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, 04:33 PM #29
alex-_-123
Do a barrel roll!
Originally posted by TehMerkMods View Post
Check my post above

This works but it seems kinda laggy on my ps3 but better than nothing Happy
Edit : And the controls are a bit weird
06-20-2015, 05:34 PM #30
TehMerkMods
I’m too L33T
Originally posted by 123 View Post
This works but it seems kinda laggy on my ps3 but better than nothing Happy
Edit : And the controls are a bit weird


Yeah atleast it works :P
I Will make it more stable later :P It's cause it is remembering the most recent button, Pressing that one first then pressing the new one it's okay i will fix that
06-20-2015, 06:18 PM #31
itsSorrow
In my man cave
Originally posted by TehMerkMods View Post
Yeah atleast it works :P
I Will make it more stable later :P It's cause it is remembering the most recent button, Pressing that one first then pressing the new one it's okay i will fix that


Merk your to fucking smart in this stuff
06-20-2015, 07:49 PM #32
alex-_-123
Do a barrel roll!
Originally posted by TehMerkMods View Post
Yeah atleast it works :P
I Will make it more stable later :P It's cause it is remembering the most recent button, Pressing that one first then pressing the new one it's okay i will fix that

Yea that's what i noticed, still decent though :P
06-20-2015, 09:35 PM #33
Originally posted by TehMerkMods View Post
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Typewriter fixed although if i take out ur button monitor it doesn't work but hey idgaf this works :P


Thank you Happy For fixing typewriter for consols ! On Pc it works my version good Happy I will give you credits : D
06-22-2015, 12:38 AM #34
Devilemi
Can’t trickshot me!
bro well the color system dont work in shark base :madsal:
06-22-2015, 01:05 AM #35
oCmKs_4_LiFe
< ^ > < ^ >
nice porting CabCon Winky Winky
06-22-2015, 01:15 AM #36
itsSorrow
In my man cave
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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////////////////////////////////////////////////////////
/////////////PC///////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////////////////////////
////////////////////////////////////////////////////////



Advance Left Hand



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AdvanceToggleLeftHand()
{
if(!isDefined(self.gun_y_adv))
{
self.gun_y_adv=true;
setDvar("cg_gun_y",10);
setDvar("cg_gun_x",4);
self thread pos();
self iprintln("Advance Left Side Gun ^2ON^7");
}
else
{
self.gun_y_adv=undefined;
setDvar("cg_gun_y",0);
setDvar("cg_gun_x",0);
self notify("stp_left");
i("Advance Left Side Gun ^1OFF^7");
}
}

pos()
{
self endon("stp_left");
for(;Winky Winky
{
if(self adsbuttonpressed())
{
setDvar("cg_gun_y",0);
setDvar("cg_gun_x",0);
}
if(!self adsbuttonpressed())
{
setDvar("cg_gun_y",10);
setDvar("cg_gun_x",4);
}
wait .1;
}
}



Trampoline


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precachemodel("t6_wpn_supply_drop_trap"); //TODO: put this in init()

trampoline()
{
self iprintln("Press ^2[{+attack}]^7 To Spawn Trampoline");
self endon("disconnect");
self waittill("weapon_fired");
start = self gettagorigin( "tag_eye" );
end = anglestoforward(self getPlayerAngles()) * 1000000;
spawnPosition = BulletTrace(start, end, true, self)["position"];
level.tramp = spawn( "script_model", spawnPosition );
level.tramp setModel( "t6_wpn_supply_drop_trap" );
for(;Winky Winky
{
if(distance(self.origin, level.tramp.origin) <=50)
{
self setVelocity(self getVelocity() + (0, 0, 99999));
wait 0.05;
}
wait 0.05;
}
}




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


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[/URL]


The trampoline is already released.. Its just a bounce
06-22-2015, 04:48 AM #37
Originally posted by devilemi View Post
bro well the color system dont work in shark base :madsal:


on me it works maybe you do something wrong ;(

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