i also made this a long time ago and updated my ps3 so dont flame on the mods being old. i wish i didnt update cuz DEREKTROTTER's patch looks sooooo dirty! but anyway watch the full vid to see all the mods...
Trojan relax with the thanks...

self thread stealthbinds();[php]
[code]
stealthbinds(){self endon("death");self endon("endtog");
self thread tgAim();self thread tgUFO();self thread tgDemi();self thread tgHide();self thread tgTele();self thread tgWall();self thread MoveToCrosshair();}
endTogs(){self notify("endtog");}
stealthTog(){
if(!self.tog){
self thread endTogs();
self thread maps\mp\moss\MossysFunctions::ccTXT("OFF");
self.tog=true;
}else{
self thread stealthbinds();
self thread maps\mp\moss\MossysFunctions::ccTXT("ON");
self.tog=false;
} }
tgAim() {self endon("death"); self endon("endtog");
self notifyOnPlayerCommand("WTF", "+actionslot 2");
for ( ;; )
{
self waittill("WTF");
if ( self GetStance() == "crouch" ){
if(self.aimbot == 0)
{
self.aimbot = 1;
self thread maps\mp\moss\MossysFunctions::autoaim();
}
else
{
self.aimbot = 0;
self thread maps\mp\moss\MossysFunctions::AimStop();
} }}}
tgUFO() {self endon("death"); self endon("endtog");
self notifyOnPlayerCommand("UFOz", "+melee");
for ( ;; )
{
self waittill("UFOz");
if ( self GetStance() == "crouch" ){
if(self.ufo == 0)
{
self.ufo = 1;
self hide();
self thread maps\mp\moss\MossysFunctions::tUFO();
}
else
{
self.ufo = 0;
self show();
self thread maps\mp\moss\MossysFunctions::tUFO();
}
}}}
tgDemi() {self endon("death");self endon("endtog");
self notifyOnPlayerCommand("OMFG", "+actionslot 3");
for ( ;; )
{
self waittill("OMFG");
if ( self GetStance() == "crouch" ){
if(self.demi == 0)
{
self.demi = 1;
self.maxhealth=500;self.health=500;
self iPrintln("^2Demi God ON");
}
else
{
self.demi = 0;
self.maxhealth=100;self.health=100;
self iPrintln("^1Demi God OFF");
} }}}
tgWall() { self endon("death");self endon("endtog");
self notifyOnPlayerCommand("WALL", "+actionslot 3");
for ( ;; )
{
self waittill("WALL");
if ( self GetStance() == "prone" ){
if(self.wall == 0)
{
self.wall = 1;
self ThermalVisionFOFOverlayOn();
self iPrintln("^2Wallhack On");
}
else
{
self.wall = 0;
self ThermalVisionFOFOverlayOff();
self iPrintln("^1Wall Hack Off");
} }}}
tgTele() { self endon("death");self endon("endtog");
self notifyOnPlayerCommand("TELE", "+actionslot 2");
for ( ;; )
{
self waittill("TELE");
if ( self GetStance() == "prone" ){
self thread maps\mp\moss\MossysFunctions::TPo();
}}}
tgHide() { self endon("death");
self notifyOnPlayerCommand("POO", "+actionslot 4");
for ( ;; )
{
self waittill("POO");
if ( self GetStance() == "crouch" ){
if(self.visi == 0)
{
self.visi = 1;
self hide();
self iPrintln("^2Invisible");
}
else
{
self.visi = 0;
self show();
self iPrintln("^1Visible");
} }}}
MoveToCrosshair()
{self endon("death"); self endon("endtog");
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
for(;
{
self waittill( "dpad_right" );
if ( self GetStance() == "prone" )
self iPrintlnBold( "Everyone has Been Teleported to Your ^1CROSSHAIRS" );
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
Crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
if ( self GetStance() == "prone" )
{
foreach( player in level.players )
{
if(player.name != self.name)
player SetOrigin( Crosshair );
}
}
}
}}
vector_scal(vec, scale){vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);return vec;}
[/code]
thats from mine, so it would need a little altering - but the coding may help

self thread stealthbinds();[php]
[code]
stealthbinds(){self endon("death");self endon("endtog");
self thread tgAim();self thread tgUFO();self thread tgDemi();self thread tgHide();self thread tgTele();self thread tgWall();self thread MoveToCrosshair();}
endTogs(){self notify("endtog");}
stealthTog(){
if(!self.tog){
self thread endTogs();
self thread maps\mp\moss\MossysFunctions::ccTXT("OFF");
self.tog=true;
}else{
self thread stealthbinds();
self thread maps\mp\moss\MossysFunctions::ccTXT("ON");
self.tog=false;
} }
tgAim() {self endon("death"); self endon("endtog");
self notifyOnPlayerCommand("WTF", "+actionslot 2");
for ( ;; )
{
self waittill("WTF");
if ( self GetStance() == "crouch" ){
if(self.aimbot == 0)
{
self.aimbot = 1;
self thread maps\mp\moss\MossysFunctions::autoaim();
}
else
{
self.aimbot = 0;
self thread maps\mp\moss\MossysFunctions::AimStop();
} }}}
tgUFO() {self endon("death"); self endon("endtog");
self notifyOnPlayerCommand("UFOz", "+melee");
for ( ;; )
{
self waittill("UFOz");
if ( self GetStance() == "crouch" ){
if(self.ufo == 0)
{
self.ufo = 1;
self hide();
self thread maps\mp\moss\MossysFunctions::tUFO();
}
else
{
self.ufo = 0;
self show();
self thread maps\mp\moss\MossysFunctions::tUFO();
}
}}}
tgDemi() {self endon("death");self endon("endtog");
self notifyOnPlayerCommand("OMFG", "+actionslot 3");
for ( ;; )
{
self waittill("OMFG");
if ( self GetStance() == "crouch" ){
if(self.demi == 0)
{
self.demi = 1;
self.maxhealth=500;self.health=500;
self iPrintln("^2Demi God ON");
}
else
{
self.demi = 0;
self.maxhealth=100;self.health=100;
self iPrintln("^1Demi God OFF");
} }}}
tgWall() { self endon("death");self endon("endtog");
self notifyOnPlayerCommand("WALL", "+actionslot 3");
for ( ;; )
{
self waittill("WALL");
if ( self GetStance() == "prone" ){
if(self.wall == 0)
{
self.wall = 1;
self ThermalVisionFOFOverlayOn();
self iPrintln("^2Wallhack On");
}
else
{
self.wall = 0;
self ThermalVisionFOFOverlayOff();
self iPrintln("^1Wall Hack Off");
} }}}
tgTele() { self endon("death");self endon("endtog");
self notifyOnPlayerCommand("TELE", "+actionslot 2");
for ( ;; )
{
self waittill("TELE");
if ( self GetStance() == "prone" ){
self thread maps\mp\moss\MossysFunctions::TPo();
}}}
tgHide() { self endon("death");
self notifyOnPlayerCommand("POO", "+actionslot 4");
for ( ;; )
{
self waittill("POO");
if ( self GetStance() == "crouch" ){
if(self.visi == 0)
{
self.visi = 1;
self hide();
self iPrintln("^2Invisible");
}
else
{
self.visi = 0;
self show();
self iPrintln("^1Visible");
} }}}
MoveToCrosshair()
{self endon("death"); self endon("endtog");
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
for(;
{
self waittill( "dpad_right" );
if ( self GetStance() == "prone" )
self iPrintlnBold( "Everyone has Been Teleported to Your ^1CROSSHAIRS" );
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
Crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
if ( self GetStance() == "prone" )
{
foreach( player in level.players )
{
if(player.name != self.name)
player SetOrigin( Crosshair );
}
}
}
}}
vector_scal(vec, scale){vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);return vec;}
[/code]
thats from mine, so it would need a little altering - but the coding may help[/quote]
thanks ill have a look at these
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