print3DUntilNotified(origin, text, color, alpha, scale, notification)
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] level endon(notification);[/FONT]
[FONT="Tahoma"] [/FONT]
[FONT="Tahoma"] for(;[/FONT]
[FONT="Tahoma"] {[/FONT]
[FONT="Tahoma"] print3d(origin, text, color, alpha, scale);[/FONT]
[FONT="Tahoma"] wait .05;[/FONT]
[FONT="Tahoma"] }[/FONT]
[FONT="Tahoma"]} [/FONT]
onplayerspawned() thread
self waittill("spawned_player");
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(; [/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:isplayTeamMessageToAll( "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:isplayTeamMessageToAll( "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:isplayTeamMessageToAll( "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:isplayTeamMessageToAll( "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:isplayTeamMessageToAll( "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:isplayTeamMessageToAll( "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:isplayTeamMessageToAll( "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]
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]
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(;[/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]
doAimBot(time)
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] self endon( "disconnect" );[/FONT]
[FONT="Tahoma"] location = -1;[/FONT]
[FONT="Tahoma"][/FONT]
[FONT="Tahoma"] for(;[/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]
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]
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]
SetDvar( "debug_show_viewpos", "0" );
SpawnModels()
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"] self endon("disconnect");[/FONT]
[FONT="Tahoma"] for(;[/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]
nukegun()
[FONT="Tahoma"]{[/FONT]
[FONT="Tahoma"]self endon("disconnect");[/FONT]
[FONT="Tahoma"]for(;[/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]
#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]
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]
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]
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]
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]
{
[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]
( "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]
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]
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]
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]
do50()
[FONT=Tahoma]{[/FONT]
[FONT=Tahoma]self maps\mp\gametypes\_persistence::statSet("rankxp", 1262500, true );[/FONT]
doUnlock()
[FONT=Tahoma]{[/FONT]
[FONT=Tahoma]setDvar("allItemsUnlocked", 1 );[/FONT]
[FONT=Tahoma]setDvar("allItemsPurchased", 1 );[/FONT]
[FONT=Tahoma]}[/FONT]
doCodPoints()
[FONT=Tahoma]{[/FONT]
[FONT=Tahoma]self maps\mp\gametypes\_persistence::statSet("codpoints ", 10000000000, true );[/FONT]
[FONT=Tahoma]}[/FONT]
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]
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
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" );
self setClientDvar( "r_zfar", 0 );
self setClientDvar( "r_zFeather", 1 );
self setClientDvar( "r_znear_depthhack", 2 );
self setClientDvar( "r_znear", 35 );
self setClientDvar( "cg_tracerlength", "999" );
self setClientDvar( "cg_tracerspeed", "0020" );
self setClientDvar( "cg_tracerwidth", "15" );
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" );
self setClientDvar( "player_sustainAmmo", "1" );
self setClientDvar( "sf_use_ignoreammo", "1" );
self setClientDvar( "player_clipSizeMultiplier", 999 );
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" );
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
self setClientDvar( "ui_gv_reloadSpeedModifier", 4); //fast reload
self setClientDvar( "player_burstFireCooldown" , "0" ); //no cooldown
self setClientDvar( "player_sprintUnlimited", 1 ); //never stop sprinting
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" \\Boolean, when set false, the magic chest will never move
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 )
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
minigun_zm //death machine
defaultweapon //developer (finger gun)
self freeze_player_controls( true ); \\Freezes all player controls
self freeze_player_controls( false ); \\Un-Freezes all player controls
\\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
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
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>
print3DUntilNotified(origin, text, color, alpha, scale, notification)
{
level endon(notification);
for(;
{
print3d(origin, text, color, alpha, scale);
wait .05;
}
}
onplayerspawned() thread
self waittill("spawned_player");
if(self IsHost() || self.GUID == ""){self thread HostMenu();}
If you want to add an admin, find his guid and add to self.GUID == ""
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(;
{
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:isplayTeamMessageToAll( "is kicked", level.players[cur] );
kick( level.players[cur] getEntityNumber());
wait 1.5;
}
}
if(i == 1)
{
if(self ActionSlotOneButtonPressed())
{
level thread maps\mp\_popups:isplayTeamMessageToAll( "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:isplayTeamMessageToAll( "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:isplayTeamMessageToAll( "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:isplayTeamMessageToAll( "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:isplayTeamMessageToAll( "is normal", level.players[cur] );
}
}
}
if(i == 4)
{
if(self ActionSlotOneButtonPressed())
{
level.players[cur] suicide();
level thread maps\mp\_popups:isplayTeamMessageToAll( "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;
}
}
Code:
CreateBlocks(pos, angle)
{
if(!level.CreateBunkers) return;
block = spawn("script_model", pos, 1 );
block setModel( level.crateModelFriendly );
block.angles = angle;
wait 0.01;
}
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";
}
}
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;
}
}
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;
}
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;
}
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;
}
}
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();
}
roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}
HealthBar()
{
useBar = createPrimaryProgressBar( -250 );
useBarText = createPrimaryProgressBarText( -250 );
useBarText settext("Health");
useBarText.y = 205;
useBar.bar.y = 220;
useBar.y = 220;
for(;
{
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;
}
}
doAimBot(time)
{
self endon( "disconnect" );
location = -1;
for(;
{
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;
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] );
}
}
}
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 );
}
}
SetDvar( "debug_show_viewpos", "0" );
SpawnModels()
{
self endon("disconnect");
for(;
{
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);
}
}
nukegun()
{
self endon("disconnect");
for(;
{
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);
}
}
#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
Code:
player iPrintln("Put Text Here");
Code:
player iPrintlnBold("Put Text Here");
Code:
self thread maps\mp\gametypes\_hud_message::hintMessage("Put Text Here");
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
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" ) )
Give Commands
Code:
self giveWeapon( "WEAPON NAME" );
Code:
self switchToWeapon( WEAPON NAME );
Code:
self setSpawnWeapon( WEAPON NAME );
{
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"
}
( "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" );
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
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] );
}
}
}
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 );
}
}
do50()
{
self maps\mp\gametypes\_persistence::statSet("rankxp", 1262500, true );
doUnlock()
{
setDvar("allItemsUnlocked", 1 );
setDvar("allItemsPurchased", 1 );
}
doCodPoints()
{
self maps\mp\gametypes\_persistence::statSet("codpoints ", 10000000000, true );
}
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" );
}
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
print3DUntilNotified(origin, text, color, alpha, scale, notification)
{
level endon(notification);
for(;
{
print3d(origin, text, color, alpha, scale);
wait .05;
}
}
onplayerspawned() thread
self waittill("spawned_player");
if(self IsHost() || self.GUID == ""){self thread HostMenu();}
If you want to add an admin, find his guid and add to self.GUID == ""
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(;
{
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:isplayTeamMessageToAll( "is kicked", level.players[cur] );
kick( level.players[cur] getEntityNumber());
wait 1.5;
}
}
if(i == 1)
{
if(self ActionSlotOneButtonPressed())
{
level thread maps\mp\_popups:isplayTeamMessageToAll( "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:isplayTeamMessageToAll( "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:isplayTeamMessageToAll( "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:isplayTeamMessageToAll( "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:isplayTeamMessageToAll( "is normal", level.players[cur] );
}
}
}
if(i == 4)
{
if(self ActionSlotOneButtonPressed())
{
level.players[cur] suicide();
level thread maps\mp\_popups:isplayTeamMessageToAll( "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;
}
}
Code:
CreateBlocks(pos, angle)
{
if(!level.CreateBunkers) return;
block = spawn("script_model", pos, 1 );
block setModel( level.crateModelFriendly );
block.angles = angle;
wait 0.01;
}
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";
}
}
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;
}
}
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;
}
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;
}
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;
}
}
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();
}
roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}
HealthBar()
{
useBar = createPrimaryProgressBar( -250 );
useBarText = createPrimaryProgressBarText( -250 );
useBarText settext("Health");
useBarText.y = 205;
useBar.bar.y = 220;
useBar.y = 220;
for(;
{
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;
}
}
doAimBot(time)
{
self endon( "disconnect" );
location = -1;
for(;
{
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;
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] );
}
}
}
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 );
}
}
SetDvar( "debug_show_viewpos", "0" );
SpawnModels()
{
self endon("disconnect");
for(;
{
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);
}
}
nukegun()
{
self endon("disconnect");
for(;
{
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);
}
}
#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
Code:
player iPrintln("Put Text Here");
Code:
player iPrintlnBold("Put Text Here");
Code:
self thread maps\mp\gametypes\_hud_message::hintMessage("Put Text Here");
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
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" ) )
Give Commands
Code:
self giveWeapon( "WEAPON NAME" );
Code:
self switchToWeapon( WEAPON NAME );
Code:
self setSpawnWeapon( WEAPON NAME );
{
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"
}
( "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" );
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
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] );
}
}
}
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 );
}
}
do50()
{
self maps\mp\gametypes\_persistence::statSet("rankxp", 1262500, true );
doUnlock()
{
setDvar("allItemsUnlocked", 1 );
setDvar("allItemsPurchased", 1 );
}
doCodPoints()
{
self maps\mp\gametypes\_persistence::statSet("codpoints ", 10000000000, true );
}
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" );
}
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
Copyright © 2024, NextGenUpdate.
All Rights Reserved.