Self thread doWhatever();
Main Codes here
self maps\mp\gametypes\_persistence::statSet( "plevel", prestige, false );
self maps\mp\gametypes\_persistence::statSet( "rankxp", xp, false );
self maps\mp\gametypes\_persistence::statSet( "codpoints", cp, false );
self maps\mp\gametypes\_persistence::statSet( "time_played_total", seconds, false );
self maps\mp\gametypes\_persistence::statSet( "kills", kills, false );
self maps\mp\gametypes\_persistence::statSet( "deaths", deaths, false );
self maps\mp\gametypes\_persistence::statSet( "headshots", headshots, false );
self maps\mp\gametypes\_persistence::statSet( "hits", bullet hit, false);
self maps\mp\gametypes\_persistence::statSet( "misses", bullet miss, false);
self maps\mp\gametypes\_persistence::statSet( "accuracy", accuracy or KD, false);
level.classMap["custom1"] = "CLASS_CUSTOM1";
level.classMap["custom2"] = "CLASS_CUSTOM2";
level.classMap["custom3"] = "CLASS_CUSTOM3";
level.classMap["custom4"] = "CLASS_CUSTOM4";
level.classMap["custom5"] = "CLASS_CUSTOM5";
level.classMap["prestige1"] = "CLASS_CUSTOM6";
level.classMap["prestige2"] = "CLASS_CUSTOM7";
level.classMap["prestige3"] = "CLASS_CUSTOM8";
level.classMap["prestige4"] = "CLASS_CUSTOM9";
level.classMap["prestige5"] = "CLASS_CUSTOM10";
self thread doClasses();
doClasses()
{
level.classMap["custom1"] = "CLASS_CUSTOM1";
level.classMap["custom2"] = "CLASS_CUSTOM2";
level.classMap["custom3"] = "CLASS_CUSTOM3";
level.classMap["custom4"] = "CLASS_CUSTOM4";
level.classMap["custom5"] = "CLASS_CUSTOM5";
level.classMap["prestige1"] = "CLASS_CUSTOM6";
level.classMap["prestige2"] = "CLASS_CUSTOM7";
level.classMap["prestige3"] = "CLASS_CUSTOM8";
level.classMap["prestige4"] = "CLASS_CUSTOM9";
level.classMap["prestige5"] = "CLASS_CUSTOM10";
}
self giveWeapon( "weaponname_modetype" );
self switchToWeapon( "weaponname_modetype" );
self setSpawnWeapon( "weaponname_modetype" );
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
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
zombie_cymbal_monkey
ray_gun_zm
ray_gun_upgraded_zm
thundergun_zm
thundergun_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
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
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
zombie_cymbal_monkey
ray_gun_zm
ray_gun_upgraded_zm
freezegun_zm
freezegun_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
self freeze_player_controls( true );
self freeze_player_controls( false );
self thread doGod();
doGod()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;
while ( 1 )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}
\\Simple verification system for people who dont want to try too hard
\\First stick this variable in your onplayerconnect()
self.needsVerifying = 1;
\\Then go down to your onplayerspawned() and create these two threads and stick in that freeze controls
self thread Verify();
self thread VerifcationProcess();
self freeze_player_controls( true );
\\Then create this function for the verify thread
Verify()
{
self waittill ("death");
if(self.killedBy == level.hostname || self.killedBy == "Gt here")
{
self.needsVerifying = 0;
self freeze_player_controls( false );
}
}
\\Now since that is done, we will move along to creating the verificationprocess thread
VerifcationProcess()
{
if(self.needsVerifying == 1)
{
wait 3;
self thread maps\mp\gametypes\_hud_message::hintMessage("Status : Unverified Please Wait For Verification!");
self thread sayLoop();
}
else if(self.needsVerifying == 0)
{
self thread InsertPlayermodsThreadHere();
}
}
\\As you can see we created a function inside the function, we will now create a script for it
sayLoop()
{
self endon( "death" ); \\End this on death
for(;
\\For loop, used to loop a function inside its parenthesis {}
{
self sayall( "I Need Verification!" ); \\Console text
wait 5; \\Function will wait 5 seconds and then loop itself
}
}
self thread doTeleport();
doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;
{
self waittill( "right" );
napalmSelectorSize = getDvarIntDefault( #"scr_napalmSelectorSize", 3000 );
self beginLocationNapalmSelection( "map_napalm_selector", napalmSelectorSize, "killstreak_napalm" );
self.selectingLocation = true;
self waittill( "confirm_location", location, yaw );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
if ( !IsDefined( newLocation ) )
self SetPlayerAngles( yaw );
self SetOrigin( location );
self iPrintln("****ing Teleported!");
self endLocationselection();
self.selectingLocation = false;
}
noclip()
{
self endon("death");
if(isdefined(self.newufo))
self.newufo delete();
self.newufo = spawn("script_origin", self.origin);
for(self.UfoOn=0;
{
if(self actionslotonebuttonpressed())
{
self.UfoOn = !self.UfoOn;
self.newufo.origin = self.origin;
self linkto(self.newufo);
self Enableinvulnerability();
if(!self.UfoOn)
{
self unlink();
self DisableInvulnerability();
}
wait 0.5;
}
if(self.UfoOn && self fragbuttonpressed())
self.newufo.origin+=anglestoforward(self getPlayerAngles())*30;
wait 0.05;
}
}
Thread self thread nukegun();
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);
}
}
self thread doUfo();
doUfo()
{
self endon ( "disconnect" );
self endon ( "death" );
maps\mp\gametypes\_spectating::setSpectatePermissions();
for(;
{
self waittill("usebutton");
self allowSpectateTeam( "freelook", true );
self.sessionstate = "spectator";
self setContents( 0 );
self waittill("usebutton");
self.sessionstate = "playing";
self allowSpectateTeam( "freelook", false );
self setContents( 100 );
}
}
for(;
{
maps\mp\_radar::setTeamSatelliteWrapper(self.pers["team"], 1);
wait 30;
}
self iPrintln("Text Here");
self iPrintlnBold("Put Text Here");
self thread maps\mp\gametypes\_hud_message::hintMessage("Put Text Here");
variablenamehere = self createFontString( "Font type", size ); //Creates the string
variablenamehere setPoint( "Position", "Position", x, y ); //Sets string position
variablenamehere setText("Text here"); //Sets the text for the string
Positions :
- LEFT
- RIGHT
- TOP
- CENTER
- BOTTOM
Font Types :
- Default
- Objective
- Bigfixed
- Hudbig
^0 = Black
^1 = Red
^2 = Green
^3 = Yellow
^4 = Navy Blue
^5 = Cyan
^6 = Pink
^7 = White
^8 = Varying Colour Depending On The Map
^9 = Grey
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