Post: Some GSC codes
06-23-2016, 08:53 PM #1
Apex_Modz-
Do a barrel roll!
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rocketsTosPace()
{
self endon("disconnect");
self endon("death");
actorNext2r = spawn("script_model", self.origin + (60, 300, 10), 1);
rockTosPace1 = spawn("script_model", self.origin + (30, 0, 190), 1);
rockTosPace2 = spawn("script_model", self.origin + (0, 95, 190), 1);
rockTosPace3 = spawn("script_model", self.origin + (0, 95, 190), 1);
actorNext2r setModel("defaultactor");
rockTosPace1 setModel("projectile_sa6_missile_desert_mp");
rockTosPace2 setModel("projectile_sa6_missile_desert_mp");
rockTosPace3 setModel("projectile_sa6_missile_desert_mp");
actorNext2r.angles = (0, 90, 0);
rockTosPace1.angles = (90, 0, 0);
rockTosPace2.angles = (90, 0, 0);
rockTosPace3.angles = (90, 0, 0);
actorNext2r moveTo(self.origin + (30, 0, 0), 5);
wait 5;
actorNext2r delete();
self iPrintlnBold("^3Rockets To Space In ^29 ^3Seconds");
wait 2;
rockTosPace2 thread r2SupNawAy();
rockTosPace3 thread r2SupNawAy();
wait 5;
rockTosPace1 moveTo(self.origin + (30, 0, 9000), 9);
rockTosPace2 moveTo(self.origin + (0, 95, 9000), 9);
rockTosPace3 moveTo(self.origin + (0, 95, 9000), 9);
wait 12;
rockTosPace1 delete();
rockTosPace2 delete();
rockTosPace3 delete();
}
r2SupNawAy()
{
self endon("death");
for(;Winky Winky
{
level._effect["greensensorexpl"] = loadfx("weapon/sensor_grenade/fx_sensor_exp_scan_friendly");
playfx(level._effect["greensensorexpl"], origin, undefined_variable_reference_error_minus_56, self.origin);
level._effect["ChafFx"] = loadfx("weapon/straferun/fx_straferun_chaf");
playfx(level._effect["ChafFx"], origin, undefined_variable_reference_error_minus_56, self.origin);
level._effect["greensensorexpl"] = loadfx("weapon/sensor_grenade/fx_sensor_exp_scan_friendly");
playfx(level._effect["greensensorexpl"], origin, undefined_variable_reference_error_minus_56, self.origin);
wait 0.05;
}
}


Vtol To Space

vtOlTosPace()
{
self endon("disconnect");
self endon("death");
actorVrs = spawn("script_model", self.origin + (60, 300, 10), 1);
rocketsHip = spawn("script_model", self.origin + (30, 0, 460), 1);
rock1 = spawn("script_model", self.origin + (0, 95, 350), 1);
rock2 = spawn("script_model", self.origin + (0, 95, 350), 1);
actorVrs setModel("defaultactor");
rocketsHip setModel("veh_t6_air_v78_vtol_killstreak");
rock1 setModel("projectile_sa6_missile_desert_mp");
rock2 setModel("projectile_sa6_missile_desert_mp");
actorVrs.angles = (0, 90, 0);
rocketsHip.angles = (90, 0, 0);
rock1.angles = (90, 0, 0);
rock2.angles = (90, 0, 0);
actorVrs moveTo(self.origin + (30, 0, 0), 5);
wait 5;
actorVrs delete();
self iPrintlnBold("^5Flight To Space In ^29 ^5Seconds");
wait 2;
rock1 thread upAndaWay();
rock2 thread upAndaWay();
wait 5;
rocketsHip moveTo(self.origin + (30, 0, 9000), 9);
rock1 moveTo(self.origin + (0, 95, 9000), 9);
rock2 moveTo(self.origin + (0, 95, 9000), 9);
wait 12;
rocketsHip delete();
rock1 delete();
rock2 delete();
}
upAndaWay()
{
self endon("death");
for(;Winky Winky
{
level._effect["torch"] = loadfx("maps/mp_maps/fx_mp_exp_rc_bomb");
playfx(level._effect["torch"], origin, undefined_variable_reference_error_minus_56, self.origin);
level._effect["torch"] = loadfx("maps/mp_maps/fx_mp_exp_rc_bomb");
playfx(level._effect["torch"], origin, undefined_variable_reference_error_minus_56, self.origin);
wait 0.05;
}
}



Advanced SkyBase


Put These on the init*

level.basebool*=*false;
PrecacheModel("veh_t6_drone_overwatch_light");
PrecacheModel(*"prop_suitcase_bomb"*);** *
PrecacheItem("m32_wager_mp");
PrecacheItem("minigun_wager_mp");
level.activesky1*=*0;
----------------------------------------------------
Start of sky base

deathBarrier()
{
* * ents*=*getEntArray();
* **for*(*index*=*0;*index*<*ents.size;*index++*)
* **{
* * * **if(isSubStr(ents[index].classname,*"trigger_hurt"))
* * * **{
* * * * * * * * ents[index].origin*=*(0,*0,*9999999);
* * * **}
* **}
}
skybaseinit(player)
{
* *
* * * * player.skyStringCreated1*=*[];
* * * * player.skybaserHintString1*=*[];
* * * * player.nearsky*=*[];
* * * * player.currentskybaseHint1*=*"";
* * * * player.string*=*false;
* * * * player.mysteryBoxWeaponReady*=*[];
* *
}
skybasetoggle()
{
* **if(!level.basebool)
* **{
* * * **//self MenuClosing();//
* * * * self iprintlnbold("Aim At Position And Shoot To Spawn SkyBase");
* * * * level.basebool*=*true;** * * *
* * * * self waittill("weapon_fired");
* * * * self toggle();** * * *
* * * *
* **}
* **else
* **{
* * * * self iprintlnbold("SkyBase Deleted");
* * * * self toggledelete();
* * * * level.basebool*=*false;
* **}** *
}
toggle()
{
* * * * level endon("game_ended");
* * * * level endon("delete");
* * * * self endon("death");
* * * * level thread deleteonleave();
* * * * level.vec*=*anglestoforward(self getPlayerAngles());
* * * * level.center1*=*BulletTrace(*self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+(level.vec[0]***2000, level.vec[1]***2000, level.vec[2]***2000),*0, self)[*"position"*];
* * * * level.center*=*spawn("script_origin", level.center1);
* * * * level.lift*=*[];
* * * * h=0;
* * * * k=0;
* * * * level.origin*=*level.center.origin;
* * * **for(i=0;i<64;i++)
* * * **{
* * * * * **if(i<=15)
* * * * * * * * level.lift[k]*=*spawn("script_model", level.origin+(-52,52,h));
* * * * * **else*if(i<=31*&&*i>15)
* * * * * * * * level.lift[k]*=*spawn("script_model", level.origin+(52,52,h-1120));
* * * * * **else*if(i<=47*&&*i>31)
* * * * * * * * level.lift[k]*=*spawn("script_model", level.origin+(-52,-52,h-2240));
* * * * * **else*if(i<=63*&&*i>47)
* * * * * * * * level.lift[k]*=*spawn("script_model", level.origin+(52,-52,h-3370));
* * * * * * level.lift.angles*=*(0,0,90);
* * * * * * h+=70;
* * * * * * k++;
* * * **}
* * * * level.center*moveto(level.center.origin+(0,0,15),*0.05);
* * * * wait*0.05;
* * * * level.elevator*=*[];
* * * * level.elevator[0]*=*spawn("script_model", level.origin+(0,52,-15));
* * * * level.elevator[0].angles*=*(0,90,0);
* * * * level.elevator[1]*=*spawn("script_model", level.origin+(0,-52,-15));
* * * * level.elevator[1].angles*=*(0,90,0);
* * * * level.elevator[2]*=*spawn("script_model", level.origin+(42,0,-15));** * * * *
* * * * level.elevator[3]*=*spawn("script_model", level.origin+(-42,0,-15));
* * * * level.elevator[3].angles*=*(0,0,0);
* * * * level.elevator[4]*=*spawn("script_model", level.origin+(0,0,-15));
*
* * * * level.base*=*level.center.origin+(-110,182,1050);
*
* * * * level.elevatorcontrol*=*[];
* * * * level.elevatorcontrol[0]*=*spawn("script_model", level.origin+(0,-52,13.75));
* * * * level.elevatorcontrol[0]*setModel(*"t6_wpn_supply_drop_ally"*);**
* * * * level.elevatorcontrol[0].angles*=*(0,-90,0);
* * * * level.elevatorcontrol[0]*linkto(level.center);
*
* * * * level.elevatorcontrol[1]*=*spawn("script_model", level.origin+(0,-52,28.75));
* * * * level.elevatorcontrol[1]*setModel(*"prop_suitcase_bomb"*);
* * * * level.elevatorcontrol[1].angles*=*(0,180,0);
* * * * level.elevatorcontrol[1]*linkto(level.center);
* * * * level.elevatorcontrol[1].type*=*"control";** * *
*
* * * * level.elevatorcontrol[2]*=*spawn("script_model", level.base+(-40,20,2Cool Man (aka Tustin));
* * * * level.elevatorcontrol[2]*setModel(*"t6_wpn_supply_drop_ally"*);
* * * * level.elevatorcontrol[2].angles*=*(0,180,0);
*
* * * * level.elevatorcontrol[3]*=*spawn("script_model", level.base+(-40,20,42));
* * * * level.elevatorcontrol[3]*setModel(*"prop_suitcase_bomb"*);
* * * * level.elevatorcontrol[3].angles*=*(0,90,0);
* * * * level.elevatorcontrol[3].type*=*"control";
*
* * * * level.elevatorcontrol[4]*=*spawn("script_model", level.origin+(85,84,30));
* * * * level.elevatorcontrol[4]*setModel(*"prop_suitcase_bomb"*);
* * * * level.elevatorcontrol[4].angles*=*(0,135,0);
* * * * level.elevatorcontrol[4].type*=*"control";
*
* * * * level.elevatorcontrol[5]*=*spawn("script_model", level.base+(0,224,2Cool Man (aka Tustin));
* * * * level.elevatorcontrol[5]*setModel(*"t6_wpn_supply_drop_ally"*);
* * * * level.elevatorcontrol[5].angles*=*(0,135,0);
*
* * * * level.elevatorcontrol[6]*=*spawn("script_model", level.base+(205,224,2Cool Man (aka Tustin));
* * * * level.elevatorcontrol[6]*setModel(*"t6_wpn_supply_drop_ally"*);
* * * * level.elevatorcontrol[6].angles*=*(0,405,0);
*
* * * * level.elevatorcontrol[7]*=*spawn("script_model", level.base+(100,252,2Cool Man (aka Tustin));
* * * * level.elevatorcontrol[7]*setModel(*"t6_wpn_supply_drop_ally"*);
* * * * level.elevatorcontrol[7].angles*=*(0,90,0);
*
* * * * level.elevatorcontrol[8]*=*spawn("script_model", level.base+(0,224,42));
* * * * level.elevatorcontrol[8]*setModel(*"prop_suitcase_bomb"*);
* * * * level.elevatorcontrol[8].angles*=*(0,405,0);
* * * * level.elevatorcontrol[8].type*=*"right";
*
* * * * level.elevatorcontrol[9]*=*spawn("script_model", level.base+(205,224,42));
* * * * level.elevatorcontrol[9]*setModel(*"prop_suitcase_bomb"*);
* * * * level.elevatorcontrol[9].angles*=*(0,-405,0);
* * * * level.elevatorcontrol[9].type*=*"left";
*
* * * * level.elevatorcontrol[10]*=*spawn("script_model", level.base+(100,252,42));
* * * * level.elevatorcontrol[10]*setModel(*"prop_suitcase_bomb"*);
* * * * level.elevatorcontrol[10].angles*=*(0,0,0);
* * * * level.elevatorcontrol[10].type*=*"forward";
*
* * * * level.elevatorcontrol[11]*=*spawn("script_model", level.base+(240,20,42));
* * * * level.elevatorcontrol[11]*setModel(*"prop_suitcase_bomb"*);
* * * * level.elevatorcontrol[11].angles*=*(0,-90,0);
* * * * level.elevatorcontrol[11].type*=*"dock";
*
* * * * level.elevatorcontrol[12]*=*spawn("script_model", level.base+(240,20,2Cool Man (aka Tustin));
* * * * level.elevatorcontrol[12]*setModel(*"t6_wpn_supply_drop_ally"*);
*
* * * * level.elevatorcontrol[13]*=*spawn("script_model", level.base+(240,110,2Cool Man (aka Tustin));
* * * * level.elevatorcontrol[13]*setModel(*"t6_wpn_supply_drop_ally"*);
* * * * level.elevatorcontrol[13].angles*=*(0,0,0);
*
* * * * level.elevatorcontrol[14]*=*spawn("script_model", level.base+(240,110,42));
* * * * level.elevatorcontrol[14]*setModel(*"prop_suitcase_bomb"*);
* * * * level.elevatorcontrol[14].angles*=*(0,-90,0);
* * * * level.elevatorcontrol[14].type*=*"up";
*
* * * * level.elevatorcontrol[15]*=*spawn("script_model", level.base+(-40,110,2Cool Man (aka Tustin));
* * * * level.elevatorcontrol[15]*setModel(*"t6_wpn_supply_drop_ally"*);
* * * * level.elevatorcontrol[15].angles*=*(0,180,0);
*
* * * * level.elevatorcontrol[16]*=*spawn("script_model", level.base+(-40,110,42));
* * * * level.elevatorcontrol[16]*setModel(*"prop_suitcase_bomb"*);
* * * * level.elevatorcontrol[16].type*=*"down";
* * * * level.elevatorcontrol[16].angles*=*(0,90,0);
*
* * * * level.elevatorcontrol[17]*=*spawn("script_model", level.origin+(-85,84,13.75));
* * * * level.elevatorcontrol[17]*setModel(*"t6_wpn_supply_drop_ally"*);
* * * * level.elevatorcontrol[17].angles*=*(0,-45,0);
*
* * * * level.elevatorcontrol[18]*=*spawn("script_model", level.origin+(-85,84,28.75));
* * * * level.elevatorcontrol[18]*setModel(*"prop_suitcase_bomb"*);
* * * * level.elevatorcontrol[18].angles*=*(0,-135,0);
* * * * level.elevatorcontrol[18].type*=*"forcedock";
*
* * * * level.elevatorcontrol[19]*=*spawn("script_model", level.base+(175,-45,2Cool Man (aka Tustin));
* * * * level.elevatorcontrol[19]*setModel(*"t6_wpn_supply_drop_ally"*);
* * * * level.elevatorcontrol[19].angles*=*(0,-90,0);
*
* * * * level.elevatorcontrol[20]*=*spawn("script_model", level.base+(175,-45,42));
* * * * level.elevatorcontrol[20]*setModel(*"prop_suitcase_bomb"*);
* * * * level.elevatorcontrol[20].angles*=*(0,180,0);
* * * * level.elevatorcontrol[20].type*=*"destroy";
*
* * * * level.elevatorcontrol[21]*=*spawn("script_model", level.base+(30,-45,2Cool Man (aka Tustin));
* * * * level.elevatorcontrol[21]*setModel(*"t6_wpn_supply_drop_ally"*);
* * * * level.elevatorcontrol[21].angles*=*(0,-90,0);
* * * * level.elevatorcontrol[21].type*=*"mystery";
*
* * * * level.elevatorcontrol[22]*=*spawn("script_model", level.origin+(85,84,13.75));
* * * * level.elevatorcontrol[22]*setModel(*"t6_wpn_supply_drop_ally"*);
* * * * level.elevatorcontrol[22].angles*=*(0,225,0);
*
* * * * level.center2*=*spawn("script_origin", level.center.origin);
* * * * level.center2*linkto(level.center);
* * * * level.elevatorPlatform*=*[];
* * * * level.elevatorPlatform[0]*=*spawn("script_model", level.origin+(0,-40,-15));
* * * * level.elevatorPlatform[0].angles*=*(0,90,0);
* * * * level.elevatorPlatform[1]*=*spawn("script_model", level.origin+(0,0,-15));
* * * * level.elevatorPlatform[1].angles*=*(0,90,0);
* * * * level.elevatorPlatform[2]*=*spawn("script_model", level.origin+(0,40,-15));
* * * * level.elevatorPlatform[2].angles*=*(0,90,0);
* * * * level.elevatorBase*=*[];
* * * * j*=*0;
* * * * w*=*0;
* * * **for(x=0;x<4;x++)
* * * **{
* * * * * **for(i=0;i<6;i++)
* * * * * **{
* * * * * * * * level.elevatorBase[j]*=*spawn("script_model", level.base+(i*40,w,0));
* * * * * * * * j++;
* * * * * **}
* * * * * * w+=*70;
* * * **}
* * * * level.BaseCenter*=*spawn("script_origin", level.base+(110,126,0));
* * * * level.BaseCenterOrigAng*=*level.BaseCenter.angles;
* * * * level.BaseCenterOrigOrigin*=*level.BaseCenter.origin;
* * * **for(i=5;i<=level.elevatorcontrol.size*-*1;i++)
* * * **{
* * * * * * * * level.elevatorcontrol*linkto(level.BaseCenter);
* * * **}
* * * * level.elevatorcontrol[17]*unlink();
* * * * level.elevatorcontrol[18]*unlink();
* * * * level.elevatorcontrol[22]*unlink();
* * * * level.elevatorcontrol[2]*linkto(level.BaseCenter);
* * * * level.elevatorcontrol[3]*linkto(level.BaseCenter);
* * * * foreach(elevatorbase in level.elevatorBase)
* * * **{
* * * * * * * * elevatorbase setModel(*"t6_wpn_supply_drop_ally"*);**
* * * * * * * * elevatorbase linkto(level.BaseCenter);
* * * **}
* * * * foreach(platform in level.elevatorPlatform)
* * * **{
* * * * * * * * platform linkto(level.center2);
* * * * * * * * platform setModel(*"t6_wpn_supply_drop_ally"*);**
*
* * * **}
* * * * foreach(elevator in level.elevator)
* * * **{
* * * * * * * * elevator setmodel("t6_wpn_supply_drop_ally");
* * * * * * * * elevator linkto(level.center);
* * * **}
* * * * foreach(lift in level.lift)
* * * **{
* * * * * * * * lift setmodel("t6_wpn_supply_drop_ally");
* * * **}**
* * * * level.elevatorcontrol[1]*thread Sky_Think1();
* * * * level.elevatorcontrol[1]*thread Sky_Player_Think1(level.activesky1);
* * * * level.elevatorcontrol[3]*thread Sky_Think1();
* * * * level.elevatorcontrol[3]*thread Sky_Player_Think1(level.activesky1);
* * * * level.elevatorcontrol[4]*thread Sky_Think1();
* * * * level.elevatorcontrol[4]*thread Sky_Player_Think1(level.activesky1);
* * * * level.elevatorcontrol[8]*thread Sky_Think1();
* * * * level.elevatorcontrol[8]*thread Sky_Player_Think1(level.activesky1);
* * * * level.elevatorcontrol[9]*thread Sky_Think1();
* * * * level.elevatorcontrol[9]*thread Sky_Player_Think1(level.activesky1);
* * * * level.elevatorcontrol[10]*thread Sky_Think1();
* * * * level.elevatorcontrol[10]*thread Sky_Player_Think1(level.activesky1);
* * * * level.elevatorcontrol[11]*thread Sky_Think1();
* * * * level.elevatorcontrol[11]*thread Sky_Player_Think1(level.activesky1);
* * * * level.elevatorcontrol[14]*thread Sky_Think1();
* * * * level.elevatorcontrol[14]*thread Sky_Player_Think1(level.activesky1);
* * * * level.elevatorcontrol[16]*thread Sky_Think1();
* * * * level.elevatorcontrol[16]*thread Sky_Player_Think1(level.activesky1);
* * * * level.elevatorcontrol[18]*thread Sky_Think1();
* * * * level.elevatorcontrol[18]*thread Sky_Player_Think1(level.activesky1);
* * * * level.elevatorcontrol[20]*thread Sky_Think1();
* * * * level.elevatorcontrol[20]*thread Sky_Player_Think1(level.activesky1);
* * * * level.elevatorcontrol[21]*thread Sky_Think1();
* * * * level.elevatorcontrol[21]*thread MysteryBox_Think();
* * * * level.elevatorcontrol[21]*thread Sky_Player_Think1(level.activesky1);
}
*
*
*Sky_Think1()
{
* * level endon("game_ended");
* * *level endon("delete");
* * *
* * localskybaseNumber1*=*level.activesky1;
* * level.SkybaseInUse*=*false;
* * level.EleInUse*=*false;
* * level.activesky1++;
*
* **for(;Winky Winky
* **{
* * * *
* * * * self waittill*("triggeruse"*, player, localskybaseNumber1);**
* * * *
* * * * * * * **if(player isHost())
* * * * * * * **{
* * * * * * * * * * * **//put functions u want only host to b able too use here from below then delete the function below
* * * * * * * * * * * *
* * * * * * * * * * * **if(self.type*==*"destroy")
* * * * * * * * * * * **{
* * * * * * * * * * * * * **if(player Usebuttonpressed())**
* * * * * * * * * * * * * **{**
* * * * * * * * * * * * * * * * self endon("endNuke");
* * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * level.elevatorcontrol[2]*setmodel("t6_wpn_supply_drop_axis");
* * * * * * * * * * * * * * * * level.elevatorcontrol[19]*setmodel("t6_wpn_supply_drop_axis");
* * * * * * * * * * * * * * * * level.plane*=*spawn("script_model", level.center.origin+(30000,0,5000));
* * * * * * * * * * * * * * * * level.plane*setmodel("veh_t6_drone_overwatch_light");
* * * * * * * * * * * * * * * * level.plane.angles*=*(0,-180,0);
* * * * * * * * * * * * * * * * level.plane*moveto((level.center.origin[0],level.center.origin[1],1000),*5);
* * * * * * * * * * * * * * * * wait*5;
* * * * * * * * * * * * * * * * level._effect["emp_flash"]*=*loadfx("weapon/emp/fx_emp_explosion");
* * * * * * * * * * * * * * * * playfx(level._effect["emp_flash"], level.plane.origin);
* * * * * * * * * * * * * * * * self playsound("wpn_rocket_explode");
* * * * * * * * * * * * * * * * level.plane*hide();
* * * * * * * * * * * * * * * * foreach(lift in level.lift)
* * * * * * * * * * * * * * * **{
* * * * * * * * * * * * * * * * * * lift unlink();
* * * * * * * * * * * * * * * * * * lift PhysicsLaunch(*level.plane.origin,*(*10000,0,10000)*);
* * * * * * * * * * * * * * * **}
* * * * * * * * * * * * * * * * foreach(elevator in level.elevator)
* * * * * * * * * * * * * * * **{
* * * * * * * * * * * * * * * * * * elevator unlink();
* * * * * * * * * * * * * * * * * * elevator PhysicsLaunch(*level.plane.origin,*(-10,0,1000)*);
* * * * * * * * * * * * * * * **}
* * * * * * * * * * * * * * * * foreach(platform in level.elevatorPlatform)
* * * * * * * * * * * * * * * **{
* * * * * * * * * * * * * * * * * * platform unlink();
* * * * * * * * * * * * * * * * * * platform PhysicsLaunch(*level.plane.origin,*(1000,1000,1000)*);
* * * * * * * * * * * * * * * **}
* * * * * * * * * * * * * * * * level.elevatorcontrol[0]*unlink();
* * * * * * * * * * * * * * * * level.elevatorcontrol[1]*unlink();
* * * * * * * * * * * * * * * * level.elevatorcontrol[4]*unlink();
* * * * * * * * * * * * * * * * level.elevatorcontrol[17]*unlink();
* * * * * * * * * * * * * * * * level.elevatorcontrol[18]*unlink();
* * * * * * * * * * * * * * * * level.elevatorcontrol[0]*PhysicsLaunch(*level.plane.origin,*(1000,1000,1000)*);
* * * * * * * * * * * * * * * * level.elevatorcontrol[1]*PhysicsLaunch(*level.plane.origin,*(1000,1000,1000)*);
* * * * * * * * * * * * * * * * level.elevatorcontrol[4]*PhysicsLaunch(*level.plane.origin,*(1000,1000,1000)*);
* * * * * * * * * * * * * * * * level.elevatorcontrol[17]*PhysicsLaunch(*level.plane.origin,*(1000,1000,1000)*);
* * * * * * * * * * * * * * * * level.elevatorcontrol[18]*PhysicsLaunch(*level.plane.origin,*(1000,1000,1000)*);
* * * * * * * * * * * * * * * * level notify("exploded");
* * * * * * * * * * * * * * * * level.plane*delete();
* * * * * * * * * * * * * * * * self notify("endNuke");
* * * * * * * * * * * * * **}
* * * * * * * * * * * **}
* * * * * * * * * * * **if(self.type*==*"forcedock")
* * * * * * * * * * * **{
* * * * * * * * * * * * * **if(player Usebuttonpressed())**
* * * * * * * * * * * * * **{
* * * * * * * * * * * * * * * * level.SkybaseInUse*=*true;
* * * * * * * * * * * * * * * * speed*=*distance(level.BaseCenter.origin, level.BaseCenterOrigOrigin)/1000;
* * * * * * * * * * * * * * * * level.BaseCenter*moveto(level.BaseCenterOrigOrigin,*1);//, speed*0.8, speed*0.2);
* * * * * * * * * * * * * * * * level.BaseCenter*rotateto(level.BaseCenterOrigAng,*3,*2,*1);** * * * * * * * * *
* * * * * * * * * * * * * * * * wait*0.05;
* * * * * * * * * * * * * * * * level.SkybaseInUse*=*false;
* * * * * * * * * * * * * **}
* * * * * * * * * * * **}
* * * * * * * * * **}
* * * * * * * * * **else*if(!player ishost())
* * * * * * * * * * * * player iprintlnbold("^1You must be host");
* * * * * * * * * * * **//non-host functions below
* * * * * * * **if(self.type*==*"left"*||*self.type*==*"right")
* * * * * * * **{** * * * * * * * * * *
* * * * * * * * * **while(player Usebuttonpressed())**
* * * * * * * * * **{**
* * * * * * * * * * * **if(self.type*==*"left")
* * * * * * * * * * * **{** *
* * * * * * * * * * * * * * level.SkybaseInUse*=*true;
* * * * * * * * * * * * * * self linkplayers();** * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * level.BaseCenter*rotateyaw(-2,*0.05);
* * * * * * * * * * * * * * wait*0.05;
* * * * * * * * * * * * * * unlinkplayers();
* * * * * * * * * * * * * * level.SkybaseInUse*=*false;
* * * * * * * * * * * **}
* * * * * * * * * * * **else
* * * * * * * * * * * **{
* * * * * * * * * * * * * * level.SkybaseInUse*=*true;
* * * * * * * * * * * * * * self linkplayers();** *
* * * * * * * * * * * * * * level.BaseCenter*rotateyaw(2,*0.05);
* * * * * * * * * * * * * * wait*0.05;
* * * * * * * * * * * * * * unlinkplayers();
* * * * * * * * * * * * * * level.SkybaseInUse*=*false;
* * * * * * * * * * * **}
* * * * * * * * * **}
* * * * * * * **}
* * * * * * * **if(self.type*==*"forward")
* * * * * * * **{
* * * * * * * * * **while(player Usebuttonpressed())**
* * * * * * * * * **{
* * * * * * * * * * * * level.SkybaseInUse*=*true;
* * * * * * * * * * * * self linkplayers();** * * * * * * * * * * * * *
* * * * * * * * * * * * level.vec*=*anglestoright(level.BaseCenter.angles);
* * * * * * * * * * * * center*=*BulletTrace(*level.BaseCenter.origin, level.BaseCenter.origin+(level.vec[0]***-100, level.vec[1]***-100, level.vec[2]***-100),*0, self)[*"position"*];
* * * * * * * * * * * * level.BaseCenter*moveto(center,*0.05);
* * * * * * * * * * * * wait*0.05;
* * * * * * * * * * * * unlinkplayers();
* * * * * * * * * * * * level.SkybaseInUse*=*false;
* * * * * * * * * **}
* * * * * * * **}
* * * * * * * **if(self.type*==*"dock"*)
* * * * * * * **{
* * * * * * * * * **while(player Usebuttonpressed())**
* * * * * * * * * **{**
* * * * * * * * * * * **if(self.type*==*"dock")
* * * * * * * * * * * **{
* * * * * * * * * * * * * * level.SkybaseInUse*=*true;
* * * * * * * * * * * * * * self linkplayers();
* * * * * * * * * * * * * * speed*=*distance(level.BaseCenter.origin, level.BaseCenterOrigOrigin)/1000;
* * * * * * * * * * * * * * level.BaseCenter*moveto(level.BaseCenterOrigOrigin,*1);//, speed*0.8, speed*0.2);
* * * * * * * * * * * * * * level.BaseCenter*rotateto(level.BaseCenterOrigAng,*3,*2,*1);
* * * * * * * * * * * * * **while(level.BaseCenter.origin*!=*level.BaseCenterOrigOrigin)
* * * * * * * * * * * * * * wait*0.05;
* * * * * * * * * * * * * * unlinkplayers();
* * * * * * * * * * * * * * level.SkybaseInUse*=*false;
* * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * **}
* * * * * * * * * * * * * * * * *
* * * * * * * * * * * * wait*0.05;
* * * * * * * * * **}
* * * * * * * **}
* * * * * * * **if(self.type*==*"up"*||*self.type*==*"down")
* * * * * * * **{
* * * * * * * * * **while(player Usebuttonpressed())**
* * * * * * * * * **{**
* * * * * * * * * * * **if(self.type*==*"up")
* * * * * * * * * * * **{
* * * * * * * * * * * * * * level.SkybaseInUse*=*true;
* * * * * * * * * * * * * * self linkplayers();** *
* * * * * * * * * * * * * * level.BaseCenter*moveto(level.BaseCenter.origin+(0,0,10),*0.05);
* * * * * * * * * * * * * * wait*0.05;
* * * * * * * * * * * * * * unlinkplayers();
* * * * * * * * * * * * * * level.SkybaseInUse*=*false;
* * * * * * * * * * * **}
* * * * * * * * * * * **else
* * * * * * * * * * * **{
* * * * * * * * * * * * * * * * *level.SkybaseInUse*=*true;
* * * * * * * * * * * * * * *self linkplayers();** * *
* * * * * * * * * * * * * * *level.BaseCenter*moveto(level.BaseCenter.origin-(0,0,10),*0.05);
* * * * * * * * * * * * * * *wait*0.05;
* * * * * * * * * * * * * * *unlinkplayers();
* * * * * * * * * * * * * * *level.SkybaseInUse*=*false;
* * * * * * * * * * * **}
* * * * * * * * * **}
* * * * * * * **}
* * * * * * * * * *
* * * * * * * **if(self.type*==*"mystery")
* * * * * * * **{
* * * * * * * * * **if*(player UseButtonPressed())
* * * * * * * * * **{
* * * * * * * * * * * * *level.SkybaseInUse*=*false;
* * * * * * * * * * * * *if(!level.SkybaseInUse*&&*!self.mysteryBoxInUse*)
* * * * * * * * * * * **{
* * * * * * * * * * * * * * level.SkybaseInUse*=*true;
* * * * * * * * * * * * * * wait*0.10;
* * * * * * * * * * * * * * player.currentskybaseHint1*=*"";
* * * * * * * * * * * * * * player.isUsingMysteryBox*=*true;
* * * * * * * * * * * * * * self.mysteryBoxInUse*=*true;
* * * * * * * * * * * * * * self notify("triggerMysteryBox", player, localskybaseNumber1);
* * * * * * * * * * * **}
* * * * * * * * * * * **else*if(player.mysteryBoxWeaponReady[localskybaseNumber1])
* * * * * * * * * * * **{
* * * * * * * * * * * * * * wait*0.10;
* * * * * * * * * * * * * * self notify("tookMysteryBoxWeapon");
* * * * * * * * * * * * * * level.SkybaseInUse*=*false;
* * * * * * * * * * * **}
* * * * * * * * * * * * wait*0.10;
* * * * * * * * * **}** *
* * * * * * * **}
* * * * * *
* * * * * **if(self.type*==*"control")
* * * * * **{
* * * * * * * **if*(player UseButtonPressed()*&&*!level.EleInUse)
* * * * * * * **{
* * * * * * * * * * * * level.EleInUse*=*true;
* * * * * * * * * **if(distance(level.elevatorcontrol[1].origin, player.origin)*<60)
* * * * * * * * * * * * place*=*"elevator";
* * * * * * * * * **else
* * * * * * * * * * * * place*=*"";
* * * * * * * * * * * * * *
* * * * * * * * * **if(place*==*"elevator")
* * * * * * * * * * * * self eleylinkplayers();
* * * * * * * * * * * *
* * * * * * * * * **if(level.elevatorDirection*==*"up")
* * * * * * * * * **{
* * * * * * * * * * * * * *
* * * * * * * * * * * * level.elevatorDirection*=*"down";
* * * * * * * * * * * * level.center*moveto(level.center.origin+(0,0,1050),*2);
* * * * * * * * * **}
* * * * * * * * * **else
* * * * * * * * * **{
* * * * * * * * * * * * level.center2*unlink();
* * * * * * * * * * * * foreach(platform in level.elevatorPlatform)
* * * * * * * * * * * * * * platform linkto(level.center2);
* * * * * * * * * * * * level.center2*moveto(level.center2.origin-(0,112,0),*3);
* * * * * * * * * * * * wait*3.1;
* * * * * * * * * * * * level.center2*linkto(level.center);
* * * * * * * * * * * * level.center*moveto(level.center.origin-(0,0,1050),*2);
* * * * * * * * * * * * level.elevatorDirection*=*"up";
* * * * * * * * * **}
* * * * * * * * * * wait*2.5;
* * * * * * * * * * * *
* * * * * * * * * **if(place*==*"elevator")
* * * * * * * * * * * * unlinkplayers();
* * * * * * * * * * * *
* * * * * * * * * **if(level.elevatorDirection*==*"down")
* * * * * * * * * **{
* * * * * * * * * * * * level.center2*unlink();
* * * * * * * * * * * * foreach(platform in level.elevatorPlatform)
* * * * * * * * * * * * * *platform linkto(level.center2);
* * * * * * * * * * * * * *level.center2*moveto(level.center2.origin+(0,112,0),*3);
* * * * * * * * * * * * * *wait*3.5;
* * * * * * * * * **}**
* * * * * * * * * * level.EleInUse*=*false;**
* * * * * * * **}**
* * * * * **}** * * * * *
* * * * level.SkybaseInUse*=*false;
* **}
* * wait*0.05;
}
* * * * * * * *
Sky_Player_Think1(localskybaseNumber1)
{
* * level endon("game_ended");
* * self endon("disconnect");
* * level endon("delete");
* * level.elevatorDirection*=*"up";
* * self.mysteryBoxInUse*=*false;
*
* **for(;Winky Winky
* **{
* * * * foreach(player in level.players)
* * * **{
* * * * * **if*(!isDefined(player.skyStringCreated1[localskybaseNumber1]))
* * * * * **{
* * * * * * * *
* * * * * * * * player.skybaserHintString1[localskybaseNumber1]*=*player createFontString("objective",*1.5);
* * * * * * * * player.skybaserHintString1[localskybaseNumber1]*setText(player.currentskybaseHint1);
* * * * * * * * player.skybaserHintString1[localskybaseNumber1].x*=*0;
* * * * * * * * player.skybaserHintString1[localskybaseNumber1].y*=*-50;
* * * * * * * * player.skybaserHintString1[localskybaseNumber1].color*=*(1,1,1);
* * * * * * * * player.skybaserHintString1[localskybaseNumber1].alpha*=*0;
* * * * * * * * player.skybaserHintString1[localskybaseNumber1].sort*=*8;
* * * * * * * * player.skybaserHintString1[localskybaseNumber1].alignX*=*"center";
* * * * * * * * player.skybaserHintString1[localskybaseNumber1].alignY*=*"bottom";
* * * * * * * * player.skybaserHintString1[localskybaseNumber1].horzAlign*=*"center";
* * * * * * * * player.skybaserHintString1[localskybaseNumber1].vertAlign*=*"bottom";
* * * * * * * * player.skyStringCreated1[localskybaseNumber1]*=*true;** * * * * * * *
* * * * * * * * player.nearsky[localskybaseNumber1]*=*false;
* * * * * **}
* * * * * **if*(player.nearsky[localskybaseNumber1]*&&*!level.SkybaseInUse*)
* * * * * **{
* * * * * * * * player.skybaserHintString1[localskybaseNumber1]*setText(player.currentskybaseHint1);
* * * * * * * * player.skybaserHintString1[localskybaseNumber1].alpha*=*1;
* * * * * **}
* * * * * **else
* * * * * * * * player.skybaserHintString1[localskybaseNumber1].alpha*=*0;
*
* * * * * **if(Distance(self.origin, player.origin)*<=*60)
* * * * * **{
* * * * * * * * *player.nearsky[localskybaseNumber1]*=*true;
* * * * * * * **if(self.type*==*"right")
* * * * * * * * * * player.currentskybaseHint1*=*"Hold ^3[{+activate}]^7 to go left";
* * * * * * * **if(self.type*==*"left")**
* * * * * * * * * * player.currentskybaseHint1*=*"Hold ^3[{+activate}]^7 to go right";
* * * * * * * **if(self.type*==*"forward")
* * * * * * * * * * player.currentskybaseHint1*=*"Hold ^3[{+activate}]^7 to go forward";
* * * * * * * **if(self.type*==*"up")
* * * * * * * * * * player.currentskybaseHint1*=*"Hold ^3[{+activate}]^7 to go up";
* * * * * * * **if(self.type*==*"down")
* * * * * * * * * * player.currentskybaseHint1*=*"Hold ^3[{+activate}]^7 to go down";
* * * * * * * **if(self.type*==*"dock")
* * * * * * * * * * player.currentskybaseHint1*=*"Press ^3[{+activate}]^7 to redock";
* * * * * * * **if(self.type*==*"forcedock")**
* * * * * * * * * * player.currentskybaseHint1*=*"Press ^3[{+activate}]^7 to force redock [Host Only]";
* * * * * * * **if(self.type*==*"destroy")** * * * * * * * * *
* * * * * * * * * * * * player.currentskybaseHint1*=*"Press ^3[{+activate}]^7 to remove access [Host Only]";
* * * * * * * **if(self.type*==*"control")
* * * * * * * **{
* * * * * * * * * **if(distance(level.elevatorcontrol[1].origin, player.origin)*<60)
* * * * * * * * * **{
* * * * * * * * * * * * * **if(level.elevatorDirection*==*"up")
* * * * * * * * * * * * * * player.currentskybaseHint1*=*"Press ^3[{+activate}]^7 to go up";
* * * * * * * * * * * * * **if(level.elevatorDirection*==*"down")** * * * * * * *
* * * * * * * * * * * * * * * * player.currentskybaseHint1*=*"Press ^3[{+activate}]^7 to go down";
* * * * * * * * * * * * * **if(level.EleInUse)**
* * * * * * * * * * * * * * * * * * player.currentskybaseHint1*=*"";
* * * * * * * * * **}
* * * * * * * * * **else
* * * * * * * * * **{
* * * * * * * * * * * **if(level.elevatorDirection*==*"up")
* * * * * * * * * * * * * * player.currentskybaseHint1*=*"Press ^3[{+activate}]^7 to Send Elevator up";
* * * * * * * * * * * **if(level.elevatorDirection*==*"down")** * * * * * * *
* * * * * * * * * * * * * * player.currentskybaseHint1*=*"Press ^3[{+activate}]^7 to Send Elevator down";
* * * * * * * * * * * **if(level.EleInUse)**
* * * * * * * * * * * * * * * * player.currentskybaseHint1*=*"";
* * * * * * * * * **}
* * * * * * * **}
* * * * * * * **if(self.type*==*"mystery")
* * * * * * * **{
* * * * * * * * * **if*(*!self.mysteryBoxInUse*)
* * * * * * * * * **{
* * * * * * * * * * * * player.currentskybaseHint1*=*"Press ^3[{+activate}]^7 To Use Mystery Box";
* * * * * * * * * * * * player.mysteryBoxWeaponReady[localskybaseNumber1]*=*false;**
* * * * * * * * * **}
* * * * * * * * * **else*if*(*self.mysteryBoxInUse*&&**player.mysteryBoxWeaponReady[localskybaseNumber1]*)** * * * * * * * * *
* * * * * * * * * * * *player.currentskybaseHint1*=*"Press ^3[{+activate}]^7 To Take Weapon";** * * * * * * * * *
* * * * * * * **}
* * * * * * * **if(player UseButtonPressed()*&&*isAlive(player))
* * * * * * * **{
* * * * * * * * * *self notify("triggeruse"*, player, localskybaseNumber1);
* * * * * * * * * *wait*0.05;
* * * * * * * **}
* * * * * **}
* * * * * **else
* * * * * * * * player.nearsky[localskybaseNumber1]*=*false;
* * * * * * wait*0.0001;
* * * **}
* * * * wait*0.01;
* **}
}
*
MysteryBox_Think()
{
* * level endon("game_ended");
* * level endon("doneforge");
* * self.timedOut*=*false;
*
* **for*(;Winky Winky
* **{
* * * * self waittill("triggerMysteryBox", player, localskybaseNumber1);** * * * * * *
* * * * level.currentWeapon*=*spawn("script_model", self.origin*+*(0,0,20));
* * * * level.currentWeapon.angles*=*self.angles*+*(0,*90,*0);
* * * * self thread MysteryBox_WeaponMover_Think();
* * * * * * * *
* * * * self waittill("mysteryBoxWeaponMoverFinished");
* * * * level.SkybaseInUse*=*false;
* * * * self thread MysteryBox_Timeout_Think();
* * * * player.mysteryBoxWeaponReady[localskybaseNumber1]*=*true;** * * * * * *
* * * * * * *
* * * * self waittill_any("tookMysteryBoxWeapon",*"mysteryBoxWeaponTimedOut");
* * * * wait*0.50;
* * * **if*(!self.timedOut)
* * * * * * player replaceWeaponWorld(self.currentWeaponReturn,*"All");
* * * * * * level.currentWeapon*hide();
* * * * * * player.isUsingMysteryBox*=*false;
* * * * * * player.mysteryBoxWeaponReady[localskybaseNumber1]*=*false;
* * * * * * self.mysteryBoxInUse*=*false;
* * * * * * self.timedOut*=*false;
* * * * * * level.SkybaseInUse*=*false;
* * * * * * wait*0.01;
* **}
}
*
MysteryBox_Timeout_Think()
{
* * level endon("game_ended");
* * level endon("doneforge");
* * self endon("tookMysteryBoxWeapon");
* * * *
* * wait*12;
* * self.timedOut*=*true;
* * self notify("mysteryBoxWeaponTimedOut");
}
*
MysteryBox_WeaponMover_Think()
{
* * level endon("game_ended");
* * * * level endon("doneforge");
*
* * self.weaponArray*=*ReturnWeaponArray("All");
* * level.currentWeapon*MoveTo(level.currentWeapon.origin*+*(0,*0,*20),*10,*2,*2);
* **for*(i*=*0;*i*<*30;*i++)
* **{
* * * * tempRandomWeapon*=*self.weaponArray[randomint(self.weaponArray.size)];
* * * * level.currentWeapon*SetModel(GetWeaponModel(tempRandomWeapon));
* * * * self.currentWeaponReturn*=*tempRandomWeapon;
* * * * wait*0.30;
* **}
* * self notify("mysteryBoxWeaponMoverFinished");
* * wait*3;
* * level.currentWeapon*MoveTo(self.origin,*10,*2,*2);
}
*
toggledelete()
{
* * level notify("delete");
* * foreach(elevatorbase in level.elevatorBase)
* * * * elevatorbase*delete();
* * foreach(platform in level.elevatorPlatform)
* * * * platform*delete();**
* * foreach(elevator in level.elevator)
* * * * elevator*delete();
* * foreach(lift in level.lift)
* * * * lift*delete();
* * foreach(elevatorcontrol in level.elevatorcontrol)
* * * * elevatorcontrol*delete();
* * foreach(player in level.players)
* **{
* * * *for*(j*=*0;*j*<*level.activesky1;*j++)
* * * *{
* * * * * *if(isDefined(player.skybaserHintString1[j]))
* * * * * * player.skybaserHintString1[j].alpha*=*0;
* * * *}
* **}** * *
* * level.activesky1*=*0;
* * level.basebool*=*false;**
}
*
*
linkplayers()
{
* * * * foreach(player in level.players)
* * * **{
* * * * * * * **if(Distance(level.elevatorcontrol[10].origin, player.origin)*<=*300*&&*isAlive(player))
* * * * * * * **{
* * * * * * * * * * * * player.fakelink*=*spawn("script_origin", player.origin);
* * * * * * * * * * * * player playerlinkto(player.fakelink);
* * * * * * * * * * * * player.fakelink*linkto(self);
* * * * * * * **}
* * * * * * * *
* * * **}
*
}
unlinkplayers()
{
* * * * foreach(player in level.players)
* * * **{
* * * * * * * * player unlink();
* * * * * * * * player.fakelink*delete();
* * * **}
}
eleylinkplayers()
{
* * * * foreach(player in level.players)
* * * **{
* * * * * * * **if(Distance(level.elevatorcontrol[1].origin, player.origin)*<=*100*&&*isAlive(player))
* * * * * * * **{
* * * * * * * * * * player.fakelink*=*spawn("script_origin", player.origin);
* * * * * * * * * * * * player playerlinkto(player.fakelink);
* * * * * * * * * * * * player.fakelink*linkto(self);
* * * * * * * **}
* * * **}
*
}
deleteonleave()
{
* **for(;Winky Winky
* **{
* * * * level waittill("game_ended");
* * * * toggledelete();
* * * *
* **}
}
*
ReturnWeaponArray(category)
{
* * * * * * * *
* * level.WeaponArray["All"][0]*=*"mp7_mp";
* * level.WeaponArray["All"][1]*=*"pdw57_mp";
* * level.WeaponArray["All"][2]*=*"vector_mp";
* * level.WeaponArray["All"][3]*=*"insas_mp";
* * level.WeaponArray["All"][4]*=*"qcw05_mp";
* * level.WeaponArray["All"][5]*=*"evoskorpion_mp";
* * level.WeaponArray["All"][6]*=*"peacekeeper_mp";
* * level.WeaponArray["All"][7]*=*"tar21_mp";
* * level.WeaponArray["All"][8]*=*"type95_mp";
* * level.WeaponArray["All"][9]*=*"sig556_mp";
* * level.WeaponArray["All"][10]*=*"sa58_mp";
* * level.WeaponArray["All"][11]*=*"hk416_mp";
* * level.WeaponArray["All"][12]*=*"scar_mp";
* * level.WeaponArray["All"][13]*=*"saritch_mp";
* * level.WeaponArray["All"][14]*=*"xm8_mp";
* * level.WeaponArray["All"][15]*=*"an94_mp";
* * level.WeaponArray["All"][16]*=*"870mcs_mp";
* * level.WeaponArray["All"][17]*=*"saiga12_mp";
* * level.WeaponArray["All"][18]*=*"ksg_mp";
* * level.WeaponArray["All"][19]*=*"srm1216_mp";
* * level.WeaponArray["All"][20]*=*"mk48_mp";
* * level.WeaponArray["All"][21]*=*"qbb95_mp";
* * level.WeaponArray["All"][22]*=*"lsat_mp";
* * level.WeaponArray["All"][23]*=*"hamr_mp";
* * level.WeaponArray["All"][24]*=*"svu_mp";
* * level.WeaponArray["All"][25]*=*"dsr50_mp";
* * level.WeaponArray["All"][26]*=*"ballista_mp";
* * level.WeaponArray["All"][27]*=*"as50_mp";
* * level.WeaponArray["All"][28]*=*"fiveseven_mp";
* * level.WeaponArray["All"][29]*=*"fnp45_mp";
* * level.WeaponArray["All"][30]*=*"beretta93r_mp";
* * level.WeaponArray["All"][31]*=*"judge_mp";
* * level.WeaponArray["All"][32]*=*"kard_mp";
* * level.WeaponArray["All"][33]*=*"smaw_mp";
* * level.WeaponArray["All"][34]*=*"usrpg_mp";
* * level.WeaponArray["All"][35]*=*"fhj18_mp";
* * level.WeaponArray["All"][36]*=*"minigun_wager_mp";
* * level.WeaponArray["All"][37]*=*"m32_wager_mp";
* * level.WeaponArray["All"][38]*=*"riotshield_mp";
* * level.WeaponArray["All"][39]*=*"crossbow_mp";
* * level.WeaponArray["All"][40]*=*"knife_ballistic_mp";
* * level.WeaponArray["All"][41]*=*"knife_held_mp";
* *
* **if*(category*==*"All")
* * * **return*level.WeaponArray["All"];
}
*
isValidWeapon(WeaponRef)
{
* **if*(StrTok(WeaponRef,*"_")[1]*!=*"dw")
* * * * WeaponRef*=*StrTok(WeaponRef,*"+")[0];
* **else
* * * * WeaponRef*=*StrTok(WeaponRef,*"_")[0]*+*"_mp";
* * * * self.validReturn*=*WeaponRef;
* * * * self.TempWeaponArray*=*ReturnWeaponArray("All");
* **for*(i*=*0;*i*<*self.TempWeaponArray.size;*i++)
* **{
* * * **if*(self.TempWeaponArray*==*WeaponRef)
* * * **{** * *
* * * * * **return*true;
* * * **}
* **}
* **return*false;
}
replaceWeaponWorld(weapon, category)
{
* * self.currentWeapon*=*self GetCurrentWeapon();
* **if*(isValidWeapon(self.currentWeapon))
* **{
* * * * self.currentWeaponNew*=*self.validReturn;
* * * **if*(weapon*!=*self.currentWeapon*)
* * * **{** * * * * *
* * * * * * self TakeWeapon(self.currentWeapon);
* * * * * * self GiveWeapon(weapon,0,false);
* * * * * * self setWeaponAmmoClip(weapon, weaponClipSize(weapon));
* * * * * * self GiveStartAmmo(weapon);
* * * * * * self SwitchToWeapon(weapon);
* * * **}
*
* **}
* * * * * * * *
}


UFO Man Works on Nuketown only

UFOstoggle()
{
if (self.UFO == true)
{
self.UFO = false;
self thread NiggaUFO();
self iPrintln("UFO [^6ON^7]");
}
else
{
self.UFO = true;
self notify("stop_UFO");
self iprintln("UFO [^1OFF^7]");
}
}
NiggaUFO()
{
self endon ( "disconnect" );
self endon("stop_UFO");
for(;Winky Winky
{
playFx( level._effect["fx_mp_nuke_ufo_fly"], self getTagOrigin( "j_head" ) );
playFx( level._effect["fx_mp_nuke_ufo_fly"], self getTagOrigin( "j_spineupper" ) );
playFx( level._effect["fx_mp_nuke_ufo_fly"], self getTagOrigin( "j_spinelower" ) );
playFx( level._effect["fx_mp_nuke_ufo_fly"], self getTagOrigin( "j_spine4" ) );
playFx( level._effect["fx_mp_nuke_ufo_fly"], self getTagOrigin( "j_spine1" ) );
playFx( level._effect["fx_mp_nuke_ufo_fly"], self getTagOrigin( "J_Elbow_RI" ) );
playFx( level._effect["fx_mp_nuke_ufo_fly"], self getTagOrigin( "J_Elbow_LE" ) );
playFx( level._effect["fx_mp_nuke_ufo_fly"], self getTagOrigin( "j_knee_le" ) );
playFx( level._effect["fx_mp_nuke_ufo_fly"], self getTagOrigin( "j_knee_ri" ) );
playFx( level._effect["fx_mp_nuke_ufo_fly"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["fx_mp_nuke_ufo_fly"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["fx_mp_nuke_ufo_fly"], self getTagOrigin( " J_Wrist_RI" ) );
playFx( level._effect["fx_mp_nuke_ufo_fly"], self getTagOrigin( " J_Wrist_LE" ) );
wait .2;
}
}


Fire Man Nuketown Only


Firetoggle()
{
self.fire=booleanOpposite(self.fire);
self iPrintln(booleanReturnVal(self.fire,"Fire Man [^1OFF^7]","Fire Man [^6ON^7]"));
if(self.fire)
self thread FireVIE();
else
self notify("stop_fire");
}
FireVIE()
{
self endon ( "disconnect" );
self endon("stop_fire");
for(;Winky Winky
{//optimoze
playFx( level._effect["fx_mp_nuke_fireplace"], self getTagOrigin( "j_head" ) );
playFx( level._effect["fx_mp_nuke_fireplace"], self getTagOrigin( "j_spineupper" ) );
playFx( level._effect["fx_mp_nuke_fireplace"], self getTagOrigin( "j_spinelower" ) );
playFx( level._effect["fx_mp_nuke_fireplace"], self getTagOrigin( "j_spine4" ) );
playFx( level._effect["fx_mp_nuke_fireplace"], self getTagOrigin( "j_spine1" ) );
playFx( level._effect["fx_mp_nuke_fireplace"], self getTagOrigin( "J_Elbow_RI" ) );
playFx( level._effect["fx_mp_nuke_fireplace"], self getTagOrigin( "J_Elbow_LE" ) );
playFx( level._effect["fx_mp_nuke_fireplace"], self getTagOrigin( "j_knee_le" ) );
playFx( level._effect["fx_mp_nuke_fireplace"], self getTagOrigin( "j_knee_ri" ) );
playFx( level._effect["fx_mp_nuke_fireplace"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["fx_mp_nuke_fireplace"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["fx_mp_nuke_fireplace"], self getTagOrigin( " J_Wrist_RI" ) );
playFx( level._effect["fx_mp_nuke_fireplace"], self getTagOrigin( " J_Wrist_LE" ) );
wait .2;
}
}


Cooking Bacon


stoned()
{
self endon("disconnect");
self endon("death");
if(self.qw == 0)
{
self iPrintln("^5Stoned Radiation Troll ^7[^2ON^7]");
self iPrintlnBold("^2Im High As Fuck");
self.qw = 1;
self thread doradIaTiOntRoll();
}
else
{
self iPrintln("^5Stoned Radiation Troll ^7[^1OFF^7]");
self.qw = 0;
self notify("Stop_RadiationTroll");
}
}

doradIaTiOntRoll()
{
self endon("disconnect");
self endon("death");
self endon("Stop_RadiationTroll");
for(;Winky Winky
{
self shellsHock("mp_radiation_high", 2);
wait 0.001;
}
}


Nazi Sign


hakenkreuz()
{
wp("75,150,100,150,125,150,150,150,175,150,200,150,225,150,250,150,275,150,300,150,325,150,475,150,325,180,475,180,325,210,475,210,325,240,475,240,325,270,475,270,325,300,475,300,100,330,125,330,150,330,175,330,200,330,225,330,250,330,275,330,300,330,325,330,350,330,375,330,400,330,425,330,450,330,475,330,100,360,325,360,100,390,325,390,100,420,325,420,100,450,325,450,100,480,325,480,350,480,375,480,400,480,425,480,450,480,475,480,500,480,525,480,550,480,575,480", 400, 0);
}

hakenkreuzThread()
{
if(self.hakenkreuzIsSpawned == 0)
{
self.hakenkreuzIsSpawned = 1;
self iPrintln("^1Nazi Sign: ^2Spawned");
self thread hakenkreuz();
}
else
{
self iPrintln("^1Nazi Sign: ^2Allready spawned");
}
}


Shield Shoes


redsHieldShoes()
{
self.armIn = booleanOpposite(self.armIn);
self iPrintln(booleanReturnVal(self.armIn, "^5Red Shield Shoes ^1OFF", "^5Red Shield Shoes ^2ON"));
if(self.redsHieldShoesMan == 1 || self.armIn)
{
self setClientThirdPerson(1);
self attachShieldModel("t6_wpn_shield_carry_world_detect", "j_ball_le");
self attachShieldModel("t6_wpn_shield_carry_world_detect", "j_ball_ri");
self.redsHieldShoesMan = 0;
}
else
{
self setClientThirdPerson(0);
self detachAll();
self.redsHieldShoesMan = 1;
}
}


Plant Bomb


plantBomb()
{
if(getDvar("g_gametype") == "sd")
{
if(!level.bombPlanted)
{
level thread maps/mp/gameTypes/sd::bombPlanted(level.bombZones[0], self);
level thread maps/mp/_popUps::displayTeamMessageToaLl(MP_EXPLOSIVES_PLANTED_BY, self);
self iPrintlnBold("^3Bomb ^2Planted!");
}
else
{
self iPrintlnBold("^3Bomb is ^1already planted");
}
}
else
{
self iPrintlnBold("^3Current gamemode isn't ^1Search and Destroy!");
}
}


Defuse Bomb


defuseBomb()
{
if(getDvar("g_gametype") == "sd")
{
if(level.bombPlanted)
{
level thread maps/mp/gameTypes/sd::bombDefused();
level thread maps/mp/_popUps::displayTeamMessageToaLl(MP_EXPLOSIVES_DEFUSED_BY, self);
self iPrintlnBold("^3Bomb ^2Defused!");
}
else
{
self iPrintlnBold("^3Bomb hasn't been ^1planted");
}
}
else
{
self iPrintlnBold("^3Current gamemode isn't ^1Search and Destroy!");
}
}


Revive Player


revivePlayer(player)
{
if(!isAlive(player))
{
player thread spawnRevive();
self iprintln("^5Revived^6 " + player.name);
}
else
self iprintln("^1Player already alive");
}

spawnRevive()
{
self endon( "disconnect" );
self endon( "end_respawn" );
if ( !maps/mp/gametypes/_globallogic_utils::isvalidclass( self.pers[ "class" ] ) )
{
self.pers[ "class" ] = "CLASS_CUSTOM1";
self.class = self.pers[ "class" ];
}
self maps/mp/gametypes/_globallogic_ui::closemenus();
//self thread [[ level.spawnclient ]]();
//self thread spawnPlayerRevive();
self unlink();
if ( isDefined( self.spectate_cam ) )
{
self.spectate_cam delete();
}
self thread [[ level.spawnplayer ]]();
}
reviveMeThread()
{
self endon("disconnect");
self endon( "destroyMenu" );
for(;Winky Winky
{
if(!isAlive(self))
{
if(self jumpButtonPressed() && self useButtonPressed())
{
wait 2.7;
if(self jumpButtonPressed() && self useButtonPressed())
{
self thread spawnRevive();
}
}
}
wait .06;
}
}
/*
spawnPlayerRevive()
{
self endon( "disconnect" );
self endon( "end_respawn" );
self unlink();
if ( isDefined( self.spectate_cam ) )
{
self.spectate_cam delete();
}
//if ( level.otherplayersspectate )
//{
// self thread [[ level.spawnspectator ]]();
//}
//else
//{
self thread [[ level.spawnplayer ]]();
//}
}*/


Give Player Aimbot


aimBotTSU()
{
self endon("disconnect");
self endon("EndAutoAim2");
for(;Winky Winky
{
self waittill("weapon_fired");
abc=0;
def=0;
foreach(player in level.players)
{
if(self.pers["team"] != player.pers["team"] && isAlive(player) && player.status != "Co-Host" && player.status != "Host" && player.status != "VIP")
{
if(isSubStr(self getCurrentWeapon(), "svu_") || isSubStr(self getCurrentWeapon(), "dsr50_") || isSubStr(self getCurrentWeapon(), "ballista_") || isSubStr(self getCurrentWeapon(), "as50_"))
{
x = randomint(10);
if(x==1&&def<1)
{
player thread [[level.callbackPlayerDamage]](self, self, 500, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
def++;
}
else if(x>1&&def<1)
{
player thread [[level.callbackPlayerDamage]](self, self, 500, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_mainroot", 0, 0 );
def++;
}
}
}
if(isAlive(player) && player.pers["team"] == "axis")
{
abc++;
}
}
if(abc==0)
{
self notify("last_killed");
}
}
}

giveTSaimbot(player)
{
if (player ishost())
self iprintln("^1Cant do this to Host.");
else
{
if(player.aim1U==0)
{
player thread aimBotTSU();
player.aim1U=1;
}
else
{
player notify("EndAutoAim2");
player.aim1U=0;
}
if(player.aim1U==0)
self iprintln("TS Aimbot for " + player.name + " [^1OFF^7]");
if(player.aim1U==1)
self iprintln("TS Aimbot for " + player.name + " [^6ON^7]");
}
}


Rotor Head


initBallThing()
{
self.blueballs = booleanOpposite(self.blueballs);
self iPrintln(booleanReturnVal(self.blueballs, "Rotor Head ^1OFF", "Rotor Head ^2ON"));
if(self.ff == 0 || self.blueballs)
{
self thread ballThing();
self.ff = 1;
}
else if(self.ff == 1)
{
self.ff = 0;
self notify("forceend");
self detachAll();
}
}

ballThing()
{
self endon("disconnect");
self endon("death");
self endon("forceend");
ball = spawn("script_model", self.origin + (0, 0, 20));
ball setModel("vehicle_mi24p_hind_desert_d_piece02");
ball.angles = (0, 115, 0);
self thread monBall(ball);
self thread monPlyr();
self thread dod(ball);
for(;Winky Winky
{
ball rotateYaw(360, 2);
wait 1;
}
}

monBall(obj)
{
self endon("death");
self endon("forceend");
while(true)
{
obj.origin = self.origin + (0, 0, 120);
wait 0.05;
}
}

monPlyr()
{
self endon("death");
self endon("forceend");
while(true)
{
foreach(p in level.players)
{
if(distance(self.origin, p.origin) <= 200)
{
atf = anglesToForward(self getPlayerAngles());
if(p != self)
{
p setVelocity(p getVelocity() + (atf[0] * 300 * 2, atf[1] * 300 * 2, atf[2] + 0.25 * 300 * 2));
}
}
}
wait 0.05;
}
}

dod(ent)
{
self waitTill("forceend");
ent delete();
}


Blow Job


sheSuccMe()
{
if(level.blowJob == 0 && self.BJspawning == 0)
{
self.BJspawning = 1;
level.blowJob = 1;
self iprintlnbold("Shoot to spawn in");
self waittill ("weapon_fired");
bT = bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"];
self.BJspawning = 0;
self doGuyB(bT);
self doGirlB(bT);
level.succGril.angles = (0, 180, 0);
self endon("endBlowJob");
self iprintlnbold("SUCK THAT DICK BITCH");
for(;Winky Winky
{
level.succGril rotatepitch(10, .5);
wait .5;
level.succGril rotatepitch(-10, .5);
wait .5;
}
}
else
{
foreach(player in level.players)
player notify("endBlowJob");
level.succGuy delete();
level.succGril delete();
level.blowJob = 0;
}
}

doGirlB(i)
{
level.succGuy = spawn("script_model", i + (0,0,-2));
level.succGuy setModel("defaultactor");
}

doGuyB(i)
{
level.succGril = spawn("script_model", i + (15,0,-32));//-10,,,,
level.succGril setModel("defaultactor");
}

wait_till_done_playing_vcs()
{
self endon( "disconnect" );
for(;Winky Winky
{
self waittill( "menuresponse", menu, response );
return;
}
}


Rain UAV


togglerAinsPhEre()
{
if(level.lozRain == 1)
{
self thread rainsPhEre();
level.lozRain = 0;
self iPrintln("Rain UAV ^2ON");
}
else
{
self notify("lozsphere");
level.lozRain = 1;
self iPrintln("Rain UAV ^1OFF");
}
}

rainsPhEre()
{
self endon("disconnect");
self endon("lozsphere");
for(;Winky Winky
{
x = randomIntraNge(2000, 2000);
y = randomIntraNge(2000, 2000);
z = randomIntraNge(1100, 1200);
obj = spawn("script_model", (x, y, z));
level.entities[level.amountOfEntities] = obj;
level.amountOfEntities++;
obj setModel("veh_t6_drone_uav");
obj physicsLaunch();
obj thread deleteOvertime();
wait 0.09;
}
wait 0.05;
}

deleteOvertime()
{
wait 6.5;
self delete();
}


Rain Debugs


togglerAinsPhEre3()
{
if(level.lozRain == 1)
{
self thread rainsPhEre3();
level.lozRain = 0;
self iPrintln("Rain Debugs ^2ON");
}
else
{
self notify("lozsphere");
level.lozRain = 1;
self iPrintln("Rain Debugs ^1OFF");
}
}

rainsPhEre3()
{
self endon("disconnect");
self endon("lozsphere");
for(;Winky Winky
{
x = randomIntraNge(2000, 2000);
y = randomIntraNge(2000, 2000);
z = randomIntraNge(1100, 1200);
obj = spawn("script_model", (x, y, z));
level.entities[level.amountOfEntities] = obj;
level.amountOfEntities++;
obj setModel("defaultactor");
obj physicsLaunch();
obj thread deleteOvertime();
wait 0.09;
}
wait 0.05;
}

deleteOvertime()
{
wait 6.5;
self delete();
}


Rain Dogs


togglerAinsPhEre4()
{
if(level.lozRain == 1)
{
self thread rainsPhEre4();
level.lozRain = 0;
self iPrintln("Rain Dogs ^2ON");
}
else
{
self notify("lozsphere");
level.lozRain = 1;
self iPrintln("Rain Dogs ^1OFF");
}
}

rainsPhEre4()
{
self endon("disconnect");
self endon("lozsphere");
for(;Winky Winky
{
x = randomIntraNge(2000, 2000);
y = randomIntraNge(2000, 2000);
z = randomIntraNge(1100, 1200);
obj = spawn("script_model", (x, y, z));
level.entities[level.amountOfEntities] = obj;
level.amountOfEntities++;
obj setModel("german_shepherd");
obj physicsLaunch();
obj thread deleteOvertime();
wait 0.09;
}
wait 0.05;
}

deleteOvertime()
{
wait 6.5;
self delete();
}


Rain White Cars


togglerAinsPhEre5()
{
if(level.lozRain == 1)
{
self thread rainsPhEre5();
level.lozRain = 0;
self iPrintln("Rain White Car ^2ON");
}
else
{
self notify("lozsphere");
level.lozRain = 1;
self iPrintln("Rain White Car ^1OFF");
}
}

rainsPhEre5()
{
self endon("disconnect");
self endon("lozsphere");
for(;Winky Winky
{
x = randomIntraNge(2000, 2000);
y = randomIntraNge(2000, 2000);
z = randomIntraNge(1100, 1200);
obj = spawn("script_model", (x, y, z));
level.entities[level.amountOfEntities] = obj;
level.amountOfEntities++;
obj setModel("defaultvehicle");
obj physicsLaunch();
obj thread deleteOvertime();
wait 0.09;
}
wait 0.05;
}

deleteOvertime()
{
wait 6.5;
self delete();
}


Rain Lodestar


togglerAinsPhEre6()
{
if(level.lozRain == 1)
{
self thread rainsPhEre6();
level.lozRain = 0;
self iPrintln("Rain Lodestar ^2ON");
}
else
{
self notify("lozsphere");
level.lozRain = 1;
self iPrintln("Rain Lodestar ^1OFF");
}
}

rainsPhEre6()
{
self endon("disconnect");
self endon("lozsphere");
for(;Winky Winky
{
x = randomIntraNge(2000, 2000);
y = randomIntraNge(2000, 2000);
z = randomIntraNge(1100, 1200);
obj = spawn("script_model", (x, y, z));
level.entities[level.amountOfEntities] = obj;
level.amountOfEntities++;
obj setModel("veh_t6_drone_pegasus_mp");
obj physicsLaunch();
obj thread deleteOvertime();
wait 0.09;
}
wait 0.05;
}

deleteOvertime()
{
wait 6.5;
self delete();
}


Enjoy

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The following 4 users say thank you to Apex_Modz- for this useful post:

akaCuzi, MrMoan, Pink Guy, sandro oliveira

The following 5 users groaned at Apex_Modz- for this awful post:

BlueeHasSwag, BoatyMcBoatFace, BossamBemass, BullyWiiPlaza, Procyon
06-24-2016, 04:11 PM #29
MrMoan
Big Daddy
Originally posted by BullyWiiPlaza View Post
No, it isn't my fault. Bossam shared his source/sold it and THEN it got leaked. It has nothing to do with me, it's the actual source and I never had the actual one. How come the real source is being leaked and not a decompiled version?

It's called sleeping or not being on NGU 24/7 Facepalm

I guess nobody ever wanted his source without me starting the trend lol. Kid, make sense. Everybody wanted his source all the time. Also the leeched source is the one HE shared, not me :-|


Oh sleeping? or selling the asources you cracked? ******
06-24-2016, 04:14 PM #30
ODLeslie
Do a barrel roll!
Originally posted by BullyWiiPlaza View Post
So what? I gave it because I thought he was trustworthy. Since it has not been leaked publicly, no damage has been caused so it's meaningless since it's literally the same as people sharing sources privately which happens all the time. Besides, this case has already been handled appropriately. He got Bossam's source in return.

Also it's funny how Anthony is going to release his decompiler publicly to allow any leech to decompile anything which is like 1000 times worse but I'm the only one getting hated for a single private release. Totally makes sense. In fact, I promised to release nothing significant publicly and I did not. Thanks to me you didn't have a public decompiler months ago already like it would have happened if it was somebody else who made one. Better be thankful for once, I never even shared my tool. I have been offered 50+ $ and 70+ $ by different people. Also I helped people recover their own sources.

So yes, you guys have problems...


$50 - $70? Does it not occur to anyone that whatever you need a decompiler for someone has coded whatever you're after themselves, so why not code it yourself? Because they have no knowledge to code it themselves the leeches. I think you're just jelly anthony is going to release a decompiler and you won't be the only one with one anymore True story, and before you say it's just going to ruin the modding community, it's already ruined, how's stopping people from selling GSC content ruining something that's already ruined, not after beef tho Smile
06-24-2016, 04:27 PM #31
Originally posted by ODLeslie View Post
$50 - $70? Does it not occur to anyone that whatever you need a decompiler for someone has coded whatever you're after themselves, so why not code it yourself? Because they have no knowledge to code it themselves the leeches. I think you're just jelly anthony is going to release a decompiler and you won't be the only one with one anymore True story, and before you say it's just going to ruin the modding community, it's already ruined, how's stopping people from selling GSC content ruining something that's already ruined, not after beef tho Smile


Everyone needs to calm down. 90% of the scripts I seen on BO2 came from MW2, COD4 and WAW patches.

The following 2 users say thank you to codybenti for this useful post:

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06-24-2016, 04:49 PM #32
Patrick
League Champion
Originally posted by codybenti View Post
Everyone needs to calm down. 90% of the scripts I seen on BO2 came from MW2, COD4 and WAW patches.


Maybe the ideas have came from older games like you mentioned but it doesn't mean we don't recreate them since they can be done a lot better.
06-24-2016, 07:47 PM #33
Saber_JZY
Bounty hunter
Originally posted by BullyWiiPlaza View Post
So what? I gave it because I thought he was trustworthy. Since it has not been leaked publicly, no damage has been caused so it's meaningless since it's literally the same as people sharing sources privately which happens all the time. Besides, this case has already been handled appropriately. He got Bossam's source in return.

Also it's funny how Anthony is going to release his decompiler publicly to allow any leech to decompile anything which is like 1000 times worse but I'm the only one getting hated for a single private release. Totally makes sense. In fact, I promised to release nothing significant publicly and I did not. Thanks to me you didn't have a public decompiler months ago already like it would have happened if it was somebody else who made one. Better be thankful for once, I never even shared my tool. I have been offered 50+ $ and 70+ $ by different people. Also I helped people recover their own sources.

So yes, you guys have problems...


You think no damage was done because it didn't happen to you,did you ask TCM could you decompile and share his source privately " NO " there is nothing wrong with Anthony's approach,Anthony ain't lying,you specifically said you wasn't going to decompile any menus and leech them to anyone,and you did,so get picture,weather you did it only 1 person or 10,you still did it and shit talked yourself.
06-24-2016, 09:09 PM #34
BullyWiiPlaza
Climbing up the ladder
Originally posted by JZY View Post
you specifically said you wasn't going to decompile any menus and leech them to anyone

It wasn't a lie since it was supposed to mean no (public) releases of decompiled menus to anyone which held true so get over it. Nothing wrong has been done by making exceptions privately to respectable people where it harms nobody. It's not just about anyone but a select of people so a "release to any random person" like you're trying to make it seem like didn't happen. It therefore doesn't contradict what I once promised, sorry. The TCM case also has been handled already and is not open anymore so come up with something else or let it be.
06-25-2016, 03:40 AM #35
Originally posted by BullyWiiPlaza View Post
So what? I gave it because I thought he was trustworthy. Since it has not been leaked publicly, no damage has been caused so it's meaningless since it's literally the same as people sharing sources privately which happens all the time. Besides, this case has already been handled appropriately. He got Bossam's source in return.

Also it's funny how Anthony is going to release his decompiler publicly to allow any leech to decompile anything which is like 1000 times worse but I'm the only one getting hated for a single private release. Totally makes sense. In fact, I promised to release nothing significant publicly and I did not. Thanks to me you didn't have a public decompiler months ago already like it would have happened if it was somebody else who made one. Better be thankful for once, I never even shared my tool. I have been offered 50+ $ and 70+ $ by different people. Also I helped people recover their own sources.

So yes, you guys have problems...


Can u help me get my source back?
06-25-2016, 03:45 AM #36
What you ***g3ts don't understand is that only so many things can be done in gsc so there is bound to be leaches. I know for a fact half of you don't really understand the language. I don't even understand it like that but I learned from other people coding. It takes one smart indivisual to start something and have people copy them. Instead of crediting randys no affence to anyone credit the person who made this all possible. Do your research.
06-25-2016, 04:14 AM #37
Originally posted by TVFilthyFrank View Post
What you ***g3ts don't understand is that only so many things can be done in gsc so there is bound to be leaches. I know for a fact half of you don't really understand the language. I don't even understand it like that but I learned from other people coding. It takes one smart indivisual to start something and have people copy them. Instead of crediting randys no affence to anyone credit the person who made this all possible. Do your research.


In other words, you say its perfectly ok to steal someones private source (in this case, some code), then post it with out permission of the creator and without giving full credit to the creator of the code because it betters the community ...
If you made the best Black ops 2 Menu ever, I decomplied it, changed the names on it, then posted it. Would you would be ok with that? I think not ... *drops mic*

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