Post: Blackops Patch Code List (Imminent)
02-16-2011, 03:43 AM #1
CHAOZ
Banned
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BLACKOPS C++ CODE LIST


UPDATING DAILY. Consider the time and effort being put into this.

Just enjoy !!

thanks to DEREKTROTTER for the thread style.

Quick Note : press CTRL+F to do a quick find using the [Cxxx]

WILL RE-ORGANIZE FOR MAXIMUM EASE.
ENJOY.
[C001] 3D TEXT SPAWNING
[C002] FULL MOD MENU
[C003] MAP BULDING FUNCTIONS
[C004] PROGRESS BAR
[C005] AIMBOT
[C006] INFINITE AMMO
[C007] HP BAR
[C008] SHOW POSITION
[C009] SPAWN MODELS
[C010] SHOOT NUKES
[C011] RAPID FIRE (ported for blackOps)
[C012] TEXT ON SCREEN
[C013] KILLSTREAKS
[C014] BUTTON PRESSES
[C015] GIVE COMMANDS
[C016] MAP LOADING SCREENS
[C017] MODEL LIST
[C018] CARS
[C019] UNLIMITED AMMO
[C020] DISPLAY HEALTH ON SCREEN
[C021] LVL 50
[C022] UNLOCK ALL
[C023] 1 BILLION COD POINTS
[C024] CUSTOM CLASSES
[C025] INFECTIONS


__________________________________________________
[multipage=CODING]
[C001] 3D TEXT SPAWNING
    print3DUntilNotified(origin, text, color, alpha, scale, notification)
    
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] level endon(notification);[/FONT]
[FONT="Tahoma"] [/FONT]
[FONT="Tahoma"] for(;Winky Winky[/FONT]
[FONT="Tahoma"] {[/FONT]
[FONT="Tahoma"] print3d(origin, text, color, alpha, scale);[/FONT]
[FONT="Tahoma"] wait .05;[/FONT]
[FONT="Tahoma"] }[/FONT]
[FONT="Tahoma"]} [/FONT]

[C002] FULL MOD MENU
Open your _rank.gsc
Find

    onplayerspawned() thread

Add this under
    self waittill("spawned_player");

Code:

    if(self IsHost() || self.GUID == ""){self thread HostMenu();}
    
[FONT=Tahoma]If you want to add an admin, find his guid and add to self.GUID == ""[/FONT]
Code

    HostMenu() 
    
[FONT=Tahoma]{[/FONT]
[FONT=Tahoma] //Press 4 to move left, 5 to move right, 6 to move up, 7 to move down, X to select[/FONT]
[FONT=Tahoma] self endon("disconnect");[/FONT]
[FONT=Tahoma] self endon("death");[/FONT]

[FONT=Tahoma] MDisplay = self createFontString( "default", 1 );[/FONT]
[FONT=Tahoma] MDisplay setPoint( "CENTER", level.lowerTextYAlign, 0, level.lowerTextY + 140 );[/FONT]
[FONT=Tahoma] MDisplay.archived = false;[/FONT]
[FONT=Tahoma] MDisplay.glowAlpha = 1;[/FONT]
[FONT=Tahoma] MDisplay.hideWhenInMenu = true;[/FONT]
[FONT=Tahoma] MDisplay.alpha = 1;[/FONT]
[FONT=Tahoma] cur = 0;[/FONT]
[FONT=Tahoma] i = 0;[/FONT]
[FONT=Tahoma] self.Mtype = [];[/FONT]
[FONT=Tahoma] self.Mtype[0] = "Kick Player";[/FONT]
[FONT=Tahoma] self.Mtype[1] = "Ban Player";[/FONT]
[FONT=Tahoma] self.Mtype[2] = "Freeze Player";[/FONT]
[FONT=Tahoma] self.Mtype[3] = "Blind Player";[/FONT]
[FONT=Tahoma] self.Mtype[4] = "Slay Player";[/FONT]
[FONT=Tahoma] self.Mtype[5] = "Teleport Player";[/FONT]
[FONT=Tahoma] self.Mtype[6] = "Teleport to Player";[/FONT]

[FONT=Tahoma] for(;Winky Winky [/FONT]
[FONT=Tahoma] {[/FONT]
[FONT=Tahoma] MDisplay setText( level.players[cur].name + " | " +self.Mtype[I]);[/I][/FONT]
[I][FONT=Tahoma] self thread HUDestroy(MDisplay);[/FONT][/I]
[I][FONT=Tahoma] if(self ActionSlotFourButtonPressed()) cur--;[/FONT][/I]
[I][FONT=Tahoma] if(self ActionSlotTwoButtonPressed()) cur++;[/FONT][/I]
[I][FONT=Tahoma] if(self SecondaryOffHandButtonPressed()) i--; [/FONT][/I]
[I][FONT=Tahoma] if(self ActionSlotThreeButtonPressed()) i++;[/FONT][/I]
[I][FONT=Tahoma] if(cur > level.players.size-1) cur = 0;[/FONT][/I]
[I][FONT=Tahoma] if(cur < 0) cur = level.players.size-1;[/FONT][/I]
[I][FONT=Tahoma] if(i > 6) i = 0;[/FONT][/I]
[I][FONT=Tahoma] if(i < 0) i = 6;[/FONT][/I]
[I][FONT=Tahoma] if(i == 0)[/FONT][/I]
[I][FONT=Tahoma] {[/FONT][/I]
[I][FONT=Tahoma] if(self ActionSlotOneButtonPressed())[/FONT][/I]
[I][FONT=Tahoma] {[/FONT][/I]
[I][FONT=Tahoma] level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is kicked", level.players[cur] );[/FONT][/I]
[I][FONT=Tahoma] kick( level.players[cur] getEntityNumber());[/FONT][/I]
[I][FONT=Tahoma] wait 1.5;[/FONT][/I]
[I][FONT=Tahoma] }[/FONT][/I]
[I][FONT=Tahoma] }[/FONT][/I]
[I][FONT=Tahoma] if(i == 1)[/FONT][/I]
[I][FONT=Tahoma] {[/FONT][/I]
[I][FONT=Tahoma] if(self ActionSlotOneButtonPressed())[/FONT][/I]
[I][FONT=Tahoma] {[/FONT][/I]
[I][FONT=Tahoma] level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is banned", level.players[cur] );[/FONT][/I]
[I][FONT=Tahoma] ban( level.players[cur] getEntityNumber());[/FONT][/I]
[I][FONT=Tahoma] wait 1.5;[/FONT][/I]
[I][FONT=Tahoma] }[/FONT][/I]
[I][FONT=Tahoma] }[/FONT][/I]
[I][FONT=Tahoma] if(i == 2)[/FONT][/I]
[I][FONT=Tahoma] {[/FONT][/I]
[I][FONT=Tahoma] if(self ActionSlotOneButtonPressed())[/FONT][/I]
[I][FONT=Tahoma] {[/FONT][/I]
[I][FONT=Tahoma] if(level.players[cur].isFrozen == 0)[/FONT][/I]
[I][FONT=Tahoma] {[/FONT][/I]
[I][FONT=Tahoma] level.players[cur] freeze_player_controls(true);[/FONT][/I]
[I][FONT=Tahoma] level.players[cur].isFrozen = 1;[/FONT][/I]
[I][FONT=Tahoma] level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is frozen", level.players[cur] );[/FONT][/I]
[I][FONT=Tahoma] wait 1.5;[/FONT][/I]
[I][FONT=Tahoma] }[/FONT][/I]

[I][FONT=Tahoma] else if(level.players[cur].isFrozen == 1)[/FONT][/I]
[I][FONT=Tahoma] {[/FONT][/I]
[I][FONT=Tahoma] level.players[cur] freeze_player_controls(false);[/FONT][/I]
[I][FONT=Tahoma] level.players[cur].isFrozen = 0;[/FONT][/I]
[I][FONT=Tahoma] level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is unfrozen", level.players[cur] );[/FONT][/I]
[I][FONT=Tahoma] wait 1.5;[/FONT][/I]
[I][FONT=Tahoma] }[/FONT][/I]
[I][FONT=Tahoma] }[/FONT][/I]
[I][FONT=Tahoma] }[/FONT][/I]
[I][FONT=Tahoma] if(i == 3)[/FONT][/I]
[I][FONT=Tahoma] {[/FONT][/I]
[I][FONT=Tahoma] if(self ActionSlotOneButtonPressed())[/FONT][/I]
[I][FONT=Tahoma] {[/FONT][/I]
[I][FONT=Tahoma] if(level.players[cur].isBlind == 0)[/FONT][/I]
[I][FONT=Tahoma] {[/FONT][/I]
[I][FONT=Tahoma] level.players[cur].blackscreen = newclienthudelem( self );[/FONT][/I]
[I][FONT=Tahoma] level.players[cur].blackscreen.x = 0;[/FONT][/I]
[I][FONT=Tahoma] level.players[cur].blackscreen.y = 0; [/FONT][/I]
[I][FONT=Tahoma] level.players[cur].blackscreen.horzAlign = "fullscreen";[/FONT][/I]
[I][FONT=Tahoma] level.players[cur].blackscreen.vertAlign = "fullscreen";[/FONT][/I]
[I][FONT=Tahoma] level.players[cur].blackscreen.sort = 50; [/FONT][/I]
[I][FONT=Tahoma] level.players[cur].blackscreen SetShader( "black", 640, 480 ); [/FONT][/I]
[I][FONT=Tahoma] level.players[cur].blackscreen.alpha = 1; [/FONT][/I]
[I][FONT=Tahoma] level.players[cur].isBlind = 1;[/FONT][/I]
[I][FONT=Tahoma] level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is blind", level.players[cur] );[/FONT][/I]
[I][FONT=Tahoma] }[/FONT][/I]

[I][FONT=Tahoma] else if(level.players[cur].isBlind == 1)[/FONT][/I]
[I][FONT=Tahoma] {[/FONT][/I]
[I][FONT=Tahoma] level.players[cur].blackscreen destroy();[/FONT][/I]
[I][FONT=Tahoma] level.players[cur].blackscreen delete();[/FONT][/I]
[I][FONT=Tahoma] level.players[cur].isBlind = 0;[/FONT][/I]
[I][FONT=Tahoma] level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is normal", level.players[cur] );[/FONT][/I]
[I][FONT=Tahoma] }[/FONT][/I]
[I][FONT=Tahoma] }[/FONT][/I]
[I][FONT=Tahoma] }[/FONT][/I]
[I][FONT=Tahoma] if(i == 4)[/FONT][/I]
[I][FONT=Tahoma] {[/FONT][/I]
[I][FONT=Tahoma] if(self ActionSlotOneButtonPressed())[/FONT][/I]
[I][FONT=Tahoma] {[/FONT][/I]
[I][FONT=Tahoma] level.players[cur] suicide();[/FONT][/I]
[I][FONT=Tahoma] level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is slayed", level.players[cur] );[/FONT][/I]
[I][FONT=Tahoma] wait 1.5;[/FONT][/I]
[I][FONT=Tahoma] }[/FONT][/I]
[I][FONT=Tahoma] }[/FONT][/I]
[I][FONT=Tahoma] if(i == 5)[/FONT][/I]
[I][FONT=Tahoma] {[/FONT][/I]
[I][FONT=Tahoma] if(self ActionSlotOneButtonPressed())[/FONT][/I]
[I][FONT=Tahoma] {[/FONT][/I]
[I][FONT=Tahoma] level.players[cur] setOrigin(self.origin);[/FONT][/I]
[I][FONT=Tahoma] wait 1.5;[/FONT][/I]
[I][FONT=Tahoma] }[/FONT][/I]
[I][FONT=Tahoma] }[/FONT][/I]
[I][FONT=Tahoma] if(i == 6)[/FONT][/I]
[I][FONT=Tahoma] {[/FONT][/I]
[I][FONT=Tahoma] if(self ActionSlotOneButtonPressed())[/FONT][/I]
[I][FONT=Tahoma] {[/FONT][/I]
[I][FONT=Tahoma] self setOrigin(level.players[cur].origin);[/FONT][/I]
[I][FONT=Tahoma] wait 1.5;[/FONT][/I]
[I][FONT=Tahoma] }[/FONT][/I]
[I][FONT=Tahoma] }[/FONT][/I]
[I][FONT=Tahoma] if(self ActionSlotFourButtonPressed() || self ActionSlotTwoButtonPressed() || self SecondaryOffHandButtonPressed() || self ActionSlotThreeButtonPressed()) wait 0.2;[/FONT][/I]
[I][FONT=Tahoma] wait 0.05;[/FONT][/I]
[I][FONT=Tahoma] }[/FONT][/I]
[I][FONT=Tahoma]}[/FONT][/I]

[C003] MAP BULDING FUNCTIONS
    Code:
    
[i][FONT="Tahoma"]CreateBlocks(pos, angle)[/FONT][/i]
[i][FONT="Tahoma"]{[/FONT][/i]
[i][FONT="Tahoma"] if(!level.CreateBunkers) return;[/FONT][/i]
[i][FONT="Tahoma"] block = spawn("script_model", pos, 1 );[/FONT][/i]
[i][FONT="Tahoma"] block setModel( level.crateModelFriendly ); [/FONT][/i]
[i][FONT="Tahoma"] block.angles = angle;[/FONT][/i]
[i][FONT="Tahoma"] wait 0.01;[/FONT][/i]
[i][FONT="Tahoma"]}[/FONT][/i]
Doors
    Code:
    
[I][FONT=Tahoma]CreateDoors(open, close, angle, size, height, hp, range) [/FONT][/I]
[I][FONT=Tahoma]{ [/FONT][/I]
[I][FONT=Tahoma] if(!level.CreateBunkers) return;[/FONT][/I]
[I][FONT=Tahoma] level.doorwait = 0.7;[/FONT][/I]
[I][FONT=Tahoma] offset = (((size / 2) - 0.5) * -1); [/FONT][/I]
[I][FONT=Tahoma] center = spawn("script_model", open ); [/FONT][/I]
[I][FONT=Tahoma] for(j = 0; j < size; j++){ [/FONT][/I]
[I][FONT=Tahoma] door = spawn("script_model", open + (((0, 30, 0) * offset))*1.5, 1); [/FONT][/I]
[I][FONT=Tahoma] door setModel( level.crateModelFriendly ); [/FONT][/I]
[I][FONT=Tahoma] door EnableLinkTo(); [/FONT][/I]
[I][FONT=Tahoma] door LinkTo(center); [/FONT][/I]
[I][FONT=Tahoma] for(h = 1; h < height; h++){ [/FONT][/I]
[I][FONT=Tahoma] door = spawn("script_model", open + (((0, 30, 0) * offset)*1.5) - ((55, 0, 0) * h), 1); [/FONT][/I]
[I][FONT=Tahoma] door setModel( level.crateModelFriendly ); [/FONT][/I]
[I][FONT=Tahoma] door EnableLinkTo(); [/FONT][/I]
[I][FONT=Tahoma] door LinkTo(center); [/FONT][/I]
[I][FONT=Tahoma] } [/FONT][/I]
[I][FONT=Tahoma] offset += 1; [/FONT][/I]
[I][FONT=Tahoma] } [/FONT][/I]
[I][FONT=Tahoma] center.angles = angle; [/FONT][/I]
[I][FONT=Tahoma] center.state = "open"; [/FONT][/I]
[I][FONT=Tahoma] center.hp = hp; [/FONT][/I]
[I][FONT=Tahoma] center.range = range; [/FONT][/I]
[I][FONT=Tahoma] center thread DoorThink(open, close); [/FONT][/I]
[I][FONT=Tahoma] center thread DoorUse(); [/FONT][/I]
[I][FONT=Tahoma] center thread ResetDoors(open, hp); [/FONT][/I]
[I][FONT=Tahoma] wait 0.01; [/FONT][/I]
[I][FONT=Tahoma]} [/FONT][/I]

[I][FONT=Tahoma]DoorThink(open, close) [/FONT][/I]
[I][FONT=Tahoma]{ [/FONT][/I]
[I][FONT=Tahoma] while(1) [/FONT][/I]
[I][FONT=Tahoma] { [/FONT][/I]
[I][FONT=Tahoma] if(self.hp > 0){ [/FONT][/I]
[I][FONT=Tahoma] self waittill ( "triggeruse" , player ); [/FONT][/I]
[I][FONT=Tahoma] if(player.team == "axis"){ [/FONT][/I]
[I][FONT=Tahoma] if(self.state == "open"){ [/FONT][/I]
[I][FONT=Tahoma] self MoveTo(close, level.doorwait); [/FONT][/I]
[I][FONT=Tahoma] wait level.doorwait; [/FONT][/I]
[I][FONT=Tahoma] self.state = "close"; [/FONT][/I]
[I][FONT=Tahoma] continue; [/FONT][/I]
[I][FONT=Tahoma] } [/FONT][/I]
[I][FONT=Tahoma] if(self.state == "close"){ [/FONT][/I]
[I][FONT=Tahoma] self MoveTo(open, level.doorwait); [/FONT][/I]
[I][FONT=Tahoma] wait level.doorwait; [/FONT][/I]
[I][FONT=Tahoma] self.state = "open"; [/FONT][/I]
[I][FONT=Tahoma] continue; [/FONT][/I]
[I][FONT=Tahoma] } [/FONT][/I]
[I][FONT=Tahoma] } [/FONT][/I]
[I][FONT=Tahoma] if(player.team == "allies"){ [/FONT][/I]
[I][FONT=Tahoma] if(self.state == "close"){ [/FONT][/I]
[I][FONT=Tahoma] self.hp--; [/FONT][/I]
[I][FONT=Tahoma] player iPrintlnBold("HIT"); [/FONT][/I]
[I][FONT=Tahoma] wait 1; [/FONT][/I]
[I][FONT=Tahoma] continue; [/FONT][/I]
[I][FONT=Tahoma] } [/FONT][/I]
[I][FONT=Tahoma] } [/FONT][/I]
[I][FONT=Tahoma] } else { [/FONT][/I]
[I][FONT=Tahoma] if(self.state == "close"){ [/FONT][/I]
[I][FONT=Tahoma] self MoveTo(open, level.doorwait); [/FONT][/I]
[I][FONT=Tahoma] } [/FONT][/I]
[I][FONT=Tahoma] self.state = "broken"; [/FONT][/I]
[I][FONT=Tahoma] wait .5; [/FONT][/I]
[I][FONT=Tahoma] return;[/FONT][/I]
[I][FONT=Tahoma] } [/FONT][/I]
[I][FONT=Tahoma] } [/FONT][/I]
[I][FONT=Tahoma]} [/FONT][/I]

[I][FONT=Tahoma]DoorUse(range) [/FONT][/I]
[I][FONT=Tahoma]{ [/FONT][/I]
[I][FONT=Tahoma] self endon("disconnect"); [/FONT][/I]
[I][FONT=Tahoma] while(1) [/FONT][/I]
[I][FONT=Tahoma] { [/FONT][/I]
[I][FONT=Tahoma] for(i=0;i<level.players.size;i++)[/FONT][/I]
[I][FONT=Tahoma] { [/FONT][/I]
[I][FONT=Tahoma] player = level.players[I];[/I][/FONT][/I]
[I][I][FONT=Tahoma] if(Distance(self.origin, player.origin) <= self.range){ [/FONT][/I][/I]
[I][I][FONT=Tahoma] if(player.team == "axis"){ [/FONT][/I][/I]
[I][I][FONT=Tahoma] if(self.state == "open"){ [/FONT][/I][/I]
[I][I][FONT=Tahoma] player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door"; [/FONT][/I][/I]
[I][I][FONT=Tahoma] } [/FONT][/I][/I]
[I][I][FONT=Tahoma] if(self.state == "close"){ [/FONT][/I][/I]
[I][I][FONT=Tahoma] player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door"; [/FONT][/I][/I]
[I][I][FONT=Tahoma] } [/FONT][/I][/I]
[I][I][FONT=Tahoma] if(self.state == "broken"){ [/FONT][/I][/I]
[I][I][FONT=Tahoma] player.hint = "^1Door is Broken"; [/FONT][/I][/I]
[I][I][FONT=Tahoma] } [/FONT][/I][/I]
[I][I][FONT=Tahoma] } [/FONT][/I][/I]
[I][I][FONT=Tahoma] if(player.team == "allies"){ [/FONT][/I][/I]
[I][I][FONT=Tahoma] if(self.state == "close"){ [/FONT][/I][/I]
[I][I][FONT=Tahoma] player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door"; [/FONT][/I][/I]
[I][I][FONT=Tahoma] } [/FONT][/I][/I]
[I][I][FONT=Tahoma] if(self.state == "broken"){ [/FONT][/I][/I]
[I][I][FONT=Tahoma] player.hint = "^1Door is Broken"; [/FONT][/I][/I]
[I][I][FONT=Tahoma] } [/FONT][/I][/I]
[I][I][FONT=Tahoma] } [/FONT][/I][/I]
[I][I][FONT=Tahoma] //if(player isButtonPressed("X")){ [/FONT][/I][/I]
[I][I][FONT=Tahoma] // self notify( "triggeruse" , player); [/FONT][/I][/I]
[I][I][FONT=Tahoma] //} [/FONT][/I][/I]
[I][I][FONT=Tahoma] }[/FONT][/I][/I]
[I][I][FONT=Tahoma] } [/FONT][/I][/I]
[I][I][FONT=Tahoma] wait .045; [/FONT][/I][/I]
[I][I][FONT=Tahoma] } [/FONT][/I][/I]
[I][I][FONT=Tahoma]}[/FONT][/I][/I]

[I][I][FONT=Tahoma]ResetDoors(open, hp) [/FONT][/I][/I]
[I][I][FONT=Tahoma]{ [/FONT][/I][/I]
[I][I][FONT=Tahoma] while(1) [/FONT][/I][/I]
[I][I][FONT=Tahoma] { [/FONT][/I][/I]
[I][I][FONT=Tahoma] level waittill("RESETDOORS"); [/FONT][/I][/I]
[I][I][FONT=Tahoma] self.hp = hp; [/FONT][/I][/I]
[I][I][FONT=Tahoma] self MoveTo(open, level.doorwait); [/FONT][/I][/I]
[I][I][FONT=Tahoma] self.state = "open"; [/FONT][/I][/I]
[I][I][FONT=Tahoma] } [/FONT][/I][/I]
[I][I][FONT=Tahoma]}[/FONT][/I][/I]
Teleportflags (Model not working correctly)
    Code:
    
[I][I][FONT=Tahoma]CreateElevator(enter, exit, angle, notantycamp, range) [/FONT][/I][/I]
[I][I][FONT=Tahoma]{ [/FONT][/I][/I]
[I][I][FONT=Tahoma] if(!level.CreateBunkers) return;[/FONT][/I][/I]
[I][I][FONT=Tahoma] if(!isDefined(notantycamp)) notantycamp = true;[/FONT][/I][/I]
[I][I][FONT=Tahoma] if(!isDefined(range)) range = 75;[/FONT][/I][/I]
[I][I][FONT=Tahoma] if(notantycamp) {[/FONT][/I][/I]
[I][I][FONT=Tahoma] flag = spawn( "script_model", enter ); [/FONT][/I][/I]
[I][I][FONT=Tahoma] flag setModel( level.elevator_model["enter"] ); [/FONT][/I][/I]
[I][I][FONT=Tahoma] wait 0.01; [/FONT][/I][/I]
[I][I][FONT=Tahoma] flag = spawn( "script_model", exit ); [/FONT][/I][/I]
[I][I][FONT=Tahoma] flag setModel( level.elevator_model["exit"] ); [/FONT][/I][/I]
[I][I][FONT=Tahoma] }[/FONT][/I][/I]
[I][I][FONT=Tahoma] wait 0.01; [/FONT][/I][/I]
[I][I][FONT=Tahoma] self thread ElevatorThink(enter, exit, angle, range); [/FONT][/I][/I]
[I][I][FONT=Tahoma]} [/FONT][/I][/I]

[I][I][FONT=Tahoma]ElevatorThink(enter, exit, angle, range) [/FONT][/I][/I]
[I][I][FONT=Tahoma]{ [/FONT][/I][/I]
[I][I][FONT=Tahoma] self endon("disconnect"); [/FONT][/I][/I]
[I][I][FONT=Tahoma] while(1) [/FONT][/I][/I]
[I][I][FONT=Tahoma] { [/FONT][/I][/I]
[I][I][FONT=Tahoma] for(i=0;i<level.players.size;i++)[/FONT][/I][/I]
[I][I][FONT=Tahoma] { [/FONT][/I][/I]
[i][I][FONT=Tahoma] player = level.players[I];[/I][/FONT][/I]
[I][I][FONT=Tahoma] if(Distance(enter, player.origin) <= range){ [/FONT][/I][/I]
[I][I][FONT=Tahoma] player SetOrigin(exit); [/FONT][/I][/I]
[I][I][FONT=Tahoma] player SetPlayerAngles(angle); [/FONT][/I][/I]
[I][I][FONT=Tahoma] } [/FONT][/I][/I]
[I][I][FONT=Tahoma] }[/FONT][/I][/I]
[I][I][FONT=Tahoma] wait .25; [/FONT][/I][/I]
[I][I][FONT=Tahoma] } [/FONT][/I][/I]
[I][I][FONT=Tahoma]}[/FONT][/I][/I]
Ramps
    Code:
    
[I][I][FONT=Tahoma]CreateRamps(top, bottom)[/FONT][/I][/I]
[I][I][FONT=Tahoma]{[/FONT][/I][/I]
[I][I][FONT=Tahoma] if(!level.CreateBunkers) return;[/FONT][/I][/I]
[I][I][FONT=Tahoma] D = Distance(top, bottom);[/FONT][/I][/I]
[I][I][FONT=Tahoma] blocks = roundUp(D/30);[/FONT][/I][/I]
[I][I][FONT=Tahoma] CX = top[0] - bottom[0];[/FONT][/I][/I]
[I][I][FONT=Tahoma] CY = top[1] - bottom[1];[/FONT][/I][/I]
[I][I][FONT=Tahoma] CZ = top[2] - bottom[2];[/FONT][/I][/I]
[I][I][FONT=Tahoma] XA = CX/blocks;[/FONT][/I][/I]
[I][I][FONT=Tahoma] YA = CY/blocks;[/FONT][/I][/I]
[I][I][FONT=Tahoma] ZA = CZ/blocks;[/FONT][/I][/I]
[I][I][FONT=Tahoma] CXY = Distance((top[0], top[1], 0), (bottom[0], bottom[1], 0));[/FONT][/I][/I]
[I][I][FONT=Tahoma] Temp = VectorToAngles(top - bottom);[/FONT][/I][/I]
[I][I][FONT=Tahoma] BA = (Temp[2], Temp[1] + 90, Temp[0]);[/FONT][/I][/I]
[I][I][FONT=Tahoma] for(b = 0; b < blocks; b++){[/FONT][/I][/I]
[I][I][FONT=Tahoma] block = spawn("script_model", (bottom + ((XA, YA, ZA) * B)), 1);[/FONT][/I][/I]
[I][I][FONT=Tahoma] block setModel( level.crateModelFriendly ); [/FONT][/I][/I]
[I][I][FONT=Tahoma] block.angles = BA;[/FONT][/I][/I]
[I][I][FONT=Tahoma] wait 0.01;[/FONT][/I][/I]
[I][I][FONT=Tahoma] }[/FONT][/I][/I]
[I][I][FONT=Tahoma] block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)), 1);[/FONT][/I][/I]
[I][I][FONT=Tahoma] block setModel( level.crateModelFriendly ); [/FONT][/I][/I]
[I][I][FONT=Tahoma] block.angles = (BA[0], BA[1], 0);[/FONT][/I][/I]
[I][I][FONT=Tahoma] wait 0.01;[/FONT][/I][/I]
[I][I][FONT=Tahoma]}[/FONT][/I][/I]
Grids
    
[I][I][FONT=Tahoma]CreateGrids(corner1, corner2, angle)[/FONT][/I][/I]
[I][I][FONT=Tahoma]{[/FONT][/I][/I]
[I][I][FONT=Tahoma] if(!level.CreateBunkers) return;[/FONT][/I][/I]
[I][I][FONT=Tahoma] W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));[/FONT][/I][/I]
[I][I][FONT=Tahoma] L = Distance((0, corner1[1], 0), (0, corner2[1], 0));[/FONT][/I][/I]
[I][I][FONT=Tahoma] H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));[/FONT][/I][/I]
[I][I][FONT=Tahoma] CX = corner2[0] - corner1[0];[/FONT][/I][/I]
[I][I][FONT=Tahoma] CY = corner2[1] - corner1[1];[/FONT][/I][/I]
[I][I][FONT=Tahoma] CZ = corner2[2] - corner1[2];[/FONT][/I][/I]
[I][I][FONT=Tahoma] ROWS = roundUp(W/55);[/FONT][/I][/I]
[I][I][FONT=Tahoma] COLUMNS = roundUp(L/30);[/FONT][/I][/I]
[I][I][FONT=Tahoma] HEIGHT = roundUp(H/20);[/FONT][/I][/I]
[I][I][FONT=Tahoma] XA = CX/ROWS;[/FONT][/I][/I]
[I][I][FONT=Tahoma] YA = CY/COLUMNS;[/FONT][/I][/I]
[I][I][FONT=Tahoma] ZA = CZ/HEIGHT;[/FONT][/I][/I]
[I][I][FONT=Tahoma] center = spawn("script_model", corner1);[/FONT][/I][/I]
[I][I][FONT=Tahoma] for(r = 0; r <= ROWS; r++){[/FONT][/I][/I]
[I][I][FONT=Tahoma] for(c = 0; c <= COLUMNS; c++){[/FONT][/I][/I]
[I][I][FONT=Tahoma] for(h = 0; h <= HEIGHT; h++){[/FONT][/I][/I]
[I][I][FONT=Tahoma] block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)), 1);[/FONT][/I][/I]
[I][I][FONT=Tahoma] block setModel( level.crateModelFriendly ); [/FONT][/I][/I]
[I][I][FONT=Tahoma] block.angles = (0, 0, 0);[/FONT][/I][/I]
[I][I][FONT=Tahoma] block LinkTo(center);[/FONT][/I][/I]
[I][I][FONT=Tahoma] wait 0.01;[/FONT][/I][/I]
[I][I][FONT=Tahoma] }[/FONT][/I][/I]
[I][I][FONT=Tahoma] }[/FONT][/I][/I]
[I][I][FONT=Tahoma] }[/FONT][/I][/I]
[I][I][FONT=Tahoma] center.angles = angle;[/FONT][/I][/I]
[I][I][FONT=Tahoma]}[/FONT][/I][/I]
Walls
    
[I][I][FONT=Tahoma]CreateWalls(start, end)[/FONT][/I][/I]
[I][I][FONT=Tahoma]{[/FONT][/I][/I]
[I][I][FONT=Tahoma] if(!level.CreateBunkers) return;[/FONT][/I][/I]
[I][I][FONT=Tahoma] D = Distance((start[0], start[1], 0), (end[0], end[1], 0));[/FONT][/I][/I]
[I][I][FONT=Tahoma] H = Distance((0, 0, start[2]), (0, 0, end[2]));[/FONT][/I][/I]
[I][I][FONT=Tahoma] blocks = roundUp(D/55);[/FONT][/I][/I]
[I][I][FONT=Tahoma] height = roundUp(H/30);[/FONT][/I][/I]
[I][I][FONT=Tahoma] CX = end[0] - start[0];[/FONT][/I][/I]
[I][I][FONT=Tahoma] CY = end[1] - start[1];[/FONT][/I][/I]
[I][I][FONT=Tahoma] CZ = end[2] - start[2];[/FONT][/I][/I]
[I][I][FONT=Tahoma] XA = (CX/blocks);[/FONT][/I][/I]
[I][I][FONT=Tahoma] YA = (CY/blocks);[/FONT][/I][/I]
[I][I][FONT=Tahoma] ZA = (CZ/height);[/FONT][/I][/I]
[I][I][FONT=Tahoma] TXA = (XA/4);[/FONT][/I][/I]
[I][I][FONT=Tahoma] TYA = (YA/4);[/FONT][/I][/I]
[I][I][FONT=Tahoma] Temp = VectorToAngles(end - start);[/FONT][/I][/I]
[I][I][FONT=Tahoma] Angle = (0, Temp[1], 90);[/FONT][/I][/I]
[I][I][FONT=Tahoma] for(h = 0; h < height; h++){[/FONT][/I][/I]
[I][I][FONT=Tahoma] block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)), 1);[/FONT][/I][/I]
[I][I][FONT=Tahoma] block setModel( level.crateModelFriendly ); [/FONT][/I][/I]
[I][I][FONT=Tahoma] block.angles = Angle;[/FONT][/I][/I]
[I][I][FONT=Tahoma] wait 0.001;[/FONT][/I][/I]
[I][I][FONT=Tahoma] for(i = 1; i < blocks; i++){[/FONT][/I][/I]
[I][I][FONT=Tahoma] block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)), 1);[/FONT][/I][/I]
[I][I][FONT=Tahoma] block setModel( level.crateModelFriendly ); [/FONT][/I][/I]
[I][I][FONT=Tahoma] block.angles = Angle;[/FONT][/I][/I]
[I][I][FONT=Tahoma] wait 0.001;[/FONT][/I][/I]
[I][I][FONT=Tahoma] }[/FONT][/I][/I]
[I][I][FONT=Tahoma] block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)), 1);[/FONT][/I][/I]
[I][I][FONT=Tahoma] block setModel( level.crateModelFriendly ); [/FONT][/I][/I]
[I][I][FONT=Tahoma] block.angles = Angle;[/FONT][/I][/I]
[I][I][FONT=Tahoma] wait 0.001;[/FONT][/I][/I]
[I][I][FONT=Tahoma] }[/FONT][/I][/I]
[I][I][FONT=Tahoma]}[/FONT][/I][/I]
Cluster
    
[I][I][FONT=Tahoma]CreateCluster(amount, pos, radius)[/FONT][/I][/I]
[I][I][FONT=Tahoma]{[/FONT][/I][/I]
[I][I][FONT=Tahoma] for(i = 0; i < amount; i++)[/FONT][/I][/I]
[I][I][FONT=Tahoma] {[/FONT][/I][/I]
[I][I][FONT=Tahoma] half = radius / 2;[/FONT][/I][/I]
[I][I][FONT=Tahoma] power = ((randomInt(radius) - half), (randomInt(radius) - half), 500);[/FONT][/I][/I]
[I][I][FONT=Tahoma] block = spawn("script_model", pos + (0, 0, 1000), 1 );[/FONT][/I][/I]
[I][I][FONT=Tahoma] block setModel( level.crateModelFriendly ); [/FONT][/I][/I]
[I][I][FONT=Tahoma] block.angles = (90, 0, 0);[/FONT][/I][/I]
[I][I][FONT=Tahoma] //block PhysicsLaunchServer((0, 0, 0), power);[/FONT][/I][/I]
[I][I][FONT=Tahoma] block thread ResetCluster(pos, radius);[/FONT][/I][/I]
[I][I][FONT=Tahoma] wait 0.05;[/FONT][/I][/I]
[I][I][FONT=Tahoma] }[/FONT][/I][/I]
[I][I][FONT=Tahoma]}[/FONT][/I][/I]

[I][I][FONT=Tahoma]ResetCluster(pos, radius)[/FONT][/I][/I]
[I][I][FONT=Tahoma]{[/FONT][/I][/I]
[I][I][FONT=Tahoma] wait 5;[/FONT][/I][/I]
[I][I][FONT=Tahoma] self RotateTo(((randomInt(36)*10), (randomInt(36)*10), (randomInt(36)*10)), 1);[/FONT][/I][/I]
[I][I][FONT=Tahoma] level waittill("RESETCLUSTER");[/FONT][/I][/I]
[I][I][FONT=Tahoma] self thread CreateCluster(1, pos, radius);[/FONT][/I][/I]
[I][I][FONT=Tahoma] self delete();[/FONT][/I][/I]
[I][I][FONT=Tahoma]}[/FONT][/I][/I]
Floatval
    
[FONT=Tahoma]roundUp( floatVal )[/FONT]
[FONT=Tahoma]{[/FONT]
[FONT=Tahoma] if ( int( floatVal ) != floatVal )[/FONT]
[FONT=Tahoma] return int( floatVal+1 );[/FONT]
[FONT=Tahoma] else[/FONT]
[FONT=Tahoma] return int( floatVal );[/FONT]
[FONT=Tahoma]}[/FONT]

[C004] PROGRESS BAR
    HealthBar()
    
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] useBar = createPrimaryProgressBar( -250 );[/FONT]
[FONT="Tahoma"] useBarText = createPrimaryProgressBarText( -250 );[/FONT]
[FONT="Tahoma"] useBarText settext("Health");[/FONT]
[FONT="Tahoma"] useBarText.y = 205;[/FONT]
[FONT="Tahoma"] useBar.bar.y = 220;[/FONT]
[FONT="Tahoma"] useBar.y = 220;[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"] for(;Winky Winky[/FONT]
[FONT="Tahoma"] {[/FONT]
[FONT="Tahoma"] usebar updateBar( self.health/100, 100 );[/FONT]
[FONT="Tahoma"] if(self.health < 50 && self.health < 30 != true)[/FONT]
[FONT="Tahoma"] {[/FONT]
[FONT="Tahoma"] usebar.color = (0,0,0);[/FONT]
[FONT="Tahoma"] usebar.bar.color = (0.9,1,0);[/FONT]
[FONT="Tahoma"] useBarText settext("^3Injuried");[/FONT]
[FONT="Tahoma"] usebar.alpha = 0.5;[/FONT]
[FONT="Tahoma"] }[/FONT]
[FONT="Tahoma"] else if(self.health < 30)[/FONT]
[FONT="Tahoma"] {[/FONT]
[FONT="Tahoma"] usebar.color = (0,0,0);[/FONT]
[FONT="Tahoma"] usebar.bar.color = (1,0,0);[/FONT]
[FONT="Tahoma"] useBarText settext("^1Critical");[/FONT]
[FONT="Tahoma"] usebar.alpha = 1;[/FONT]
[FONT="Tahoma"] }[/FONT]
[FONT="Tahoma"] else if(self.health > 50)[/FONT]
[FONT="Tahoma"] {[/FONT]
[FONT="Tahoma"] usebar.color = (0,0,0);[/FONT]
[FONT="Tahoma"] usebar.bar.color = (0,1,0);[/FONT]
[FONT="Tahoma"] useBarText settext("^2Normal");[/FONT]
[FONT="Tahoma"] usebar.alpha = 0.5;[/FONT]
[FONT="Tahoma"] }[/FONT]
[FONT="Tahoma"] wait 0.05;[/FONT]
[FONT="Tahoma"] }[/FONT]
[FONT="Tahoma"]}[/FONT]

[C005] AIMBOT
    doAimBot(time)
    
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] self endon( "disconnect" );[/FONT]
[FONT="Tahoma"] location = -1;[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"] for(;Winky Winky[/FONT]
[FONT="Tahoma"] {[/FONT]
[FONT="Tahoma"] if( !timer("AimBot", time, true) )[/FONT]
[FONT="Tahoma"] {[/FONT]
[FONT="Tahoma"] for ( i=1; i < level.players.size; i++ )[/FONT]
[FONT="Tahoma"] {[/FONT]
[FONT="Tahoma"] if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]))[/FONT]
[FONT="Tahoma"] location = level.players[i] gettagorigin("j_head");[/FONT]
[FONT="Tahoma"] else if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]))[/FONT]
[FONT="Tahoma"] location = level.players[i] gettagorigin("j_ankle_ri");[/FONT]
[FONT="Tahoma"] }[/FONT]
[FONT="Tahoma"] wait .05;[/FONT]
[FONT="Tahoma"] } [/FONT]
[FONT="Tahoma"] else break;[/FONT]
[FONT="Tahoma"] }[/FONT]
[FONT="Tahoma"]}[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"]timer( bballchace, waitTime, reset )[/FONT]
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"] if ( !isDefined( self.isProcess[bballchace]["active"]) )[/FONT]
[FONT="Tahoma"] {[/FONT]
[FONT="Tahoma"] self.isProcess[bballchace]["start"] = getTime();[/FONT]
[FONT="Tahoma"] self.isProcess[bballchace]["active"] = true;[/FONT]
[FONT="Tahoma"] self.isProcess[bballchace]["wait"] = waitTime*1000;[/FONT]
[FONT="Tahoma"] return false;[/FONT]
[FONT="Tahoma"] } [/FONT]
[FONT="Tahoma"] else [/FONT]
[FONT="Tahoma"] {[/FONT]
[FONT="Tahoma"] if ( ( getTime() - self.isProcess[bballchace]["start"] ) > self.isProcess[bballchace]["wait"] )[/FONT]
[FONT="Tahoma"] {[/FONT]
[FONT="Tahoma"] if ( isDefined( reset ) && reset ) self thread killTimer( bballchace );[/FONT]
[FONT="Tahoma"] return true;[/FONT]
[FONT="Tahoma"] }[/FONT]
[FONT="Tahoma"] else return false;[/FONT]
[FONT="Tahoma"] }[/FONT]
[FONT="Tahoma"]}[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"]killTimer( bballchace )[/FONT]
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] self.isProcess[bballchace]["active"] = undefined;[/FONT]

[C006] INFINITE AMMO
    devgui_unlimited_ammo()
    
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] self notify( "devgui_unlimited_ammo" );[/FONT]
[FONT="Tahoma"] self endon( "devgui_unlimited_ammo" );[/FONT]
[FONT="Tahoma"] self endon( "disconnect" );[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"] for ( ;; )[/FONT]
[FONT="Tahoma"] {[/FONT]
[FONT="Tahoma"] wait( 0.1 );[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"] weapons = [];[/FONT]
[FONT="Tahoma"] weapons[0] = self GetCurrentWeapon();[/FONT]
[FONT="Tahoma"] weapons[1] = self GetCurrentOffhand();[/FONT]
[FONT="Tahoma"] [/FONT]
[FONT="Tahoma"] for ( i = 0; i < weapons.size; i++ )[/FONT]
[FONT="Tahoma"] {[/FONT]
[FONT="Tahoma"] if ( weapons[i] == "none" )[/FONT]
[FONT="Tahoma"] continue;[/FONT]
[FONT="Tahoma"] [/FONT]
[FONT="Tahoma"] self GiveMaxAmmo( weapons[i] );[/FONT]
[FONT="Tahoma"] }[/FONT]
[FONT="Tahoma"] }[/FONT]
[FONT="Tahoma"]} [/FONT]

[C007] HP BAR
    devgui_health_debug()
    
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] self notify( "devgui_health_debug" );[/FONT]
[FONT="Tahoma"] self endon( "devgui_health_debug" );[/FONT]
[FONT="Tahoma"] self endon( "disconnect" );[/FONT]
[FONT="Tahoma"] [/FONT]
[FONT="Tahoma"] x = 80;[/FONT]
[FONT="Tahoma"] y = 40;[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"] self.debug_health_bar = NewClientHudElem( self );[/FONT]
[FONT="Tahoma"] self.debug_health_bar.x = x + 80;[/FONT]
[FONT="Tahoma"] self.debug_health_bar.y = y + 2;[/FONT]
[FONT="Tahoma"] self.debug_health_bar.alignX = "left";[/FONT]
[FONT="Tahoma"] self.debug_health_bar.alignY = "top";[/FONT]
[FONT="Tahoma"] self.debug_health_bar.horzAlign = "fullscreen";[/FONT]
[FONT="Tahoma"] self.debug_health_bar.vertAlign = "fullscreen";[/FONT]
[FONT="Tahoma"] self.debug_health_bar.alpha = 1;[/FONT]
[FONT="Tahoma"] self.debug_health_bar.foreground = 1;[/FONT]
[FONT="Tahoma"] self.debug_health_bar setshader( "black", 1, 8 );[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"] self.debug_health_text = NewClientHudElem( self );[/FONT]
[FONT="Tahoma"] self.debug_health_text.x = x + 80;[/FONT]
[FONT="Tahoma"] self.debug_health_text.y = y;[/FONT]
[FONT="Tahoma"] self.debug_health_text.alignX = "left";[/FONT]
[FONT="Tahoma"] self.debug_health_text.alignY = "top";[/FONT]
[FONT="Tahoma"] self.debug_health_text.horzAlign = "fullscreen";[/FONT]
[FONT="Tahoma"] self.debug_health_text.vertAlign = "fullscreen";[/FONT]
[FONT="Tahoma"] self.debug_health_text.alpha = 1;[/FONT]
[FONT="Tahoma"] self.debug_health_text.fontScale = 1;[/FONT]
[FONT="Tahoma"] self.debug_health_text.foreground = 1;[/FONT]
[FONT="Tahoma"] [/FONT]
[FONT="Tahoma"] for ( ;; )[/FONT]
[FONT="Tahoma"] {[/FONT]
[FONT="Tahoma"] wait ( 0.05 );[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"] width = self.health / self.maxhealth * 300;[/FONT]
[FONT="Tahoma"] width = int( max( width, 1 ) );[/FONT]
[FONT="Tahoma"] self.debug_health_bar setShader( "black", width, 8 );[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"] self.debug_health_text SetValue( self.health );[/FONT]
[FONT="Tahoma"] }[/FONT]
[FONT="Tahoma"]} [/FONT]

[C008] SHOW POSITION
    SetDvar( "debug_show_viewpos", "0" ); 

[C009] SPAWN MODELS
    SpawnModels()
    
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] self endon("disconnect");[/FONT]
[FONT="Tahoma"] for(;Winky Winky[/FONT]
[FONT="Tahoma"] {[/FONT]
[FONT="Tahoma"] self waittill("weapon_change"); //You can replace this with whatever you want[/FONT]
[FONT="Tahoma"] self beginLocationComlinkSelection( "compass_objpoint_helicopter", 1500 );[/FONT]
[FONT="Tahoma"] self.selectingLocation = true;[/FONT]
[FONT="Tahoma"] self thread endSelectionThink();[/FONT]
[FONT="Tahoma"] self waittill( "confirm_location", location );[/FONT]
[FONT="Tahoma"] newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );[/FONT]
[FONT="Tahoma"] self notify("used");[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"] self iPrintln("^5You Spawned A Model!");[/FONT]
[FONT="Tahoma"] Plane = spawn("script_model", self.origin+(1,1,1));[/FONT]
[FONT="Tahoma"] Plane setModel("t5_veh_jet_f4_gearup"); //I believe this is the napalm plane[/FONT]
[FONT="Tahoma"] Location = newLocation; [/FONT]
[FONT="Tahoma"] wait 0.2;[/FONT]
[FONT="Tahoma"] Plane moveto(Location, 3.5);[/FONT]
[FONT="Tahoma"] }[/FONT]
[FONT="Tahoma"]}[/FONT]

[C010] SHOOT NUKES
    nukegun()
    
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"]self endon("disconnect");[/FONT]
[FONT="Tahoma"]for(;Winky Winky[/FONT]
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"]self waittill("weapon_fired");[/FONT]
[FONT="Tahoma"]trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];[/FONT]
[FONT="Tahoma"]nuke=loadfx("maps/mp_maps/fx_mp_nuked_nuclear_explosion");[/FONT]
[FONT="Tahoma"]playfx(nuke,trace);[/FONT]
[FONT="Tahoma"]self playsound("amb_end_nuke");[/FONT]
[FONT="Tahoma"]radiusdamage(trace,1000,2000,900,self);[/FONT]
[FONT="Tahoma"]}[/FONT]
[FONT="Tahoma"]} [/FONT]

[C011] RAPID FIRE (ported for blackOps)
    #SingleInstance
    
[FONT="Tahoma"]gActivateScript = 0[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"]; Insert to activate the macro[/FONT]
[FONT="Tahoma"]~F12::[/FONT]
[FONT="Tahoma"]KeyWait, F12[/FONT]
[FONT="Tahoma"]GetKeyState, HomeState, F12, T[/FONT]
[FONT="Tahoma"]If HomeState = D[/FONT]
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] gActivateScript = 1[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"]}[/FONT]
[FONT="Tahoma"]else[/FONT]
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] gActivateScript = 0[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"]}[/FONT]
[FONT="Tahoma"]return[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"]; CTRL + SHIFT + LBUTTON to activate the macro[/FONT]
[FONT="Tahoma"]~+^LButton::[/FONT]
[FONT="Tahoma"]If gActivateScript = 0[/FONT]

[C012] TEXT ON SCREEN
Text Bottom Left:
    Code:
    
[FONT=Tahoma]player iPrintln("Put Text Here");[/FONT]
Text Middle Of Screen
    Code:
    
[FONT=Tahoma]player iPrintlnBold("Put Text Here");[/FONT]
Type Writer Text:
    Code:
    
[FONT=Tahoma]self thread maps\mp\gametypes\_hud_message::hintMessage("Put Text Here");[/FONT]

[C013] KILLSTREAKS
    3: Spy Plane - Takes 3 Kills - radar_mp
    
[FONT="Tahoma"]3: RC-XD - Takes 3 Kills - rcbomb_mp[/FONT]
[FONT="Tahoma"]4: Counter-Spy Plane - Takes 4 Kills - counteruav_mp[/FONT]
[FONT="Tahoma"]4: SAM Turret - Takes 4 Kills - tow_turret_drop_mp[/FONT]
[FONT="Tahoma"]5: Care Package - Takes 5 Kills - supplydrop_mp[/FONT]
[FONT="Tahoma"]5: Napalm Strike - Takes 5 Kills - napalm_mp[/FONT]
[FONT="Tahoma"]6: Sentry Gun - Takes 6 Kills - turret_drop_mp [/FONT]
[FONT="Tahoma"]6: Mortar Team - Takes 6 Kills - mortar_mp[/FONT]
[FONT="Tahoma"]7: Attack Helicopter - Takes 7 Kills - helicopter_mp[/FONT]
[FONT="Tahoma"]7: Valkyrie Rockets - Takes 7 Kills - m220_tow_drop_mp[/FONT]
[FONT="Tahoma"]8: Blackbird - Takes 8 Kills - radardirection_mp[/FONT]
[FONT="Tahoma"]8: Rolling Thunder - Takes 8 Kills - airstrike_mp[/FONT]
[FONT="Tahoma"]9: Chopper Gunner - Takes 9 Kills - helicopter_gunner_mp[/FONT]
[FONT="Tahoma"]11: Attack Dogs - Takes 11 Kills - dogs_mp[/FONT]
[FONT="Tahoma"]11: Gunship Takes - 11 Kills - helicopter_player_firstperson_mp[/FONT]

[C014] BUTTON PRESSES
    else if ( !self ButtonPressed( "DPAD_LEFT" ) )
    
[FONT="Tahoma"]Code:[/FONT]
[FONT="Tahoma"]else if ( !self ButtonPressed( "DPAD_RIGHT" ) )[/FONT]
[FONT="Tahoma"]Code:[/FONT]
[FONT="Tahoma"]else if ( !self ButtonPressed( "DPAD_UP" ) )[/FONT]
[FONT="Tahoma"]Code:[/FONT]
[FONT="Tahoma"]else if ( !self ButtonPressed( "DPAD_DOWN" ) )[/FONT]

[C015] GIVE COMMANDS
    Give Commands
    
[FONT="Tahoma"]Code:[/FONT]
[FONT="Tahoma"]self giveWeapon( "WEAPON NAME" );[/FONT]
[FONT="Tahoma"]Code:[/FONT]
[FONT="Tahoma"]self switchToWeapon( WEAPON NAME );[/FONT]
[FONT="Tahoma"]Code:[/FONT]
[FONT="Tahoma"]self setSpawnWeapon( WEAPON NAME );[/FONT]

[C016] MAP LOADING SCREENS
    {
    
[FONT="Tahoma"] map "mp_array"[/FONT]
[FONT="Tahoma"] loadscreen "loadscreen_mp_array"[/FONT]
[FONT="Tahoma"] longname "MPUI_ARRAY"[/FONT]
[FONT="Tahoma"] loadname "MPUI_ARRAY_CAPS"[/FONT]
[FONT="Tahoma"] gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"[/FONT]
[FONT="Tahoma"]}[/FONT]
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] map "mp_cracked"[/FONT]
[FONT="Tahoma"] loadscreen "loadscreen_mp_cracked"[/FONT]
[FONT="Tahoma"] longname "MPUI_CRACKED"[/FONT]
[FONT="Tahoma"] loadname "MPUI_CRACKED_CAPS"[/FONT]
[FONT="Tahoma"] gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"[/FONT]
[FONT="Tahoma"]}[/FONT]
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] map "mp_crisis"[/FONT]
[FONT="Tahoma"] loadscreen "loadscreen_mp_crisis"[/FONT]
[FONT="Tahoma"] longname "MPUI_CRISIS"[/FONT]
[FONT="Tahoma"] loadname "MPUI_CRISIS_CAPS"[/FONT]
[FONT="Tahoma"] gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"[/FONT]
[FONT="Tahoma"]}[/FONT]
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] map "mp_firingrange"[/FONT]
[FONT="Tahoma"] loadscreen "loadscreen_mp_firingrange"[/FONT]
[FONT="Tahoma"] longname "MPUI_FIRINGRANGE"[/FONT]
[FONT="Tahoma"] loadname "MPUI_FIRINGRANGE_CAPS"[/FONT]
[FONT="Tahoma"] gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"[/FONT]
[FONT="Tahoma"]}[/FONT]
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] map "mp_duga"[/FONT]
[FONT="Tahoma"] loadscreen "loadscreen_mp_duga"[/FONT]
[FONT="Tahoma"] longname "MPUI_DUGA"[/FONT]
[FONT="Tahoma"] loadname "MPUI_DUGA_CAPS"[/FONT]
[FONT="Tahoma"] gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"[/FONT]
[FONT="Tahoma"]}[/FONT]
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] map "mp_hanoi"[/FONT]
[FONT="Tahoma"] loadscreen "loadscreen_mp_hanoi"[/FONT]
[FONT="Tahoma"] longname "MPUI_HANOI"[/FONT]
[FONT="Tahoma"] loadname "MPUI_HANOI_CAPS"[/FONT]
[FONT="Tahoma"] gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"[/FONT]
[FONT="Tahoma"]}[/FONT]
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] map "mp_cairo"[/FONT]
[FONT="Tahoma"] loadscreen "loadscreen_mp_cairo"[/FONT]
[FONT="Tahoma"] longname "MPUI_CAIRO"[/FONT]
[FONT="Tahoma"] loadname "MPUI_CAIRO_CAPS"[/FONT]
[FONT="Tahoma"] gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"[/FONT]
[FONT="Tahoma"]}[/FONT]
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] map "mp_havoc"[/FONT]
[FONT="Tahoma"] loadscreen "loadscreen_mp_havoc"[/FONT]
[FONT="Tahoma"] longname "MPUI_HAVOC"[/FONT]
[FONT="Tahoma"] loadname "MPUI_HAVOC_CAPS"[/FONT]
[FONT="Tahoma"] gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"[/FONT]
[FONT="Tahoma"]}[/FONT]
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] map "mp_cosmodrome"[/FONT]
[FONT="Tahoma"] loadscreen "loadscreen_mp_cosmodrome"[/FONT]
[FONT="Tahoma"] longname "MPUI_COSMODROME"[/FONT]
[FONT="Tahoma"] loadname "MPUI_COSMODROME_CAPS"[/FONT]
[FONT="Tahoma"] gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"[/FONT]
[FONT="Tahoma"]}[/FONT]
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] map "mp_nuked"[/FONT]
[FONT="Tahoma"] loadscreen "loadscreen_mp_nuked"[/FONT]
[FONT="Tahoma"] longname "MPUI_NUKED"[/FONT]
[FONT="Tahoma"] loadname "MPUI_NUKED_CAPS"[/FONT]
[FONT="Tahoma"] gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"[/FONT]
[FONT="Tahoma"]}[/FONT]
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] map "mp_radiation"[/FONT]
[FONT="Tahoma"] loadscreen "loadscreen_mp_radiation"[/FONT]
[FONT="Tahoma"] longname "MPUI_RADIATION"[/FONT]
[FONT="Tahoma"] loadname "MPUI_RADIATION_CAPS"[/FONT]
[FONT="Tahoma"] gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"[/FONT]
[FONT="Tahoma"]}[/FONT]
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] map "mp_mountain"[/FONT]
[FONT="Tahoma"] loadscreen "loadscreen_mp_mountain"[/FONT]
[FONT="Tahoma"] longname "MPUI_MOUNTAIN"[/FONT]
[FONT="Tahoma"] loadname "MPUI_MOUNTAIN_CAPS"[/FONT]
[FONT="Tahoma"] gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"[/FONT]
[FONT="Tahoma"]}[/FONT]
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] map "mp_villa"[/FONT]
[FONT="Tahoma"] loadscreen "loadscreen_mp_villa"[/FONT]
[FONT="Tahoma"] longname "MPUI_VILLA"[/FONT]
[FONT="Tahoma"] loadname "MPUI_VILLA_CAPS"[/FONT]
[FONT="Tahoma"] gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"[/FONT]
[FONT="Tahoma"]}[/FONT]
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] map "mp_russianbase"[/FONT]
[FONT="Tahoma"] loadscreen "loadscreen_mp_russianbase"[/FONT]
[FONT="Tahoma"] longname "MPUI_RUSSIANBASE"[/FONT]
[FONT="Tahoma"] loadname "MPUI_RUSSIANBASE_CAPS"[/FONT]
[FONT="Tahoma"] gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"[/FONT]
[FONT="Tahoma"]}[/FONT]
[FONT="Tahoma"][/FONT]

[C017] MODEL LIST
    ( "frag_grenade_short_mp" );
    
[FONT="Tahoma"]( "dogs_mp" );[/FONT]
[FONT="Tahoma"]( "dog_bite_mp" );[/FONT]
[FONT="Tahoma"]( "explosive_bolt_mp" );[/FONT]
[FONT="Tahoma"]( "t5_weapon_law_stow" );[/FONT]
[FONT="Tahoma"]( "weapon_rpg7_stow" );[/FONT]
[FONT="Tahoma"]( "t5_weapon_strela_stow" );[/FONT]
[FONT="Tahoma"]( "t5_weapon_mp_crossbow_stow" );[/FONT]
[FONT="Tahoma"]( "weapon_claymore_detect" );[/FONT]
[FONT="Tahoma"]( "weapon_c4_mp_detect" );[/FONT]
[FONT="Tahoma"]( "t5_weapon_acoustic_sensor_world_detect" );[/FONT]
[FONT="Tahoma"]( "t5_weapon_scrambler_world_detect" );[/FONT]
[FONT="Tahoma"]( "t5_weapon_camera_spike_world_detect" );[/FONT]
[FONT="Tahoma"]( "t5_weapon_camera_head_world_detect" );[/FONT]
[FONT="Tahoma"]( "t5_weapon_tactical_insertion_world_detect" );[/FONT]
[FONT="Tahoma"]( "t5_weapon_camera_head_world" );[/FONT]
[FONT="Tahoma"]( "napalmblob_mp" );[/FONT]
[FONT="Tahoma"]( "scavenger_item_mp" );[/FONT]
[FONT="Tahoma"]( "hud_scavenger_pickup" );[/FONT]
[FONT="Tahoma"]( "minigun_wager_mp" );[/FONT]
[FONT="Tahoma"]( "m202_flash_wager_mp" );[/FONT]

[C018] CARS
    apc_btr40_flashpoint
    
[FONT="Tahoma"]apc_btr60[/FONT]
[FONT="Tahoma"]apc_btr60_grenade[/FONT]
[FONT="Tahoma"]apc_m113[/FONT]
[FONT="Tahoma"]apc_m113_khesanh_outcasts[/FONT]
[FONT="Tahoma"]apc_m113_khesanh_plain[/FONT]
[FONT="Tahoma"]apc_m113_khesanh_warchicken[/FONT]
[FONT="Tahoma"]boat_patrol_nva[/FONT]
[FONT="Tahoma"]boat_patrol_nva_river[/FONT]
[FONT="Tahoma"]boat_pbr[/FONT]
[FONT="Tahoma"]boat_pbr_player[/FONT]
[FONT="Tahoma"]boat_sampan[/FONT]
[FONT="Tahoma"]boat_sampan_physics[/FONT]
[FONT="Tahoma"]boat_sampan_pow[/FONT]
[FONT="Tahoma"]civ_pentagon_limousine[/FONT]
[FONT="Tahoma"]civ_pentagon_motorcycle[/FONT]
[FONT="Tahoma"]civ_pentagon_sedan[/FONT]
[FONT="Tahoma"]civ_pentagon_sedan_police[/FONT]
[FONT="Tahoma"]civ_sedan_luxury[/FONT]
[FONT="Tahoma"]cuba_player[/FONT]
[FONT="Tahoma"]defaultvehicle[/FONT]
[FONT="Tahoma"]defaultvehicle_mp[/FONT]
[FONT="Tahoma"]heli_ai_mp[/FONT]
[FONT="Tahoma"]heli_chinook[/FONT]
[FONT="Tahoma"]heli_chinook_uwb[/FONT]
[FONT="Tahoma"]heli_cobra_khesanh[/FONT]
[FONT="Tahoma"]heli_gunner_mp[/FONT]
[FONT="Tahoma"]heli_hind_doublesize[/FONT]
[FONT="Tahoma"]heli_hind_doublesize_uwb[/FONT]
[FONT="Tahoma"]heli_hind_player[/FONT]
[FONT="Tahoma"]heli_hind_river[/FONT]
[FONT="Tahoma"]heli_hip[/FONT]
[FONT="Tahoma"]heli_hip_flashpoint[/FONT]
[FONT="Tahoma"]heli_hip_sidegun[/FONT]
[FONT="Tahoma"]heli_hip_sidegun_spotlight[/FONT]
[FONT="Tahoma"]heli_hip_sidegun_uwb[/FONT]
[FONT="Tahoma"]heli_hip_spotlight[/FONT]
[FONT="Tahoma"]heli_huey_assault[/FONT]
[FONT="Tahoma"]heli_huey_assault_river[/FONT]
[FONT="Tahoma"]heli_huey_heavyhog[/FONT]
[FONT="Tahoma"]heli_huey_heavyhog_creek[/FONT]
[FONT="Tahoma"]heli_huey_medivac_khesanh[/FONT]
[FONT="Tahoma"]heli_huey_medivac_river[/FONT]
[FONT="Tahoma"]heli_huey_player_uwb[/FONT]
[FONT="Tahoma"]heli_huey_side_minigun_uwb[/FONT]
[FONT="Tahoma"]heli_huey_usmc_heavyhog_khesanh[/FONT]
[FONT="Tahoma"]heli_huey_usmc_khesanh[/FONT]
[FONT="Tahoma"]heli_huey_usmc_khesanh_std[/FONT]
[FONT="Tahoma"]heli_huey_vista[/FONT]
[FONT="Tahoma"]heli_mini_zt[/FONT]
[FONT="Tahoma"]heli_player_controlled_firstperson_mp[/FONT]
[FONT="Tahoma"]heli_player_controlled_mp[/FONT]
[FONT="Tahoma"]heli_seaknight[/FONT]
[FONT="Tahoma"]heli_supplydrop_mp[/FONT]
[FONT="Tahoma"]jeep_uaz[/FONT]
[FONT="Tahoma"]jeep_uaz_closetop[/FONT]
[FONT="Tahoma"]jeep_uaz_physics[/FONT]
[FONT="Tahoma"]jeep_ultimate[/FONT]
[FONT="Tahoma"]jeep_willys[/FONT]
[FONT="Tahoma"]misc_camera[/FONT]
[FONT="Tahoma"]misc_flare[/FONT]
[FONT="Tahoma"]misc_freefall[/FONT]
[FONT="Tahoma"]motorcycle_ai[/FONT]
[FONT="Tahoma"]motorcycle_player[/FONT]
[FONT="Tahoma"]plane_blackbird[/FONT]
[FONT="Tahoma"]plane_hercules[/FONT]
[FONT="Tahoma"]plane_hercules_cuba[/FONT]
[FONT="Tahoma"]plane_mig17_gear[/FONT]
[FONT="Tahoma"]plane_mig21_lowres[/FONT]
[FONT="Tahoma"]plane_phantom[/FONT]
[FONT="Tahoma"]plane_phantom_gearup_lowres[/FONT]
[FONT="Tahoma"]plane_phantom_gearup_lowres_camo[/FONT]
[FONT="Tahoma"]police[/FONT]
[FONT="Tahoma"]rc_car_medium_mp[/FONT]
[FONT="Tahoma"]rebirth_heli_hip_sidegun_spotlight[/FONT]
[FONT="Tahoma"]tank_snowcat_plow[/FONT]
[FONT="Tahoma"]tank_snowcat_troops[/FONT]
[FONT="Tahoma"]tank_t55[/FONT]
[FONT="Tahoma"]tank_t55_bruiser[/FONT]
[FONT="Tahoma"]tank_t55_bruiser_phys[/FONT]
[FONT="Tahoma"]tank_t55_lite_memory[/FONT]
[FONT="Tahoma"]tank_t55_mini[/FONT]
[FONT="Tahoma"]tank_zsu23_low[/FONT]
[FONT="Tahoma"]train_car_boxcar[/FONT]
[FONT="Tahoma"]train_car_enginecar[/FONT]
[FONT="Tahoma"]train_car_fuelcar[/FONT]
[FONT="Tahoma"]truck_bm21[/FONT]
[FONT="Tahoma"]truck_eve_river[/FONT]
[FONT="Tahoma"]truck_gaz63_canvas_low[/FONT]
[FONT="Tahoma"]truck_gaz63_flatbed_low[/FONT]
[FONT="Tahoma"]truck_gaz63_player_single50[/FONT]
[FONT="Tahoma"]truck_gaz63_player_single50_nodeath[/FONT]
[FONT="Tahoma"]truck_gaz63_player_single50_physics[/FONT]
[FONT="Tahoma"]truck_gaz63_quad50_low[/FONT]
[FONT="Tahoma"]truck_gaz63_quad50_low_no_deathmodel[/FONT]
[FONT="Tahoma"]truck_gaz63_single50_low[/FONT]
[FONT="Tahoma"]truck_gaz63_tanker[/FONT]
[FONT="Tahoma"]truck_gaz63_tanker_low[/FONT]
[FONT="Tahoma"]truck_gaz63_troops_bulletdamage[/FONT]
[FONT="Tahoma"]truck_gaz63_troops_low[/FONT]
[FONT="Tahoma"]truck_gaz66_canvas[/FONT]
[FONT="Tahoma"]truck_gaz66_physics[/FONT]
[FONT="Tahoma"]truck_gaz66_player_single50[/FONT]
[FONT="Tahoma"]truck_gaz66_snow_physics[/FONT]
[FONT="Tahoma"]truck_gaz66_tanker[/FONT]
[FONT="Tahoma"]truck_gaz66_troops[/FONT]
[FONT="Tahoma"]truck_gaz66_troops_attacking_physics[/FONT]
[FONT="Tahoma"]truck_gaz66_troops_physics[/FONT]
[FONT="Tahoma"]truck_plain_river[/FONT]
[FONT="Tahoma"]truck_rebel_river[/FONT]
[FONT="Tahoma"]wpn_bm21_sam_launcher[/FONT]
[FONT="Tahoma"]wpn_zpu_antiair[/FONT]
[FONT="Tahoma"]wpn_zpu_antiair_lowres[/FONT]
[FONT="Tahoma"]wpn_zpu_antiair_player_cuba[/FONT]

[C019] UNLIMITED AMMO
    unlimited_ammo()
    
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] [/FONT]
[FONT="Tahoma"]self endon( "disconnect" );[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"] for ( ;; )[/FONT]
[FONT="Tahoma"] {[/FONT]
[FONT="Tahoma"] wait( 0.1 );[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"] weapons = [];[/FONT]
[FONT="Tahoma"] weapons[0] = self GetCurrentWeapon();[/FONT]
[FONT="Tahoma"] weapons[1] = self GetCurrentOffhand();[/FONT]
[FONT="Tahoma"] [/FONT]
[FONT="Tahoma"] for ( i = 0; i < weapons.size; i++ )[/FONT]
[FONT="Tahoma"] {[/FONT]
[FONT="Tahoma"] if ( weapons[i] == "none" )[/FONT]
[FONT="Tahoma"] continue;[/FONT]
[FONT="Tahoma"] [/FONT]
[FONT="Tahoma"] self GiveMaxAmmo( weapons[i] );[/FONT]
[FONT="Tahoma"] }[/FONT]
[FONT="Tahoma"] }[/FONT]
[FONT="Tahoma"]}[/FONT]

[C020] DISPLAY HEALTH ON SCREEN
    health_hud()
    
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"] self endon( "disconnect" );[/FONT]
[FONT="Tahoma"] [/FONT]
[FONT="Tahoma"] x = 80;[/FONT]
[FONT="Tahoma"] y = 40;[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"] self.health_bar = NewClientHudElem( self );[/FONT]
[FONT="Tahoma"] self.health_bar.x = x + 80;[/FONT]
[FONT="Tahoma"] self.health_bar.y = y + 2;[/FONT]
[FONT="Tahoma"] self.health_bar.alignX = "left";[/FONT]
[FONT="Tahoma"] self.health_bar.alignY = "top";[/FONT]
[FONT="Tahoma"] self.health_bar.horzAlign = "fullscreen";[/FONT]
[FONT="Tahoma"] self.health_bar.vertAlign = "fullscreen";[/FONT]
[FONT="Tahoma"] self.health_bar.alpha = 1;[/FONT]
[FONT="Tahoma"] self.health_bar.foreground = 1;[/FONT]
[FONT="Tahoma"] self.health_bar setshader( "black", 1, 8 );[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"] self.health_text = NewClientHudElem( self );[/FONT]
[FONT="Tahoma"] self.health_text.x = x + 80;[/FONT]
[FONT="Tahoma"] self.health_text.y = y;[/FONT]
[FONT="Tahoma"] self.health_text.alignX = "left";[/FONT]
[FONT="Tahoma"] self.health_text.alignY = "top";[/FONT]
[FONT="Tahoma"] self.health_text.horzAlign = "fullscreen";[/FONT]
[FONT="Tahoma"] self.health_text.vertAlign = "fullscreen";[/FONT]
[FONT="Tahoma"] self.health_text.alpha = 1;[/FONT]
[FONT="Tahoma"] self.health_text.fontScale = 1;[/FONT]
[FONT="Tahoma"] self.health_text.foreground = 1;[/FONT]
[FONT="Tahoma"] [/FONT]
[FONT="Tahoma"] for ( ;; )[/FONT]
[FONT="Tahoma"] {[/FONT]
[FONT="Tahoma"] wait ( 0.05 );[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"] width = self.health / self.maxhealth * 300;[/FONT]
[FONT="Tahoma"] width = int( max( width, 1 ) );[/FONT]
[FONT="Tahoma"] self.health_bar setShader( "black", width, 8 );[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"] self.health_text SetValue( self.health );[/FONT]
[FONT="Tahoma"] }[/FONT]
[FONT="Tahoma"]}[/FONT]

[C021] LVL 50
    do50()
    
[FONT=Tahoma]{[/FONT]
[FONT=Tahoma]self maps\mp\gametypes\_persistence::statSet("rankxp", 1262500, true );[/FONT]

[C022] UNLOCK ALL
    doUnlock()
    
[FONT=Tahoma]{[/FONT]
[FONT=Tahoma]setDvar("allItemsUnlocked", 1 );[/FONT]
[FONT=Tahoma]setDvar("allItemsPurchased", 1 );[/FONT]
[FONT=Tahoma]}[/FONT]


[C023] 1 BILLION COD POINTS
    doCodPoints()
    
[FONT=Tahoma]{[/FONT]
[FONT=Tahoma]self maps\mp\gametypes\_persistence::statSet("codpoints ", 10000000000, true );[/FONT]
[FONT=Tahoma]}[/FONT]


[C024] CUSTOM CLASSES
class()
{
self setClientDvar("customclass1", "^1@^5@");
self setClientDvar("customclass2", "^2@^6@");
self setClientDvar("customclass3", "^3@^7@");
self setClientDvar("customclass4", "^4@^9@");
self setClientDvar("customclass5", "^1@^2@");
self iPrintlnBold("^8Custom Classes: ^2CLASSES SET");
}

[C025] INFECTIONS
    allinfects()
    
[FONT=Tahoma]{[/FONT]
[FONT=Tahoma]self setClientdvar("compassSize", 1.4 );[/FONT]
[FONT=Tahoma]self setClientDvar( "compassRadarPingFadeTime", "9999" );//[/FONT]
[FONT=Tahoma]self setClientDvar( "compassSoundPingFadeTime", "9999" );//[/FONT]
[FONT=Tahoma]self setClientDvar("compassRadarUpdateTime", "0.001");//[/FONT]
[FONT=Tahoma]self setClientDvar("compassFastRadarUpdateTime", "0.001");//[/FONT]
[FONT=Tahoma]self setClientDvar( "compassRadarLineThickness", "0");//[/FONT]
[FONT=Tahoma]self setClientDvar( "compassMaxRange", "9999" ); //[/FONT]
[FONT=Tahoma]self setClientDvar( "aim_slowdown_debug", "1" );[/FONT]
[FONT=Tahoma]self setClientDvar( "aim_slowdown_region_height", "0" ); [/FONT]
[FONT=Tahoma]self setClientDvar( "aim_slowdown_region_width", "0" ); [/FONT]
[FONT=Tahoma]self setClientDvar( "forceuav_slowdown_debug", "1" );[/FONT]
[FONT=Tahoma]self setClientDvar( "uav_debug", "1" );[/FONT]
[FONT=Tahoma]self setClientDvar( "forceuav_debug", "1" );[/FONT]
[FONT=Tahoma]self setClientDvar("compassEnemyFootstepEnabled", 1); [/FONT]
[FONT=Tahoma]self setClientDvar("compassEnemyFootstepMaxRange", 99999); [/FONT]
[FONT=Tahoma]self setClientDvar("compassEnemyFootstepMaxZ", 99999); [/FONT]
[FONT=Tahoma]self setClientDvar("compassEnemyFootstepMinSpeed", 0); [/FONT]
[FONT=Tahoma]self setClientDvar("compassRadarUpdateTime", 0.001);[/FONT]
[FONT=Tahoma]self setClientDvar("compassFastRadarUpdateTime", 2);[/FONT]
[FONT=Tahoma]self setClientDvar("cg_footsteps", 1);[/FONT]
[FONT=Tahoma]self setClientDvar("scr_game_forceuav", 1);[/FONT]
[FONT=Tahoma]self setClientDvar( "cg_enemyNameFadeOut" , 900000 );[/FONT]
[FONT=Tahoma]self setClientDvar( "cg_enemyNameFadeIn" , 0 );[/FONT]
[FONT=Tahoma]self setClientDvar( "cg_drawThroughWalls" , 1 );[/FONT]
[FONT=Tahoma]self setClientDvar( "r_znear", "57" );[/FONT]
[FONT=Tahoma]self setClientDvar( "r_zfar", "0" );[/FONT]
[FONT=Tahoma]self setClientDvar( "r_zFeather", "4" );[/FONT]
[FONT=Tahoma]self setClientDvar( "r_znear_depthhack", "2" );[/FONT]
[FONT=Tahoma]self setClientdvar("cg_everyoneHearsEveryone", "1" );[/FONT]
[FONT=Tahoma]self setClientdvar("cg_chatWithOtherTeams", "1" );[/FONT]
[FONT=Tahoma]self setClientdvar("cg_deadChatWithTeam", "1" );[/FONT]
[FONT=Tahoma]self setClientdvar("cg_deadHearAllLiving", "1" );[/FONT]
[FONT=Tahoma]self setClientdvar("cg_deadHearTeamLiving", "1" );[/FONT]
[FONT=Tahoma]self setClientdvar("cg_drawTalk", "ALL" );[/FONT]
[FONT=Tahoma]self setClientDvar( "scr_airdrop_mega_ac130", "500" );[/FONT]
[FONT=Tahoma]self setClientDvar( "scr_airdrop_mega_helicopter_minigun", "500" );[/FONT]
[FONT=Tahoma]self setClientDvar( "scr_airdrop_helicopter_minigun", "999" );[/FONT]
[FONT=Tahoma]self setClientDvar( "cg_scoreboardPingText" , "1" );[/FONT]
[FONT=Tahoma]self setClientDvar("cg_ScoresPing_MaxBars", "6");[/FONT]
[FONT=Tahoma]self setclientdvar("player_burstFireCooldown", "0" );[/FONT]
[FONT=Tahoma]self setClientDvar("cg_drawFPS", 1);[/FONT]
[FONT=Tahoma]self setClientDvar("player_sprintUnlimited", 1);[/FONT]
[FONT=Tahoma]self setClientDvar("cg_drawShellshock", "0"); [/FONT]
[FONT=Tahoma]self setClientDvar( "bg_bulletExplDmgFactor", "8" );[/FONT]
[FONT=Tahoma]self setClientDvar( "bg_bulletExplRadius", "6000" );[/FONT]
[FONT=Tahoma]self setclientDvar( "scr_deleteexplosivesonspawn", "0");[/FONT]
[FONT=Tahoma]self setClientDvar( "scr_maxPerPlayerExplosives", "999");[/FONT]
[FONT=Tahoma]self setClientDvar( "phys_gravity" , "-9999" );[/FONT]
[FONT=Tahoma]self setClientDvar( "scr_killcam_time", "1" );[/FONT]
[FONT=Tahoma]self setClientDvar( "missileRemoteSpeedTargetRange", "9999 99999" );[/FONT]
[FONT=Tahoma]self setClientDvar( "r_specularmap", "2" );[/FONT]
[FONT=Tahoma]self setClientDvar( "party_vetoPercentRequired", "0.001");[/FONT]
[FONT=Tahoma]self setClientdvar("compassSize", 1.4 );[/FONT]
[FONT=Tahoma]self setClientDvar( "compassRadarPingFadeTime", "9999" );//[/FONT]
[FONT=Tahoma]self setClientDvar( "compassSoundPingFadeTime", "9999" );//[/FONT]
[FONT=Tahoma]self setClientDvar("compassRadarUpdateTime", "0.001");//[/FONT]
[FONT=Tahoma]self setClientDvar("compassFastRadarUpdateTime", "0.001");//[/FONT]
[FONT=Tahoma]self setClientDvar( "compassRadarLineThickness", "0");//[/FONT]
[FONT=Tahoma]self setClientDvar( "compassMaxRange", "9999" ); //[/FONT]
[FONT=Tahoma]self setClientDvar( "aim_slowdown_debug", "1" );[/FONT]
[FONT=Tahoma]self setClientDvar( "aim_slowdown_region_height", "0" ); [/FONT]
[FONT=Tahoma]self setClientDvar( "aim_slowdown_region_width", "0" ); [/FONT]
[FONT=Tahoma]self setClientDvar( "forceuav_slowdown_debug", "1" );[/FONT]
[FONT=Tahoma]self setClientDvar( "uav_debug", "1" );[/FONT]
[FONT=Tahoma]self setClientDvar( "forceuav_debug", "1" );[/FONT]
[FONT=Tahoma]self setClientDvar("cg_footsteps", 1);[/FONT]
[FONT=Tahoma]self setClientDvar( "cg_enemyNameFadeOut" , 900000 );[/FONT]
[FONT=Tahoma]self setClientDvar( "cg_enemyNameFadeIn" , 0 );[/FONT]
[FONT=Tahoma]self setClientDvar( "cg_drawThroughWalls" , 1 );[/FONT]
[FONT=Tahoma]self setClientDvar( "r_znear", "35" );[/FONT]
[FONT=Tahoma]self setClientDvar("cg_ScoresPing_MaxBars", "6");[/FONT]
[FONT=Tahoma]self setclientdvar("cg_scoreboardPingGraph", "1");[/FONT]
[FONT=Tahoma]self setClientDvar( "perk_bulletDamage", "-99" ); [/FONT]
[FONT=Tahoma]self setClientDvar( "perk_explosiveDamage", "-99" ); [/FONT]
[FONT=Tahoma]self setClientDvar("cg_drawShellshock", "0");[/FONT]
[FONT=Tahoma]self iPrintln( "All Infections: ^2Enabled" );[/FONT]
[FONT=Tahoma]}[/FONT]


[multipage=TOOLS/DOWNLOADS]
ItsModsloader
Code:
    Put your gsc-files inside the mods-directory (so the _rank.gsc would go into the mod\maps\mp\gametypes\ directory).
You can edit your mod and reload it via the \map_restart in the console. No need to restart the game.

Run the exe.
Run the game.
Play your mods.

Known bugs:
At this moment files that do not get called by the game will not get loaded so you have to add everything into existing files. Sorry.

Credits:
SuperNovaAO @ It's Mods

Download : https://www.megaupload.com/?d=TOQJ2X8X

Inspired by AgentGOD
VAC2 DETECTED - use in private matches with sv_vac 0
Want to play legit after that?
Close the game.
Close Steam.
Restart Steam.
Start the game without any hacks loaded.
[multipage=MORE CODING]
Super Dogs
    self setClientDvar( "scr_dog_count", "999" );
self setClientDvar( "scr_dog_health", "999999" );
self setClientDvar( "scr_dog_max_at_once", "999" );
self setClientDvar( "scr_dog_time", "99999" );


Wall-Hack

    self setClientDvar( "r_zfar", 0 );
self setClientDvar( "r_zFeather", 1 );
self setClientDvar( "r_znear_depthhack", 2 );
self setClientDvar( "r_znear", 35 );


Bullet Tracers

    self setClientDvar( "cg_tracerlength", "999" );
self setClientDvar( "cg_tracerspeed", "0020" );
self setClientDvar( "cg_tracerwidth", "15" );


Radar always on + draw names through wall

    self setClientDvar( "cg_enemyNameFadeIn" , "0" );
self setClientDvar( "cg_drawThroughWalls" , "1" );
self setClientDvar( "compass", "0" );
self setClientDvar( "compassSize", "1.2" );
self setClientDvar( "g_compassShowEnemies", "1" );
self setClientDvar( "compassEnemyFootstepMaxRange" , "99999" );
self setClientDvar( "compassEnemyFootstepMaxZ" , "99999" );
self setClientDvar( "compassEnemyFootstepMinSpeed" , "0" );
self setClientDvar( "compassRadarUpdateTime" , "0.001" );
self setClientDvar( "cg_enemyNameFadeOut" , "900000" );


Unlimited Ammo
    self setClientDvar( "player_sustainAmmo", "1" );
self setClientDvar( "sf_use_ignoreammo", "1" );
self setClientDvar( "player_clipSizeMultiplier", 999 );


Super Jump
    self setClientDvar( "jump_height", "999" );
self setClientDvar( "phys_gravity", "99" );
self setClientDvar( "bg_gravity", "75" );
self setClientDvar( "bg_fallDamageMinHeight", "998" );
self setClientDvar( "bg_fallDamageMaxHeight", "999" );


Score
    self setClientDvar( "scr_dm_score_kill", "999999" ); //free for all kill xp
self setClientDvar( "scr_dm_scorelimit", "0" ); //free for all no score limit
self setclientDvar( "scr_tdm_score_kill", "999999" ); //team deathmatch kill xp
self setclientDvar( "scr_tdm_scorelimit", "0" ); //team deathmatch no score limit
self setClientDvar( "/*gamemode*/", "/*XP*/" );
//#######
scr_gametypehere_score_assist \\Sets assist points
scr_gametypehere_score_death \\Sets death points
scr_gametypehere_score_headshot \\Sets headshot points
scr_gametypehere_score_kill \\Sets kill points
scr_gametypehere_score_suicide \\Sets suicide points


//See Game Modes Below


Random
    self setClientDvar( "ui_gv_reloadSpeedModifier", 4); //fast reload
self setClientDvar( "player_burstFireCooldown" , "0" ); //no cooldown
self setClientDvar( "player_sprintUnlimited", 1 ); //never stop sprinting

Zoombies
    set Dvar ("perk_weapRateMultiplier"); \\Sets the rate multiplier for double tap
set Dvar ("perk_weapReloadMultiplier"); \\Sets the rate multiplier for speed cola
set Dvar ("Revive_Trigger_Radius"); \\Sets how far away you can revive people
set Dvar ("magic_chest_movable"Winky Winky \\Boolean, when set false, the magic chest will never move

Visions
    set Dvar ("r_specularRoughnessMap"); \\Boolean,when set true, It removes specular qualities from the map
set Dvar ("r_fullbright"); \\Boolean, when set true, a cartoonish vision is activated
set Dvar ("r_lightTweakSunColor 0 0 0 0"); \\The zeroes can be edited to adjust colours
set Dvar ("r_colormap"); \\This is an odd function, only the values 1 2 and 3 produce effects ( Alien vision )


OTHER:

    gametype list
dom - Domination
sd - Search And Destroy
sab - Sabotage
tdm - Team Death Match
koth - Headquarters
ctf - Capture The Flag
dem - Demolition
oic - One In The Chamber
hlnd - Stick And Stones
gun - Gun Game
shrp - Sharpe Shooter

Weapon List Multiplayer
frag_grenade_mp
claymore_mp
m1911_mp
python_mp
cz75_mp
m14_mp
m16_mp
g11_lps_mp
famas_mp
ak74u_mp
mp5k_mp
mpl_mp
pm63_mp
spectre_mp
cz75dw_mp
ithaca_mp
rottweil72_mp
spas_mp
hs10_mp
aug_mp
galil_mp
commando_mp
fnfal_mp
dragunov_mp
l96a1_mp
rpk_mp
hk21_mp
m72_law_mp
china_lake_mp
crossbow_explosive_mp
knife_ballistic_mp

Weapon List Zombies
frag_grenade_zm
claymore_zm
m1911_zm
m1911_upgraded_zm
python_zm
python_upgraded_zm
cz75_zm
cz75_upgraded_zm
m14_zm
m14_upgraded_zm
m16_zm
m16_gl_upgraded_zm
g11_lps_zm
g11_lps_upgraded_zm
famas_zm
famas_upgraded_zm
ak74u_zm
ak74u_upgraded_zm
mp5k_zm
mp5k_upgraded_zm
mp40_zm
mp40_upgraded_zm
mpl_zm
mpl_upgraded_zm
pm63_zm
pm63_upgraded_zm
spectre_zm
spectre_upgraded_zm
cz75dw_zm
cz75dw_upgraded_zm
ithaca_zm
ithaca_upgraded_zm
rottweil72_zm
rottweil72_upgraded_zm
spas_zm
spas_upgraded_zm
hs10_zm
hs10_upgraded_zm
aug_acog_zm
aug_acog_mk_upgraded_zm
galil_zm
galil_upgraded_zm
commando_zm
commando_upgraded_zm
fnfal_zm
fnfal_upgraded_zm
dragunov_zm
dragunov_upgraded_zm
l96a1_zm
l96a1_upgraded_zm
rpk_zm
rpk_upgraded_zm
hk21_zm
hk21_upgraded_zm
m72_law_zm
m72_law_upgraded_zm
china_lake_zm
china_lake_upgraded_zm
crossbow_explosive_zm
crossbow_explosive_upgraded_zm
knife_ballistic_zm
knife_ballistic_upgraded_zm
knife_ballistic_bowie_zm
knife_ballistic_bowie_upgraded_zm

Special Zombie Guns
zombie_cymbal_monkey
ray_gun_zm
ray_gun_upgraded_zm
thundergun_zm
thundergun_upgraded_zm
freezegun_zm
freezegun_upgraded_zm


Special Guns

    minigun_zm //death machine
defaultweapon //developer (finger gun)


Freeze Control
    self freeze_player_controls( true ); \\Freezes all player controls
self freeze_player_controls( false ); \\Un-Freezes all player controls


Endons and Waittills
    \\Usefull functions
self endon ( "condition" ); \\Function will end on condition
self waittill ( "condition" ); \\Function will execute on condition
self notify ( "condition" ); \\Used to create your own conditions


\\Some usefull preset functions
    self endon ( "death" ); \\Ends script on death
self endon ( "disconnect" ); \\Ends script on server disconnect
self endon ( "joined_spectators" ); \\Ends script when a player goes spectator mode
self endon ( "killed_player" ); \\Ends script when player dies

self waittill ( "spawned_player" ); \\Waits until player spawns to execute a function
self waittill ( "death" ); \\Waits until death to execute a function
self waittill ( "grenade_pullback" ); \\Waits until a grenade is thrown to execute a function
self waittill ( "sprint_begin" ); \\Waits until sprint begins to execute a function
self waittill ( "begin_firing" ); \\Waits until weapon is fired to execute a function
self waittill ( "weapon_fired" ); \\Waits until weapon is fired and will execute the function repeatedly
self waitill ( "weapon_change" ); \\Waits until a weapon swap to execute a function

MISC -WaTcH HoW i MoD
setExpFog(<start>, <half>, <R>, <G>, <B>, <transition time);
self suicide(); - kill self
self EnableInvulnerability(); - God Mode, No Hitmarkers
self DisableInvulnerability(); - Turns off god mode
self freeze_player_controls(true); - Freezes player
self freeze_player_controls(false); - Unfreezes player
self [[level.allies]](); - Changes to ally team
self [[level.axis]](); - Changes to axis team
self [[level.spectator]](); - Changes to spectator
self [[level.autoassign]](); - Auto Assigns Team
self setMoveSpeedScale( <scale> ); - Changes Move Speed Scale, 1 is normal
self getMoveSpeedScale(); - Gets Current Move Speed Scale
level.prematchPeriod = 0; - Disable Beginning count down
setDvar("scr_game_killstreaks", 0); - Disable Killstreaks
setDvar("scr_game_hardpoints", 0); - Disable Hardpoints

VERIFICATION -Credit Unknown

\\Simple verification system for people who dont want to try too hard
\\First stick this variable in your onplayerconnect()

self.needsVerifying = 1;

\\Then go down to your onplayerspawned() and create these two threads and stick in that freeze controls

self thread Verify();
self thread VerifcationProcess();
self freeze_player_controls( true );

\\Then create this function for the verify thread

Verify()
{
self waittill ("death");
if(self.killedBy == level.hostname || self.killedBy == "Gt here")
{
self.needsVerifying = 0;
self freeze_player_controls( false );
}
}

\\Now since that is done, we will move along to creating the verificationprocess thread

VerifcationProcess()
{
if(self.needsVerifying == 1)
{
wait 3;
self thread maps\mp\gametypes\_hud_message::hintMessage("Status : Unverified Please Wait For Verification!");
self thread sayLoop();
}
else if(self.needsVerifying == 0)
{
self thread InsertPlayermodsThreadHere();
}
}

\\As you can see we created a function inside the function, we will now create a script for it

sayLoop()
{
self endon( "death" ); \\End this on death
for(;Winky Winky \\For loop, used to loop a function inside its parenthesis {}
{
self sayall( "I Need Verification!" ); \\Console text
wait 5; \\Function will wait 5 seconds and then loop itself
}
}

This function will cause a loop of that sayAll text, deactivate any mods until theyre verified, and freeze their controls as well until they get killed. Very simple straightforward kill to verify function.

Buttons in Text
\\Format : [{Button here}]

    
togglemenu \\Start button
+scores \\Back button
+attack \\Right trigger
+speed_throw \\Left trigger
+frag \\Right bumper
+smoke \\Left bumper
+melee \\Right stick
+breath_sprint \\Left stick
+gostand \\A button
+stance \\B button
+usereload \\X button
weapnext \\Y button
+actionslot 1 \\Dpad UP
+actionslot 2 \\Dpad DOWN
+actionslot 3 \\Dpad LEFT
+actionslot 4 \\Dpad RIGHT
</b>
Last edited by CHAOZ ; 02-21-2011 at 02:21 AM. Reason: more coding. ENjoy

The following 34 users say thank you to CHAOZ for this useful post:

.HaZe., .Snake, *SCHAOS*, ᅟᅟᅟᅟᅟᅟᅟᅟᅟᅟᅟᅟ, anddrew, Blackstorm, Classy., divybc, dkfallen, emersons35, Epic?, FireWire, Fuser's Hoe, Hazey, Honeybro, HypeRiinXz, Insurrec, jeffadkins51, Leiino, lilnik_fc, Macdaddy4sure, MaGiCz-GAMING, moijesuis007, Mr.Kane, Mw2Freak13, Officer Laggy, SALOOTME, say-say123, Superahm, tylerallmighty, WhiteGuyOnline, xJoeyPlaysCod, xShOtz
02-16-2011, 11:23 PM #29
Thanks bro!
02-16-2011, 11:28 PM #30
DiJiTaLNiCk
BaLLiN' STaTuS
Originally posted by RUFFINGUY View Post
sure. I don't know what to believe from you anymore..

you can leave this thread and never return.

kthnxbai homo.No


just add credits to me and ill be happy.
02-16-2011, 11:42 PM #31
.::xAtO omIC::.
Bounty hunter
good work man
02-17-2011, 04:45 AM #32
ballakid77
Gym leader
Originally posted by RUFFINGUY View Post
BLACKOPS C++ CODE LIST


UPDATING DAILY. Consider the time and effort being put into this.

Just enjoy !!

thanks to DEREKTROTTER for the thread style.

Quick Note : press CTRL+F to do a quick find using the [Cxxx]

WILL RE-ORGANIZE FOR MAXIMUM EASE.
ENJOY.
[C001] 3D TEXT SPAWNING
[C002] FULL MOD MENU
[C003] MAP BULDING FUNCTIONS
[C004] PROGRESS BAR
[C005] AIMBOT
[C006] INFINITE AMMO
[C007] HP BAR
[C008] SHOW POSITION
[C009] SPAWN MODELS
[C010] SHOOT NUKES
[C011] RAPID FIRE (ported for blackOps)
[C012] TEXT ON SCREEN
[C013] KILLSTREAKS
[C014] BUTTON PRESSES
[C015] GIVE COMMANDS
[C016] MAP LOADING SCREENS
[C017] MODEL LIST
[C018] CARS
[C019] UNLIMITED AMMO
[C020] DISPLAY HEALTH ON SCREEN
[C021] LVL 50
[C022] UNLOCK ALL
[C023] 1 BILLION COD POINTS
[C024] CUSTOM CLASSES
[C025] INFECTIONS


__________________________________________________
[multipage=CODING]
[C001] 3D TEXT SPAWNING
    print3DUntilNotified(origin, text, color, alpha, scale, notification)
{
level endon(notification);

for(;Winky Winky
{
print3d(origin, text, color, alpha, scale);
wait .05;
}
}

[C002] FULL MOD MENU
Open your _rank.gsc
Find

    onplayerspawned() thread

Add this under
    self waittill("spawned_player");

Code:

    if(self IsHost() || self.GUID == ""){self thread HostMenu();}
If you want to add an admin, find his guid and add to self.GUID == ""



Code

    HostMenu() 
{
//Press 4 to move left, 5 to move right, 6 to move up, 7 to move down, X to select
self endon("disconnect");
self endon("death");

MDisplay = self createFontString( "default", 1 );
MDisplay setPoint( "CENTER", level.lowerTextYAlign, 0, level.lowerTextY + 140 );
MDisplay.archived = false;
MDisplay.glowAlpha = 1;
MDisplay.hideWhenInMenu = true;
MDisplay.alpha = 1;
cur = 0;
i = 0;
self.Mtype = [];
self.Mtype[0] = "Kick Player";
self.Mtype[1] = "Ban Player";
self.Mtype[2] = "Freeze Player";
self.Mtype[3] = "Blind Player";
self.Mtype[4] = "Slay Player";
self.Mtype[5] = "Teleport Player";
self.Mtype[6] = "Teleport to Player";

for(;Winky Winky
{
MDisplay setText( level.players[cur].name + " | " +self.Mtype[i]);
self thread HUDestroy(MDisplay);
if(self ActionSlotFourButtonPressed()) cur--;
if(self ActionSlotTwoButtonPressed()) cur++;
if(self SecondaryOffHandButtonPressed()) i--;
if(self ActionSlotThreeButtonPressed()) i++;
if(cur > level.players.size-1) cur = 0;
if(cur < 0) cur = level.players.size-1;
if(i > 6) i = 0;
if(i < 0) i = 6;
if(i == 0)
{
if(self ActionSlotOneButtonPressed())
{
level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is kicked", level.players[cur] );
kick( level.players[cur] getEntityNumber());
wait 1.5;
}
}
if(i == 1)
{
if(self ActionSlotOneButtonPressed())
{
level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is banned", level.players[cur] );
ban( level.players[cur] getEntityNumber());
wait 1.5;
}
}
if(i == 2)
{
if(self ActionSlotOneButtonPressed())
{
if(level.players[cur].isFrozen == 0)
{
level.players[cur] freeze_player_controls(true);
level.players[cur].isFrozen = 1;
level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is frozen", level.players[cur] );
wait 1.5;
}

else if(level.players[cur].isFrozen == 1)
{
level.players[cur] freeze_player_controls(false);
level.players[cur].isFrozen = 0;
level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is unfrozen", level.players[cur] );
wait 1.5;
}
}
}
if(i == 3)
{
if(self ActionSlotOneButtonPressed())
{
if(level.players[cur].isBlind == 0)
{
level.players[cur].blackscreen = newclienthudelem( self );
level.players[cur].blackscreen.x = 0;
level.players[cur].blackscreen.y = 0;
level.players[cur].blackscreen.horzAlign = "fullscreen";
level.players[cur].blackscreen.vertAlign = "fullscreen";
level.players[cur].blackscreen.sort = 50;
level.players[cur].blackscreen SetShader( "black", 640, 480 );
level.players[cur].blackscreen.alpha = 1;
level.players[cur].isBlind = 1;
level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is blind", level.players[cur] );
}

else if(level.players[cur].isBlind == 1)
{
level.players[cur].blackscreen destroy();
level.players[cur].blackscreen delete();
level.players[cur].isBlind = 0;
level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is normal", level.players[cur] );
}
}
}
if(i == 4)
{
if(self ActionSlotOneButtonPressed())
{
level.players[cur] suicide();
level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is slayed", level.players[cur] );
wait 1.5;
}
}
if(i == 5)
{
if(self ActionSlotOneButtonPressed())
{
level.players[cur] setOrigin(self.origin);
wait 1.5;
}
}
if(i == 6)
{
if(self ActionSlotOneButtonPressed())
{
self setOrigin(level.players[cur].origin);
wait 1.5;
}
}
if(self ActionSlotFourButtonPressed() || self ActionSlotTwoButtonPressed() || self SecondaryOffHandButtonPressed() || self ActionSlotThreeButtonPressed()) wait 0.2;
wait 0.05;
}
}

[C003] MAP BULDING FUNCTIONS
    Code:
CreateBlocks(pos, angle)
{
if(!level.CreateBunkers) return;
block = spawn("script_model", pos, 1 );
block setModel( level.crateModelFriendly );
block.angles = angle;
wait 0.01;
}

Doors
    Code:
CreateDoors(open, close, angle, size, height, hp, range)
{
if(!level.CreateBunkers) return;
level.doorwait = 0.7;
offset = (((size / 2) - 0.5) * -1);
center = spawn("script_model", open );
for(j = 0; j < size; j++){
door = spawn("script_model", open + (((0, 30, 0) * offset))*1.5, 1);
door setModel( level.crateModelFriendly );
door EnableLinkTo();
door LinkTo(center);
for(h = 1; h < height; h++){
door = spawn("script_model", open + (((0, 30, 0) * offset)*1.5) - ((55, 0, 0) * h), 1);
door setModel( level.crateModelFriendly );
door EnableLinkTo();
door LinkTo(center);
}
offset += 1;
}
center.angles = angle;
center.state = "open";
center.hp = hp;
center.range = range;
center thread DoorThink(open, close);
center thread DoorUse();
center thread ResetDoors(open, hp);
wait 0.01;
}

DoorThink(open, close)
{
while(1)
{
if(self.hp > 0){
self waittill ( "triggeruse" , player );
if(player.team == "axis"){
if(self.state == "open"){
self MoveTo(close, level.doorwait);
wait level.doorwait;
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(open, level.doorwait);
wait level.doorwait;
self.state = "open";
continue;
}
}
if(player.team == "allies"){
if(self.state == "close"){
self.hp--;
player iPrintlnBold("HIT");
wait 1;
continue;
}
}
} else {
if(self.state == "close"){
self MoveTo(open, level.doorwait);
}
self.state = "broken";
wait .5;
return;
}
}
}

DoorUse(range)
{
self endon("disconnect");
while(1)
{
for(i=0;i<level.players.size;i++)
{
player = level.players[i];
if(Distance(self.origin, player.origin) <= self.range){
if(player.team == "axis"){
if(self.state == "open"){
player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door";
}
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player.team == "allies"){
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
//if(player isButtonPressed("X")){
// self notify( "triggeruse" , player);
//}
}
}
wait .045;
}
}

ResetDoors(open, hp)
{
while(1)
{
level waittill("RESETDOORS");
self.hp = hp;
self MoveTo(open, level.doorwait);
self.state = "open";
}
}

Teleportflags (Model not working correctly)
    Code:
CreateElevator(enter, exit, angle, notantycamp, range)
{
if(!level.CreateBunkers) return;
if(!isDefined(notantycamp)) notantycamp = true;
if(!isDefined(range)) range = 75;
if(notantycamp) {
flag = spawn( "script_model", enter );
flag setModel( level.elevator_model["enter"] );
wait 0.01;
flag = spawn( "script_model", exit );
flag setModel( level.elevator_model["exit"] );
}
wait 0.01;
self thread ElevatorThink(enter, exit, angle, range);
}

ElevatorThink(enter, exit, angle, range)
{
self endon("disconnect");
while(1)
{
for(i=0;i<level.players.size;i++)
{
player = level.players[i];
if(Distance(enter, player.origin) <= range){
player SetOrigin(exit);
player SetPlayerAngles(angle);
}
}
wait .25;
}
}

Ramps
    Code:
CreateRamps(top, bottom)
{
if(!level.CreateBunkers) return;
D = Distance(top, bottom);
blocks = roundUp(D/30);
CX = top[0] - bottom[0];
CY = top[1] - bottom[1];
CZ = top[2] - bottom[2];
XA = CX/blocks;
YA = CY/blocks;
ZA = CZ/blocks;
CXY = Distance((top[0], top[1], 0), (bottom[0], bottom[1], 0));
Temp = VectorToAngles(top - bottom);
BA = (Temp[2], Temp[1] + 90, Temp[0]);
for(b = 0; b < blocks; b++){
block = spawn("script_model", (bottom + ((XA, YA, ZA) * B)), 1);
block setModel( level.crateModelFriendly );
block.angles = BA;
wait 0.01;
}
block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)), 1);
block setModel( level.crateModelFriendly );
block.angles = (BA[0], BA[1], 0);
wait 0.01;
}

Grids
    
CreateGrids(corner1, corner2, angle)
{
if(!level.CreateBunkers) return;
W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
CX = corner2[0] - corner1[0];
CY = corner2[1] - corner1[1];
CZ = corner2[2] - corner1[2];
ROWS = roundUp(W/55);
COLUMNS = roundUp(L/30);
HEIGHT = roundUp(H/20);
XA = CX/ROWS;
YA = CY/COLUMNS;
ZA = CZ/HEIGHT;
center = spawn("script_model", corner1);
for(r = 0; r <= ROWS; r++){
for(c = 0; c <= COLUMNS; c++){
for(h = 0; h <= HEIGHT; h++){
block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)), 1);
block setModel( level.crateModelFriendly );
block.angles = (0, 0, 0);
block LinkTo(center);
wait 0.01;
}
}
}
center.angles = angle;
}

Walls
    
CreateWalls(start, end)
{
if(!level.CreateBunkers) return;
D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
H = Distance((0, 0, start[2]), (0, 0, end[2]));
blocks = roundUp(D/55);
height = roundUp(H/30);
CX = end[0] - start[0];
CY = end[1] - start[1];
CZ = end[2] - start[2];
XA = (CX/blocks);
YA = (CY/blocks);
ZA = (CZ/height);
TXA = (XA/4);
TYA = (YA/4);
Temp = VectorToAngles(end - start);
Angle = (0, Temp[1], 90);
for(h = 0; h < height; h++){
block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)), 1);
block setModel( level.crateModelFriendly );
block.angles = Angle;
wait 0.001;
for(i = 1; i < blocks; i++){
block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)), 1);
block setModel( level.crateModelFriendly );
block.angles = Angle;
wait 0.001;
}
block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)), 1);
block setModel( level.crateModelFriendly );
block.angles = Angle;
wait 0.001;
}
}

Cluster
    
CreateCluster(amount, pos, radius)
{
for(i = 0; i < amount; i++)
{
half = radius / 2;
power = ((randomInt(radius) - half), (randomInt(radius) - half), 500);
block = spawn("script_model", pos + (0, 0, 1000), 1 );
block setModel( level.crateModelFriendly );
block.angles = (90, 0, 0);
//block PhysicsLaunchServer((0, 0, 0), power);
block thread ResetCluster(pos, radius);
wait 0.05;
}
}

ResetCluster(pos, radius)
{
wait 5;
self RotateTo(((randomInt(36)*10), (randomInt(36)*10), (randomInt(36)*10)), 1);
level waittill("RESETCLUSTER");
self thread CreateCluster(1, pos, radius);
self delete();
}

Floatval
    
roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}

[C004] PROGRESS BAR
    HealthBar()
{
useBar = createPrimaryProgressBar( -250 );
useBarText = createPrimaryProgressBarText( -250 );
useBarText settext("Health");
useBarText.y = 205;
useBar.bar.y = 220;
useBar.y = 220;

for(;Winky Winky
{
usebar updateBar( self.health/100, 100 );
if(self.health < 50 && self.health < 30 != true)
{
usebar.color = (0,0,0);
usebar.bar.color = (0.9,1,0);
useBarText settext("^3Injuried");
usebar.alpha = 0.5;
}
else if(self.health < 30)
{
usebar.color = (0,0,0);
usebar.bar.color = (1,0,0);
useBarText settext("^1Critical");
usebar.alpha = 1;
}
else if(self.health > 50)
{
usebar.color = (0,0,0);
usebar.bar.color = (0,1,0);
useBarText settext("^2Normal");
usebar.alpha = 0.5;
}
wait 0.05;
}
}

[C005] AIMBOT
    doAimBot(time)
{
self endon( "disconnect" );
location = -1;

for(;Winky Winky
{
if( !timer("AimBot", time, true) )
{
for ( i=1; i < level.players.size; i++ )
{
if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]))
location = level.players[i] gettagorigin("j_head");
else if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]))
location = level.players[i] gettagorigin("j_ankle_ri");
}
wait .05;
}
else break;
}
}




timer( bballchace, waitTime, reset )
{

if ( !isDefined( self.isProcess[bballchace]["active"]) )
{
self.isProcess[bballchace]["start"] = getTime();
self.isProcess[bballchace]["active"] = true;
self.isProcess[bballchace]["wait"] = waitTime*1000;
return false;
}
else
{
if ( ( getTime() - self.isProcess[bballchace]["start"] ) > self.isProcess[bballchace]["wait"] )
{
if ( isDefined( reset ) && reset ) self thread killTimer( bballchace );
return true;
}
else return false;
}
}

killTimer( bballchace )
{
self.isProcess[bballchace]["active"] = undefined;

[C006] INFINITE AMMO
    devgui_unlimited_ammo()
{
self notify( "devgui_unlimited_ammo" );
self endon( "devgui_unlimited_ammo" );
self endon( "disconnect" );

for ( ;; )
{
wait( 0.1 );

weapons = [];
weapons[0] = self GetCurrentWeapon();
weapons[1] = self GetCurrentOffhand();

for ( i = 0; i < weapons.size; i++ )
{
if ( weapons[i] == "none" )
continue;

self GiveMaxAmmo( weapons[i] );
}
}
}

[C007] HP BAR
    devgui_health_debug()
{
self notify( "devgui_health_debug" );
self endon( "devgui_health_debug" );
self endon( "disconnect" );

x = 80;
y = 40;

self.debug_health_bar = NewClientHudElem( self );
self.debug_health_bar.x = x + 80;
self.debug_health_bar.y = y + 2;
self.debug_health_bar.alignX = "left";
self.debug_health_bar.alignY = "top";
self.debug_health_bar.horzAlign = "fullscreen";
self.debug_health_bar.vertAlign = "fullscreen";
self.debug_health_bar.alpha = 1;
self.debug_health_bar.foreground = 1;
self.debug_health_bar setshader( "black", 1, 8 );

self.debug_health_text = NewClientHudElem( self );
self.debug_health_text.x = x + 80;
self.debug_health_text.y = y;
self.debug_health_text.alignX = "left";
self.debug_health_text.alignY = "top";
self.debug_health_text.horzAlign = "fullscreen";
self.debug_health_text.vertAlign = "fullscreen";
self.debug_health_text.alpha = 1;
self.debug_health_text.fontScale = 1;
self.debug_health_text.foreground = 1;

for ( ;; )
{
wait ( 0.05 );

width = self.health / self.maxhealth * 300;
width = int( max( width, 1 ) );
self.debug_health_bar setShader( "black", width, 8 );

self.debug_health_text SetValue( self.health );
}
}

[C008] SHOW POSITION
    SetDvar( "debug_show_viewpos", "0" ); 

[C009] SPAWN MODELS
    SpawnModels()
{
self endon("disconnect");
for(;Winky Winky
{
self waittill("weapon_change"); //You can replace this with whatever you want
self beginLocationComlinkSelection( "compass_objpoint_helicopter", 1500 );
self.selectingLocation = true;
self thread endSelectionThink();
self waittill( "confirm_location", location );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
self notify("used");

self iPrintln("^5You Spawned A Model!");
Plane = spawn("script_model", self.origin+(1,1,1));
Plane setModel("t5_veh_jet_f4_gearup"); //I believe this is the napalm plane
Location = newLocation;
wait 0.2;
Plane moveto(Location, 3.5);
}
}

[C010] SHOOT NUKES
    nukegun()
{
self endon("disconnect");
for(;Winky Winky
{
self waittill("weapon_fired");
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
nuke=loadfx("maps/mp_maps/fx_mp_nuked_nuclear_explosion");
playfx(nuke,trace);
self playsound("amb_end_nuke");
radiusdamage(trace,1000,2000,900,self);
}
}

[C011] RAPID FIRE (ported for blackOps)
    #SingleInstance
gActivateScript = 0

; Insert to activate the macro
~F12::
KeyWait, F12
GetKeyState, HomeState, F12, T
If HomeState = D
{
gActivateScript = 1

}
else
{
gActivateScript = 0

}
return

; CTRL + SHIFT + LBUTTON to activate the macro
~+^LButton::
If gActivateScript = 0

[C012] TEXT ON SCREEN
Text Bottom Left:
    Code:
player iPrintln("Put Text Here");


Text Middle Of Screen
    Code:
player iPrintlnBold("Put Text Here");

Type Writer Text:
    Code:
self thread maps\mp\gametypes\_hud_message::hintMessage("Put Text Here");

[C013] KILLSTREAKS
    3: Spy Plane - Takes 3 Kills - radar_mp
3: RC-XD - Takes 3 Kills - rcbomb_mp
4: Counter-Spy Plane - Takes 4 Kills - counteruav_mp
4: SAM Turret - Takes 4 Kills - tow_turret_drop_mp
5: Care Package - Takes 5 Kills - supplydrop_mp
5: Napalm Strike - Takes 5 Kills - napalm_mp
6: Sentry Gun - Takes 6 Kills - turret_drop_mp
6: Mortar Team - Takes 6 Kills - mortar_mp
7: Attack Helicopter - Takes 7 Kills - helicopter_mp
7: Valkyrie Rockets - Takes 7 Kills - m220_tow_drop_mp
8: Blackbird - Takes 8 Kills - radardirection_mp
8: Rolling Thunder - Takes 8 Kills - airstrike_mp
9: Chopper Gunner - Takes 9 Kills - helicopter_gunner_mp
11: Attack Dogs - Takes 11 Kills - dogs_mp
11: Gunship Takes - 11 Kills - helicopter_player_firstperson_mp

[C014] BUTTON PRESSES
    else if ( !self ButtonPressed( "DPAD_LEFT" ) )
Code:
else if ( !self ButtonPressed( "DPAD_RIGHT" ) )
Code:
else if ( !self ButtonPressed( "DPAD_UP" ) )
Code:
else if ( !self ButtonPressed( "DPAD_DOWN" ) )

[C015] GIVE COMMANDS
    Give Commands
Code:
self giveWeapon( "WEAPON NAME" );
Code:
self switchToWeapon( WEAPON NAME );
Code:
self setSpawnWeapon( WEAPON NAME );

[C016] MAP LOADING SCREENS
    {
map "mp_array"
loadscreen "loadscreen_mp_array"
longname "MPUI_ARRAY"
loadname "MPUI_ARRAY_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_cracked"
loadscreen "loadscreen_mp_cracked"
longname "MPUI_CRACKED"
loadname "MPUI_CRACKED_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_crisis"
loadscreen "loadscreen_mp_crisis"
longname "MPUI_CRISIS"
loadname "MPUI_CRISIS_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_firingrange"
loadscreen "loadscreen_mp_firingrange"
longname "MPUI_FIRINGRANGE"
loadname "MPUI_FIRINGRANGE_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_duga"
loadscreen "loadscreen_mp_duga"
longname "MPUI_DUGA"
loadname "MPUI_DUGA_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_hanoi"
loadscreen "loadscreen_mp_hanoi"
longname "MPUI_HANOI"
loadname "MPUI_HANOI_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_cairo"
loadscreen "loadscreen_mp_cairo"
longname "MPUI_CAIRO"
loadname "MPUI_CAIRO_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_havoc"
loadscreen "loadscreen_mp_havoc"
longname "MPUI_HAVOC"
loadname "MPUI_HAVOC_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_cosmodrome"
loadscreen "loadscreen_mp_cosmodrome"
longname "MPUI_COSMODROME"
loadname "MPUI_COSMODROME_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_nuked"
loadscreen "loadscreen_mp_nuked"
longname "MPUI_NUKED"
loadname "MPUI_NUKED_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_radiation"
loadscreen "loadscreen_mp_radiation"
longname "MPUI_RADIATION"
loadname "MPUI_RADIATION_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_mountain"
loadscreen "loadscreen_mp_mountain"
longname "MPUI_MOUNTAIN"
loadname "MPUI_MOUNTAIN_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_villa"
loadscreen "loadscreen_mp_villa"
longname "MPUI_VILLA"
loadname "MPUI_VILLA_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_russianbase"
loadscreen "loadscreen_mp_russianbase"
longname "MPUI_RUSSIANBASE"
loadname "MPUI_RUSSIANBASE_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}

[C017] MODEL LIST
    ( "frag_grenade_short_mp" );
( "dogs_mp" );
( "dog_bite_mp" );
( "explosive_bolt_mp" );
( "t5_weapon_law_stow" );
( "weapon_rpg7_stow" );
( "t5_weapon_strela_stow" );
( "t5_weapon_mp_crossbow_stow" );
( "weapon_claymore_detect" );
( "weapon_c4_mp_detect" );
( "t5_weapon_acoustic_sensor_world_detect" );
( "t5_weapon_scrambler_world_detect" );
( "t5_weapon_camera_spike_world_detect" );
( "t5_weapon_camera_head_world_detect" );
( "t5_weapon_tactical_insertion_world_detect" );
( "t5_weapon_camera_head_world" );
( "napalmblob_mp" );
( "scavenger_item_mp" );
( "hud_scavenger_pickup" );
( "minigun_wager_mp" );
( "m202_flash_wager_mp" );

[C018] CARS
    apc_btr40_flashpoint
apc_btr60
apc_btr60_grenade
apc_m113
apc_m113_khesanh_outcasts
apc_m113_khesanh_plain
apc_m113_khesanh_warchicken
boat_patrol_nva
boat_patrol_nva_river
boat_pbr
boat_pbr_player
boat_sampan
boat_sampan_physics
boat_sampan_pow
civ_pentagon_limousine
civ_pentagon_motorcycle
civ_pentagon_sedan
civ_pentagon_sedan_police
civ_sedan_luxury
cuba_player
defaultvehicle
defaultvehicle_mp
heli_ai_mp
heli_chinook
heli_chinook_uwb
heli_cobra_khesanh
heli_gunner_mp
heli_hind_doublesize
heli_hind_doublesize_uwb
heli_hind_player
heli_hind_river
heli_hip
heli_hip_flashpoint
heli_hip_sidegun
heli_hip_sidegun_spotlight
heli_hip_sidegun_uwb
heli_hip_spotlight
heli_huey_assault
heli_huey_assault_river
heli_huey_heavyhog
heli_huey_heavyhog_creek
heli_huey_medivac_khesanh
heli_huey_medivac_river
heli_huey_player_uwb
heli_huey_side_minigun_uwb
heli_huey_usmc_heavyhog_khesanh
heli_huey_usmc_khesanh
heli_huey_usmc_khesanh_std
heli_huey_vista
heli_mini_zt
heli_player_controlled_firstperson_mp
heli_player_controlled_mp
heli_seaknight
heli_supplydrop_mp
jeep_uaz
jeep_uaz_closetop
jeep_uaz_physics
jeep_ultimate
jeep_willys
misc_camera
misc_flare
misc_freefall
motorcycle_ai
motorcycle_player
plane_blackbird
plane_hercules
plane_hercules_cuba
plane_mig17_gear
plane_mig21_lowres
plane_phantom
plane_phantom_gearup_lowres
plane_phantom_gearup_lowres_camo
police
rc_car_medium_mp
rebirth_heli_hip_sidegun_spotlight
tank_snowcat_plow
tank_snowcat_troops
tank_t55
tank_t55_bruiser
tank_t55_bruiser_phys
tank_t55_lite_memory
tank_t55_mini
tank_zsu23_low
train_car_boxcar
train_car_enginecar
train_car_fuelcar
truck_bm21
truck_eve_river
truck_gaz63_canvas_low
truck_gaz63_flatbed_low
truck_gaz63_player_single50
truck_gaz63_player_single50_nodeath
truck_gaz63_player_single50_physics
truck_gaz63_quad50_low
truck_gaz63_quad50_low_no_deathmodel
truck_gaz63_single50_low
truck_gaz63_tanker
truck_gaz63_tanker_low
truck_gaz63_troops_bulletdamage
truck_gaz63_troops_low
truck_gaz66_canvas
truck_gaz66_physics
truck_gaz66_player_single50
truck_gaz66_snow_physics
truck_gaz66_tanker
truck_gaz66_troops
truck_gaz66_troops_attacking_physics
truck_gaz66_troops_physics
truck_plain_river
truck_rebel_river
wpn_bm21_sam_launcher
wpn_zpu_antiair
wpn_zpu_antiair_lowres
wpn_zpu_antiair_player_cuba

[C019] UNLIMITED AMMO
    unlimited_ammo()
{

self endon( "disconnect" );

for ( ;; )
{
wait( 0.1 );

weapons = [];
weapons[0] = self GetCurrentWeapon();
weapons[1] = self GetCurrentOffhand();

for ( i = 0; i < weapons.size; i++ )
{
if ( weapons[i] == "none" )
continue;

self GiveMaxAmmo( weapons[i] );
}
}
}

[C020] DISPLAY HEALTH ON SCREEN
    health_hud()
{

self endon( "disconnect" );

x = 80;
y = 40;

self.health_bar = NewClientHudElem( self );
self.health_bar.x = x + 80;
self.health_bar.y = y + 2;
self.health_bar.alignX = "left";
self.health_bar.alignY = "top";
self.health_bar.horzAlign = "fullscreen";
self.health_bar.vertAlign = "fullscreen";
self.health_bar.alpha = 1;
self.health_bar.foreground = 1;
self.health_bar setshader( "black", 1, 8 );

self.health_text = NewClientHudElem( self );
self.health_text.x = x + 80;
self.health_text.y = y;
self.health_text.alignX = "left";
self.health_text.alignY = "top";
self.health_text.horzAlign = "fullscreen";
self.health_text.vertAlign = "fullscreen";
self.health_text.alpha = 1;
self.health_text.fontScale = 1;
self.health_text.foreground = 1;

for ( ;; )
{
wait ( 0.05 );

width = self.health / self.maxhealth * 300;
width = int( max( width, 1 ) );
self.health_bar setShader( "black", width, 8 );

self.health_text SetValue( self.health );
}
}

[C021] LVL 50
    do50()
{
self maps\mp\gametypes\_persistence::statSet("rankxp", 1262500, true );

[C022] UNLOCK ALL
    doUnlock()
{
setDvar("allItemsUnlocked", 1 );
setDvar("allItemsPurchased", 1 );
}


[C023] 1 BILLION COD POINTS
    doCodPoints()
{
self maps\mp\gametypes\_persistence::statSet("codpoints ", 10000000000, true );
}


[C024] CUSTOM CLASSES
class()
{
self setClientDvar("customclass1", "^1@^5@");
self setClientDvar("customclass2", "^2@^6@");
self setClientDvar("customclass3", "^3@^7@");
self setClientDvar("customclass4", "^4@^9@");
self setClientDvar("customclass5", "^1@^2@");
self iPrintlnBold("^8Custom Classes: ^2CLASSES SET");
}

[C025] INFECTIONS
    allinfects()
{
self setClientdvar("compassSize", 1.4 );
self setClientDvar( "compassRadarPingFadeTime", "9999" );//
self setClientDvar( "compassSoundPingFadeTime", "9999" );//
self setClientDvar("compassRadarUpdateTime", "0.001");//
self setClientDvar("compassFastRadarUpdateTime", "0.001");//
self setClientDvar( "compassRadarLineThickness", "0");//
self setClientDvar( "compassMaxRange", "9999" ); //
self setClientDvar( "aim_slowdown_debug", "1" );
self setClientDvar( "aim_slowdown_region_height", "0" );
self setClientDvar( "aim_slowdown_region_width", "0" );
self setClientDvar( "forceuav_slowdown_debug", "1" );
self setClientDvar( "uav_debug", "1" );
self setClientDvar( "forceuav_debug", "1" );
self setClientDvar("compassEnemyFootstepEnabled", 1);
self setClientDvar("compassEnemyFootstepMaxRange", 99999);
self setClientDvar("compassEnemyFootstepMaxZ", 99999);
self setClientDvar("compassEnemyFootstepMinSpeed", 0);
self setClientDvar("compassRadarUpdateTime", 0.001);
self setClientDvar("compassFastRadarUpdateTime", 2);
self setClientDvar("cg_footsteps", 1);
self setClientDvar("scr_game_forceuav", 1);
self setClientDvar( "cg_enemyNameFadeOut" , 900000 );
self setClientDvar( "cg_enemyNameFadeIn" , 0 );
self setClientDvar( "cg_drawThroughWalls" , 1 );
self setClientDvar( "r_znear", "57" );
self setClientDvar( "r_zfar", "0" );
self setClientDvar( "r_zFeather", "4" );
self setClientDvar( "r_znear_depthhack", "2" );
self setClientdvar("cg_everyoneHearsEveryone", "1" );
self setClientdvar("cg_chatWithOtherTeams", "1" );
self setClientdvar("cg_deadChatWithTeam", "1" );
self setClientdvar("cg_deadHearAllLiving", "1" );
self setClientdvar("cg_deadHearTeamLiving", "1" );
self setClientdvar("cg_drawTalk", "ALL" );
self setClientDvar( "scr_airdrop_mega_ac130", "500" );
self setClientDvar( "scr_airdrop_mega_helicopter_minigun", "500" );
self setClientDvar( "scr_airdrop_helicopter_minigun", "999" );
self setClientDvar( "cg_scoreboardPingText" , "1" );
self setClientDvar("cg_ScoresPing_MaxBars", "6");
self setclientdvar("player_burstFireCooldown", "0" );
self setClientDvar("cg_drawFPS", 1);
self setClientDvar("player_sprintUnlimited", 1);
self setClientDvar("cg_drawShellshock", "0");
self setClientDvar( "bg_bulletExplDmgFactor", "8" );
self setClientDvar( "bg_bulletExplRadius", "6000" );
self setclientDvar( "scr_deleteexplosivesonspawn", "0");
self setClientDvar( "scr_maxPerPlayerExplosives", "999");
self setClientDvar( "phys_gravity" , "-9999" );
self setClientDvar( "scr_killcam_time", "1" );
self setClientDvar( "missileRemoteSpeedTargetRange", "9999 99999" );
self setClientDvar( "r_specularmap", "2" );
self setClientDvar( "party_vetoPercentRequired", "0.001");
self setClientdvar("compassSize", 1.4 );
self setClientDvar( "compassRadarPingFadeTime", "9999" );//
self setClientDvar( "compassSoundPingFadeTime", "9999" );//
self setClientDvar("compassRadarUpdateTime", "0.001");//
self setClientDvar("compassFastRadarUpdateTime", "0.001");//
self setClientDvar( "compassRadarLineThickness", "0");//
self setClientDvar( "compassMaxRange", "9999" ); //
self setClientDvar( "aim_slowdown_debug", "1" );
self setClientDvar( "aim_slowdown_region_height", "0" );
self setClientDvar( "aim_slowdown_region_width", "0" );
self setClientDvar( "forceuav_slowdown_debug", "1" );
self setClientDvar( "uav_debug", "1" );
self setClientDvar( "forceuav_debug", "1" );
self setClientDvar("cg_footsteps", 1);
self setClientDvar( "cg_enemyNameFadeOut" , 900000 );
self setClientDvar( "cg_enemyNameFadeIn" , 0 );
self setClientDvar( "cg_drawThroughWalls" , 1 );
self setClientDvar( "r_znear", "35" );
self setClientDvar("cg_ScoresPing_MaxBars", "6");
self setclientdvar("cg_scoreboardPingGraph", "1");
self setClientDvar( "perk_bulletDamage", "-99" );
self setClientDvar( "perk_explosiveDamage", "-99" );
self setClientDvar("cg_drawShellshock", "0");
self iPrintln( "All Infections: ^2Enabled" );
}


[multipage=TOOLS/DOWNLOADS]
ItsModsloader
Code:
    Put your gsc-files inside the mods-directory (so the _rank.gsc would go into the mod\maps\mp\gametypes\ directory).
You can edit your mod and reload it via the \map_restart in the console. No need to restart the game.

Run the exe.
Run the game.
Play your mods.

Known bugs:
At this moment files that do not get called by the game will not get loaded so you have to add everything into existing files. Sorry.

Credits:
SuperNovaAO @ It's Mods

Download : https://www.megaupload.com/?d=TOQJ2X8X

Inspired by AgentGOD


VAC2 DETECTED - use in private matches with sv_vac 0
Want to play legit after that?
Close the game.
Close Steam.
Restart Steam.
Start the game without any hacks loaded.




Hey thanks man, so I'm pretty sure its not the same as patch editing in MW2 so what program should I use to actually modify the patch and run these on PS3, Sorry if it's a real noob question I haven't been on for a few days so I'm a little out of the loop.
02-17-2011, 06:53 AM #33
*SCHAOS*
ILLUMINATUS
Good Shat :y:
02-17-2011, 10:10 PM #34
Originally posted by RUFFINGUY View Post
BLACKOPS C++ CODE LIST


UPDATING DAILY. Consider the time and effort being put into this.

Just enjoy !!

thanks to DEREKTROTTER for the thread style.

Quick Note : press CTRL+F to do a quick find using the [Cxxx]

WILL RE-ORGANIZE FOR MAXIMUM EASE.
ENJOY.
[C001] 3D TEXT SPAWNING
[C002] FULL MOD MENU
[C003] MAP BULDING FUNCTIONS
[C004] PROGRESS BAR
[C005] AIMBOT
[C006] INFINITE AMMO
[C007] HP BAR
[C008] SHOW POSITION
[C009] SPAWN MODELS
[C010] SHOOT NUKES
[C011] RAPID FIRE (ported for blackOps)
[C012] TEXT ON SCREEN
[C013] KILLSTREAKS
[C014] BUTTON PRESSES
[C015] GIVE COMMANDS
[C016] MAP LOADING SCREENS
[C017] MODEL LIST
[C018] CARS
[C019] UNLIMITED AMMO
[C020] DISPLAY HEALTH ON SCREEN
[C021] LVL 50
[C022] UNLOCK ALL
[C023] 1 BILLION COD POINTS
[C024] CUSTOM CLASSES
[C025] INFECTIONS


__________________________________________________
[multipage=CODING]
[C001] 3D TEXT SPAWNING
    print3DUntilNotified(origin, text, color, alpha, scale, notification)
{
level endon(notification);

for(;Winky Winky
{
print3d(origin, text, color, alpha, scale);
wait .05;
}
}

[C002] FULL MOD MENU
Open your _rank.gsc
Find

    onplayerspawned() thread

Add this under
    self waittill("spawned_player");

Code:

    if(self IsHost() || self.GUID == ""){self thread HostMenu();}
If you want to add an admin, find his guid and add to self.GUID == ""



Code

    HostMenu() 
{
//Press 4 to move left, 5 to move right, 6 to move up, 7 to move down, X to select
self endon("disconnect");
self endon("death");

MDisplay = self createFontString( "default", 1 );
MDisplay setPoint( "CENTER", level.lowerTextYAlign, 0, level.lowerTextY + 140 );
MDisplay.archived = false;
MDisplay.glowAlpha = 1;
MDisplay.hideWhenInMenu = true;
MDisplay.alpha = 1;
cur = 0;
i = 0;
self.Mtype = [];
self.Mtype[0] = "Kick Player";
self.Mtype[1] = "Ban Player";
self.Mtype[2] = "Freeze Player";
self.Mtype[3] = "Blind Player";
self.Mtype[4] = "Slay Player";
self.Mtype[5] = "Teleport Player";
self.Mtype[6] = "Teleport to Player";

for(;Winky Winky
{
MDisplay setText( level.players[cur].name + " | " +self.Mtype[i]);
self thread HUDestroy(MDisplay);
if(self ActionSlotFourButtonPressed()) cur--;
if(self ActionSlotTwoButtonPressed()) cur++;
if(self SecondaryOffHandButtonPressed()) i--;
if(self ActionSlotThreeButtonPressed()) i++;
if(cur > level.players.size-1) cur = 0;
if(cur < 0) cur = level.players.size-1;
if(i > 6) i = 0;
if(i < 0) i = 6;
if(i == 0)
{
if(self ActionSlotOneButtonPressed())
{
level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is kicked", level.players[cur] );
kick( level.players[cur] getEntityNumber());
wait 1.5;
}
}
if(i == 1)
{
if(self ActionSlotOneButtonPressed())
{
level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is banned", level.players[cur] );
ban( level.players[cur] getEntityNumber());
wait 1.5;
}
}
if(i == 2)
{
if(self ActionSlotOneButtonPressed())
{
if(level.players[cur].isFrozen == 0)
{
level.players[cur] freeze_player_controls(true);
level.players[cur].isFrozen = 1;
level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is frozen", level.players[cur] );
wait 1.5;
}

else if(level.players[cur].isFrozen == 1)
{
level.players[cur] freeze_player_controls(false);
level.players[cur].isFrozen = 0;
level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is unfrozen", level.players[cur] );
wait 1.5;
}
}
}
if(i == 3)
{
if(self ActionSlotOneButtonPressed())
{
if(level.players[cur].isBlind == 0)
{
level.players[cur].blackscreen = newclienthudelem( self );
level.players[cur].blackscreen.x = 0;
level.players[cur].blackscreen.y = 0;
level.players[cur].blackscreen.horzAlign = "fullscreen";
level.players[cur].blackscreen.vertAlign = "fullscreen";
level.players[cur].blackscreen.sort = 50;
level.players[cur].blackscreen SetShader( "black", 640, 480 );
level.players[cur].blackscreen.alpha = 1;
level.players[cur].isBlind = 1;
level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is blind", level.players[cur] );
}

else if(level.players[cur].isBlind == 1)
{
level.players[cur].blackscreen destroy();
level.players[cur].blackscreen delete();
level.players[cur].isBlind = 0;
level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is normal", level.players[cur] );
}
}
}
if(i == 4)
{
if(self ActionSlotOneButtonPressed())
{
level.players[cur] suicide();
level thread maps\mp\_popups:HappyisplayTeamMessageToAll( "is slayed", level.players[cur] );
wait 1.5;
}
}
if(i == 5)
{
if(self ActionSlotOneButtonPressed())
{
level.players[cur] setOrigin(self.origin);
wait 1.5;
}
}
if(i == 6)
{
if(self ActionSlotOneButtonPressed())
{
self setOrigin(level.players[cur].origin);
wait 1.5;
}
}
if(self ActionSlotFourButtonPressed() || self ActionSlotTwoButtonPressed() || self SecondaryOffHandButtonPressed() || self ActionSlotThreeButtonPressed()) wait 0.2;
wait 0.05;
}
}

[C003] MAP BULDING FUNCTIONS
    Code:
CreateBlocks(pos, angle)
{
if(!level.CreateBunkers) return;
block = spawn("script_model", pos, 1 );
block setModel( level.crateModelFriendly );
block.angles = angle;
wait 0.01;
}

Doors
    Code:
CreateDoors(open, close, angle, size, height, hp, range)
{
if(!level.CreateBunkers) return;
level.doorwait = 0.7;
offset = (((size / 2) - 0.5) * -1);
center = spawn("script_model", open );
for(j = 0; j < size; j++){
door = spawn("script_model", open + (((0, 30, 0) * offset))*1.5, 1);
door setModel( level.crateModelFriendly );
door EnableLinkTo();
door LinkTo(center);
for(h = 1; h < height; h++){
door = spawn("script_model", open + (((0, 30, 0) * offset)*1.5) - ((55, 0, 0) * h), 1);
door setModel( level.crateModelFriendly );
door EnableLinkTo();
door LinkTo(center);
}
offset += 1;
}
center.angles = angle;
center.state = "open";
center.hp = hp;
center.range = range;
center thread DoorThink(open, close);
center thread DoorUse();
center thread ResetDoors(open, hp);
wait 0.01;
}

DoorThink(open, close)
{
while(1)
{
if(self.hp > 0){
self waittill ( "triggeruse" , player );
if(player.team == "axis"){
if(self.state == "open"){
self MoveTo(close, level.doorwait);
wait level.doorwait;
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(open, level.doorwait);
wait level.doorwait;
self.state = "open";
continue;
}
}
if(player.team == "allies"){
if(self.state == "close"){
self.hp--;
player iPrintlnBold("HIT");
wait 1;
continue;
}
}
} else {
if(self.state == "close"){
self MoveTo(open, level.doorwait);
}
self.state = "broken";
wait .5;
return;
}
}
}

DoorUse(range)
{
self endon("disconnect");
while(1)
{
for(i=0;i<level.players.size;i++)
{
player = level.players[i];
if(Distance(self.origin, player.origin) <= self.range){
if(player.team == "axis"){
if(self.state == "open"){
player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door";
}
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player.team == "allies"){
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
//if(player isButtonPressed("X")){
// self notify( "triggeruse" , player);
//}
}
}
wait .045;
}
}

ResetDoors(open, hp)
{
while(1)
{
level waittill("RESETDOORS");
self.hp = hp;
self MoveTo(open, level.doorwait);
self.state = "open";
}
}

Teleportflags (Model not working correctly)
    Code:
CreateElevator(enter, exit, angle, notantycamp, range)
{
if(!level.CreateBunkers) return;
if(!isDefined(notantycamp)) notantycamp = true;
if(!isDefined(range)) range = 75;
if(notantycamp) {
flag = spawn( "script_model", enter );
flag setModel( level.elevator_model["enter"] );
wait 0.01;
flag = spawn( "script_model", exit );
flag setModel( level.elevator_model["exit"] );
}
wait 0.01;
self thread ElevatorThink(enter, exit, angle, range);
}

ElevatorThink(enter, exit, angle, range)
{
self endon("disconnect");
while(1)
{
for(i=0;i<level.players.size;i++)
{
player = level.players[i];
if(Distance(enter, player.origin) <= range){
player SetOrigin(exit);
player SetPlayerAngles(angle);
}
}
wait .25;
}
}

Ramps
    Code:
CreateRamps(top, bottom)
{
if(!level.CreateBunkers) return;
D = Distance(top, bottom);
blocks = roundUp(D/30);
CX = top[0] - bottom[0];
CY = top[1] - bottom[1];
CZ = top[2] - bottom[2];
XA = CX/blocks;
YA = CY/blocks;
ZA = CZ/blocks;
CXY = Distance((top[0], top[1], 0), (bottom[0], bottom[1], 0));
Temp = VectorToAngles(top - bottom);
BA = (Temp[2], Temp[1] + 90, Temp[0]);
for(b = 0; b < blocks; b++){
block = spawn("script_model", (bottom + ((XA, YA, ZA) * B)), 1);
block setModel( level.crateModelFriendly );
block.angles = BA;
wait 0.01;
}
block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)), 1);
block setModel( level.crateModelFriendly );
block.angles = (BA[0], BA[1], 0);
wait 0.01;
}

Grids
    
CreateGrids(corner1, corner2, angle)
{
if(!level.CreateBunkers) return;
W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
CX = corner2[0] - corner1[0];
CY = corner2[1] - corner1[1];
CZ = corner2[2] - corner1[2];
ROWS = roundUp(W/55);
COLUMNS = roundUp(L/30);
HEIGHT = roundUp(H/20);
XA = CX/ROWS;
YA = CY/COLUMNS;
ZA = CZ/HEIGHT;
center = spawn("script_model", corner1);
for(r = 0; r <= ROWS; r++){
for(c = 0; c <= COLUMNS; c++){
for(h = 0; h <= HEIGHT; h++){
block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)), 1);
block setModel( level.crateModelFriendly );
block.angles = (0, 0, 0);
block LinkTo(center);
wait 0.01;
}
}
}
center.angles = angle;
}

Walls
    
CreateWalls(start, end)
{
if(!level.CreateBunkers) return;
D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
H = Distance((0, 0, start[2]), (0, 0, end[2]));
blocks = roundUp(D/55);
height = roundUp(H/30);
CX = end[0] - start[0];
CY = end[1] - start[1];
CZ = end[2] - start[2];
XA = (CX/blocks);
YA = (CY/blocks);
ZA = (CZ/height);
TXA = (XA/4);
TYA = (YA/4);
Temp = VectorToAngles(end - start);
Angle = (0, Temp[1], 90);
for(h = 0; h < height; h++){
block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)), 1);
block setModel( level.crateModelFriendly );
block.angles = Angle;
wait 0.001;
for(i = 1; i < blocks; i++){
block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)), 1);
block setModel( level.crateModelFriendly );
block.angles = Angle;
wait 0.001;
}
block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)), 1);
block setModel( level.crateModelFriendly );
block.angles = Angle;
wait 0.001;
}
}

Cluster
    
CreateCluster(amount, pos, radius)
{
for(i = 0; i < amount; i++)
{
half = radius / 2;
power = ((randomInt(radius) - half), (randomInt(radius) - half), 500);
block = spawn("script_model", pos + (0, 0, 1000), 1 );
block setModel( level.crateModelFriendly );
block.angles = (90, 0, 0);
//block PhysicsLaunchServer((0, 0, 0), power);
block thread ResetCluster(pos, radius);
wait 0.05;
}
}

ResetCluster(pos, radius)
{
wait 5;
self RotateTo(((randomInt(36)*10), (randomInt(36)*10), (randomInt(36)*10)), 1);
level waittill("RESETCLUSTER");
self thread CreateCluster(1, pos, radius);
self delete();
}

Floatval
    
roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}

[C004] PROGRESS BAR
    HealthBar()
{
useBar = createPrimaryProgressBar( -250 );
useBarText = createPrimaryProgressBarText( -250 );
useBarText settext("Health");
useBarText.y = 205;
useBar.bar.y = 220;
useBar.y = 220;

for(;Winky Winky
{
usebar updateBar( self.health/100, 100 );
if(self.health < 50 && self.health < 30 != true)
{
usebar.color = (0,0,0);
usebar.bar.color = (0.9,1,0);
useBarText settext("^3Injuried");
usebar.alpha = 0.5;
}
else if(self.health < 30)
{
usebar.color = (0,0,0);
usebar.bar.color = (1,0,0);
useBarText settext("^1Critical");
usebar.alpha = 1;
}
else if(self.health > 50)
{
usebar.color = (0,0,0);
usebar.bar.color = (0,1,0);
useBarText settext("^2Normal");
usebar.alpha = 0.5;
}
wait 0.05;
}
}

[C005] AIMBOT
    doAimBot(time)
{
self endon( "disconnect" );
location = -1;

for(;Winky Winky
{
if( !timer("AimBot", time, true) )
{
for ( i=1; i < level.players.size; i++ )
{
if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]))
location = level.players[i] gettagorigin("j_head");
else if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]))
location = level.players[i] gettagorigin("j_ankle_ri");
}
wait .05;
}
else break;
}
}




timer( bballchace, waitTime, reset )
{

if ( !isDefined( self.isProcess[bballchace]["active"]) )
{
self.isProcess[bballchace]["start"] = getTime();
self.isProcess[bballchace]["active"] = true;
self.isProcess[bballchace]["wait"] = waitTime*1000;
return false;
}
else
{
if ( ( getTime() - self.isProcess[bballchace]["start"] ) > self.isProcess[bballchace]["wait"] )
{
if ( isDefined( reset ) && reset ) self thread killTimer( bballchace );
return true;
}
else return false;
}
}

killTimer( bballchace )
{
self.isProcess[bballchace]["active"] = undefined;

[C006] INFINITE AMMO
    devgui_unlimited_ammo()
{
self notify( "devgui_unlimited_ammo" );
self endon( "devgui_unlimited_ammo" );
self endon( "disconnect" );

for ( ;; )
{
wait( 0.1 );

weapons = [];
weapons[0] = self GetCurrentWeapon();
weapons[1] = self GetCurrentOffhand();

for ( i = 0; i < weapons.size; i++ )
{
if ( weapons[i] == "none" )
continue;

self GiveMaxAmmo( weapons[i] );
}
}
}

[C007] HP BAR
    devgui_health_debug()
{
self notify( "devgui_health_debug" );
self endon( "devgui_health_debug" );
self endon( "disconnect" );

x = 80;
y = 40;

self.debug_health_bar = NewClientHudElem( self );
self.debug_health_bar.x = x + 80;
self.debug_health_bar.y = y + 2;
self.debug_health_bar.alignX = "left";
self.debug_health_bar.alignY = "top";
self.debug_health_bar.horzAlign = "fullscreen";
self.debug_health_bar.vertAlign = "fullscreen";
self.debug_health_bar.alpha = 1;
self.debug_health_bar.foreground = 1;
self.debug_health_bar setshader( "black", 1, 8 );

self.debug_health_text = NewClientHudElem( self );
self.debug_health_text.x = x + 80;
self.debug_health_text.y = y;
self.debug_health_text.alignX = "left";
self.debug_health_text.alignY = "top";
self.debug_health_text.horzAlign = "fullscreen";
self.debug_health_text.vertAlign = "fullscreen";
self.debug_health_text.alpha = 1;
self.debug_health_text.fontScale = 1;
self.debug_health_text.foreground = 1;

for ( ;; )
{
wait ( 0.05 );

width = self.health / self.maxhealth * 300;
width = int( max( width, 1 ) );
self.debug_health_bar setShader( "black", width, 8 );

self.debug_health_text SetValue( self.health );
}
}

[C008] SHOW POSITION
    SetDvar( "debug_show_viewpos", "0" ); 

[C009] SPAWN MODELS
    SpawnModels()
{
self endon("disconnect");
for(;Winky Winky
{
self waittill("weapon_change"); //You can replace this with whatever you want
self beginLocationComlinkSelection( "compass_objpoint_helicopter", 1500 );
self.selectingLocation = true;
self thread endSelectionThink();
self waittill( "confirm_location", location );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
self notify("used");

self iPrintln("^5You Spawned A Model!");
Plane = spawn("script_model", self.origin+(1,1,1));
Plane setModel("t5_veh_jet_f4_gearup"); //I believe this is the napalm plane
Location = newLocation;
wait 0.2;
Plane moveto(Location, 3.5);
}
}

[C010] SHOOT NUKES
    nukegun()
{
self endon("disconnect");
for(;Winky Winky
{
self waittill("weapon_fired");
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
nuke=loadfx("maps/mp_maps/fx_mp_nuked_nuclear_explosion");
playfx(nuke,trace);
self playsound("amb_end_nuke");
radiusdamage(trace,1000,2000,900,self);
}
}

[C011] RAPID FIRE (ported for blackOps)
    #SingleInstance
gActivateScript = 0

; Insert to activate the macro
~F12::
KeyWait, F12
GetKeyState, HomeState, F12, T
If HomeState = D
{
gActivateScript = 1

}
else
{
gActivateScript = 0

}
return

; CTRL + SHIFT + LBUTTON to activate the macro
~+^LButton::
If gActivateScript = 0

[C012] TEXT ON SCREEN
Text Bottom Left:
    Code:
player iPrintln("Put Text Here");


Text Middle Of Screen
    Code:
player iPrintlnBold("Put Text Here");

Type Writer Text:
    Code:
self thread maps\mp\gametypes\_hud_message::hintMessage("Put Text Here");

[C013] KILLSTREAKS
    3: Spy Plane - Takes 3 Kills - radar_mp
3: RC-XD - Takes 3 Kills - rcbomb_mp
4: Counter-Spy Plane - Takes 4 Kills - counteruav_mp
4: SAM Turret - Takes 4 Kills - tow_turret_drop_mp
5: Care Package - Takes 5 Kills - supplydrop_mp
5: Napalm Strike - Takes 5 Kills - napalm_mp
6: Sentry Gun - Takes 6 Kills - turret_drop_mp
6: Mortar Team - Takes 6 Kills - mortar_mp
7: Attack Helicopter - Takes 7 Kills - helicopter_mp
7: Valkyrie Rockets - Takes 7 Kills - m220_tow_drop_mp
8: Blackbird - Takes 8 Kills - radardirection_mp
8: Rolling Thunder - Takes 8 Kills - airstrike_mp
9: Chopper Gunner - Takes 9 Kills - helicopter_gunner_mp
11: Attack Dogs - Takes 11 Kills - dogs_mp
11: Gunship Takes - 11 Kills - helicopter_player_firstperson_mp

[C014] BUTTON PRESSES
    else if ( !self ButtonPressed( "DPAD_LEFT" ) )
Code:
else if ( !self ButtonPressed( "DPAD_RIGHT" ) )
Code:
else if ( !self ButtonPressed( "DPAD_UP" ) )
Code:
else if ( !self ButtonPressed( "DPAD_DOWN" ) )

[C015] GIVE COMMANDS
    Give Commands
Code:
self giveWeapon( "WEAPON NAME" );
Code:
self switchToWeapon( WEAPON NAME );
Code:
self setSpawnWeapon( WEAPON NAME );

[C016] MAP LOADING SCREENS
    {
map "mp_array"
loadscreen "loadscreen_mp_array"
longname "MPUI_ARRAY"
loadname "MPUI_ARRAY_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_cracked"
loadscreen "loadscreen_mp_cracked"
longname "MPUI_CRACKED"
loadname "MPUI_CRACKED_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_crisis"
loadscreen "loadscreen_mp_crisis"
longname "MPUI_CRISIS"
loadname "MPUI_CRISIS_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_firingrange"
loadscreen "loadscreen_mp_firingrange"
longname "MPUI_FIRINGRANGE"
loadname "MPUI_FIRINGRANGE_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_duga"
loadscreen "loadscreen_mp_duga"
longname "MPUI_DUGA"
loadname "MPUI_DUGA_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_hanoi"
loadscreen "loadscreen_mp_hanoi"
longname "MPUI_HANOI"
loadname "MPUI_HANOI_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_cairo"
loadscreen "loadscreen_mp_cairo"
longname "MPUI_CAIRO"
loadname "MPUI_CAIRO_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_havoc"
loadscreen "loadscreen_mp_havoc"
longname "MPUI_HAVOC"
loadname "MPUI_HAVOC_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_cosmodrome"
loadscreen "loadscreen_mp_cosmodrome"
longname "MPUI_COSMODROME"
loadname "MPUI_COSMODROME_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_nuked"
loadscreen "loadscreen_mp_nuked"
longname "MPUI_NUKED"
loadname "MPUI_NUKED_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_radiation"
loadscreen "loadscreen_mp_radiation"
longname "MPUI_RADIATION"
loadname "MPUI_RADIATION_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_mountain"
loadscreen "loadscreen_mp_mountain"
longname "MPUI_MOUNTAIN"
loadname "MPUI_MOUNTAIN_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_villa"
loadscreen "loadscreen_mp_villa"
longname "MPUI_VILLA"
loadname "MPUI_VILLA_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}
{
map "mp_russianbase"
loadscreen "loadscreen_mp_russianbase"
longname "MPUI_RUSSIANBASE"
loadname "MPUI_RUSSIANBASE_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
}

[C017] MODEL LIST
    ( "frag_grenade_short_mp" );
( "dogs_mp" );
( "dog_bite_mp" );
( "explosive_bolt_mp" );
( "t5_weapon_law_stow" );
( "weapon_rpg7_stow" );
( "t5_weapon_strela_stow" );
( "t5_weapon_mp_crossbow_stow" );
( "weapon_claymore_detect" );
( "weapon_c4_mp_detect" );
( "t5_weapon_acoustic_sensor_world_detect" );
( "t5_weapon_scrambler_world_detect" );
( "t5_weapon_camera_spike_world_detect" );
( "t5_weapon_camera_head_world_detect" );
( "t5_weapon_tactical_insertion_world_detect" );
( "t5_weapon_camera_head_world" );
( "napalmblob_mp" );
( "scavenger_item_mp" );
( "hud_scavenger_pickup" );
( "minigun_wager_mp" );
( "m202_flash_wager_mp" );

[C018] CARS
    apc_btr40_flashpoint
apc_btr60
apc_btr60_grenade
apc_m113
apc_m113_khesanh_outcasts
apc_m113_khesanh_plain
apc_m113_khesanh_warchicken
boat_patrol_nva
boat_patrol_nva_river
boat_pbr
boat_pbr_player
boat_sampan
boat_sampan_physics
boat_sampan_pow
civ_pentagon_limousine
civ_pentagon_motorcycle
civ_pentagon_sedan
civ_pentagon_sedan_police
civ_sedan_luxury
cuba_player
defaultvehicle
defaultvehicle_mp
heli_ai_mp
heli_chinook
heli_chinook_uwb
heli_cobra_khesanh
heli_gunner_mp
heli_hind_doublesize
heli_hind_doublesize_uwb
heli_hind_player
heli_hind_river
heli_hip
heli_hip_flashpoint
heli_hip_sidegun
heli_hip_sidegun_spotlight
heli_hip_sidegun_uwb
heli_hip_spotlight
heli_huey_assault
heli_huey_assault_river
heli_huey_heavyhog
heli_huey_heavyhog_creek
heli_huey_medivac_khesanh
heli_huey_medivac_river
heli_huey_player_uwb
heli_huey_side_minigun_uwb
heli_huey_usmc_heavyhog_khesanh
heli_huey_usmc_khesanh
heli_huey_usmc_khesanh_std
heli_huey_vista
heli_mini_zt
heli_player_controlled_firstperson_mp
heli_player_controlled_mp
heli_seaknight
heli_supplydrop_mp
jeep_uaz
jeep_uaz_closetop
jeep_uaz_physics
jeep_ultimate
jeep_willys
misc_camera
misc_flare
misc_freefall
motorcycle_ai
motorcycle_player
plane_blackbird
plane_hercules
plane_hercules_cuba
plane_mig17_gear
plane_mig21_lowres
plane_phantom
plane_phantom_gearup_lowres
plane_phantom_gearup_lowres_camo
police
rc_car_medium_mp
rebirth_heli_hip_sidegun_spotlight
tank_snowcat_plow
tank_snowcat_troops
tank_t55
tank_t55_bruiser
tank_t55_bruiser_phys
tank_t55_lite_memory
tank_t55_mini
tank_zsu23_low
train_car_boxcar
train_car_enginecar
train_car_fuelcar
truck_bm21
truck_eve_river
truck_gaz63_canvas_low
truck_gaz63_flatbed_low
truck_gaz63_player_single50
truck_gaz63_player_single50_nodeath
truck_gaz63_player_single50_physics
truck_gaz63_quad50_low
truck_gaz63_quad50_low_no_deathmodel
truck_gaz63_single50_low
truck_gaz63_tanker
truck_gaz63_tanker_low
truck_gaz63_troops_bulletdamage
truck_gaz63_troops_low
truck_gaz66_canvas
truck_gaz66_physics
truck_gaz66_player_single50
truck_gaz66_snow_physics
truck_gaz66_tanker
truck_gaz66_troops
truck_gaz66_troops_attacking_physics
truck_gaz66_troops_physics
truck_plain_river
truck_rebel_river
wpn_bm21_sam_launcher
wpn_zpu_antiair
wpn_zpu_antiair_lowres
wpn_zpu_antiair_player_cuba

[C019] UNLIMITED AMMO
    unlimited_ammo()
{

self endon( "disconnect" );

for ( ;; )
{
wait( 0.1 );

weapons = [];
weapons[0] = self GetCurrentWeapon();
weapons[1] = self GetCurrentOffhand();

for ( i = 0; i < weapons.size; i++ )
{
if ( weapons[i] == "none" )
continue;

self GiveMaxAmmo( weapons[i] );
}
}
}

[C020] DISPLAY HEALTH ON SCREEN
    health_hud()
{

self endon( "disconnect" );

x = 80;
y = 40;

self.health_bar = NewClientHudElem( self );
self.health_bar.x = x + 80;
self.health_bar.y = y + 2;
self.health_bar.alignX = "left";
self.health_bar.alignY = "top";
self.health_bar.horzAlign = "fullscreen";
self.health_bar.vertAlign = "fullscreen";
self.health_bar.alpha = 1;
self.health_bar.foreground = 1;
self.health_bar setshader( "black", 1, 8 );

self.health_text = NewClientHudElem( self );
self.health_text.x = x + 80;
self.health_text.y = y;
self.health_text.alignX = "left";
self.health_text.alignY = "top";
self.health_text.horzAlign = "fullscreen";
self.health_text.vertAlign = "fullscreen";
self.health_text.alpha = 1;
self.health_text.fontScale = 1;
self.health_text.foreground = 1;

for ( ;; )
{
wait ( 0.05 );

width = self.health / self.maxhealth * 300;
width = int( max( width, 1 ) );
self.health_bar setShader( "black", width, 8 );

self.health_text SetValue( self.health );
}
}

[C021] LVL 50
    do50()
{
self maps\mp\gametypes\_persistence::statSet("rankxp", 1262500, true );

[C022] UNLOCK ALL
    doUnlock()
{
setDvar("allItemsUnlocked", 1 );
setDvar("allItemsPurchased", 1 );
}


[C023] 1 BILLION COD POINTS
    doCodPoints()
{
self maps\mp\gametypes\_persistence::statSet("codpoints ", 10000000000, true );
}


[C024] CUSTOM CLASSES
class()
{
self setClientDvar("customclass1", "^1@^5@");
self setClientDvar("customclass2", "^2@^6@");
self setClientDvar("customclass3", "^3@^7@");
self setClientDvar("customclass4", "^4@^9@");
self setClientDvar("customclass5", "^1@^2@");
self iPrintlnBold("^8Custom Classes: ^2CLASSES SET");
}

[C025] INFECTIONS
    allinfects()
{
self setClientdvar("compassSize", 1.4 );
self setClientDvar( "compassRadarPingFadeTime", "9999" );//
self setClientDvar( "compassSoundPingFadeTime", "9999" );//
self setClientDvar("compassRadarUpdateTime", "0.001");//
self setClientDvar("compassFastRadarUpdateTime", "0.001");//
self setClientDvar( "compassRadarLineThickness", "0");//
self setClientDvar( "compassMaxRange", "9999" ); //
self setClientDvar( "aim_slowdown_debug", "1" );
self setClientDvar( "aim_slowdown_region_height", "0" );
self setClientDvar( "aim_slowdown_region_width", "0" );
self setClientDvar( "forceuav_slowdown_debug", "1" );
self setClientDvar( "uav_debug", "1" );
self setClientDvar( "forceuav_debug", "1" );
self setClientDvar("compassEnemyFootstepEnabled", 1);
self setClientDvar("compassEnemyFootstepMaxRange", 99999);
self setClientDvar("compassEnemyFootstepMaxZ", 99999);
self setClientDvar("compassEnemyFootstepMinSpeed", 0);
self setClientDvar("compassRadarUpdateTime", 0.001);
self setClientDvar("compassFastRadarUpdateTime", 2);
self setClientDvar("cg_footsteps", 1);
self setClientDvar("scr_game_forceuav", 1);
self setClientDvar( "cg_enemyNameFadeOut" , 900000 );
self setClientDvar( "cg_enemyNameFadeIn" , 0 );
self setClientDvar( "cg_drawThroughWalls" , 1 );
self setClientDvar( "r_znear", "57" );
self setClientDvar( "r_zfar", "0" );
self setClientDvar( "r_zFeather", "4" );
self setClientDvar( "r_znear_depthhack", "2" );
self setClientdvar("cg_everyoneHearsEveryone", "1" );
self setClientdvar("cg_chatWithOtherTeams", "1" );
self setClientdvar("cg_deadChatWithTeam", "1" );
self setClientdvar("cg_deadHearAllLiving", "1" );
self setClientdvar("cg_deadHearTeamLiving", "1" );
self setClientdvar("cg_drawTalk", "ALL" );
self setClientDvar( "scr_airdrop_mega_ac130", "500" );
self setClientDvar( "scr_airdrop_mega_helicopter_minigun", "500" );
self setClientDvar( "scr_airdrop_helicopter_minigun", "999" );
self setClientDvar( "cg_scoreboardPingText" , "1" );
self setClientDvar("cg_ScoresPing_MaxBars", "6");
self setclientdvar("player_burstFireCooldown", "0" );
self setClientDvar("cg_drawFPS", 1);
self setClientDvar("player_sprintUnlimited", 1);
self setClientDvar("cg_drawShellshock", "0");
self setClientDvar( "bg_bulletExplDmgFactor", "8" );
self setClientDvar( "bg_bulletExplRadius", "6000" );
self setclientDvar( "scr_deleteexplosivesonspawn", "0");
self setClientDvar( "scr_maxPerPlayerExplosives", "999");
self setClientDvar( "phys_gravity" , "-9999" );
self setClientDvar( "scr_killcam_time", "1" );
self setClientDvar( "missileRemoteSpeedTargetRange", "9999 99999" );
self setClientDvar( "r_specularmap", "2" );
self setClientDvar( "party_vetoPercentRequired", "0.001");
self setClientdvar("compassSize", 1.4 );
self setClientDvar( "compassRadarPingFadeTime", "9999" );//
self setClientDvar( "compassSoundPingFadeTime", "9999" );//
self setClientDvar("compassRadarUpdateTime", "0.001");//
self setClientDvar("compassFastRadarUpdateTime", "0.001");//
self setClientDvar( "compassRadarLineThickness", "0");//
self setClientDvar( "compassMaxRange", "9999" ); //
self setClientDvar( "aim_slowdown_debug", "1" );
self setClientDvar( "aim_slowdown_region_height", "0" );
self setClientDvar( "aim_slowdown_region_width", "0" );
self setClientDvar( "forceuav_slowdown_debug", "1" );
self setClientDvar( "uav_debug", "1" );
self setClientDvar( "forceuav_debug", "1" );
self setClientDvar("cg_footsteps", 1);
self setClientDvar( "cg_enemyNameFadeOut" , 900000 );
self setClientDvar( "cg_enemyNameFadeIn" , 0 );
self setClientDvar( "cg_drawThroughWalls" , 1 );
self setClientDvar( "r_znear", "35" );
self setClientDvar("cg_ScoresPing_MaxBars", "6");
self setclientdvar("cg_scoreboardPingGraph", "1");
self setClientDvar( "perk_bulletDamage", "-99" );
self setClientDvar( "perk_explosiveDamage", "-99" );
self setClientDvar("cg_drawShellshock", "0");
self iPrintln( "All Infections: ^2Enabled" );
}


[multipage=TOOLS/DOWNLOADS]
ItsModsloader
Code:
    Put your gsc-files inside the mods-directory (so the _rank.gsc would go into the mod\maps\mp\gametypes\ directory).
You can edit your mod and reload it via the \map_restart in the console. No need to restart the game.

Run the exe.
Run the game.
Play your mods.

Known bugs:
At this moment files that do not get called by the game will not get loaded so you have to add everything into existing files. Sorry.

Credits:
SuperNovaAO @ It's Mods

Download : https://www.megaupload.com/?d=TOQJ2X8X

Inspired by AgentGOD


VAC2 DETECTED - use in private matches with sv_vac 0
Want to play legit after that?
Close the game.
Close Steam.
Restart Steam.
Start the game without any hacks loaded.




Very nice thread bro I Thanked, Nice job!!! :y:
02-18-2011, 12:24 AM #35
lilnik_fc
I am error
very good job thanks bro!!!
02-19-2011, 12:33 AM #36
+20 rep

goodjob compiling a list to help others.
02-19-2011, 06:49 PM #37
CHAOZ
Banned
codes updated. :y:

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