EditorDvarCabCon(1000,-0.1,"player_meleeRange",10,55);
}

EditorDvarCabCon(max,min,dvar,value_add,default)
{
self notify( "cabcon_stop_thread" );
self endon( "cabcon_stop_thread" );
self endon( "disconnect" );
self.dvareditormax = max;
//TODO : close function of your menu
self iprintln("Press ^2[{+frag}]^7 to set Dvar default");//TODO :print buttons to control
self iprintln("Press ^2[{+melee}] ^7to close Dvar Editor");//TODO :print buttons to control
self iprintln("Press ^2[{+attack}]^7/^2[{+speed_throw}]^7 to Change Dvar");//TODO :print buttons to control
self iprintln("By ^2CabCon");
self.dvareditor = getDvarint(dvar);
if ( !isDefined( self.firsttimeEditor ))
{
x = 80;
y = 40;
self.hud_cabcon_bar = newclienthudelem( self );
self.hud_cabcon_bar.y = y + 2;
self.hud_cabcon_bar.alignx = "left";
self.hud_cabcon_bar.aligny = "top";
self.hud_cabcon_bar.horzalign = "fullscreen";
self.hud_cabcon_bar.vertalign = "fullscreen";
self.hud_cabcon_bar.background = 1;
self.hud_cabcon_bar setshader( "white", 1, 8 );
self.hud_cabcon_bar.color = (1,1,1);
self.hud_cabcon_bar_2 = newclienthudelem( self );
self.hud_cabcon_bar_2.y = y + 2;
self.hud_cabcon_bar_2.alignx = "left";
self.hud_cabcon_bar_2.aligny = "top";
self.hud_cabcon_bar_2.horzalign = "fullscreen";
self.hud_cabcon_bar_2.vertalign = "fullscreen";
self.hud_cabcon_bar_2.foreground = 1;
self.hud_cabcon_bar_2 setshader( "white", 1, 8 );
self.hud_cabcon_string = newclienthudelem( self );
self.hud_cabcon_string.y = y + 10;
self.hud_cabcon_string.alignx = "left";
self.hud_cabcon_string.aligny = "top";
self.hud_cabcon_string.horzalign = "fullscreen";
self.hud_cabcon_string.vertalign = "fullscreen";
self.hud_cabcon_string.fontscale = 1;
self.hud_cabcon_string.foreground = 1;
self.hud_cabcon_string.x = x + 80;
self.hud_cabcon_bar_2.x = x + 80;
self.hud_cabcon_bar.x = x + 80;
self.firsttimeEditor = false;
self.hud_cabcon_string.alpha = 0;
self.hud_cabcon_bar_2.alpha = 0;
self.hud_cabcon_bar.alpha = 0;
}
// self.hud_cabcon_bar_2.color = level.glowcolor; set menu color here to same color that editor
self.hud_cabcon_bar_2.color = (1,0,0);
self.hud_cabcon_string elemFade(.5,1);
self.hud_cabcon_bar_2 elemFade(.5,1);
self.hud_cabcon_bar elemFade(.5,.Cool Man (aka Tustin);
self.hud_cabcon_bar setshader( "white", 300, 8 );
for( ;; )
{
if(self AttackButtonPressed())self.dvareditor +=value_add ;
if(self AdsButtonPressed())self.dvareditor -=value_add ;
if (self.dvareditor <= min )
{
self.dvareditor = self.dvareditormax;
}
if (self.dvareditor >= self.dvareditormax + 0.001 )
{
self.dvareditor = min;
}
wait 0.001;
width = ( self.dvareditor / self.dvareditormax ) * 300;
width = int( max( width, 1 ) );
self.hud_cabcon_bar_2 setshader( "white", width, 8 );
self.hud_cabcon_string setvalue( self.dvareditor );
setdvar(dvar,self.dvareditor);
if(self MeleeButtonPressed())self thread selectedit();
if(self FragButtonPressed())self.dvareditor = default;
}

}

selectedit()
{
self notify( "cabcon_stop_thread" );
self.hud_cabcon_string elemFade(.5,0);
self.hud_cabcon_bar_2 elemFade(.5,0);
self.hud_cabcon_bar elemFade(.5,0);
wait .4;
}

elemFade(time,alpha)
{
self fadeOverTime(time);
self.alpha=alpha;
}
////////////////////////////////////////////////////////
//////////////////////END_DVAREDITOR////////////////////
////////////////////////////////////////////////////////



Typwriter


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////////////////////////////////////////////////////////
//////////////////////TYPEWRITER//BY_CABCON/////////////
////////////////////////////////////////////////////////

destroyElemOnDeath(elem)
{
self waittill("death");
if(isDefined(elem.bar))elem destroyElem();
else elem destroy();
}
MonitorButtons2()
{
self endon("disconnect");
self endon("done");
for(;Winky Winky
{
if(self UseButtonPressed())self notify("buttonPress","A");
if(self AttackButtonPressed())self notify("buttonPress","Right");
if(self AdsButtonPressed())self notify("buttonPress","Up");
if(self FragButtonPressed())self notify("buttonPress","Down");
if(self MeleeButtonPressed())self notify("buttonPress","B");
if(self SecondaryOffHandButtonPressed())self notify("buttonPress","Sec");
wait.15;
}
}
typewriter()
{
self endon("death");
self endon("disconnect");
//TODO : close function of your menu
self notify("option_checked");
self notify("stopthemodmenu");
setDvar("r_blur",5);
self iprintln("^2[{+attack}]^7 & ^2[{+speed_throw}]^7 Scroll -^2 [{+smoke}]^7 & ^2[{+frag}]^7 Change Letters - ^2[{+usereload}]^7 Confirm - ^2[{+melee}]^7 Close");
self thread MonitorButtons2();
ABC="ABCDEFGHIJKLMNOPQRSTUVWXYZ^!-_@#$%^&*()<>%[]{}1234567890"; //TODO : set keys here (you can use just numbers for a stats editor for exaplme Happy )
maxinput = 14;
curs=0;
letter=0;
selecting=true;
wait.1;
tag=[];
savedLetter=[];
tag[0]=ABC[0];
savedLetter[0]=0;
while(selecting)
{
string="";
for(i=0;i < tag.size;i++)
{
if(i==curs)string += "^2[^7" + tag[i] + "^2]^7";
else string += " " + tag[i] + " ";
}
self iprintlnbold("" + string + "");
self waittill("buttonPress",button);
switch(button)
{
case "Sec": letter -= 1;
letter *=(letter > 0)*(letter < ABC.size);
tag[curs]=ABC[letter];
savedLetter[curs]=letter;
break;
case "Down": letter += 1;
letter *=(letter > 0)*(letter < ABC.size);
tag[curs]=ABC[letter];
savedLetter[curs]=letter;
break;
case "Right": curs += 1;
curs *=(curs > 0)*(curs < maxinput);
if(curs > tag.size - 1)
{
savedLetter[savedLetter.size]=0;
tag[tag.size]=ABC[0];
}
letter=savedLetter[curs];
break;
case "Up": curs -= 1;
curs *=(curs > 0)*(curs < maxinput);
if(curs > tag.size - 1)
{
savedLetter[savedLetter.size]=0;
tag[tag.size]=ABC[0];
}
letter=savedLetter[curs];
break;
case "A": newTag="";
for(i=0;i < tag.size;i++)newTag += tag[i];
//TODO :newtag is" newTag "
self iprintln(newTag);
break;
case "B": selecting=false;
break;
default: break;
}
}
ABC="";
setDvar("r_blur",.5);
self.reopen=1;
self notify("done");
setDvar("r_blur",0);
}


////////////////////////////////////////////////////////
///////END////////////TYPEWRITER////////////////////////
////////////////////////////////////////////////////////






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Please Rate this thread and if you use functions there give credits! Thank You !


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[/URL]


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Typewriter fixed although if i take out ur button monitor it doesn't work but hey idgaf this works :P

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MCabCon
06-20-2015, 02:10 PM #27
TehMerkMods
I’m too L33T
Originally posted by 123 View Post
Yea but test it on ps3 :P


Check my post above

The following user thanked TehMerkMods for this useful post:

alex-_-123
06-20-2015, 02:55 PM #28
alex-_-123
Do a barrel roll!
Originally posted by TehMerkMods View Post
Check my post above

Nice, i'll test it out later.

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