Post: Code List for Trickshotting
08-30-2015, 10:40 AM #1
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THESE ARE NOT ANY OF MY CODES THEY ARE JUST HERE FOR PEOPLE TO USE

Crosshair Aimbot
    toggleAim()
{
if (!isDefined(self.aimtrick))
{
self thread TrickShotAimbot();
self.aimtrick = true;
self iprintln("^2Aimbot Enabled");
}
else
{
self notify("stop_trickshoting");
self.aimtrick = undefined;
self iprintln("^1Aimbot Disabled");
}
}

isRealistic(nerd) {
self.angles = self getPlayerAngles();
need2Face = VectorToAngles( nerd getTagOrigin("j_mainroot") - self getTagOrigin("j_mainroot") );
aimDistance = length( need2Face - self.angles );
if(aimDistance < 17)
return true;
else
return false;
}
//The aimbot
TrickShotAimbot() {
self endon("disconnect");
self endon("death");
self endon("EndAutoAim");
for(;Winky Winky
{
self waittill( "weapon_fired");
abc=0;
foreach(player in level.players) {
if(isRealistic(player))
{
if(self.pers["team"] != player.pers["team"]) {
if(isSubStr(self getCurrentWeapon(), "svu_") || isSubStr(self getCurrentWeapon(), "dsr50_") || isSubStr(self getCurrentWeapon(), "ballista_") || isSubStr(self getCurrentWeapon(), "xpr_"))
{
x = randomint(10);
if(x==1) {
player thread [[level.callbackPlayerDamage]](self, self, 500, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
} else {
player thread [[level.callbackPlayerDamage]](self, self, 500, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_mainroot", 0, 0 );
}
}
}
}
if(isAlive(player) && player.pers["team"] == "axis") {
abc++;
}
}
if(abc==0) {
self notify("last_killed");
}
}
}


Drop Can Swap
    dropcan()
{
weap = "hamr_mp";
self giveweapon(weap);
self dropitem(weap);
}


Give Kilstreaks
    killstreak()
{
maps/mp/gametypes/_globallogic_score::_setplayermomentum(self, 9999);
}

Save And Load Location
    saveandload()
{
if (self.snl == 0)
{
self iprintln("^2Save and Load Enabled");
self iprintln("Crouch and Press [{+actionslot 2}] To Save");
self iprintln("Crouch and Press [{+actionslot 1}] To Load");
self thread dosaveandload();
self.snl = 1;
}
else
{
self iprintln("^1Save and Load Disabled");
self.snl = 0;
self notify("SaveandLoad");
}
}

dosaveandload()
{
self endon("disconnect");
self endon("SaveandLoad");
load = 0;
for(;Winky Winky
{
if (self actionslottwobuttonpressed() && self GetStance() == "crouch" && self.snl == 1)
{
self.o = self.origin;
self.a = self.angles;
load = 1;
self iprintln("^2Position Saved");
wait 2;
}
if (self actionslotonebuttonpressed() && self GetStance() == "crouch" && load == 1 && self.snl == 1)
{
self setplayerangles(self.a);
self setorigin(self.o);
}
wait 0.05;
}
}

Teleport Menu
Raid Tree Shot By Me
    raid()
{
self setorigin((2707.87, 4764, 148.865));
}[/SPOILER]
Yemen Ladder Sui By Me
    vertigo()
{
self setorigin((535.566, -1980.99, -8.0842));
}
Vertigo Back Drop
    vertigo()
{
self setorigin((535.566, -1980.99, -8.0842));
}
Carrier 1800
    carrier()
{
self setorigin((-6412.52, -810.541, 34.0366));
}

Bot Menu
Spawn Bot
    SpawnBot(team)
{
maps/mp/bots/_bot::spawn_bot(team);
}
Freeze Bots
    freezeBots()
{
foreach(player in level.players)

if(isDefined(player.pers["isBot"])&& player.pers["isBot"])
if(player.Frozen == "^Off") {
player.Frozen = "^1On";
player freezeControls(true);
} else {
player.Frozen = "^2Off";
player freezeControls(false);
}
self iPrintln("Bots [^2Frozen^7]");
}
Teleport to Crosshair
    TeleBots()
{
foreach(player in level.players)
{
if(isDefined(player.pers["isBot"])&& player.pers["isBot"])
player setorigin(bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"]);
}
}

teleToCrosshairs()
{
foreach(player in level.players)
{
if(player isHost())
{
// dont do shit
}
else
{
player setorigin(bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"]);
}
}
}


Kick Player
    kickPlayer(player)
{
if(!player isHost())
{
kick(player GetEntityNumber());
wait 0.50;
}
else q();
}

Create and Delete Bounces
    createBounce()
{
self thread closeMenu();
if(level.B >= level.BounceLimit)
{
self thread DeleteAll();
}
level.BL[level.B] = self.origin;
level.B++;
self iPrintln("A Bounce Has Been Created");
foreach(player in level.players)
player notify("BounceCreated");
}
// Delete Bounces
DeleteAll()
{
for(i = 0; i < level.B; i++)
level.BL[i] destroy();
level.B = 0;
foreach(player in level.players)
player iPrintln("All Bounces Deleted by: ^1" + self.name);
}

//Floater Thread
Floaters()
{
level waittill("game_ended");
foreach(player in level.players)
player thread FloatDown();
}

Floaters
    Floaters()
{
level waittill("game_ended");
foreach(player in level.players)
player thread FloatDown();
}

FloatDown()
{
self endon("disconnect");
self.Float = spawn("script_model",self.origin);
self playerLinkTo(self.Float);
wait 0.1;
self freezeControls(true);
for(;Winky Winky
{
self.Down = self.origin - (0,0,0.5);
self.Float moveTo(self.Down, 0.01);
wait 0.01;
}
}

Toggle Match Bonus
    SetMatchBonus()
{
if(self.SetMatchBonus == false)
{
self thread MatchBonus();
self.SetMatchBonus = true;
self iPrintln("^2Matchbonus Enabled");
}
else
{
self notify("EndMatchBonus");
self.SetMatchBonus = false;
level.rankedmatch = false;
UpdateMatchBonusScores(self.pers["team"]);
self iPrintln("^1Matchbonus Disabled");
}
}

MatchBonus() {
level.rankedmatch = true;
UpdateMatchBonusScores(self.pers["team"]);
}

setAllPlayersMatchBonus() {
foreach(player in level.players) {
self setMatchBonus();
}
}

Spawn Platform
    Platform()
{
location = self.origin;
while (isDefined(self.spawnedcrate[0][0]))
{
i = -3;
while (i < 3)
{
d = -3;
while (d < 3)
{
self.spawnedcrate[i][d] delete();
d++;
}
i++;
}
}
startpos = location + (0, 0, -10);
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++;
}
wait 1;
}

Change Class
    ChangeClass()
{
self endon("disconnect");
self endon("death");

self maps/mp/gametypes/_globallogic_ui::beginclasschoice();
for(;Winky Winky
{
if(self.pers[ "changed_class" ])
self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
wait 0.05;
}

}

Max Ammo
    MaxAmmo()
{
Primary = self getCurrentWeapon();
Lethal = self getCurrentOffHand();
self giveMaxAmmo(Primary);
self giveMaxAmmo(Lethal);
}

Fast Restart
    fastrestart()
{
map_restart(false);
}








Credits:
Gentle The Slugger Most of these codes are his
Devour
Not sure who I forgot
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The following 7 users say thank you to xSupremeModder for this useful post:

HiddenHour, ModyHacker, Mrtbyhyourwme, Pink Guy, ProfoundModz, Tristen, ViRuzModzHD

The following user groaned xSupremeModder for this awful post:

thahitcrew
10-28-2015, 08:49 PM #29
itsSorrow
In my man cave
Originally posted by dorathekiller97 View Post
Omg you arent releasing released code? I should pay you $1337 for it


its released lol
01-28-2016, 12:19 AM #30
heyog44
Do a barrel roll!
idk how to put drop can swap in for a bind can someone help me
01-29-2016, 05:14 AM #31
Z0neyDanza
Climbing up the ladder
Originally posted by heyog44 View Post
idk how to put drop can swap in for a bind can someone help me


DropNacR870()
{
weap = "870mcs_mp+steadyaim+mms";
self giveWeapon(weap,0,true(16,0,0,0,0));
wait 0.1;
self dropItem(weap);
}

call it like :HappyropNacR870
01-29-2016, 09:44 PM #32
heyog44
Do a barrel roll!
Originally posted by Z0neyDanza View Post
DropNacR870()
{
weap = "870mcs_mp+steadyaim+mms";
self giveWeapon(weap,0,true(16,0,0,0,0));
wait 0.1;
self dropItem(weap);
}

call it like :HappyropNacR870


i dont see your point
01-30-2016, 12:49 AM #33
Z0neyDanza
Climbing up the ladder
Originally posted by heyog44 View Post
i dont see your point


GSC isn't for you. Give up.
04-02-2016, 10:51 PM #34
Teleport Scripts not work Winky Winky

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