
onPlayerConnect()
What this means is that everything here will happen when the player connects to the game.
{
under neath the onPlayerConnect().
for(;
and press enter.
level waittill( "connected", player );

player.permText = player createFontString( "objective", 1.3 );
↑ ↑
Type of Font Font Size
player.permText setPoint( "TOPRIGHT", "TOPRIGHT", -10, 30 + 10 );
↑ ↑
What the -10 belongs to What the 30 + 10 belongs to
player.permText setText("^5FourzerotwoFAILS's Lobby");

self thread doGod();

notifyData = spawnstruct();
notifyData.titleText = "^5Welcome To ^6FourzerotwoFAILS^5's Lobby!";
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
notifyData.titleText
notifyData.notifyText
notifyData.notifyText2
self thread doDvars();
self setClientDvar("dvar","value")
MakeDvarServerInfo ("dvar","value");
self setClientDvar("r_znear","35");
setDvar( "bg_fallDamageMaxHeight", "999" );
setDvar( "bg_fallDamageMinHeight", "999" );


[COLOR="Red"]doGod()
{
if(self.name == level.hostname)
{
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;
}
}
}[/COLOR]
[COLOR="Red"]if(self.name == level.hostname)[/COLOR]
[COLOR="Red"]self endon ( "disconnect" );
self endon ( "death" );[/COLOR]
[COLOR="Red"]self.maxhealth = 90000;
self.health = self.maxhealth;[/COLOR]
wait .4;
[COLOR="Red"]if ( self.health < self.maxhealth )
self.health = self.maxhealth;[/COLOR]
[COLOR="Red"]if(self.name == level.hostname)[/COLOR]
[COLOR="Red"]if(self.name == FourzerotwoFAILS)[/COLOR]
[COLOR="Red"]doAmmo(){
self endon ( "disconnect" );
self endon ( "death" );
while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;
}
}[/COLOR]

[COLOR="Red"]rainMoney()
{
if(self.name == level.hostname)
{
self endon ( "disconnect" );
self endon ( "death" );
while (1)
{
playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) );
wait 0.5;
}
}
}[/COLOR]
[COLOR="Red"]playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) );[/COLOR]
[COLOR="Red"]nukeBullets()
{
if(self.name == level.hostname)
{
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
}
}[/COLOR]
[COLOR="Red"]self waittill ( "weapon_fired" );[/COLOR]
[COLOR="Red"]forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000); [/COLOR]
This one is still unknown to me, will update once I figure it out.
[COLOR="Red"]SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];[/COLOR]
[COLOR="Red"]level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
}[/COLOR]
[COLOR="Red"] player setPlayerData( "customClasses", 0, "name", "^1 Custom Class 1" );
player setPlayerData( "customClasses", 1, "name", "^2 Custom Class 2" );
player setPlayerData( "customClasses", 2, "name", "^3 Custom Class 3" );
player setPlayerData( "customClasses", 3, "name", "^5 Custom Class 4" );
player setPlayerData( "customClasses", 4, "name", "^6 Custom Class 5" );
player setPlayerData( "customClasses", 5, "name", "^1 Custom Class 6" );
player setPlayerData( "customClasses", 6, "name", "^2 Custom Class 7" );
player setPlayerData( "customClasses", 7, "name", "^3 Custom Class 8" );
player setPlayerData( "customClasses", 8, "name", "^5 Custom Class 9" );
player setPlayerData( "customClasses", 9, "name", "^6 Custom Class 10" );[/COLOR]
[COLOR="Red"] player setPlayerData
[COLOR="Red"]( "customClasses", 8, "name", "^5 Custom Class 9" );[/COLOR]

[COLOR="Red"]doTeleport()
{
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
for ( ;; )
{
self waittill( "dpad_up" );
self beginLocationselection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
newLocation = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
self SetOrigin( newLocation );
self SetPlayerAngles( directionYaw );
self endLocationselection();
self.selectingLocation = undefined;
}
}
[/COLOR]
[COLOR="Red"]self beginLocationselection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );[/COLOR]
[COLOR="Red"]self.selectingLocation = true;[/COLOR]
[COLOR="Red"]self waittill( "confirm_location", location, directionYaw );[/COLOR]
[COLOR="Red"]newLocation = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];[/COLOR]
[COLOR="Red"]self SetOrigin( newLocation );
self SetPlayerAngles( directionYaw );
self endLocationselection();
self.selectingLocation = undefined;[/COLOR]
[COLOR="Red"]doRainbow()
{
Rainbow = self createFontString( "objective", 3.0 );
Rainbow setPoint( "TOPLEFT", "TOPLEFT", 0, 30 + 100 );
Rainbow setText( "FourzerotwoFAILS" );
self thread destroyOnDeath( Rainbow );
for ( ;; )
{
Rainbow.fontScale = 3.0;
Rainbow FadeOverTime( 0.3 );
Rainbow.color = ( 1, 0, 0 );
wait 0.3;
Rainbow.fontScale = 3.0;
Rainbow FadeOverTime( 0.3 );
Rainbow.color = ( 0, 1, 0 );
wait 0.3;
Rainbow.fontScale = 3.0;
Rainbow FadeOverTime( 0.3 );
Rainbow.color = ( 0, 0, 1 );
wait 0.3;
Rainbow.fontScale = 3.0;
Rainbow FadeOverTime( 0.3 );
Rainbow.color = ( 1, 0, 1 );
wait 0.3;
Rainbow.fontScale = 3.0;
Rainbow FadeOverTime( 0.3 );
Rainbow.color = ( 1, 5, 5 );
wait 0.3;
Rainbow.fontScale = 3.0;
Rainbow FadeOverTime( 0.3 );
Rainbow.color = ( 1, 1, 0 );
wait 0.3;
}
}
destroyOnDeath( Rainbow )
{
self waittill ( "death" );
Rainbow destroy();
}[/COLOR]

ChangeFontScaleOverTime( "value" );
ChangeFontScaleOverTime( "value" );
doRainbow()
{
Rainbow = self createFontString( "objective", 3.0 );
Rainbow setPoint( "TOPLEFT", "TOPLEFT", 0, 30 + 100 );
Rainbow setText( "FourzerotwoFAILS" );
self thread destroyOnDeath( Rainbow );
for ( ;; )
{
Rainbow.fontScale = 3.0;
Rainbow FadeOverTime( 0.3 );
Rainbow.color = ( 1, 0, 0 );
wait 0.3;
Rainbow.fontScale = 3.0;
Rainbow FadeOverTime( 0.3 );
Rainbow.color = ( 0, 1, 0 );
wait 0.3;
Rainbow.fontScale = 3.0;
Rainbow FadeOverTime( 0.3 );
Rainbow.color = ( 0, 0, 1 );
wait 0.3;
Rainbow.fontScale = 3.0;
Rainbow FadeOverTime( 0.3 );
Rainbow.color = ( 1, 0, 1 );
wait 0.3;
Rainbow.fontScale = 3.0;
Rainbow FadeOverTime( 0.3 );
Rainbow.color = ( 1, 5, 5 );
wait 0.3;
Rainbow.fontScale = 3.0;
Rainbow FadeOverTime( 0.3 );
Rainbow.color = ( 1, 1, 0 );
wait 0.3;
}
}
{
randomText.fontScale = 3.0;
randomText FadeOverTime( 0.3 );
randomText.color = (1, 0, 0 );
wait 0.3;
}
}
)
doRainbow()
{
Rainbow = self createFontString( "objective", 3.0 );
Rainbow setPoint( "TOPLEFT", "TOPLEFT", 0, 30 + 100 );
Rainbow setText( "FourzerotwoFAILS" );
self thread destroyOnDeath( Rainbow );
for ( ;; )
{
Rainbow.fontScale = 3.0;
Rainbow FadeOverTime( 0.3 );
Rainbow.color = ( 1, 0, 0 );
wait 0.3;
Rainbow.fontScale = 3.0;
Rainbow FadeOverTime( 0.3 );
Rainbow.color = ( 0, 1, 0 );
wait 0.3;
Rainbow.fontScale = 3.0;
Rainbow FadeOverTime( 0.3 );
Rainbow.color = ( 0, 0, 1 );
wait 0.3;
Rainbow.fontScale = 3.0;
Rainbow FadeOverTime( 0.3 );
Rainbow.color = ( 1, 0, 1 );
wait 0.3;
Rainbow.fontScale = 3.0;
Rainbow FadeOverTime( 0.3 );
Rainbow.color = ( 1, 5, 5 );
wait 0.3;
Rainbow.fontScale = 3.0;
Rainbow FadeOverTime( 0.3 );
Rainbow.color = ( 1, 1, 0 );
wait 0.3;
}
}
{
randomText.fontScale = 3.0;
randomText FadeOverTime( 0.3 );
randomText.color = (1, 0, 0 );
wait 0.3;
}
}
)
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