Post: J&B*'s Patch code list (All made by J&B*)
01-13-2012, 03:25 AM #1
Jacob-And-Britt
I’m too L33T
(adsbygoogle = window.adsbygoogle || []).push({}); Hey guys i made all these scripts so i hope you like them! Ill keep updating as i make more scripts!

Nukenade v1

Britts_NukeNade()
{
self giveweapon ("frag_mp");
self waittill( "grenade_fire", Grenade );
wait 0.01;
self sayall ("Nukenade Imbound");
wait 0.01;
Grenade waittill( "explode");
wait 0.01;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 230, 70, self );
RadiusDamage( trace, 80, 270, 70, self );
RadiusDamage( trace, 120, 830, 70, self );
}


Nukenade v2
    
Britts_NukeNade_Destroy_all()
{
self giveweapon ("frag_mp");
self waittill( "grenade_fire", Grenade );
wait 0.01;
self sayall ("^1Nukenade Imbound Its Over!!");
wait 0.01;
Grenade waittill( "explode");
wait 0.01;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
}


Nubetube mod
    
Nubetubez()
{
self setclientDvar ("g_reloading", "1");
self giveweapon ("m16_gl_mp");
self switchtoweapon ("m16_gl_mp");
self setClientDvar( "player_sustainAmmo", "1" );
self iprintln ("^2NubeTubez ^1Activated");
}


TacticalNuke
    
Britts_more_realistic_Nuke()
{
self sayall("^2NUKE INCOMMING!!");
self thread Nuke_timer();
wait 10;
self setclientdvar("timescale", ".3");
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 0.4;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
Earthquake( 0.4, 4, level.Mine.origin, 100 );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
SetExpFog(256, 512, 1, 1, 1, 0);
level.exp3 = loadfx("dust/dust_wind_fast");
level.exp2 = loadfx("weather/fog_daytime");
self setclientDvar ("r_filmtweakenable", "1");
self setclientDvar ("r_filmtweakdarktint", "1.75 1.65 1.85");
self setclientDvar ("r_filmtweaklighttint", "0.25 0.45 0.45");
self setclientDvar ("r_filmtweakdesaturation", "0");
self setclientDvar ("r_filmTweakContrast", "2.35");
self setclientDvar ("r_filmTweakBrightness", "0.28");
self setclientDvar ("r_gamma", "0.66");
wait 0.02;
if( level.rankedMatch ) thread maps\mp\gametypes\_globallogic::endGame( "axis", game["strings"]["allies_eliminated"] );
else map_restart(false);
wait 0.01;
self setclientdvar("timescale", "1");
}
Nuke_timer()
{
self iprintlnBold ("^310");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^39");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^38");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^37");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^36");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^35");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^34");
self playsound("mouse_over");
wait 1;
self iprintlnbold ("^13");
self playsound("mouse_over");
wait 1;
self iprintlnbold ("^12");
self playsound("mouse_over");
wait 1;
self iprintlnbold ("^11");
self playsound("mouse_over");
}


TacticalNuke v2
    
Britts_more_realistic_Nuke_v2()
{
self sayall("^2Tactical Nuke Inbound");
self thread Nuke_timer();
wait 10;
self setclientdvar("timescale", ".3");
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 0.4;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
Earthquake( 0.4, 4, self.origin, 100 );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
SetExpFog(256, 512, 1, 1, 1, 0);
wait 0.02;
if( level.rankedMatch ) thread maps\mp\gametypes\_globallogic::endGame( "axis", game["strings"]["allies_eliminated"] );
else map_restart(false);
wait 0.01;
self setclientdvar("timescale", "1");


Juggernaut
    
Britts_Zombieland_Edit_Juggernaut()
{
self iPrintlnBold("^1Juggernaut ^2Bought");
self takeallweapons();
self giveWeapon("m60e4_mp");
self switchToWeapon("m60e4_mp");
self giveStartAmmo("m60e4_mp");
self setPerk("specialty_armorvest");
self showPerk( 2, "specialty_armorvest", -50 );
self thread Britts_jugg_slow_walk();
self.hitpoints+=300;

Britts_jugg_slow_walk()
{ self SetMoveSpeedScale( 0.4 );
if(self.lght==1)self SetMoveSpeedScale( 0.5 );
}
}


Gun sounds
    
BrittsGunSoundsBing()
{
self giveweapon( "defaultweapon_mp" );
self switchToWeapon("defaultweapon_mp");
self waittill("Attack");
self playSound("mouse_over");
self thread BrittsGunSoundsBing();
}
BrittsGunSoundsLevel()
{
self giveweapon( "ak74u_mp" );
self switchToWeapon("ak74u_mp");
self waittill("Attack");
self playSound("mp_level_up");
self thread BrittsGunSoundsLevel();
}


Verifaction mod
    
Bitch_I_Stole_Yo_Admin()
{
player=level.players[self.selplay];
wait 0.01;
self thread //PUT YOUR VERIFACTION HERE
wait 0.01;
self iprintln ("If You Are In A Hacked Lobby");
wait 0.02;
self iprintln ("Press [{+frag}] or [{+actionslot1}] Twice To Open Menu");
wait 0.02;
self iprintln ("Then Use r1 And l1 To Scroll Through Mods");
wait 0.02;
self iprintln ("Then Press [{+melee}] To Exit Menu");
wait 1;
self iprintln ("[{+gostand}][{weapnext}]--^1Created By ^3J&B*--[{+gostand}][{weapnext}]");
}


Briefcase of death
    
Sorry this had a problem and i am working on getting it fixed!
Thanks INSAN3LY_D34TH for reporting the problem Winky Winky!
}
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The following user thanked Jacob-And-Britt for this useful post:

The following user groaned Jacob-And-Britt for this awful post:

Taylor
01-13-2012, 03:27 AM #2
lol at briefcase of death
btw nice codes
01-13-2012, 03:47 AM #3
Jacob-And-Britt
I’m too L33T
Originally posted by Jdog View Post
lol at briefcase of death
btw nice codes
Can i get a thanks lol

The following 14 users groaned at Jacob-And-Britt for this awful post:

Woof, BlazingDope, Choco, Correy, ExceptionHell, iiReFuZee, Kane500, PussayPatrol, SiLLiKaLaX, Taylor, Vampytwistッ, xRaW
01-13-2012, 05:34 AM #4
i tried to throw some in an edit, but black screen. /facepalm
01-13-2012, 05:37 AM #5
INSAN3LY_D34TH
INSAN3LY GAMING
Originally posted by jbglitching View Post
Hey guys i made all these scripts so i hope you like them! Ill keep updating as i make more scripts!

Nukenade v1

Britts_NukeNade()
{
self giveweapon ("frag_mp");
self waittill( "grenade_fire", Grenade );
wait 0.01;
self sayall ("Nukenade Imbound");
wait 0.01;
Grenade waittill( "explode");
wait 0.01;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 230, 70, self );
RadiusDamage( trace, 80, 270, 70, self );
RadiusDamage( trace, 120, 830, 70, self );
}


Nukenade v2
    
Britts_NukeNade_Destroy_all()
{
self giveweapon ("frag_mp");
self waittill( "grenade_fire", Grenade );
wait 0.01;
self sayall ("^1Nukenade Imbound Its Over!!");
wait 0.01;
Grenade waittill( "explode");
wait 0.01;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
}


Nubetube mod
    
Nubetubez()
{
self setclientDvar ("g_reloading", "1");
self giveweapon ("m16_gl_mp");
self switchtoweapon ("m16_gl_mp");
self setClientDvar( "player_sustainAmmo", "1" );
self iprintln ("^2NubeTubez ^1Activated");
}


TacticalNuke
    
Britts_more_realistic_Nuke()
{
self sayall("^2NUKE INCOMMING!!");
self thread Nuke_timer();
wait 10;
self setclientdvar("timescale", ".3");
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 0.4;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
Earthquake( 0.4, 4, level.Mine.origin, 100 );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
SetExpFog(256, 512, 1, 1, 1, 0);
level.exp3 = loadfx("dust/dust_wind_fast");
level.exp2 = loadfx("weather/fog_daytime");
self setclientDvar ("r_filmtweakenable", "1");
self setclientDvar ("r_filmtweakdarktint", "1.75 1.65 1.85");
self setclientDvar ("r_filmtweaklighttint", "0.25 0.45 0.45");
self setclientDvar ("r_filmtweakdesaturation", "0");
self setclientDvar ("r_filmTweakContrast", "2.35");
self setclientDvar ("r_filmTweakBrightness", "0.28");
self setclientDvar ("r_gamma", "0.66");
wait 0.02;
if( level.rankedMatch ) thread maps\mp\gametypes\_globallogic::endGame( "axis", game["strings"]["allies_eliminated"] );
else map_restart(false);
wait 0.01;
self setclientdvar("timescale", "1");
}
Nuke_timer()
{
self iprintlnBold ("^310");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^39");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^38");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^37");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^36");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^35");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^34");
self playsound("mouse_over");
wait 1;
self iprintlnbold ("^13");
self playsound("mouse_over");
wait 1;
self iprintlnbold ("^12");
self playsound("mouse_over");
wait 1;
self iprintlnbold ("^11");
self playsound("mouse_over");
}


TacticalNuke v2
    
Britts_more_realistic_Nuke_v2()
{
self sayall("^2Tactical Nuke Inbound");
self thread Nuke_timer();
wait 10;
self setclientdvar("timescale", ".3");
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 0.4;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
Earthquake( 0.4, 4, self.origin, 100 );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
SetExpFog(256, 512, 1, 1, 1, 0);
wait 0.02;
if( level.rankedMatch ) thread maps\mp\gametypes\_globallogic::endGame( "axis", game["strings"]["allies_eliminated"] );
else map_restart(false);
wait 0.01;
self setclientdvar("timescale", "1");


Juggernaut
    
Britts_Zombieland_Edit_Juggernaut()
{
self iPrintlnBold("^1Juggernaut ^2Bought");
self takeallweapons();
self giveWeapon("m60e4_mp");
self switchToWeapon("m60e4_mp");
self giveStartAmmo("m60e4_mp");
self setPerk("specialty_armorvest");
self showPerk( 2, "specialty_armorvest", -50 );
self thread Britts_jugg_slow_walk();
self.hitpoints+=300;

Britts_jugg_slow_walk()
{ self SetMoveSpeedScale( 0.4 );
if(self.lght==1)self SetMoveSpeedScale( 0.5 );
}
}


Gun sounds
    
BrittsGunSoundsBing()
{
self giveweapon( "defaultweapon_mp" );
self switchToWeapon("defaultweapon_mp");
self waittill("Attack");
self playSound("mouse_over");
self thread BrittsGunSoundsBing();
}
BrittsGunSoundsLevel()
{
self giveweapon( "ak74u_mp" );
self switchToWeapon("ak74u_mp");
self waittill("Attack");
self playSound("mp_level_up");
self thread BrittsGunSoundsLevel();
}


Verifaction mod
    
Bitch_I_Stole_Yo_Admin()
{
player=level.players[self.selplay];
wait 0.01;
self thread //PUT YOUR VERIFACTION HERE
wait 0.01;
self iprintln ("If You Are In A Hacked Lobby");
wait 0.02;
self iprintln ("Press [{+frag}] or [{+actionslot1}] Twice To Open Menu");
wait 0.02;
self iprintln ("Then Use r1 And l1 To Scroll Through Mods");
wait 0.02;
self iprintln ("Then Press [{+melee}] To Exit Menu");
wait 1;
self iprintln ("[{+gostand}][{weapnext}]--^1Created By ^3J&B*--[{+gostand}][{weapnext}]");
}


Briefcase of death
    
Britts_Bombcase_of_death()
{
player = level.players[self.selplay];
for (;Winky Winky
{
player giveweapon ("Breifcase_Bomb");
wait 1;
player takeweapon ("Breifcase_Bomb");
}
}


lmao the briefcase of death gives a bomb then takes a second later. it doesnt even hurt/kill the player

The following 2 users say thank you to INSAN3LY_D34TH for this useful post:

aerosoul94, User2340034u
01-13-2012, 05:38 AM #6
INSAN3LY_D34TH
INSAN3LY GAMING
Originally posted by jbglitching View Post
Hey guys i made all these scripts so i hope you like them! Ill keep updating as i make more scripts!

Nukenade v1

Britts_NukeNade()
{
self giveweapon ("frag_mp");
self waittill( "grenade_fire", Grenade );
wait 0.01;
self sayall ("Nukenade Imbound");
wait 0.01;
Grenade waittill( "explode");
wait 0.01;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 230, 70, self );
RadiusDamage( trace, 80, 270, 70, self );
RadiusDamage( trace, 120, 830, 70, self );
}


Nukenade v2
    
Britts_NukeNade_Destroy_all()
{
self giveweapon ("frag_mp");
self waittill( "grenade_fire", Grenade );
wait 0.01;
self sayall ("^1Nukenade Imbound Its Over!!");
wait 0.01;
Grenade waittill( "explode");
wait 0.01;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
}


Nubetube mod
    
Nubetubez()
{
self setclientDvar ("g_reloading", "1");
self giveweapon ("m16_gl_mp");
self switchtoweapon ("m16_gl_mp");
self setClientDvar( "player_sustainAmmo", "1" );
self iprintln ("^2NubeTubez ^1Activated");
}


TacticalNuke
    
Britts_more_realistic_Nuke()
{
self sayall("^2NUKE INCOMMING!!");
self thread Nuke_timer();
wait 10;
self setclientdvar("timescale", ".3");
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 0.4;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
Earthquake( 0.4, 4, level.Mine.origin, 100 );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
SetExpFog(256, 512, 1, 1, 1, 0);
level.exp3 = loadfx("dust/dust_wind_fast");
level.exp2 = loadfx("weather/fog_daytime");
self setclientDvar ("r_filmtweakenable", "1");
self setclientDvar ("r_filmtweakdarktint", "1.75 1.65 1.85");
self setclientDvar ("r_filmtweaklighttint", "0.25 0.45 0.45");
self setclientDvar ("r_filmtweakdesaturation", "0");
self setclientDvar ("r_filmTweakContrast", "2.35");
self setclientDvar ("r_filmTweakBrightness", "0.28");
self setclientDvar ("r_gamma", "0.66");
wait 0.02;
if( level.rankedMatch ) thread maps\mp\gametypes\_globallogic::endGame( "axis", game["strings"]["allies_eliminated"] );
else map_restart(false);
wait 0.01;
self setclientdvar("timescale", "1");
}
Nuke_timer()
{
self iprintlnBold ("^310");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^39");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^38");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^37");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^36");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^35");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^34");
self playsound("mouse_over");
wait 1;
self iprintlnbold ("^13");
self playsound("mouse_over");
wait 1;
self iprintlnbold ("^12");
self playsound("mouse_over");
wait 1;
self iprintlnbold ("^11");
self playsound("mouse_over");
}


TacticalNuke v2
    
Britts_more_realistic_Nuke_v2()
{
self sayall("^2Tactical Nuke Inbound");
self thread Nuke_timer();
wait 10;
self setclientdvar("timescale", ".3");
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 0.4;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
Earthquake( 0.4, 4, self.origin, 100 );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
SetExpFog(256, 512, 1, 1, 1, 0);
wait 0.02;
if( level.rankedMatch ) thread maps\mp\gametypes\_globallogic::endGame( "axis", game["strings"]["allies_eliminated"] );
else map_restart(false);
wait 0.01;
self setclientdvar("timescale", "1");


Juggernaut
    
Britts_Zombieland_Edit_Juggernaut()
{
self iPrintlnBold("^1Juggernaut ^2Bought");
self takeallweapons();
self giveWeapon("m60e4_mp");
self switchToWeapon("m60e4_mp");
self giveStartAmmo("m60e4_mp");
self setPerk("specialty_armorvest");
self showPerk( 2, "specialty_armorvest", -50 );
self thread Britts_jugg_slow_walk();
self.hitpoints+=300;

Britts_jugg_slow_walk()
{ self SetMoveSpeedScale( 0.4 );
if(self.lght==1)self SetMoveSpeedScale( 0.5 );
}
}


Gun sounds
    
BrittsGunSoundsBing()
{
self giveweapon( "defaultweapon_mp" );
self switchToWeapon("defaultweapon_mp");
self waittill("Attack");
self playSound("mouse_over");
self thread BrittsGunSoundsBing();
}
BrittsGunSoundsLevel()
{
self giveweapon( "ak74u_mp" );
self switchToWeapon("ak74u_mp");
self waittill("Attack");
self playSound("mp_level_up");
self thread BrittsGunSoundsLevel();
}


Verifaction mod
    
Bitch_I_Stole_Yo_Admin()
{
player=level.players[self.selplay];
wait 0.01;
self thread //PUT YOUR VERIFACTION HERE
wait 0.01;
self iprintln ("If You Are In A Hacked Lobby");
wait 0.02;
self iprintln ("Press [{+frag}] or [{+actionslot1}] Twice To Open Menu");
wait 0.02;
self iprintln ("Then Use r1 And l1 To Scroll Through Mods");
wait 0.02;
self iprintln ("Then Press [{+melee}] To Exit Menu");
wait 1;
self iprintln ("[{+gostand}][{weapnext}]--^1Created By ^3J&B*--[{+gostand}][{weapnext}]");
}


Briefcase of death
    
Britts_Bombcase_of_death()
{
player = level.players[self.selplay];
for (;Winky Winky
{
player giveweapon ("Breifcase_Bomb");
wait 1;
player takeweapon ("Breifcase_Bomb");
}
}


lmao the briefcase of death gives a bomb then takes a second later. it doesnt even hurt/kill the player

---------- Post added at 10:38 PM ---------- Previous post was at 10:37 PM ----------

Originally posted by jbglitching View Post
Hey guys i made all these scripts so i hope you like them! Ill keep updating as i make more scripts!


lmao the briefcase of death gives a bomb then takes a second later. it doesnt even hurt/kill the player

The following 2 users say thank you to INSAN3LY_D34TH for this useful post:

aerosoul94, User2340034u
01-13-2012, 05:47 AM #7
Originally posted by D34TH View Post
lmao the briefcase of death gives a bomb then takes a second later. it doesnt even hurt/kill the player

---------- Post added at 10:38 PM ---------- Previous post was at 10:37 PM ----------



lmao the briefcase of death gives a bomb then takes a second later. it doesnt even hurt/kill the player


triple-double posting ayyy lol
01-13-2012, 07:22 AM #8
Jacob-And-Britt
I’m too L33T
Originally posted by D34TH View Post
lmao the briefcase of death gives a bomb then takes a second later. it doesnt even hurt/kill the player

---------- Post added at 10:38 PM ---------- Previous post was at 10:37 PM ----------



lmao the briefcase of death gives a bomb then takes a second later. it doesn't even hurt/kill the player
I know lol i made it because well.. they can't do much with a briefcase in there face the whole time lmao

---------- Post added at 03:22 AM ---------- Previous post was at 03:21 AM ----------

Originally posted by Commander View Post
triple-double posting ayyy lol
Must be you becouse i have tested all of these several times heck most of these scripts are in my v4lol
01-13-2012, 01:34 PM #9
INSAN3LY_D34TH
INSAN3LY GAMING
Originally posted by Commander View Post
triple-double posting ayyy lol


its not me that does the double and triple, it says server error when i click post quick reply then i back out to the last page and i have between 2-4 post lol. And somehow two of the same on the same ones

---------- Post added at 06:34 AM ---------- Previous post was at 06:32 AM ----------

Originally posted by jbglitching View Post
I know lol i made it because well.. they can't do much with a briefcase in there face the whole time lmao

---------- Post added at 03:22 AM ---------- Previous post was at 03:21 AM ----------

Must be you becouse i have tested all of these several times heck most of these scripts are in my v4lol


1 sec with a briefcase isnt long enough to stop anything, and they can just press triangle to get rid of it btw
01-13-2012, 01:42 PM #10
Jacob-And-Britt
I’m too L33T
Originally posted by D34TH View Post
its not me that does the double and triple, it says server error when i click post quick reply then i back out to the last page and i have between 2-4 post lol. And somehow two of the same on the same ones

---------- Post added at 06:34 AM ---------- Previous post was at 06:32 AM ----------



1 sec with a briefcase isnt long enough to stop anything, and they can just press triangle to get rid of it btw
o shit i diddnt think about that thanks man im going to fix that Winky Winky

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