Post: [SCRIPT]J&B*'s Cod4 Emergency Airdrop!
05-05-2012, 08:15 AM #1
Jacob-And-Britt
I’m too L33T
(adsbygoogle = window.adsbygoogle || []).push({}); Hello guys as most of you may know my menu is kinda messed up and i don't think its going to get fixed. Tomorrow im going to use a whole new base and put my new mods in it. I have already started on my v2 but sense the base don't work im going to mix my v1 mods and v2 mods together i just figured that i should atleast release one of my scripts because my new v1 will not be released for atleast 3 days to a week. Well guys here it is its kinda big but im sure someone else who is a better coder than me will simply it then ill add it on this post.



    
Emergency_Airdrop()
{
self iprintlnbold ("^3Emergency Airdrop Ready Press [{+smoke}] To Call In");
self giveweapon ("smoke_grenade_mp");
self switchtoweapon ("smoke_grenade_mp");
self.c["Box"] delete();
self.c["Box2"] delete();
self.c["Box3"] delete();
self.c["Box4"] delete();
self.c["Chopper"] delete();
self notify( "CarePackOver" );
self notify( "CarePackOver2" );
self notify( "CarePackOver3" );
self notify( "CarePackOver4" );
self thread CarePackageFunc();
}
CarePackageFunc()
{
self waittill( "grenade_fire", GrenadeWeapon );
self thread GrenadeOriginFollow2( GrenadeWeapon );
GrenadeWeapon waittill( "explode" );
self.LockMenu = false;
self.c["Chopper"] = spawnHelicopter(self, (3637, 10373, 750), self.angles, "cobra_mp", "vehicle_cobra_helicopter_fly");
self.c["Chopper"] playLoopSound( "mp_cobra_helicopter" );
self.c["Box"] = spawn( "script_model", (0,32,20) );
self.c["Box2"] = spawn( "script_model", (0,32,20) );
self.c["Box3"] = spawn( "script_model", (0,32,20) );
self.c["Box4"] = spawn( "script_model", (0,32,20) );
self.c["Box"] setmodel("com_plasticcase_beige_big");
self.c["Box"] LinkTo( self.c["Chopper"], "tag_ground" , (0,32,20) , (0,0,0) );
self.c["Box2"] setmodel("com_plasticcase_beige_big");
self.c["Box2"] LinkTo( self.c["Chopper"], "tag_ground" , (0,75,20) , (0,0,0) );
self.c["Box3"] setmodel("com_plasticcase_beige_big");
self.c["Box3"] LinkTo( self.c["Chopper"], "tag_ground" , (0,-32,20) , (0,0,0) );
self.c["Box4"] setmodel("com_plasticcase_beige_big");
self.c["Box4"] LinkTo( self.c["Chopper"], "tag_ground" , (0,-75,20) , (0,0,0) );
self.c["Chopper"].currentstate = "ok";
self.c["Chopper"].laststate = "ok";
self.c["Chopper"] setdamagestage( 3 );
self.c["Chopper"] setspeed(1000, 25, 10);
self.c["Chopper"] setvehgoalpos( self.Grenade + (-30, 40, 750), 1);
wait 13.5;
self.c["Box"] Unlink();
fall = bullettrace(self.c["Box"].origin, self.c["Box"].origin + (0, 0, -10000), false, self);
time = CareSpeed(500, self.c["Box"].origin, fall["position"]);
self.c["Box"] moveto(fall["position"], time);
wait 0.5;
self.c["Box"] setcontents(1);
self.c["Box"] solid();
wait time;
self.c["Box2"] Unlink();
fall2 = bullettrace(self.c["Box2"].origin, self.c["Box2"].origin + (0, 0, -10000), false, self);
time2 = CareSpeed(500, self.c["Box2"].origin, fall2["position"]);
self.c["Box2"] moveto(fall2["position"], time2);
wait 0.5;
self.c["Box2"] setcontents(1);
self.c["Box2"] solid();
wait time2;
self.c["Box3"] Unlink();
fall3 = bullettrace(self.c["Box3"].origin, self.c["Box3"].origin + (0, 0, -10000), false, self);
time3 = CareSpeed(500, self.c["Box3"].origin, fall3["position"]);
self.c["Box3"] moveto(fall3["position"], time3);
wait 0.5;
self.c["Box3"] setcontents(1);
self.c["Box3"] solid();
wait time3;
self.c["Box4"] Unlink();
fall4 = bullettrace(self.c["Box4"].origin, self.c["Box4"].origin + (0, 0, -10000), false, self);
time4 = CareSpeed(500, self.c["Box4"].origin, fall4["position"]);
self.c["Box4"] moveto(fall4["position"], time4);
wait 0.5;
self.c["Box4"] setcontents(1);
self.c["Box4"] solid();
wait time4;
self.c["Box"] thread DeleteBoxOvertime(self);
self.c["Box2"] thread DeleteBoxOvertime(self);
self.c["Box3"] thread DeleteBoxOvertime(self);
self.c["Box4"] thread DeleteBoxOvertime(self);
self.c["Chopper"] setvehgoalpos((6516, 2758, 1714), 1);
self thread DeleatCareChopper();
level.Point = NewHudElem();
level.Point2 = NewHudElem();
level.Point3 = NewHudElem();
level.Point4 = NewHudElem();
level.Point.x = self.c["Box"].origin[0];
level.Point.y = self.c["Box"].origin[1];
level.Point.z = self.c["Box"].origin[2]+15;
level.Point2.x = self.c["Box2"].origin[0];
level.Point2.y = self.c["Box2"].origin[1];
level.Point2.z = self.c["Box2"].origin[2]+15;
level.Point3.x = self.c["Box3"].origin[0];
level.Point3.y = self.c["Box3"].origin[1];
level.Point3.z = self.c["Box3"].origin[2]+15;
level.Point4.x = self.c["Box4"].origin[0];
level.Point4.y = self.c["Box4"].origin[1];
level.Point4.z = self.c["Box4"].origin[2]+15;
level.Point setShader("waypoint_bombsquad",14,14);
level.Point setwaypoint(true,false);
level.Point2 setShader("waypoint_bombsquad",14,14);
level.Point2 setwaypoint(true,false);
level.Point3 setShader("waypoint_bombsquad",14,14);
level.Point3 setwaypoint(true,false);
level.Point4 setShader("waypoint_bombsquad",14,14);
level.Point4 setwaypoint(true,false);
self thread CareTrigger();
self thread CareTrigger2();
self thread CareTrigger3();
self thread CareTrigger4();
}
CareTrigger()
{
self endon( "CarePackOver" );
self.CareGot = false;
self.killSreaks[0] = ::give1_Care;
self.killSreaks[1] = ::give2_Care;
self.killSreaks[2] = ::give3_Care;
self.killSreaks[3] = ::Nuke;
self.killSreaks[4] = ::Jugg;
self.killSreaks[5] = ::initGunner;
self.killSreaks[6] = ::doac130zz;
self thread HintText();
for(;Winky Winky
{
if( Distance( self.origin, ( self.c["Box"].origin ) ) < 35 )
{
self.Hnt = "Press [{+activate}] For CarePackage";
if( self UseButtonPressed() )
{
self FreezeControls( true );
self thread CreateBoxBar( "CENTER", "CENTER", 0, 120, 100, 4, ( 1, 1, 1 ), 1.5 );
wait 1.5;
self.PickedKillSteak = self thread [[self.killSreaks[randomInt(self.killSreaks.size)]]]();
self.c["Box"] Delete();
level.Point destroy();
self.CareGot = true;
self.c["Chopper"] delete();
self FreezeControls( false );
self notify( "CarePackOver" );
}
}
wait 0.05;
}
}
CareTrigger2()
{
self endon( "CarePackOver2" );
self.CareGot2 = false;
self.killSreaks[0] = ::give1_Care;
self.killSreaks[1] = ::give2_Care;
self.killSreaks[2] = ::give3_Care;
self.killSreaks[3] = ::Nuke;
self.killSreaks[4] = ::Jugg;
self.killSreaks[5] = ::initGunner;
self.killSreaks[6] = ::doac130zz;
self thread HintText2();
for(;Winky Winky
{
if( Distance( self.origin, ( self.c["Box2"].origin ) ) < 35 )
{
self.Hnt2 = "Press [{+activate}] For CarePackage";
if( self UseButtonPressed() )
{
self FreezeControls( true );
self thread CreateBoxBar2( "CENTER", "CENTER", 0, 120, 100, 4, ( 1, 1, 1 ), 1.5 );
wait 1.5;
self.c["Box2"] Delete();
self.Progress["Bar2"] DestroyElem();
level.Point2 destroy();
self.CareGot2 = true;
self.c["Chopper"] delete();
self FreezeControls( false );
self.PickedKillSteak = self thread [[self.killSreaks[randomInt(self.killSreaks.size)]]]();
self notify( "CarePackOver2" );
}
}
wait 0.05;
}
}
CareTrigger3()
{
self endon( "CarePackOver3" );
self.CareGot3 = false;
self.killSreaks[0] = ::give1_Care;
self.killSreaks[1] = ::give2_Care;
self.killSreaks[2] = ::give3_Care;
self.killSreaks[3] = ::Nuke;
self.killSreaks[4] = ::Jugg;
self.killSreaks[5] = ::initGunner;
self.killSreaks[6] = ::doac130zz;
self thread HintText3();
for(;Winky Winky
{
if( Distance( self.origin, ( self.c["Box3"].origin ) ) < 35 )
{
self.Hnt3 = "Press [{+activate}] For CarePackage";
if( self UseButtonPressed() )
{
self FreezeControls( true );
self thread CreateBoxBar3( "CENTER", "CENTER", 0, 120, 100, 4, ( 1, 1, 1 ), 1.5 );
wait 1.5;
self.PickedKillSteak = self thread [[self.killSreaks[randomInt(self.killSreaks.size)]]]();
self.c["Box3"] Delete();
self.Progress["Bar3"] DestroyElem();
level.Point3 destroy();
self.CareGot3 = true;
self.c["Chopper"] delete();
self FreezeControls( false );
self notify( "CarePackOver3" );
}
}
wait 0.05;
}
}
CareTrigger4()
{
self endon( "CarePackOver4" );
self.CareGot4 = false;
self.killSreaks[0] = ::give1_Care;
self.killSreaks[1] = ::give2_Care;
self.killSreaks[2] = ::give3_Care;
self.killSreaks[3] = ::Nuke;
self.killSreaks[4] = ::Jugg;
self.killSreaks[5] = ::initGunner;
self.killSreaks[6] = ::doac130zz;
self thread HintText4();
for(;Winky Winky
{
if( Distance( self.origin, ( self.c["Box4"].origin ) ) < 35 )
{
self.Hnt4 = "Press [{+activate}] For CarePackage";
if( self UseButtonPressed() )
{
self FreezeControls( true );
self thread CreateBoxBar4( "CENTER", "CENTER", 0, 120, 100, 4, ( 1, 1, 1 ), 1.5 );
wait 1.5;
self.c["Box4"] Delete();
self.PickedKillSteak = self thread [[self.killSreaks[randomInt(self.killSreaks.size)]]]();
self.Progress["Bar4"] DestroyElem();
level.Point4 destroy();
self.CareGot4 = true;
self.c["Chopper"] delete();
self FreezeControls( false );
self notify( "CarePackOver4" );
}
}
wait 0.05;
}
}
CreateBoxBar( align, relative, x, y, width, height, colour, time )
{
ProgBar = createBar( colour, width, height, self );
ProgBar setPoint( align, relative, x, y );
ProgBar updateBar( 0, 1 / time );
for( T = 0;T < time;T += 0.05 )
wait .05;
ProgBar DestroyElem();
}
CreateBoxBar2( align, relative, x, y, width, height, colour, time )
{
ProgBar = createBar( colour, width, height, self );
ProgBar setPoint( align, relative, x, y );
ProgBar updateBar( 0, 1 / time );
for( T = 0;T < time;T += 0.05 )
wait .05;
ProgBar DestroyElem();
}
CreateBoxBar3( align, relative, x, y, width, height, colour, time )
{
ProgBar = createBar( colour, width, height, self );
ProgBar setPoint( align, relative, x, y );
ProgBar updateBar( 0, 1 / time );
for( T = 0;T < time;T += 0.05 )
wait .05;
ProgBar DestroyElem();
}
CreateBoxBar4( align, relative, x, y, width, height, colour, time )
{
ProgBar = createBar( colour, width, height, self );
ProgBar setPoint( align, relative, x, y );
ProgBar updateBar( 0, 1 / time );
for( T = 0;T < time;T += 0.05 )
wait .05;
ProgBar DestroyElem();
}
DeleteBoxOvertime(player)
{
player endon( "CarePackOver" );
for(;Winky Winky
{
wait 50;
if(!self.CareGot){
self Delete();
player.Progress["Bar"] DestroyElem();
level.Point Destroy();
player notify( "CarePackOver" );
player FreezeControls( false );
}
}
}
DeleteBoxOvertime2(player)
{
player endon( "CarePackOver2" );
for(;Winky Winky
{
wait 50;
if(!self.CareGot2){
self Delete();
player.Progress["Bar2"] DestroyElem();
level.Point2 Destroy();
player notify( "CarePackOver2" );
player FreezeControls( false );
}
}
}
DeleteBoxOvertime3(player)
{
player endon( "CarePackOver3" );
for(;Winky Winky
{
wait 50;
if(!self.CareGot3){
self Delete();
player.Progress["Bar3"] DestroyElem();
level.Point3 Destroy();
player notify( "CarePackOver3" );
player FreezeControls( false );
}
}
}
DeleteBoxOvertime4(player)
{
player endon( "CarePackOver4" );
for(;Winky Winky
{
wait 50;
if(!self.CareGot4){
self Delete();
player.Progress["Bar4"] DestroyElem();
level.Point4 Destroy();
player notify( "CarePackOver4" );
player FreezeControls( false );
}
}
}
HintText()
{
self endon( "CarePackOver" );
self.Txt = self createFontString( "objective", 1.4 );
self.Txt setPoint( "CENTER", "CENTER" );
self.hnt = "";
for(;Winky Winky
{
self.Txt setText("" + self.hnt);
self.hnt = "";
wait 0.1;
}
}
HintText2()
{
self endon( "CarePackOver2" );
self.Txt = self createFontString( "objective", 1.4 );
self.Txt setPoint( "CENTER", "CENTER" );
self.hnt2 = "";
for(;Winky Winky
{
self.Txt setText("" + self.hnt2);
self.hnt2 = "";
wait 0.1;
}
}
HintText3()
{
self endon( "CarePackOver3" );
self.Txt = self createFontString( "objective", 1.4 );
self.Txt setPoint( "CENTER", "CENTER" );
self.hnt3 = "";
for(;Winky Winky
{
self.Txt setText("" + self.hnt3);
self.hnt3 = "";
wait 0.1;
}
}
HintText4()
{
self endon( "CarePackOver4" );
self.Txt = self createFontString( "objective", 1.4 );
self.Txt setPoint( "CENTER", "CENTER" );
self.hnt4 = "";
for(;Winky Winky
{
self.Txt setText("" + self.hnt4);
self.hnt4 = "";
wait 0.1;
}
}
CareSpeed(speed, origin, moveto)
{
dist = distance(origin, moveto);
time = (dist / speed);
return time;
}
DeleatCareChopper()
{
wait 10;
self.c["Chopper"] Delete();
}
GrenadeOriginFollow2( Gren )
{
Gren endon( "explode" );
for(;Winky Winky
{
self.Grenade = Gren.origin;
wait .01;
}
}

give1_Care()
{
self iprintlnbold ("^3UAV Ready Press 6 To Activate");
self maps\mp\gametypes\_hardpoints::giveHardpoint( "radar_mp", 3 );
}

give2_Care()
{
self iprintlnbold ("^3Artillery Ready Press 6 To Activate");
self maps\mp\gametypes\_hardpoints::giveHardpoint( "airstrike_mp", 5 );
}

give3_Care()
{
self iprintlnbold ("^3Helicopter Ready Press 6 To Activate");
self maps\mp\gametypes\_hardpoints::giveHardpoint( "helicopter_mp", 7 );
}

Nuke()
{
self endon("death");
self iprintlnbold ("^3Tactical Nuke Ready Press f To Activate");
self endon("endLoop");
for(;Winky Winky
{
if(self UseButtonPressed())
{
self thread Britts_more_realistic_Nuke_v2_Care();
self sayall("^2Tactical Nuke Inbound");
wait 0.01;
self notify("endLoop");
wait .001;
}
wait .01;
}
}

Britts_more_realistic_Nuke_v2_Care()
{
self thread Nuke_timer2();
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");
}
Nuke_timer2(){for(t=10;t>=0;t--){self sayall("^3" + t);self playsound("mouse_over");wait 1;}}


Jugg()
{
self endon("death");
self iprintlnbold ("^3Juggernaut Ready Press v To Activate");
self endon("endLoop");
for(;Winky Winky
{
if(self meleeButtonPressed())
{
self thread Britts_Zombieland_Edit_Juggernaut_Care();
self sayall("^2Juggernaut Inbound");
wait 0.01;
self notify("endLoop");
wait .001;
}
wait .01;
}
}

Britts_Zombieland_Edit_Juggernaut_Care()
{
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_walk2();
self.hitpoints+=300;
}
Britts_jugg_slow_walk2()
{ self SetMoveSpeedScale( 0.4 );
if(self.lght==1)self SetMoveSpeedScale( 0.5 );
}

doac130zz()
{
self endon("death");
self iprintlnbold ("^3AC-130 Ready Press 4 To Activate");
self endon("endLoop");
for(;Winky Winky
{
if(self secondaryoffhandButtonPressed())
{
self thread doac130_care();
wait 0.01;
self notify("endLoop");
wait .001;
}
wait .01;
}
}

doac130_care()
{
if( getdvar("mapname") == "mp_bloc" )
self.Ac130Loc = (1100, -5836, 1800);

else if( getdvar("mapname") == "mp_crossfire" )
self.Ac130Loc = (4566, -3162, 1800);

else if( getdvar("mapname") == "mp_citystreets" )
self.Ac130Loc = (4384, -469, 1500);

else if( getdvar("mapname") == "mp_creek" )
self.Ac130Loc = (-1595, 6528, 2000);

else
{
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
self.Ac130Loc = getAboveBuildingsz( level.mapCenter );
}
self.Ac130Use = true;
thread AC130_SPECTREz();
}
AC130_SPECTREz()
{
self allowAds( false );
level.ac["105mm"] = loadfx("explosions/aerial_explosion_large");
level.ac["40mm"] = loadfx("explosions/grenadeExp_concrete_1");
thread initAC130z();
self.OldOrigin = self getOrigin();
thread playerLinkAC130z( self.Ac130Loc );
self setClientDvars( "scr_weapon_allowfrags", "0", "cg_drawcrosshair", "0", "cg_drawGun", "0", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "1", "r_filmUseTweaks", "1", "cg_gun_x", "0", "r_filmTweakInvert", "1", "r_filmTweakbrightness", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.weaponInventory = self GetWeaponsList();
self takeallweapons();
thread runAcGunsz();
thread AC130exitz();
}
initAC130z()
{
self.initAC130[0] = ::weapon105mmz;
self.initAC130[1] = ::weapon40mmz;
self.initAC130[2] = ::weapon25mmz;
}
runAcGunsz()
{
self endon("death");
self endon("disconnect");
self.HudNum = 0;
thread [[self.initAC130[self.HudNum]]]();
while( self.Ac130Use )
{
if( self fragButtonPressed() )
{
ClearPrintz();
self notify("WeaponChange");
for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self.HudNum ++;
if( self.HudNum >= self.initAC130.size )
self.HudNum = 0;

thread [[self.initAC130[self.HudNum]]]();
wait 0.5;
}
wait 0.05;
}
}
initAcWeaponsz( Time, Hud, Num, Model, Scale, Radius, Effect, Sound )
{
self endon("disconnect");
self endon("death");
self endon("WeaponChange");
if( !isDefined( self.BulletCount[Hud] ) )
self.BulletCount[Hud] = 0;

resetBulletz( Hud, Num );
for(;Winky Winky
{
if( self attackButtonPressed() )
{
SoundFade();
self playSound( Sound );
thread CreateAc130Bulletz( Model, Radius, Effect );
self.BulletCount[Hud] ++;
if( self.BulletCount[Hud] <= Num )
Earthquake( Scale, 0.2, self.origin, 200 );

resetBulletz( Hud, Num );
wait Time;
}
wait 0.05;
}
}
weapon105mmz()
{
self.ACHud[0][0] = createHudsz(21,0,2,24);
self.ACHud[0][1] = createHudsz(-20,0,2,24);
self.ACHud[0][2] = createHudsz(0,-11,40,2);
self.ACHud[0][3] = createHudsz(0,11,40,2);
self.ACHud[0][4] = createHudsz(0,-39,2,57);
self.ACHud[0][5] = createHudsz(0,39,2,57);
self.ACHud[0][6] = createHudsz(-48,0,57,2);
self.ACHud[0][7] = createHudsz(49,0,57,2);
self.ACHud[0][8] = createHudsz(-155,-122,2,21);
self.ACHud[0][9] = createHudsz(-154,122,2,21);
self.ACHud[0][10] = createHudsz(155,122,2,21);
self.ACHud[0][11] = createHudsz(155,-122,2,21);
self.ACHud[0][12] = createHudsz(-145,132,21,2);
self.ACHud[0][13] = createHudsz(145,-132,21,2);
self.ACHud[0][14] = createHudsz(-145,-132,21,2);
self.ACHud[0][15] = createHudsz(146,132,21,2);
thread initAcWeapons(1,0,1,"projectile_cbu97_clusterbomb",0.4,350,level.ac["105mm"],"weap_barrett_fire_plr");
}
weapon40mmz()
{
self.ACHud[1][0] = createHudsz(0,-70,2,115);
self.ACHud[1][1] = createHudsz(0,70,2,115);
self.ACHud[1][2] = createHudsz(-70,0,115,2);
self.ACHud[1][3] = createHudsz(70,0,115,2);
self.ACHud[1][4] = createHudsz(0,-128,14,2);
self.ACHud[1][5] = createHudsz(0,128,14,2);
self.ACHud[1][6] = createHudsz(-128,0,2,14);
self.ACHud[1][7] = createHudsz(128,0,2,14);
self.ACHud[1][8] = createHudsz(0,-35,8,2);
self.ACHud[1][9] = createHudsz(0,35,8,2);
self.ACHud[1][10] = createHudsz(-29,0,2,Cool Man (aka Tustin);
self.ACHud[1][11] = createHudsz(29,0,2,Cool Man (aka Tustin);
self.ACHud[1][12] = createHudsz(-64,0,2,9);
self.ACHud[1][13] = createHudsz(64,0,2,9);
self.ACHud[1][14] = createHudsz(0,-85,10,2);
self.ACHud[1][15] = createHudsz(0,85,10,2);
self.ACHud[1][16] = createHudsz(-99,0,2,10);
self.ACHud[1][17] = createHudsz(99,0,2,10);
thread initAcWeapons(0.2,1,5,"projectile_hellfire_missile",0.3,80,level.ac["40mm"],"weap_deserteagle_fire_plr");
}
weapon25mmz()
{
self.ACHud[2][0] = createHudsz(21,0,35,2);
self.ACHud[2][1] = createHudsz(-21,0,35,2);
self.ACHud[2][2] = createHudsz(0,25,2,46);
self.ACHud[2][3] = createHudsz(-60,-57,2,22);
self.ACHud[2][4] = createHudsz(-60,57,2,22);
self.ACHud[2][5] = createHudsz(60,57,2,22);
self.ACHud[2][6] = createHudsz(60,-57,2,22);
self.ACHud[2][7] = createHudsz(-50,68,22,2);
self.ACHud[2][8] = createHudsz(50,-68,22,2);
self.ACHud[2][9] = createHudsz(-50,-68,22,2);
self.ACHud[2][10] = createHudsz(50,68,22,2);
self.ACHud[2][11] = createHudsz(6,9,1,7);
self.ACHud[2][12] = createHudsz(9,6,7,1);
self.ACHud[2][13] = createHudsz(11,14,1,7);
self.ACHud[2][14] = createHudsz(14,11,7,1);
self.ACHud[2][15] = createHudsz(16,19,1,7);
self.ACHud[2][16] = createHudsz(19,16,7,1);
self.ACHud[2][17] = createHudsz(21,24,1,7);
self.ACHud[2][18] = createHudsz(24,21,7,1);
self.ACHud[2][19] = createHudsz(26,29,1,7);
self.ACHud[2][20] = createHudsz(29,26,7,1);
self.ACHud[2][21] = createHudsz(36,33,6,1);
thread initAcWeapons(0.08,2,30,"projectile_m203grenade",0.2,25,level.ac["25mm"],"weap_g3_fire_plr");
}
AC130exitz()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
if( self meleeButtonPressed() )
{
ClearPrintz();
for( k = 0; k < 3; k++ )
self.BulletCount[k] = undefined;

for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self unlink();
self notify( "WeaponChange" );
self allowAds( true );
self show();
self setClientDvars( "scr_weapon_allowfrags", "1", "cg_drawcrosshair", "1", "cg_drawGun", "1", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "0", "r_filmUseTweaks", "0", "cg_gun_x", "0", "FOV", "30", "r_filmTweakInvert", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.Ac130["model"] delete();
self SetOrigin( self.OldOrigin );
for( i = 0; i < self.weaponInventory.size; i++ )
{
weapon = self.weaponInventory[i];
self giveWeapon( weapon );
}
self.Ac130Use = false;
}
wait 0.05;
}
}
resetBulletz( Hud, Num )
{
if( self.BulletCount[Hud] >= Num )
{
self iPrintln( "Reloading" );
wait 2;
self.BulletCount[Hud] = 0;
if( isDefined( self.ACHud[Hud][0] ) )
ClearPrintz();
}
}
getAboveBuildingsz(location)
{
trace = bullettrace(location + (0,0,10000), location, false, undefined);
startorigin = trace["position"] + (0,0,-514);
zpos = 0;
maxxpos = 13;
maxypos = 13;
for( xpos = 0; xpos < maxxpos; xpos++ )
{
for( ypos = 0; ypos < maxypos; ypos++ )
{
thisstartorigin = startorigin + ((xpos/(maxxpos-1) - 0.5) * 1024, (ypos/(maxypos-1) - 0.5) * 1024, 0);
thisorigin = bullettrace(thisstartorigin, thisstartorigin + (0,0,-10000), false, undefined);
zpos += thisorigin["position"][2];
}
}
zpos = zpos / ( maxxpos * maxypos );
zpos = zpos + 1000;
return ( location[0], location[1], zpos );
}
CreateAc130Bulletz( Model, Radius, Effect )
{
Bullet = spawn( "script_model", self getTagOrigin( "tag_weapon_right" ) );
Bullet setModel( Model );
Pos = self GetCursorPosz();
Bullet.angles = self getPlayerAngles();
Bullet moveTo( Pos, 0.5 );
wait 0.5;
Bullet delete();
playFx( Effect, Pos );
RadiusDamage( Pos, Radius, 350, 150, self );
}
createHudsz( x, y, width, height )
{
Hud = newClientHudElem( self );
Hud.width = width;
Hud.height = height;
Hud.align = "CENTER";
Hud.relative = "MIDDLE";
Hud.children = [];
Hud.sort = 3;
Hud.alpha = 1;
Hud setParent(level.uiParent);
Hud setShader("white",width,height);
Hud.hidden = false;
Hud setPoint("CENTER","MIDDLE",x,y);
Hud thread destroyAc130Hudsz( self );
return Hud;
}
destroyAc130Hudsz( player )
{
player waittill( "death" );
if( isDefined( self ) )
self destroyElem();
}
ClearPrintz()
{
for( k = 0; k < 4; k++ )
self iPrintln( " " );
}
playerLinkAC130z( Origin )
{
self.Ac130["model"] = spawn( "script_model", Origin );
self.Ac130["model"] setModel( "vehicle_cobra_helicopter_fly" );
self.Ac130["model"] thread Ac130Movez();
self.Ac130["model"] hide();
self linkTo( self.Ac130["model"], "tag_player", (0,1000,20), (0,0,0) );
self hide();
}
Ac130Movez()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
self rotateYaw( 360, 25 );
wait 25;
}
}
GetCursorPosz()
{
return BulletTrace(self getTagOrigin( "tag_weapon_right" ),maps\mp\_utility::vector_scale(anglestoforward(self getPlayerAngles()),1000000),false,self)["position"];
}

initGunner() {

if (getDvar("ChopperGunner") == "1") {
i("Chopper Gunner Already in Use");

}
if (getDvar("ChopperGunner") == "0") {

self thread doGunner();
}
}

doGunner() {
self endon("enter");
setDvar("ChopperGunner", "1");
self.gun = self getcurrentweapon();
i("Chopper Gunner Ready");
self thread ExitMenu();
wait 2;
i("Press [{+actionslot 4}] To Enter");
self giveWeapon("briefcase_bomb_mp");
self SetActionSlot(4, "");
wait 0.1;
self SetActionSlot(4, "weapon", "briefcase_bomb_mp");
wait 0.1;
for (;Winky Winky {
if (self getcurrentweapon() == "briefcase_bomb_mp") {
wait 0.3;
self thread gunny();
}
wait 0.3;
}
}


gunny() {
/*Chopper Gunner by x_DaftVader_x*/

self notify("enter");
team = self.pers["team"];
otherTeam = level.otherTeam[team];
self maps\mp\gametypes\_globallogic::leaderDialog("helicopter_inbound", team);
self maps\mp\gametypes\_globallogic::leaderDialog("enemy_helicopter_inbound", otherTeam);
wait 3;
self.cs = createIcon("black", 1000, 1000);
self.cs setPoint("CENTER", "CENTER");
self.cs.alpha = 1.5;
level.height = 850;
if (isdefined(level.airstrikeHeightScale)) {
level.height *= level.airstrikeHeightScale;
}
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter(level.spawnMins, level.spawnMaxs);
start = self.origin + (0, 0, level.height);
self.ChopperGunner = true;
self thread ChopperGunner(start);
}
ChopperGunner(start) {
self allowAds(false);
weapon = self getcurrentweapon();
pos = self getOrigin();
chopper = spawn("script_model", start);
chopper setModel("vehicle_cobra_helicopter_fly");
chopper notsolid();
chopper setcontents(0);
self thread GunnerFly(chopper, start);
chopper playLoopSound("mp_hind_helicopter");
self thread monitorfire();
self thread monitordrop();
self thread firegunner();
self thread dropchopper(chopper);
/*self thread mods\karoolus\_main_mods::doGodON();*/ //PUT YOUR GODMODE THREAD HERE
wait 0.1;
self linkTo(chopper, "tag_player", (0, 0, 3), (0, 0, 0));
self detachAll();
self hide();
wait 1.9;
self.cs.alpha = 1.2;
wait 0.3;
self.cs.alpha = 1;
wait 0.3;
self.cs.alpha = 0.5;
wait 0.3;
self.cs destroy();
self takeallweapons();
self thread GunnerGun();
wait 0.1;
self thread EndGunner(chopper, weapon, pos);
}
GunnerGun() {
self thread crosshairs(0, -35, 8, 2);
self thread crosshairs(0, 35, 8, 2);
self thread crosshairs(-29, 0, 2, Cool Man (aka Tustin);
self thread crosshairs(29, 0, 2, Cool Man (aka Tustin);
self thread crosshairs(-64, 0, 2, 9);
self thread crosshairs(64, 0, 2, 9);
self thread crosshairs(0, -65, 2, 65);
self thread crosshairs(0, 65, 2, 65);
self thread crosshairs(-65, 0, 65, 2);
self thread crosshairs(65, 0, 65, 2);
self thread greenscreen(0, 0, 840, 900);
}
EndGunner(chopper, weapon, pos) {
self endon("death");
self endon("disconnect");
wait 90;
self unlink();
self notify("boom");
self allowAds(true);
self show();
chopper delete();
self SetOrigin(pos);
self freezeControls(false);
self giveWeapon(self.gun);
self thread playerModelForWeapon(self.gun);
self giveweapon("deserteaglegold_mp");
wait 0.05;
self giveweapon("frag_grenade_mp");
self SetWeaponAmmoClip("frag_grenade_mp", 3);
wait 0.1;
self switchtoweapon(self.gun);
setDvar("ChopperGunner", "0");
/*self thread mods\karoolus\_main_mods::doGodOFF();*/ //TURN YOUR GODMODE OFF HERE
self notify("die");

}
monitorfire() {
self endon("die");
self endon("chopper_down");
self endon("death");
for (;Winky Winky {
if (self attackbuttonpressed()) self notify("fire");
wait 0.1;
}
}
monitordrop() {
self endon("die");
self endon("death");
for (;Winky Winky {
if (self usebuttonpressed()) self notify("drop");
wait 0.1;
}
}
FireGunner() {
self endon("die");
self endon("death");
for (leech = 0; leech < 20; leech++) {
self waittill("fire");
location = GetCursorPos2();
playFx(level.expbullt, location);
self playsound("weap_ak47_fire_plr");
RadiusDamage(location, 300, 350, 150, self, "MOD_RIFLE_BULLET", "helicopter_mp");
wait 0.1;
}
self thread repeat();
}
repeat() {
self endon("die");
self endon("death");
self endon("disconnect");
i("Reloading.....");
wait 1.5;
self thread FireGunner();
}

dropchopper(chopper) {
self endon("die");
self endon("death");
for (;Winky Winky {
i("Press [{+usereload}] to drop chopper");
self waittill("drop");

chopper moveto(self.origin - (0, 0, 300), 3, 0.1);
wait 20;
}
}
crosshairs(x, y, width, height) {
C = newClientHudElem(self);
C.width = width;
C.height = height;
C.align = "CENTER";
C.relative = "MIDDLE";
C.children = [];
C.sort = 3;
C.alpha = 0.3;
C setParent(level.uiParent);
C setShader("white", width, height);
C.hidden = false;
C setPoint("CENTER", "MIDDLE", x, y);
C thread destroyaftertime();
}
destroyaftertime() {
wait 90;
self destroy();
}
GunnerFly(chopper, start) {
self endon("death");
self endon("disconnect");
self endon("die");
for (;Winky Winky {
origin = level.mapcenter + (0, 0, level.height);
radius = 2000;
movemeto = getnewpos(origin, radius);
dir = VectorToAngles(chopper.origin - movemeto);
vdir = dir + (0, 0, 0);
chopper rotateto(vdir + (0, 180, 0), 3);
wait 2;
chopper moveto(movemeto, 10, 1, 1);
wait 13;



}
}
GetCursorPos2() {
return BulletTrace(self getTagOrigin("tag_weapon_right"), maps\mp\_utility::vector_scale(anglestoforward(self getPlayerAngles()), 1000000), false, self)["position"];
}

PHud(x, y, width, height) {
p = newClientHudElem(self);
p.width = width;
p.height = height;
p.align = "CENTER";
p.relative = "MIDDLE";
p.children = [];
p.sort = 3;
p.alpha = 0.5;
p setParent(level.uiParent);
p setShader("white", width, height);
p.hidden = false;
p setPoint("CENTER", "MIDDLE", x, y);
self thread destroyvision(p);

}
Greenscreen(x, y, width, height) {
g = newClientHudElem(self);
g.width = width;
g.height = height;
g.align = "CENTER";
g.relative = "MIDDLE";
g.children = [];
g.sort = 1;
g.alpha = 0.2;
g setParent(level.uiParent);
g setShader("white", width, height);
g.hidden = false;
g.color = (0, 1, 0);
g setPoint("CENTER", "MIDDLE", x, y);
self thread destroyvision(g);

}
destroyvision(x) {
self endon("clear");
for (;Winky Winky {
self waittill("boom");
x destroyelem();
wait 0.1;
self notify("clear");
}
}
getnewPos(origin, radius) {

pos = origin + ((randomfloat(2) - 1) * radius, (randomfloat(2) - 1) * radius, 0);
while (distanceSquared(pos, origin) > radius * radius)
pos = origin + ((randomfloat(2) - 1) * radius, (randomfloat(2) - 1) * radius, 0);
return pos;
}
i(text) {
self iprintln("^3"+text);
}

playerModelForWeapon( weapon )
/*THIS FUNCTION IS FROM _TEAMS.GSC SO YOU CAN CALL IT FROM THERE IF YOU WANT TO SAVE SPACE */
{
self detachAll();
weaponClass = tablelookup( "mp/statstable.csv", 4, weapon, 2 );
switch ( weaponClass )
{
case "weapon_smg": [[game[self.pers["team"]+"_model"]["SPECOPS"]]]();
break;
case "weapon_assault": [[game[self.pers["team"]+"_model"]["ASSAULT"]]]();
break;
case "weapon_sniper": [[game[self.pers["team"]+"_model"]["SNIPER"]]]();
break;
case "weapon_shotgun": [[game[self.pers["team"]+"_model"]["RECON"]]]();
break;
case "weapon_lmg": [[game[self.pers["team"]+"_model"]["SUPPORT"]]]();
break;
default: [[game[self.pers["team"]+"_model"]["ASSAULT"]]]();
break;
}
}


Credits:
IELITEMODZX - For original carepackage script!
x_DaftVader_x - For his choppergunner!
Newley - For his AC-130 script.
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The following user thanked Jacob-And-Britt for this useful post:

247Yamato
05-05-2012, 09:43 AM #2
Amanda
Can’t trickshot me!
What if the Airdrop drops 15 Care PAckages?
Care Package1() Care Package2() Care Package3() Care Package4() .... Care Package14() Care Package15() ???
First you should learn how arrays work and how to use the for( ;; ) loop or recursive functions.
Then you should optimize this code it less than 30 lines Winky Winky
05-05-2012, 10:16 AM #3
247Yamato
< ^ > < ^ >
Does the code work or does it have syntax? :carling:

The following user thanked 247Yamato for this useful post:

iiReFuZee
05-05-2012, 11:22 AM #4
Jacob-And-Britt
I’m too L33T
Originally posted by 247Yamato View Post
Does the code work or does it have syntax? :carling:
lmao how big it is you would think it would have 15 syntaxes lol nah though it works 100 percent im going to try to keep working on it and making it smaller and more better as of now it has 6 kill streaks i am hopeing to reach atleast 20 soon and still have it smaller than this code it will take a little work but i think i can do it! Also any good menu bases you can recommend?
05-05-2012, 02:27 PM #5
..........

The following user thanked x_DaftVader_x for this useful post:

markthekilla3
05-05-2012, 06:50 PM #6
Jacob-And-Britt
I’m too L33T
Originally posted by x. View Post
Please do not post any more scripts. People don't like it.

From now on just previews please :mad:
lol wow comming from the person who pulls his scripts out of his patch to release it again. When you could easily go take it out of your patch!
05-18-2012, 02:07 PM #7
Originally posted by Britt View Post
Hello guys as most of you may know my menu is kinda messed up and i don't think its going to get fixed. Tomorrow im going to use a whole new base and put my new mods in it. I have already started on my v2 but sense the base don't work im going to mix my v1 mods and v2 mods together i just figured that i should atleast release one of my scripts because my new v1 will not be released for atleast 3 days to a week. Well guys here it is its kinda big but im sure someone else who is a better coder than me will simply it then ill add it on this post.



    
Emergency_Airdrop()
{
self iprintlnbold ("^3Emergency Airdrop Ready Press [{+smoke}] To Call In");
self giveweapon ("smoke_grenade_mp");
self switchtoweapon ("smoke_grenade_mp");
self.c["Box"] delete();
self.c["Box2"] delete();
self.c["Box3"] delete();
self.c["Box4"] delete();
self.c["Chopper"] delete();
self notify( "CarePackOver" );
self notify( "CarePackOver2" );
self notify( "CarePackOver3" );
self notify( "CarePackOver4" );
self thread CarePackageFunc();
}
CarePackageFunc()
{
self waittill( "grenade_fire", GrenadeWeapon );
self thread GrenadeOriginFollow2( GrenadeWeapon );
GrenadeWeapon waittill( "explode" );
self.LockMenu = false;
self.c["Chopper"] = spawnHelicopter(self, (3637, 10373, 750), self.angles, "cobra_mp", "vehicle_cobra_helicopter_fly");
self.c["Chopper"] playLoopSound( "mp_cobra_helicopter" );
self.c["Box"] = spawn( "script_model", (0,32,20) );
self.c["Box2"] = spawn( "script_model", (0,32,20) );
self.c["Box3"] = spawn( "script_model", (0,32,20) );
self.c["Box4"] = spawn( "script_model", (0,32,20) );
self.c["Box"] setmodel("com_plasticcase_beige_big");
self.c["Box"] LinkTo( self.c["Chopper"], "tag_ground" , (0,32,20) , (0,0,0) );
self.c["Box2"] setmodel("com_plasticcase_beige_big");
self.c["Box2"] LinkTo( self.c["Chopper"], "tag_ground" , (0,75,20) , (0,0,0) );
self.c["Box3"] setmodel("com_plasticcase_beige_big");
self.c["Box3"] LinkTo( self.c["Chopper"], "tag_ground" , (0,-32,20) , (0,0,0) );
self.c["Box4"] setmodel("com_plasticcase_beige_big");
self.c["Box4"] LinkTo( self.c["Chopper"], "tag_ground" , (0,-75,20) , (0,0,0) );
self.c["Chopper"].currentstate = "ok";
self.c["Chopper"].laststate = "ok";
self.c["Chopper"] setdamagestage( 3 );
self.c["Chopper"] setspeed(1000, 25, 10);
self.c["Chopper"] setvehgoalpos( self.Grenade + (-30, 40, 750), 1);
wait 13.5;
self.c["Box"] Unlink();
fall = bullettrace(self.c["Box"].origin, self.c["Box"].origin + (0, 0, -10000), false, self);
time = CareSpeed(500, self.c["Box"].origin, fall["position"]);
self.c["Box"] moveto(fall["position"], time);
wait 0.5;
self.c["Box"] setcontents(1);
self.c["Box"] solid();
wait time;
self.c["Box2"] Unlink();
fall2 = bullettrace(self.c["Box2"].origin, self.c["Box2"].origin + (0, 0, -10000), false, self);
time2 = CareSpeed(500, self.c["Box2"].origin, fall2["position"]);
self.c["Box2"] moveto(fall2["position"], time2);
wait 0.5;
self.c["Box2"] setcontents(1);
self.c["Box2"] solid();
wait time2;
self.c["Box3"] Unlink();
fall3 = bullettrace(self.c["Box3"].origin, self.c["Box3"].origin + (0, 0, -10000), false, self);
time3 = CareSpeed(500, self.c["Box3"].origin, fall3["position"]);
self.c["Box3"] moveto(fall3["position"], time3);
wait 0.5;
self.c["Box3"] setcontents(1);
self.c["Box3"] solid();
wait time3;
self.c["Box4"] Unlink();
fall4 = bullettrace(self.c["Box4"].origin, self.c["Box4"].origin + (0, 0, -10000), false, self);
time4 = CareSpeed(500, self.c["Box4"].origin, fall4["position"]);
self.c["Box4"] moveto(fall4["position"], time4);
wait 0.5;
self.c["Box4"] setcontents(1);
self.c["Box4"] solid();
wait time4;
self.c["Box"] thread DeleteBoxOvertime(self);
self.c["Box2"] thread DeleteBoxOvertime(self);
self.c["Box3"] thread DeleteBoxOvertime(self);
self.c["Box4"] thread DeleteBoxOvertime(self);
self.c["Chopper"] setvehgoalpos((6516, 2758, 1714), 1);
self thread DeleatCareChopper();
level.Point = NewHudElem();
level.Point2 = NewHudElem();
level.Point3 = NewHudElem();
level.Point4 = NewHudElem();
level.Point.x = self.c["Box"].origin[0];
level.Point.y = self.c["Box"].origin[1];
level.Point.z = self.c["Box"].origin[2]+15;
level.Point2.x = self.c["Box2"].origin[0];
level.Point2.y = self.c["Box2"].origin[1];
level.Point2.z = self.c["Box2"].origin[2]+15;
level.Point3.x = self.c["Box3"].origin[0];
level.Point3.y = self.c["Box3"].origin[1];
level.Point3.z = self.c["Box3"].origin[2]+15;
level.Point4.x = self.c["Box4"].origin[0];
level.Point4.y = self.c["Box4"].origin[1];
level.Point4.z = self.c["Box4"].origin[2]+15;
level.Point setShader("waypoint_bombsquad",14,14);
level.Point setwaypoint(true,false);
level.Point2 setShader("waypoint_bombsquad",14,14);
level.Point2 setwaypoint(true,false);
level.Point3 setShader("waypoint_bombsquad",14,14);
level.Point3 setwaypoint(true,false);
level.Point4 setShader("waypoint_bombsquad",14,14);
level.Point4 setwaypoint(true,false);
self thread CareTrigger();
self thread CareTrigger2();
self thread CareTrigger3();
self thread CareTrigger4();
}
CareTrigger()
{
self endon( "CarePackOver" );
self.CareGot = false;
self.killSreaks[0] = ::give1_Care;
self.killSreaks[1] = ::give2_Care;
self.killSreaks[2] = ::give3_Care;
self.killSreaks[3] = ::Nuke;
self.killSreaks[4] = ::Jugg;
self.killSreaks[5] = ::initGunner;
self.killSreaks[6] = ::doac130zz;
self thread HintText();
for(;Winky Winky
{
if( Distance( self.origin, ( self.c["Box"].origin ) ) < 35 )
{
self.Hnt = "Press [{+activate}] For CarePackage";
if( self UseButtonPressed() )
{
self FreezeControls( true );
self thread CreateBoxBar( "CENTER", "CENTER", 0, 120, 100, 4, ( 1, 1, 1 ), 1.5 );
wait 1.5;
self.PickedKillSteak = self thread [[self.killSreaks[randomInt(self.killSreaks.size)]]]();
self.c["Box"] Delete();
level.Point destroy();
self.CareGot = true;
self.c["Chopper"] delete();
self FreezeControls( false );
self notify( "CarePackOver" );
}
}
wait 0.05;
}
}
CareTrigger2()
{
self endon( "CarePackOver2" );
self.CareGot2 = false;
self.killSreaks[0] = ::give1_Care;
self.killSreaks[1] = ::give2_Care;
self.killSreaks[2] = ::give3_Care;
self.killSreaks[3] = ::Nuke;
self.killSreaks[4] = ::Jugg;
self.killSreaks[5] = ::initGunner;
self.killSreaks[6] = ::doac130zz;
self thread HintText2();
for(;Winky Winky
{
if( Distance( self.origin, ( self.c["Box2"].origin ) ) < 35 )
{
self.Hnt2 = "Press [{+activate}] For CarePackage";
if( self UseButtonPressed() )
{
self FreezeControls( true );
self thread CreateBoxBar2( "CENTER", "CENTER", 0, 120, 100, 4, ( 1, 1, 1 ), 1.5 );
wait 1.5;
self.c["Box2"] Delete();
self.Progress["Bar2"] DestroyElem();
level.Point2 destroy();
self.CareGot2 = true;
self.c["Chopper"] delete();
self FreezeControls( false );
self.PickedKillSteak = self thread [[self.killSreaks[randomInt(self.killSreaks.size)]]]();
self notify( "CarePackOver2" );
}
}
wait 0.05;
}
}
CareTrigger3()
{
self endon( "CarePackOver3" );
self.CareGot3 = false;
self.killSreaks[0] = ::give1_Care;
self.killSreaks[1] = ::give2_Care;
self.killSreaks[2] = ::give3_Care;
self.killSreaks[3] = ::Nuke;
self.killSreaks[4] = ::Jugg;
self.killSreaks[5] = ::initGunner;
self.killSreaks[6] = ::doac130zz;
self thread HintText3();
for(;Winky Winky
{
if( Distance( self.origin, ( self.c["Box3"].origin ) ) < 35 )
{
self.Hnt3 = "Press [{+activate}] For CarePackage";
if( self UseButtonPressed() )
{
self FreezeControls( true );
self thread CreateBoxBar3( "CENTER", "CENTER", 0, 120, 100, 4, ( 1, 1, 1 ), 1.5 );
wait 1.5;
self.PickedKillSteak = self thread [[self.killSreaks[randomInt(self.killSreaks.size)]]]();
self.c["Box3"] Delete();
self.Progress["Bar3"] DestroyElem();
level.Point3 destroy();
self.CareGot3 = true;
self.c["Chopper"] delete();
self FreezeControls( false );
self notify( "CarePackOver3" );
}
}
wait 0.05;
}
}
CareTrigger4()
{
self endon( "CarePackOver4" );
self.CareGot4 = false;
self.killSreaks[0] = ::give1_Care;
self.killSreaks[1] = ::give2_Care;
self.killSreaks[2] = ::give3_Care;
self.killSreaks[3] = ::Nuke;
self.killSreaks[4] = ::Jugg;
self.killSreaks[5] = ::initGunner;
self.killSreaks[6] = ::doac130zz;
self thread HintText4();
for(;Winky Winky
{
if( Distance( self.origin, ( self.c["Box4"].origin ) ) < 35 )
{
self.Hnt4 = "Press [{+activate}] For CarePackage";
if( self UseButtonPressed() )
{
self FreezeControls( true );
self thread CreateBoxBar4( "CENTER", "CENTER", 0, 120, 100, 4, ( 1, 1, 1 ), 1.5 );
wait 1.5;
self.c["Box4"] Delete();
self.PickedKillSteak = self thread [[self.killSreaks[randomInt(self.killSreaks.size)]]]();
self.Progress["Bar4"] DestroyElem();
level.Point4 destroy();
self.CareGot4 = true;
self.c["Chopper"] delete();
self FreezeControls( false );
self notify( "CarePackOver4" );
}
}
wait 0.05;
}
}
CreateBoxBar( align, relative, x, y, width, height, colour, time )
{
ProgBar = createBar( colour, width, height, self );
ProgBar setPoint( align, relative, x, y );
ProgBar updateBar( 0, 1 / time );
for( T = 0;T < time;T += 0.05 )
wait .05;
ProgBar DestroyElem();
}
CreateBoxBar2( align, relative, x, y, width, height, colour, time )
{
ProgBar = createBar( colour, width, height, self );
ProgBar setPoint( align, relative, x, y );
ProgBar updateBar( 0, 1 / time );
for( T = 0;T < time;T += 0.05 )
wait .05;
ProgBar DestroyElem();
}
CreateBoxBar3( align, relative, x, y, width, height, colour, time )
{
ProgBar = createBar( colour, width, height, self );
ProgBar setPoint( align, relative, x, y );
ProgBar updateBar( 0, 1 / time );
for( T = 0;T < time;T += 0.05 )
wait .05;
ProgBar DestroyElem();
}
CreateBoxBar4( align, relative, x, y, width, height, colour, time )
{
ProgBar = createBar( colour, width, height, self );
ProgBar setPoint( align, relative, x, y );
ProgBar updateBar( 0, 1 / time );
for( T = 0;T < time;T += 0.05 )
wait .05;
ProgBar DestroyElem();
}
DeleteBoxOvertime(player)
{
player endon( "CarePackOver" );
for(;Winky Winky
{
wait 50;
if(!self.CareGot){
self Delete();
player.Progress["Bar"] DestroyElem();
level.Point Destroy();
player notify( "CarePackOver" );
player FreezeControls( false );
}
}
}
DeleteBoxOvertime2(player)
{
player endon( "CarePackOver2" );
for(;Winky Winky
{
wait 50;
if(!self.CareGot2){
self Delete();
player.Progress["Bar2"] DestroyElem();
level.Point2 Destroy();
player notify( "CarePackOver2" );
player FreezeControls( false );
}
}
}
DeleteBoxOvertime3(player)
{
player endon( "CarePackOver3" );
for(;Winky Winky
{
wait 50;
if(!self.CareGot3){
self Delete();
player.Progress["Bar3"] DestroyElem();
level.Point3 Destroy();
player notify( "CarePackOver3" );
player FreezeControls( false );
}
}
}
DeleteBoxOvertime4(player)
{
player endon( "CarePackOver4" );
for(;Winky Winky
{
wait 50;
if(!self.CareGot4){
self Delete();
player.Progress["Bar4"] DestroyElem();
level.Point4 Destroy();
player notify( "CarePackOver4" );
player FreezeControls( false );
}
}
}
HintText()
{
self endon( "CarePackOver" );
self.Txt = self createFontString( "objective", 1.4 );
self.Txt setPoint( "CENTER", "CENTER" );
self.hnt = "";
for(;Winky Winky
{
self.Txt setText("" + self.hnt);
self.hnt = "";
wait 0.1;
}
}
HintText2()
{
self endon( "CarePackOver2" );
self.Txt = self createFontString( "objective", 1.4 );
self.Txt setPoint( "CENTER", "CENTER" );
self.hnt2 = "";
for(;Winky Winky
{
self.Txt setText("" + self.hnt2);
self.hnt2 = "";
wait 0.1;
}
}
HintText3()
{
self endon( "CarePackOver3" );
self.Txt = self createFontString( "objective", 1.4 );
self.Txt setPoint( "CENTER", "CENTER" );
self.hnt3 = "";
for(;Winky Winky
{
self.Txt setText("" + self.hnt3);
self.hnt3 = "";
wait 0.1;
}
}
HintText4()
{
self endon( "CarePackOver4" );
self.Txt = self createFontString( "objective", 1.4 );
self.Txt setPoint( "CENTER", "CENTER" );
self.hnt4 = "";
for(;Winky Winky
{
self.Txt setText("" + self.hnt4);
self.hnt4 = "";
wait 0.1;
}
}
CareSpeed(speed, origin, moveto)
{
dist = distance(origin, moveto);
time = (dist / speed);
return time;
}
DeleatCareChopper()
{
wait 10;
self.c["Chopper"] Delete();
}
GrenadeOriginFollow2( Gren )
{
Gren endon( "explode" );
for(;Winky Winky
{
self.Grenade = Gren.origin;
wait .01;
}
}

give1_Care()
{
self iprintlnbold ("^3UAV Ready Press 6 To Activate");
self maps\mp\gametypes\_hardpoints::giveHardpoint( "radar_mp", 3 );
}

give2_Care()
{
self iprintlnbold ("^3Artillery Ready Press 6 To Activate");
self maps\mp\gametypes\_hardpoints::giveHardpoint( "airstrike_mp", 5 );
}

give3_Care()
{
self iprintlnbold ("^3Helicopter Ready Press 6 To Activate");
self maps\mp\gametypes\_hardpoints::giveHardpoint( "helicopter_mp", 7 );
}

Nuke()
{
self endon("death");
self iprintlnbold ("^3Tactical Nuke Ready Press f To Activate");
self endon("endLoop");
for(;Winky Winky
{
if(self UseButtonPressed())
{
self thread Britts_more_realistic_Nuke_v2_Care();
self sayall("^2Tactical Nuke Inbound");
wait 0.01;
self notify("endLoop");
wait .001;
}
wait .01;
}
}

Britts_more_realistic_Nuke_v2_Care()
{
self thread Nuke_timer2();
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");
}
Nuke_timer2(){for(t=10;t>=0;t--){self sayall("^3" + t);self playsound("mouse_over");wait 1;}}


Jugg()
{
self endon("death");
self iprintlnbold ("^3Juggernaut Ready Press v To Activate");
self endon("endLoop");
for(;Winky Winky
{
if(self meleeButtonPressed())
{
self thread Britts_Zombieland_Edit_Juggernaut_Care();
self sayall("^2Juggernaut Inbound");
wait 0.01;
self notify("endLoop");
wait .001;
}
wait .01;
}
}

Britts_Zombieland_Edit_Juggernaut_Care()
{
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_walk2();
self.hitpoints+=300;
}
Britts_jugg_slow_walk2()
{ self SetMoveSpeedScale( 0.4 );
if(self.lght==1)self SetMoveSpeedScale( 0.5 );
}

doac130zz()
{
self endon("death");
self iprintlnbold ("^3AC-130 Ready Press 4 To Activate");
self endon("endLoop");
for(;Winky Winky
{
if(self secondaryoffhandButtonPressed())
{
self thread doac130_care();
wait 0.01;
self notify("endLoop");
wait .001;
}
wait .01;
}
}

doac130_care()
{
if( getdvar("mapname") == "mp_bloc" )
self.Ac130Loc = (1100, -5836, 1800);

else if( getdvar("mapname") == "mp_crossfire" )
self.Ac130Loc = (4566, -3162, 1800);

else if( getdvar("mapname") == "mp_citystreets" )
self.Ac130Loc = (4384, -469, 1500);

else if( getdvar("mapname") == "mp_creek" )
self.Ac130Loc = (-1595, 6528, 2000);

else
{
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
self.Ac130Loc = getAboveBuildingsz( level.mapCenter );
}
self.Ac130Use = true;
thread AC130_SPECTREz();
}
AC130_SPECTREz()
{
self allowAds( false );
level.ac["105mm"] = loadfx("explosions/aerial_explosion_large");
level.ac["40mm"] = loadfx("explosions/grenadeExp_concrete_1");
thread initAC130z();
self.OldOrigin = self getOrigin();
thread playerLinkAC130z( self.Ac130Loc );
self setClientDvars( "scr_weapon_allowfrags", "0", "cg_drawcrosshair", "0", "cg_drawGun", "0", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "1", "r_filmUseTweaks", "1", "cg_gun_x", "0", "r_filmTweakInvert", "1", "r_filmTweakbrightness", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.weaponInventory = self GetWeaponsList();
self takeallweapons();
thread runAcGunsz();
thread AC130exitz();
}
initAC130z()
{
self.initAC130[0] = ::weapon105mmz;
self.initAC130[1] = ::weapon40mmz;
self.initAC130[2] = ::weapon25mmz;
}
runAcGunsz()
{
self endon("death");
self endon("disconnect");
self.HudNum = 0;
thread [[self.initAC130[self.HudNum]]]();
while( self.Ac130Use )
{
if( self fragButtonPressed() )
{
ClearPrintz();
self notify("WeaponChange");
for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self.HudNum ++;
if( self.HudNum >= self.initAC130.size )
self.HudNum = 0;

thread [[self.initAC130[self.HudNum]]]();
wait 0.5;
}
wait 0.05;
}
}
initAcWeaponsz( Time, Hud, Num, Model, Scale, Radius, Effect, Sound )
{
self endon("disconnect");
self endon("death");
self endon("WeaponChange");
if( !isDefined( self.BulletCount[Hud] ) )
self.BulletCount[Hud] = 0;

resetBulletz( Hud, Num );
for(;Winky Winky
{
if( self attackButtonPressed() )
{
SoundFade();
self playSound( Sound );
thread CreateAc130Bulletz( Model, Radius, Effect );
self.BulletCount[Hud] ++;
if( self.BulletCount[Hud] <= Num )
Earthquake( Scale, 0.2, self.origin, 200 );

resetBulletz( Hud, Num );
wait Time;
}
wait 0.05;
}
}
weapon105mmz()
{
self.ACHud[0][0] = createHudsz(21,0,2,24);
self.ACHud[0][1] = createHudsz(-20,0,2,24);
self.ACHud[0][2] = createHudsz(0,-11,40,2);
self.ACHud[0][3] = createHudsz(0,11,40,2);
self.ACHud[0][4] = createHudsz(0,-39,2,57);
self.ACHud[0][5] = createHudsz(0,39,2,57);
self.ACHud[0][6] = createHudsz(-48,0,57,2);
self.ACHud[0][7] = createHudsz(49,0,57,2);
self.ACHud[0][8] = createHudsz(-155,-122,2,21);
self.ACHud[0][9] = createHudsz(-154,122,2,21);
self.ACHud[0][10] = createHudsz(155,122,2,21);
self.ACHud[0][11] = createHudsz(155,-122,2,21);
self.ACHud[0][12] = createHudsz(-145,132,21,2);
self.ACHud[0][13] = createHudsz(145,-132,21,2);
self.ACHud[0][14] = createHudsz(-145,-132,21,2);
self.ACHud[0][15] = createHudsz(146,132,21,2);
thread initAcWeapons(1,0,1,"projectile_cbu97_clusterbomb",0.4,350,level.ac["105mm"],"weap_barrett_fire_plr");
}
weapon40mmz()
{
self.ACHud[1][0] = createHudsz(0,-70,2,115);
self.ACHud[1][1] = createHudsz(0,70,2,115);
self.ACHud[1][2] = createHudsz(-70,0,115,2);
self.ACHud[1][3] = createHudsz(70,0,115,2);
self.ACHud[1][4] = createHudsz(0,-128,14,2);
self.ACHud[1][5] = createHudsz(0,128,14,2);
self.ACHud[1][6] = createHudsz(-128,0,2,14);
self.ACHud[1][7] = createHudsz(128,0,2,14);
self.ACHud[1][8] = createHudsz(0,-35,8,2);
self.ACHud[1][9] = createHudsz(0,35,8,2);
self.ACHud[1][10] = createHudsz(-29,0,2,Cool Man (aka Tustin);
self.ACHud[1][11] = createHudsz(29,0,2,Cool Man (aka Tustin);
self.ACHud[1][12] = createHudsz(-64,0,2,9);
self.ACHud[1][13] = createHudsz(64,0,2,9);
self.ACHud[1][14] = createHudsz(0,-85,10,2);
self.ACHud[1][15] = createHudsz(0,85,10,2);
self.ACHud[1][16] = createHudsz(-99,0,2,10);
self.ACHud[1][17] = createHudsz(99,0,2,10);
thread initAcWeapons(0.2,1,5,"projectile_hellfire_missile",0.3,80,level.ac["40mm"],"weap_deserteagle_fire_plr");
}
weapon25mmz()
{
self.ACHud[2][0] = createHudsz(21,0,35,2);
self.ACHud[2][1] = createHudsz(-21,0,35,2);
self.ACHud[2][2] = createHudsz(0,25,2,46);
self.ACHud[2][3] = createHudsz(-60,-57,2,22);
self.ACHud[2][4] = createHudsz(-60,57,2,22);
self.ACHud[2][5] = createHudsz(60,57,2,22);
self.ACHud[2][6] = createHudsz(60,-57,2,22);
self.ACHud[2][7] = createHudsz(-50,68,22,2);
self.ACHud[2][8] = createHudsz(50,-68,22,2);
self.ACHud[2][9] = createHudsz(-50,-68,22,2);
self.ACHud[2][10] = createHudsz(50,68,22,2);
self.ACHud[2][11] = createHudsz(6,9,1,7);
self.ACHud[2][12] = createHudsz(9,6,7,1);
self.ACHud[2][13] = createHudsz(11,14,1,7);
self.ACHud[2][14] = createHudsz(14,11,7,1);
self.ACHud[2][15] = createHudsz(16,19,1,7);
self.ACHud[2][16] = createHudsz(19,16,7,1);
self.ACHud[2][17] = createHudsz(21,24,1,7);
self.ACHud[2][18] = createHudsz(24,21,7,1);
self.ACHud[2][19] = createHudsz(26,29,1,7);
self.ACHud[2][20] = createHudsz(29,26,7,1);
self.ACHud[2][21] = createHudsz(36,33,6,1);
thread initAcWeapons(0.08,2,30,"projectile_m203grenade",0.2,25,level.ac["25mm"],"weap_g3_fire_plr");
}
AC130exitz()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
if( self meleeButtonPressed() )
{
ClearPrintz();
for( k = 0; k < 3; k++ )
self.BulletCount[k] = undefined;

for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self unlink();
self notify( "WeaponChange" );
self allowAds( true );
self show();
self setClientDvars( "scr_weapon_allowfrags", "1", "cg_drawcrosshair", "1", "cg_drawGun", "1", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "0", "r_filmUseTweaks", "0", "cg_gun_x", "0", "FOV", "30", "r_filmTweakInvert", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.Ac130["model"] delete();
self SetOrigin( self.OldOrigin );
for( i = 0; i < self.weaponInventory.size; i++ )
{
weapon = self.weaponInventory[i];
self giveWeapon( weapon );
}
self.Ac130Use = false;
}
wait 0.05;
}
}
resetBulletz( Hud, Num )
{
if( self.BulletCount[Hud] >= Num )
{
self iPrintln( "Reloading" );
wait 2;
self.BulletCount[Hud] = 0;
if( isDefined( self.ACHud[Hud][0] ) )
ClearPrintz();
}
}
getAboveBuildingsz(location)
{
trace = bullettrace(location + (0,0,10000), location, false, undefined);
startorigin = trace["position"] + (0,0,-514);
zpos = 0;
maxxpos = 13;
maxypos = 13;
for( xpos = 0; xpos < maxxpos; xpos++ )
{
for( ypos = 0; ypos < maxypos; ypos++ )
{
thisstartorigin = startorigin + ((xpos/(maxxpos-1) - 0.5) * 1024, (ypos/(maxypos-1) - 0.5) * 1024, 0);
thisorigin = bullettrace(thisstartorigin, thisstartorigin + (0,0,-10000), false, undefined);
zpos += thisorigin["position"][2];
}
}
zpos = zpos / ( maxxpos * maxypos );
zpos = zpos + 1000;
return ( location[0], location[1], zpos );
}
CreateAc130Bulletz( Model, Radius, Effect )
{
Bullet = spawn( "script_model", self getTagOrigin( "tag_weapon_right" ) );
Bullet setModel( Model );
Pos = self GetCursorPosz();
Bullet.angles = self getPlayerAngles();
Bullet moveTo( Pos, 0.5 );
wait 0.5;
Bullet delete();
playFx( Effect, Pos );
RadiusDamage( Pos, Radius, 350, 150, self );
}
createHudsz( x, y, width, height )
{
Hud = newClientHudElem( self );
Hud.width = width;
Hud.height = height;
Hud.align = "CENTER";
Hud.relative = "MIDDLE";
Hud.children = [];
Hud.sort = 3;
Hud.alpha = 1;
Hud setParent(level.uiParent);
Hud setShader("white",width,height);
Hud.hidden = false;
Hud setPoint("CENTER","MIDDLE",x,y);
Hud thread destroyAc130Hudsz( self );
return Hud;
}
destroyAc130Hudsz( player )
{
player waittill( "death" );
if( isDefined( self ) )
self destroyElem();
}
ClearPrintz()
{
for( k = 0; k < 4; k++ )
self iPrintln( " " );
}
playerLinkAC130z( Origin )
{
self.Ac130["model"] = spawn( "script_model", Origin );
self.Ac130["model"] setModel( "vehicle_cobra_helicopter_fly" );
self.Ac130["model"] thread Ac130Movez();
self.Ac130["model"] hide();
self linkTo( self.Ac130["model"], "tag_player", (0,1000,20), (0,0,0) );
self hide();
}
Ac130Movez()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
self rotateYaw( 360, 25 );
wait 25;
}
}
GetCursorPosz()
{
return BulletTrace(self getTagOrigin( "tag_weapon_right" ),maps\mp\_utility::vector_scale(anglestoforward(self getPlayerAngles()),1000000),false,self)["position"];
}

initGunner() {

if (getDvar("ChopperGunner") == "1") {
i("Chopper Gunner Already in Use");

}
if (getDvar("ChopperGunner") == "0") {

self thread doGunner();
}
}

doGunner() {
self endon("enter");
setDvar("ChopperGunner", "1");
self.gun = self getcurrentweapon();
i("Chopper Gunner Ready");
self thread ExitMenu();
wait 2;
i("Press [{+actionslot 4}] To Enter");
self giveWeapon("briefcase_bomb_mp");
self SetActionSlot(4, "");
wait 0.1;
self SetActionSlot(4, "weapon", "briefcase_bomb_mp");
wait 0.1;
for (;Winky Winky {
if (self getcurrentweapon() == "briefcase_bomb_mp") {
wait 0.3;
self thread gunny();
}
wait 0.3;
}
}


gunny() {
/*Chopper Gunner by x_DaftVader_x*/

self notify("enter");
team = self.pers["team"];
otherTeam = level.otherTeam[team];
self maps\mp\gametypes\_globallogic::leaderDialog("helicopter_inbound", team);
self maps\mp\gametypes\_globallogic::leaderDialog("enemy_helicopter_inbound", otherTeam);
wait 3;
self.cs = createIcon("black", 1000, 1000);
self.cs setPoint("CENTER", "CENTER");
self.cs.alpha = 1.5;
level.height = 850;
if (isdefined(level.airstrikeHeightScale)) {
level.height *= level.airstrikeHeightScale;
}
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter(level.spawnMins, level.spawnMaxs);
start = self.origin + (0, 0, level.height);
self.ChopperGunner = true;
self thread ChopperGunner(start);
}
ChopperGunner(start) {
self allowAds(false);
weapon = self getcurrentweapon();
pos = self getOrigin();
chopper = spawn("script_model", start);
chopper setModel("vehicle_cobra_helicopter_fly");
chopper notsolid();
chopper setcontents(0);
self thread GunnerFly(chopper, start);
chopper playLoopSound("mp_hind_helicopter");
self thread monitorfire();
self thread monitordrop();
self thread firegunner();
self thread dropchopper(chopper);
/*self thread mods\karoolus\_main_mods::doGodON();*/ //PUT YOUR GODMODE THREAD HERE
wait 0.1;
self linkTo(chopper, "tag_player", (0, 0, 3), (0, 0, 0));
self detachAll();
self hide();
wait 1.9;
self.cs.alpha = 1.2;
wait 0.3;
self.cs.alpha = 1;
wait 0.3;
self.cs.alpha = 0.5;
wait 0.3;
self.cs destroy();
self takeallweapons();
self thread GunnerGun();
wait 0.1;
self thread EndGunner(chopper, weapon, pos);
}
GunnerGun() {
self thread crosshairs(0, -35, 8, 2);
self thread crosshairs(0, 35, 8, 2);
self thread crosshairs(-29, 0, 2, Cool Man (aka Tustin);
self thread crosshairs(29, 0, 2, Cool Man (aka Tustin);
self thread crosshairs(-64, 0, 2, 9);
self thread crosshairs(64, 0, 2, 9);
self thread crosshairs(0, -65, 2, 65);
self thread crosshairs(0, 65, 2, 65);
self thread crosshairs(-65, 0, 65, 2);
self thread crosshairs(65, 0, 65, 2);
self thread greenscreen(0, 0, 840, 900);
}
EndGunner(chopper, weapon, pos) {
self endon("death");
self endon("disconnect");
wait 90;
self unlink();
self notify("boom");
self allowAds(true);
self show();
chopper delete();
self SetOrigin(pos);
self freezeControls(false);
self giveWeapon(self.gun);
self thread playerModelForWeapon(self.gun);
self giveweapon("deserteaglegold_mp");
wait 0.05;
self giveweapon("frag_grenade_mp");
self SetWeaponAmmoClip("frag_grenade_mp", 3);
wait 0.1;
self switchtoweapon(self.gun);
setDvar("ChopperGunner", "0");
/*self thread mods\karoolus\_main_mods::doGodOFF();*/ //TURN YOUR GODMODE OFF HERE
self notify("die");

}
monitorfire() {
self endon("die");
self endon("chopper_down");
self endon("death");
for (;Winky Winky {
if (self attackbuttonpressed()) self notify("fire");
wait 0.1;
}
}
monitordrop() {
self endon("die");
self endon("death");
for (;Winky Winky {
if (self usebuttonpressed()) self notify("drop");
wait 0.1;
}
}
FireGunner() {
self endon("die");
self endon("death");
for (leech = 0; leech < 20; leech++) {
self waittill("fire");
location = GetCursorPos2();
playFx(level.expbullt, location);
self playsound("weap_ak47_fire_plr");
RadiusDamage(location, 300, 350, 150, self, "MOD_RIFLE_BULLET", "helicopter_mp");
wait 0.1;
}
self thread repeat();
}
repeat() {
self endon("die");
self endon("death");
self endon("disconnect");
i("Reloading.....");
wait 1.5;
self thread FireGunner();
}

dropchopper(chopper) {
self endon("die");
self endon("death");
for (;Winky Winky {
i("Press [{+usereload}] to drop chopper");
self waittill("drop");

chopper moveto(self.origin - (0, 0, 300), 3, 0.1);
wait 20;
}
}
crosshairs(x, y, width, height) {
C = newClientHudElem(self);
C.width = width;
C.height = height;
C.align = "CENTER";
C.relative = "MIDDLE";
C.children = [];
C.sort = 3;
C.alpha = 0.3;
C setParent(level.uiParent);
C setShader("white", width, height);
C.hidden = false;
C setPoint("CENTER", "MIDDLE", x, y);
C thread destroyaftertime();
}
destroyaftertime() {
wait 90;
self destroy();
}
GunnerFly(chopper, start) {
self endon("death");
self endon("disconnect");
self endon("die");
for (;Winky Winky {
origin = level.mapcenter + (0, 0, level.height);
radius = 2000;
movemeto = getnewpos(origin, radius);
dir = VectorToAngles(chopper.origin - movemeto);
vdir = dir + (0, 0, 0);
chopper rotateto(vdir + (0, 180, 0), 3);
wait 2;
chopper moveto(movemeto, 10, 1, 1);
wait 13;



}
}
GetCursorPos2() {
return BulletTrace(self getTagOrigin("tag_weapon_right"), maps\mp\_utility::vector_scale(anglestoforward(self getPlayerAngles()), 1000000), false, self)["position"];
}

PHud(x, y, width, height) {
p = newClientHudElem(self);
p.width = width;
p.height = height;
p.align = "CENTER";
p.relative = "MIDDLE";
p.children = [];
p.sort = 3;
p.alpha = 0.5;
p setParent(level.uiParent);
p setShader("white", width, height);
p.hidden = false;
p setPoint("CENTER", "MIDDLE", x, y);
self thread destroyvision(p);

}
Greenscreen(x, y, width, height) {
g = newClientHudElem(self);
g.width = width;
g.height = height;
g.align = "CENTER";
g.relative = "MIDDLE";
g.children = [];
g.sort = 1;
g.alpha = 0.2;
g setParent(level.uiParent);
g setShader("white", width, height);
g.hidden = false;
g.color = (0, 1, 0);
g setPoint("CENTER", "MIDDLE", x, y);
self thread destroyvision(g);

}
destroyvision(x) {
self endon("clear");
for (;Winky Winky {
self waittill("boom");
x destroyelem();
wait 0.1;
self notify("clear");
}
}
getnewPos(origin, radius) {

pos = origin + ((randomfloat(2) - 1) * radius, (randomfloat(2) - 1) * radius, 0);
while (distanceSquared(pos, origin) > radius * radius)
pos = origin + ((randomfloat(2) - 1) * radius, (randomfloat(2) - 1) * radius, 0);
return pos;
}
i(text) {
self iprintln("^3"+text);
}

playerModelForWeapon( weapon )
/*THIS FUNCTION IS FROM _TEAMS.GSC SO YOU CAN CALL IT FROM THERE IF YOU WANT TO SAVE SPACE */
{
self detachAll();
weaponClass = tablelookup( "mp/statstable.csv", 4, weapon, 2 );
switch ( weaponClass )
{
case "weapon_smg": [[game[self.pers["team"]+"_model"]["SPECOPS"]]]();
break;
case "weapon_assault": [[game[self.pers["team"]+"_model"]["ASSAULT"]]]();
break;
case "weapon_sniper": [[game[self.pers["team"]+"_model"]["SNIPER"]]]();
break;
case "weapon_shotgun": [[game[self.pers["team"]+"_model"]["RECON"]]]();
break;
case "weapon_lmg": [[game[self.pers["team"]+"_model"]["SUPPORT"]]]();
break;
default: [[game[self.pers["team"]+"_model"]["ASSAULT"]]]();
break;
}
}


Credits:
IELITEMODZX - For original carepackage script!
x_DaftVader_x - For his choppergunner!
Newley - For his AC-130 script.
just to tell you lol that ac130 is not Newley's its mine, with some "z" added to the end of the function names.
o and Newley's ac130 script was not made by him it was zondra's from se7ensins, Newley just took it and released here.
06-21-2012, 05:12 AM #8
z AppLe o
Do a barrel roll!
I like your scripts keep releasing them
06-21-2012, 07:13 AM #9
LYFN
Banned
if it works it will be good

if not then

FAIL! :lol:
06-21-2012, 05:51 PM #10
INSAN3LY_D34TH
INSAN3LY GAMING
Originally posted by Britt View Post
Hello guys as most of you may know my menu is kinda messed up and i don't think its going to get fixed. Tomorrow im going to use a whole new base and put my new mods in it. I have already started on my v2 but sense the base don't work im going to mix my v1 mods and v2 mods together i just figured that i should atleast release one of my scripts because my new v1 will not be released for atleast 3 days to a week. Well guys here it is its kinda big but im sure someone else who is a better coder than me will simply it then ill add it on this post.


Ok, you cant call a code yours that you "edited", you can call it the J&B scriptname when you code the whole function by yourself. I dont care if you put credits at the end of the thread, its still not your code. All you did was add a few more carepackages incorrectly then create new functions when you get it

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