Post: EliteMossy's Released Codes List
01-05-2011, 06:30 PM #1
nandox5
Save Point
(adsbygoogle = window.adsbygoogle || []).push({}); I've seen a few of recently release codes by EliteMossy.

so i decided to put them all in one place so everyone can access them fast and easy.

Enjoy. All credit goes to EliteMossy for creating such awesome codes!

=====================================================

Gun Game:

PLAY THIS ON FFA!!

Add this to init()
    precacheShader("cardtitle_bloodsplat");


add this to onPlayerConnect()
    
if(player isHost()){
player thread GunGameBuildGuns();
}
player.GunGameKills=0;
player.GunGameRunOnce=0;


Add this to onPlayerSpawned()
    
self thread GunGameSpawn();


Now here is the code for the Gun Game

    

GunGameBuildGuns()
{
level.GunList = [];
level.GunList[level.GunList.size] = GunGameCreate("usp_fmj_silencer_mp", 9, false);
level.GunList[level.GunList.size] = GunGameCreate("spas12_fmj_grip_mp", 5, false);
level.GunList[level.GunList.size] = GunGameCreate("m4_heartbeat_reflex_mp", 6, false);
level.GunList[level.GunList.size] = GunGameCreate("barrett_fmj_thermal_mp", 3, false);
level.GunList[level.GunList.size] = GunGameCreate("aa12_grip_mp", 6, false);
level.GunList[level.GunList.size] = GunGameCreate("fn2000_thermal_mp", 2, false);
level.GunList[level.GunList.size] = GunGameCreate("kriss_acog_rof_mp", 7, false);
level.GunList[level.GunList.size] = GunGameCreate("cheytac_fmj_mp", 7, false);
level.GunList[level.GunList.size] = GunGameCreate("mp5k_fmj_reflex_mp", 8, false);
level.GunList[level.GunList.size] = GunGameCreate("ump45_xmags_mp", 9, false);
level.GunList[level.GunList.size] = GunGameCreate("at4_mp", 8, false);
level.GunList[level.GunList.size] = GunGameCreate("tmp_mp", 3, false);
level.GunList[level.GunList.size] = GunGameCreate("ak47_acog_fmj_mp", 9, false);
level.GunList[level.GunList.size] = GunGameCreate("m240_heartbeat_reflex_mp", 9, false);
level.GunList[level.GunList.size] = GunGameCreate("glock_akimbo_fmj_mp", 1, true);
level.GunList[level.GunList.size] = GunGameCreate("pp2000_mp", 3, false);
level.GunList[level.GunList.size] = GunGameCreate("fal_acog_fmj_mp", 4, false);
level.GunList[level.GunList.size] = GunGameCreate("scar_fmj_reflex_mp", 5, false);
level.GunList[level.GunList.size] = GunGameCreate("pp2000_mp", 2, false);
level.GunList[level.GunList.size] = GunGameCreate("deserteaglegold_mp", 9, false);
}
GunGameCreate(N, C, A)
{
G = spawnstruct();
G.name = N;
G.camo = C;
G.akimbo = A;
return G;
}
GunGameSpawn()
{
if (!self.GunGameRunOnce)
{
self.KilledTitle = createIcon("cardtitle_bloodsplat", 260, 53);
self.KilledTitle setPoint("CENTER", "TOP", 0, 50);
self.KilledText = createFontString("objective", 1.Cool Man (aka Tustin);
self.KilledText setPoint("CENTER", "TOP", 7, 55);
self.KilledText setText("^7Player Killed!");
if (self isHost()) self thread GunGameScore();
setDvar("scr_dm_scorelimit", 0);
setDvar("scr_dm_timelimit", 0);
self thread maps\mp\gametypes\_hud_message::hintMessage("Elite GunGame");
self thread maps\mp\gametypes\_hud_message::hintMessage("First To Reach Weapon: " + level.GunList.size);
self.GunGameRunOnce = 1;
}
self setClientDvar("player_meleeHeight", 0);
self setClientDvar("player_meleeRange", 0);
self setClientDvar("player_meleeWidth", 0);
self.KilledTitle.alpha = 0;
self.KilledText.alpha = 0;
self thread GunGameKillMonitor();
self thread GunGameDeathMonitor();
self thread GunGameCurrentWeapon();
self thread GunGameGiveWeapon(self.GunGameKills);
}
GunGameKillMonitor()
{
self endon("death");
self endon("disconnect");
for (;Winky Winky
{
self waittill("killed_enemy");
self.GunGameKills++;
self.KilledTitle.alpha = 1;
self.KilledText.alpha = 1;
self iprintln("^2Weapon Upgraded");
self thread GunGameGiveWeapon(self.GunGameKills);
}
}
GunGameCurrentWeapon()
{
self endon("disconnect");
self endon("death");
for (;Winky Winky
{
self iprintln("Current Weapon Number is: " + self.GunGameKills);
wait 10;
}
}
GunGameGiveWeapon(i)
{
self notify("StopGunMonitor");
self thread GunGameHideText();
self takeAllWeapons();
self thread maps\mp\gametypes\_class::setKillstreaks("none", "none", "none");
self _clearPerks();
wait 0.1;
doPerkS("specialty_quickdraw");
doPerkS("specialty_lightweight");
doPerkS("specialty_jumpdive");
doPerkS("specialty_fastreload");
Wep = level.GunList[i].name;
Akimbo = level.GunList[i].akimbo;
Camo = level.GunList[i].camo;
self giveWeapon(Wep, Camo, Akimbo);
wait 0.5;
self switchToWeapon(Wep);
wait 0.5;
self thread GunGameGunMonitor();
}
GunGameGunMonitor()
{
self endon("death");
self endon("disconnect");
self endon("StopGunMonitor");
for (;Winky Winky
{
wait 1;
self closepopupMenu();
CurrentWep = self getCurrentWeapon();
ProperWep = level.GunList[self.GunGameKills].name;
if (ProperWep != CurrentWep) self thread GunGameGiveWeapon(self.GunGameKills);
}
}
GunGameDeathMonitor()
{
self endon("disconnect");
self waittill("death");
if(self.GunGameKills!=0) self.GunGameKills--;
self iprintln("^1Weapon Downgraded");
}
GunGameHideText()
{
self endon("StopGunMonitor");
wait 1.5;
self.KilledTitle.alpha = 0;
self.KilledText.alpha = 0;
}
GunGameScore()
{
self endon("disconnect");
for (;Winky Winky
{
wait 2;
foreach(p in level.players)
{
if (p.GunGameKills >= level.GunList.size)
{
level.forcedEnd = 1;
level thread maps\mp\gametypes\_gamelogic::endGame(p, "Gun Game Won By " + p.myName);
}
}
}
}
doPerkS(p)
{
self maps\mp\perks\_perks::givePerk(p);
wait 0.01;
}



=======================================================

Hide and Seek:

Add this to onPlayerConnect()
    
level.HideRunOnce=0;
player thread HideInit();


Add this to onPlayerSpawned()
    
self thread HideSpawn();


And for the code itself (beautified for purists :P)
    
HideGameSetup() {
doRestart = 0;
if (getDvar("scr_sd_timelimit") != "10" && self isHost()) doRestart = 1;
setDvar("scr_sd_multibomb", 0);
setDvar("scr_sd_numlives", 1);
setDvar("scr_sd_playerrespawndelay", 0);
setDvar("scr_sd_roundlimit", 0);
setDvar("scr_sd_roundswitch", 1);
setDvar("scr_sd_scorelimit", 0);
setDvar("scr_sd_timelimit", 10);
setDvar("scr_sd_waverespawndelay", 0);
setDvar("scr_sd_winlimit", 2);
self setClientDvar("cg_gun_z", 0);
setDvar("painVisionTriggerHealth", 0);
if (doRestart) {
wait 5;
map_restart();
}
self thread maps\mp\gametypes\_class::setKillstreaks("none", "none", "none");
for (i = 0; i < level.bombZones.size; i++) level.bombZones[i] maps\mp\gametypes\_gameobjects::disableObject();
level.sdBomb maps\mp\gametypes\_gameobjects::disableObject();
level deletePlacedEntity("misc_turret");
setObjectiveHintText(game["attackers"], "");
setObjectiveHintText(game["defenders"], "");
}
HideMonDown() {
self endon("disconnect");
self endon("death");
self notifyOnPlayerCommand("dpad_downer", "+actionslot 2");
for (;Winky Winky {
self waittill("dpad_downer");
if (self.ThirdPerson == 0) {
self setClientDvar("cg_thirdPerson", 1);
self setClientDvar("cg_thirdPersonRange", 160);
self iprintln("Third Person : Enabled");
self.ThirdPerson = 1;
} else {
self iprintln("Third Person : Disabled");
self setClientDvar("cg_thirdPerson", 0);
self.ThirdPerson = 0;
}
}
}
HideInit() {
if (self isHost()) {
self thread HideBeginSeekerTimer();
self thread HideInitMap();
}
self.HideSelectedModel = 0;
self.HiderModel = undefined;
}
HideBeginSeekerTimer() {
self endon("disconnect");
I = 30;
level.TimerRunning = 1;
level.TimerText = level createServerFontString("default", 1.5);
level.TimerText setPoint("CENTER", "CENTER", 0, 10);
while (I != 0) {
if (I != 1) {
level.TimerText setText("^1Seekers released in: " + I);
} else {
level.TimerText setText("^2Seekers Released!!");
level thread HiderDestroyTextTime(level.TimerText);
level notify("SeekersRelease");
level.TimerRunning = 0;
self thread HideRevealOverTime();
}
I--;
wait 1;
}
}
HideRevealOverTime() {
self endon("disconnect");
wait 360;
foreach(p in level.players) {
p thread maps\mp\gametypes\_hud_message::hintMessage("Hiders are now Visible");
p show();
}
}
HiderDestroyTextTime(E) {
wait(3);
E destroy();
}
HideSpawn() {
if (level.HideRunOnce == 0 && self isHost()) {
HideGameSetup();
level.HideRunOnce = 1;
}
self thread maps\mp\gametypes\_class::setKillstreaks("none", "none", "none");
self takeAllWeapons();
self _clearPerks();
self setClientDvar("lowAmmoWarningNoAmmoColor1", "0 0 0 0");
self setClientDvar("lowAmmoWarningNoAmmoColor2", "0 0 0 0");
self setClientDvar("lowAmmoWarningNoReloadColor1", "0 0 0 0");
self setClientDvar("lowAmmoWarningNoReloadColor2", "0 0 0 0");
doPerkS("specialty_falldamage");
doPerkS("specialty_marathon");
self thread maps\mp\gametypes\_hud_message::hintMessage("Elite Hide and Seek");
if (self.pers["team"] == game["attackers"]) {
self thread HideInitSeekers();
} else if (self.pers["team"] == game["defenders"]) {
self thread HideInitHiders();
}
}
HideInitHiders() {
self hide();
self thread maps\mp\gametypes\_hud_message::hintMessage("You are a Hider!");
self thread maps\mp\gametypes\_hud_message::hintMessage("Rotate Models [{+frag}],Change Model [{+smoke}],3rd Person [{+actionslot 2}]");
self.moveSpeedScaler = 2;
self setMoveSpeedScale(self.moveSpeedScaler);
doPerkS("specialty_quieter");
doPerkS("specialty_coldblooded");
Wep = "deserteagle_tactical_mp";
self _giveWeapon(Wep, 0);
wait.1;
self switchtoWeapon(Wep);
self thread HiderWeaponCheck(Wep);
self thread HiderRotateModel();
self thread HideMonDown();
self thread HiderChangeModel();
self thread HiderModelMonitor();
}
HiderWeaponCheck(Wep) {
self endon("death");
self endon("disconnect");
for (;Winky Winky {
self closepopupMenu();
self freezeControlsWrapper(0);
self setWeaponAmmoClip(Wep, 0);
self setWeaponAmmoStock(Wep, 0);
if (self getCurrentWeapon() != Wep) {
self takeAllWeapons();
self _giveWeapon(Wep, 0);
wait.1;
self switchToWeapon(Wep);
self setWeaponAmmoClip(Wep, 0);
self setWeaponAmmoStock(Wep, 0);
}
wait 0.75;
}
}
HiderChangeModel() {
self endon("death");
self endon("disconnect");
self notifyOnPlayerCommand("doChangeModel", "+smoke");
for (;Winky Winky {
self waittill("doChangeModel");
self.HideSelectedModel++;
if (self.HideSelectedModel >= level.HideModels.size) self.HideSelectedModel = 0;
self.HiderModel setModel(level.HideModels[self.HideSelectedModel]);
self iprintln("Changed Model");
}
}
HiderRotateModel() {
self endon("disconnect");
self endon("death");
self notifyOnPlayerCommand("doRotateModel", "+frag");
for (;Winky Winky {
self waittill("doRotateModel");
self thread HiderDoRotate();
wait 0.5;
}
}
HiderDoRotate() {
self endon("disconnect");
self endon("death");
self notifyOnPlayerCommand("stopRotateModel", "-frag");
self endon("stopRotateModel");
for (;Winky Winky {
self.HiderModel RotateYaw(5, .01);
wait 0.1;
}
}
HiderModelMonitor() {
self endon("death");
self endon("disconnect");
self.HiderModel = spawn("script_model", self.origin);
self.HiderModel setModel(level.HideModels[self.HideSelectedModel]);
self thread HiderDel(self.HiderModel);
self hide();
for (;Winky Winky {
self.HiderModel MoveTo(self.origin, 0.075);
wait.05;
}
}
HiderDel(E) {
self endon("disconnect");
self waittill("death");
E delete();
}
HideInitSeekers() {
self.maxhealth = 500;
self.health = self.maxhealth;
self thread maps\mp\gametypes\_hud_message::hintMessage("You are a Seeker!");
self thread maps\mp\gametypes\_hud_message::hintMessage("Hiders will be an Object");
self thread HideStopPopup();
Wep = "ump45_reflex_mp";
self _giveWeapon(Wep, 6);
self giveMaxAmmo(Wep);
wait.1;
self switchToWeapon(Wep);
if (level.TimerRunning) self thread HideFreezeTillRelease();
}
HideStopPopup() {
self endon("disconnect");
self endon("death");
for (;Winky Winky {
wait 0.5;
game["strings"][game["attackers"] + "_name"] = "Seekers";
game["strings"][game["attackers"] + "_eliminated"] = "Seekers did not Succeed";
game["strings"][game["defenders"] + "_name"] = "Hiders";
game["strings"][game["defenders"] + "_eliminated"] = "Hiders Found!";
self closepopupMenu();
}
}
HideFreezeTillRelease() {
self endon("disconnect");
self endon("death");
self thread HideRunFreezer();
level waittill("SeekersRelease");
wait.1;
self FreezeControlsWrapper(0);
self VisionSetNakedForPlayer(getDvar("mapname"), 1.5);
}
HideRunFreezer() {
self endon("death");
self endon("disconnect");
level endon("SeekersRelease");
for (;Winky Winky {
self VisionSetNakedForPlayer("blacktest", 1.5);
self FreezeControlsWrapper(1);
wait.75;
}
}
HideInitMap() {
if (HideSupportedMap()) {
switch (getDvar("mapname")) {
case "mp_afghan":
self thread HiderAfghan();
break;
case "mp_boneyard":
self thread HiderBoneyard();
break;
case "mp_underpass":
self thread HiderUnderpass();
break;
case "mp_highrise":
self thread HiderHighrise();
break;
case "mp_terminal":
self thread HiderTerminal();
break;
case "mp_favela":
self thread HiderFavela();
break;
case "mp_checkpoint":
self thread HiderCheckPoint();
break;
case "mp_invasion":
self thread HiderInvasion();
break;
case "mp_quarry":
self thread HiderQuarry();
break;
case "mp_nightshift":
self thread HiderNightshift();
break;
case "mp_rundown":
self thread HiderRundown();
break;
}
} else {
self sayall("Unsupported Map - Changing");
wait 2;
map("mp_afghan");
}
}
HideSupportedMap() {
switch (getDvar("mapname")) {
case "mp_rust":
case "mp_brecourt":
case "mp_crash":
case "mp_complex":
case "mp_overgrown":
case "mp_compact":
case "mp_trailerpark":
case "mp_abandon":
case "mp_storm":
case "mp_vacant":
case "mp_strike":
case "mp_fuel2":
case "mp_derail":
case "mp_subbase":
case "mp_estate":
return false;
}
return true;
}
HiderAfghan() {
M = [];
level.HideModels = [];
M[M.size] = "machinery_oxygen_tank01";
M[M.size] = "foliage_pacific_bushtree02_animated";
M[M.size] = "foliage_cod5_tree_jungle_02_animated";
M[M.size] = "machinery_oxygen_tank02";
M[M.size] = "com_barrel_russian_fuel_dirt";
M[M.size] = "com_locker_double";
M[M.size] = "foliage_pacific_bushtree02_halfsize_animated";
M[M.size] = "com_plasticcase_black_big_us_dirt";
M[M.size] = "foliage_pacific_bushtree01_halfsize_animated";
M[M.size] = "vehicle_uaz_open_destructible";
M[M.size] = "vehicle_hummer_destructible";
M[M.size] = "foliage_cod5_tree_pine05_large_animated";
M[M.size] = "utility_transformer_ratnest01";
M[M.size] = "utility_water_collector";
level.HideModels = M;
}
HiderBoneyard() {
M = [];
level.HideModels = [];
M[M.size] = "foliage_tree_oak_1_animated2";
M[M.size] = "machinery_oxygen_tank01";
M[M.size] = "com_filecabinetblackclosed";
M[M.size] = "machinery_oxygen_tank02";
M[M.size] = "com_electrical_transformer_large_dam";
M[M.size] = "vehicle_moving_truck_destructible";
M[M.size] = "foliage_pacific_bushtree02_animated";
M[M.size] = "vehicle_pickup_destructible_mp";
M[M.size] = "com_trashbin02";
M[M.size] = "vehicle_bm21_mobile_bed_destructible";
M[M.size] = "foliage_cod5_tree_jungle_02_animated";
M[M.size] = "com_firehydrant";
M[M.size] = "machinery_generator";
M[M.size] = "com_filecabinetblackclosed_dam";
level.HideModels = M;
}
HiderUnderpass() {
M = [];
level.HideModels = [];
M[M.size] = "foliage_pacific_bushtree01_halfsize_animated";
M[M.size] = "utility_water_collector";
M[M.size] = "com_propane_tank02";
M[M.size] = "foliage_pacific_bushtree01_animated";
M[M.size] = "vehicle_van_slate_destructible";
M[M.size] = "com_locker_double";
M[M.size] = "machinery_oxygen_tank01";
M[M.size] = "prop_photocopier_destructible_02";
M[M.size] = "usa_gas_station_trash_bin_02";
M[M.size] = "machinery_oxygen_tank02";
M[M.size] = "com_filecabinetblackclosed";
M[M.size] = "vehicle_pickup_destructible_mp";
M[M.size] = "foliage_cod5_tree_jungle_02_animated";
M[M.size] = "foliage_tree_oak_1_animated2";
M[M.size] = "foliage_pacific_palms08_animated";
M[M.size] = "chicken_black_white";
M[M.size] = "utility_transformer_ratnest01";
M[M.size] = "utility_transformer_small01";
M[M.size] = "com_filecabinetblackclosed_dam";
level.HideModels = M;
}
HiderHighrise() {
M = [];
level.HideModels = [];
M[M.size] = "ma_flatscreen_tv_wallmount_01";
M[M.size] = "com_trashbin02";
M[M.size] = "com_filecabinetblackclosed";
M[M.size] = "prop_photocopier_destructible_02";
M[M.size] = "machinery_oxygen_tank01";
M[M.size] = "machinery_oxygen_tank02";
M[M.size] = "com_electrical_transformer_large_dam";
M[M.size] = "com_roofvent2_animated";
M[M.size] = "com_propane_tank02";
M[M.size] = "highrise_fencetarp_04";
M[M.size] = "highrise_fencetarp_05";
M[M.size] = "com_barrel_benzin";
M[M.size] = "com_filecabinetblackclosed_dam";
level.HideModels = M;
}
HiderTerminal() {
M = [];
level.HideModels = [];
M[M.size] = "com_tv1";
M[M.size] = "com_barrel_benzin";
M[M.size] = "foliage_pacific_fern01_animated";
M[M.size] = "ma_flatscreen_tv_wallmount_02";
M[M.size] = "com_roofvent2_animated";
M[M.size] = "ma_flatscreen_tv_on_wallmount_02_static";
M[M.size] = "vehicle_policecar_lapd_destructible";
M[M.size] = "com_vending_can_new2_lit";
M[M.size] = "usa_gas_station_trash_bin_01";
M[M.size] = "foliage_cod5_tree_pine05_large_animated";
M[M.size] = "com_filecabinetblackclosed";
M[M.size] = "com_plasticcase_black_big_us_dirt";
M[M.size] = "com_filecabinetblackclosed_dam";
level.HideModels = M;
}
HiderCheckPoint() {
M = [];
level.HideModels = [];
M[M.size] = "prop_photocopier_destructible_02";
M[M.size] = "com_filecabinetblackclosed";
M[M.size] = "com_firehydrant";
M[M.size] = "com_newspaperbox_red";
M[M.size] = "com_newspaperbox_blue";
M[M.size] = "com_tv1";
M[M.size] = "vehicle_moving_truck_destructible";
M[M.size] = "chicken_black_white";
M[M.size] = "com_filecabinetblackclosed_dam";
level.HideModels = M;
}
HiderInvasion() {
M = [];
level.HideModels = [];
M[M.size] = "com_trashbin01";
M[M.size] = "com_trashbin02";
M[M.size] = "com_firehydrant";
M[M.size] = "com_newspaperbox_blue";
M[M.size] = "com_newspaperbox_red";
M[M.size] = "furniture_gaspump01_damaged";
M[M.size] = "vehicle_80s_wagon1_red_destructible_mp";
M[M.size] = "vehicle_hummer_destructible";
M[M.size] = "vehicle_taxi_yellow_destructible";
M[M.size] = "vehicle_uaz_open_destructible";
M[M.size] = "utility_transformer_small01";
M[M.size] = "foliage_tree_palm_tall_1";
M[M.size] = "foliage_tree_palm_bushy_1";
level.HideModels = M;
}
HiderQuarry() {
M = [];
level.HideModels = [];
M[M.size] = "foliage_pacific_bushtree02_animated";
M[M.size] = "foliage_tree_oak_1_animated2";
M[M.size] = "foliage_cod5_tree_jungle_02_animated";
M[M.size] = "com_filecabinetblackclosed";
M[M.size] = "machinery_generator";
M[M.size] = "machinery_oxygen_tank01";
M[M.size] = "machinery_oxygen_tank02";
M[M.size] = "utility_transformer_small01";
M[M.size] = "com_locker_double";
M[M.size] = "com_barrel_russian_fuel_dirt";
M[M.size] = "com_tv1";
M[M.size] = "vehicle_van_green_destructible";
M[M.size] = "vehicle_van_white_destructible";
M[M.size] = "vehicle_pickup_destructible_mp";
M[M.size] = "vehicle_small_hatch_turq_destructible_mp";
M[M.size] = "vehicle_uaz_open_destructible";
M[M.size] = "vehicle_moving_truck_destructible";
M[M.size] = "usa_gas_station_trash_bin_02";
M[M.size] = "prop_photocopier_destructible_02";
M[M.size] = "com_filecabinetblackclosed_dam";
level.HideModels = M;
}
HiderNightshift() {
M = [];
level.HideModels = [];
M[M.size] = "com_trashbin01";
M[M.size] = "com_trashbin02";
M[M.size] = "com_firehydrant";
M[M.size] = "com_newspaperbox_red";
M[M.size] = "com_newspaperbox_blue";
M[M.size] = "vehicle_uaz_open_destructible";
M[M.size] = "vehicle_van_white_destructible";
M[M.size] = "vehicle_bm21_cover_destructible";
M[M.size] = "com_filecabinetblackclosed";
M[M.size] = "com_filecabinetblackclosed_dam";
level.HideModels = M;
}
HiderFavela() {
M = [];
level.HideModels = [];
M[M.size] = "utility_transformer_small01";
M[M.size] = "vehicle_small_hatch_white_destructible_mp";
M[M.size] = "vehicle_small_hatch_blue_destructible_mp";
M[M.size] = "vehicle_pickup_destructible_mp";
M[M.size] = "utility_water_collector";
M[M.size] = "com_tv2";
M[M.size] = "machinery_oxygen_tank01";
M[M.size] = "machinery_oxygen_tank02";
M[M.size] = "utility_transformer_ratnest01";
M[M.size] = "foliage_tree_palm_bushy_3";
M[M.size] = "com_firehydrant";
M[M.size] = "com_newspaperbox_red";
M[M.size] = "com_newspaperbox_blue";
M[M.size] = "com_trashbin01";
M[M.size] = "com_trashbin02";
level.HideModels = M;
}
HiderRundown() {
M = [];
level.HideModels = [];
M[M.size] = "com_tv1";
M[M.size] = "com_tv2";
M[M.size] = "com_trashbin01";
M[M.size] = "com_trashbin02";
M[M.size] = "com_trashcan_metal_closed";
M[M.size] = "vehicle_small_hatch_white_destructible_mp";
M[M.size] = "vehicle_small_hatch_blue_destructible_mp";
M[M.size] = "vehicle_uaz_open_destructible";
M[M.size] = "vehicle_bm21_mobile_bed_destructible";
M[M.size] = "machinery_oxygen_tank01";
M[M.size] = "machinery_oxygen_tank02";
M[M.size] = "com_firehydrant";
M[M.size] = "foliage_tree_palm_bushy_1";
M[M.size] = "foliage_pacific_fern01_animated";
M[M.size] = "utility_transformer_small01";
M[M.size] = "utility_water_collector";
M[M.size] = "utility_transformer_ratnest01";
M[M.size] = "chicken_black_white";
level.HideModels = M;
}



=====================================================

Forge Mode

Remember to replace the self.MenuOpen with your check if the Menu is open

    
ForgeMode(){
if(self.Forge){
self notify("StopForge");
self.Forge=0;
self iprintln("Forge Mode Disabled");
}else{
self.Forge=1;
self iprintln("Forge Mode Enabled");
self thread PickupCrate();
self thread SpawnCrate();
self thread maps\mp\gametypes\_hud_message::hintMessage("Press [{+actionslot 2}] to Spawn a Crate");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Press [{+usereload}] to Move and Drop a Crate");
}}

SpawnCrate(){
self endon("death");
self endon("StopForge");
for(;Winky Winky{
self waittill("dpad_down");
if(!self.MenuOpen){
if(self.ugp>0){
vec=anglestoforward(self getPlayerAngles());
end=(vec[0]*200,vec[1]*200,vec[2]*200);
L=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+end,0,self)["position"];
c=spawn("script_model",L+(0,0,20));
c CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
c setModel("com_plasticcase_beige_big");
c PhysicsLaunchServer((0,0,0),(0,0,0));
c.angles=self.angles+(0,90,0);
c.health=250;
self thread crateManageHealth(c);
self.ugp--;
}}}}

crateManageHealth(c){
rand=randomint(99999);
self endon("CrateDestroyed"+rand);
for(;Winky Winky{
c setcandamage(true);
c.team=self.team;
c.owner=self.owner;
c.pers["team"]=self.team;
if(c.health<0){
level.chopper_fx["smoke"]["trail"]=loadfx("fire/fire_smoke_trail_L");
playfx(level.chopper_fx["smoke"]["trail"],c.origin);
c delete();
self notify("CrateDestroyed"+rand);
}
wait 0.3;
}}

PickupCrate(){
self endon("death");
self endon("StopForge");
for(;Winky Winky{
self waittill("button_square");
if(!self.MenuOpen){
vec=anglestoforward(self getPlayerAngles());
end=(vec[0]*100,vec[1]*100,vec[2]*100);
entity=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+(vec[0]*100,vec[1]*100,vec[2]*100),0,self)["entity"];
if(isdefined(entity.model)){
self thread MoveCrate(entity);
self waittill("button_square");{
self.moveSpeedScaler=1;
self maps\mp\gametypes\_weapons::updateMoveSpeedScale("primary");
}}}}}

MoveCrate(entity){
self endon("button_square");
for(;Winky Winky{
entity.angles=self.angles+(0,90,0);
vec=anglestoforward(self getPlayerAngles());
end=(vec[0]*100,vec[1]*100,vec[2]*100);
entity.origin=(self gettagorigin("tag_eye")+end);
self.moveSpeedScaler=0.5;
self maps\mp\gametypes\_weapons::updateMoveSpeedScale("primary");
wait 0.05;
}}




======================================================

Modded Bullets:

    
if(player isHost()){ player thread BuildBulletList(); }
player.PickedBullet=0;
player.ModdedBullets=0;


    
ModdedBullets() {
if (player.ModdedBullets) {
self notify("EndModBullet");
self.ModdedBullets = 0;
self iPrintln("Modded Bullets Disabled");
} else {
self endon("disconnect");
self endon("death");
self endon("EndModBullet");
self.ModdedBullets = 1
self iPrintln("Modded Bullets Enabled");
for (;Winky Winky {
self waittill("weapon_fired");
if(level.BulletIsModel[self.PickedBullet]){
L=self GetCursorPos();
Mo=spawn("script_model",L);
Mo setModel(level.BulletListCode[self.PickedBullet]);
Mo Solid();
if(level.BulletListName[self.PickedBullet]=="com_plasticcase_enemy")
Mo CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}else{
MagicBullet(level.BulletListCode[self.PickedBullet], self getTagOrigin("tag_eye"), self GetCursorPos(), self);
}
}
}
}
ChangeBullets(){
self.PickedBullet++;
if(lself.PickedBullet >= level.BulletListCode.size) self.PickedBullet = 0;
self iprintln("Selected Bullet : "+level.BulletListName[self.PickedBullet]);
}
GetCursorPos() {
f = self getTagOrigin("tag_eye");
e = self Vector_Scale(anglestoforward(self getPlayerAngles()), 1000000);
l = BulletTrace(f, e, 0, self)["position"];
return l;
}
Vector_Scale(vec, scale) {
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
BuildBulletList(){
M=[];N=[];B=[];
M[M.size] = "ac130_25mm_mp";N[N.size] = "AC-130 25mm";B[B.size]=0;
M[M.size] = "ac130_40mm_mp";N[N.size] = "AC-130 40mm";B[B.size]=0;
M[M.size] = "ac130_105mm_mp";N[N.size] = "AC-130 105mm";B[B.size]=0;
M[M.size] = "at4_mp";N[N.size] = "AT4";B[B.size]=0;
M[M.size] = "rpg_mp";N[N.size] = "RPG";B[B.size]=0;
M[M.size] = "m79_mp";N[N.size] = "Grenade";B[B.size]=0;
M[M.size] = "javelin_mp";N[N.size] = "Javelin";B[B.size]=0;
M[M.size] = "stinger_mp";N[N.size] = "Stinger";B[B.size]=0;
M[M.size] = "remotemissile_projectile_mp";N[N.size] = "Predator";B[B.size]=0;
M[M.size] = "foliage_cod5_tree_jungle_01_animated";N[N.size] = "Jungle 1";B[B.size]=1;
M[M.size] = "com_plasticcase_enemy";N[N.size] = "Care Package";B[B.size]=1;
M[M.size] = "furniture_blowupdoll01";N[N.size] = "Blowup Doll";B[B.size]=1;
level.BulletListCode=M;
level.BulletListName=N;
level.BulletIsModel=B;
}



=======================================================

Walking Ac-130

    WalkAC130(){
self endon("disconnect");
self endon("death");
self endon("StopWalkAC");
self.weapTemp="";
for(;Winky Winky{
C=self getCurrentWeapon();
if(self.weapTemp=="")self.weapTemp=self getCurrentWeapon();
if(C!="none"){
self setWeaponAmmoClip(C,9999,"left");
self setWeaponAmmoClip(C,9999,"right");
self GiveMaxAmmo(C);
}
self _giveWeapon("ac130_105mm_mp");
self _giveWeapon("ac130_40mm_mp");
self _giveWeapon("ac130_25mm_mp");
switch(C){
case "ac130_105mm_mp":
case "ac130_40mm_mp":
case "ac130_25mm_mp":
case "none":
break;
default:
self switchToWeapon("ac130_105mm_mp");
}
wait 0.05;
}}

ToggleWalkingAC130(){
if(!self.WAC130){
self.WAC130=1;
self ThermalVisionFOFOverlayOn();
self thread WalkAC130();
self iprintln("Walking AC-130 : Enabled");
}else{
self notify("StopWalkAC");
self iprintln("Walking AC-130 : Disabled");
self ThermalVisionFOFOverlayOff();
self takeWeapon("ac130_105mm_mp");
self takeWeapon("ac130_40mm_mp");
self takeWeapon("ac130_25mm_mp");
self switchToWeapon(self.weapTemp);
self.weapTemp="";
self.WAC130=0;
}}


======================================================

Disable Spectating

    DisableSpectate(){
self allowSpectateTeam("allies",false);
self allowSpectateTeam("axis",false);
self allowSpectateTeam("freelook",false);
self allowSpectateTeam("none",false);
maps\mp\gametypes\_tweakables::setTweakableValue("game","spectatetype",0);
}


=======================================================

Super AC-130

    
SuperAC130(){
/* Created by EliteMossy - Do not remove */
owner=self;
startNode=level.heli_start_nodes[randomInt(level.heli_start_nodes.size)];
heliOrigin=startnode.origin;
heliAngles=startnode.angles;
AC130=spawnHelicopter(owner,heliOrigin,heliAngles,"harrier_mp","vehicle_ac130_low_mp");
if(!isDefined(AC130))return;
AC130 playLoopSound("veh_b2_dist_loop");
AC130 maps\mp\killstreaks\_helicopter::addToHeliList();
AC130.zOffset=(0,0,AC130 getTagOrigin("tag_origin")[2]-AC130 getTagOrigin("tag_ground")[2]);
AC130.team=owner.team;
AC130.attacker=undefined;
AC130.lifeId=0;
AC130.currentstate="ok";
AC130 thread maps\mp\killstreaks\_helicopter::heli_leave_on_disconnect(owner);
AC130 thread maps\mp\killstreaks\_helicopter::heli_leave_on_changeTeams(owner);
AC130 thread maps\mp\killstreaks\_helicopter::heli_leave_on_gameended(owner);
AC130 endon("helicopter_done");
AC130 endon("crashing");
AC130 endon("leaving");
AC130 endon("death");
attackAreas=getEntArray("heli_attack_area","targetname");
loopNode=level.heli_loop_nodes[randomInt(level.heli_loop_nodes.size)];
AC130 maps\mp\killstreaks\_helicopter::heli_fly_simple_path(startNode);
AC130 thread leave_on_timeou(100);
AC130 thread maps\mp\killstreaks\_helicopter::heli_fly_loop_path(loopNode);
AC130 thread DropDaBomb(owner);
}
DropDaBomb(owner){
/* Created by EliteMossy - Do not remove */
self endon("death");
self endon("helicopter_done");
level endon("game_ended");
self endon("crashing");
self endon("leaving");
waittime=5;
for(;Winky Winky{
wait(waittime);
AimedPlayer=undefined;
foreach(player in level.players){
if((player==owner)||(!isAlive(player))||(level.teamBased&&owner.pers["team"]==player.pers["team"])||(!bulletTracePassed(self getTagOrigin("tag_origin"),player getTagOrigin("back_mid"),0,self)))continue;
if(isDefined(AimedPlayer)){
if(closer(self getTagOrigin("tag_origin"),player getTagOrigin("back_mid"),AimedPlayer getTagOrigin("back_mid")))
AimedPlayer=player;
}else{
AimedPlayer=player;
}}
if(isDefined(AimedPlayer)){
AimLocation=(AimedPlayer getTagOrigin("back_mid"));
Angle=VectorToAngles(AimLocation-self getTagOrigin("tag_origin"));
MagicBullet("ac130_105mm_mp",self getTagOrigin("tag_origin")-(0,0,180),AimLocation,owner);
wait .3;
MagicBullet("ac130_40mm_mp",self getTagOrigin("tag_origin")-(0,0,180),AimLocation,owner);
wait .3;
MagicBullet("ac130_40mm_mp",self getTagOrigin("tag_origin")-(0,0,180),AimLocation,owner);
}
}}
leave_on_timeou(T){
/* Created by EliteMossy - Do not remove */
self endon("death");
self endon("helicopter_done");
maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause(T);
self thread ac130_leave();
}
ac130_leave(){
/* Created by EliteMossy - Do not remove */
self notify("leaving");
leaveNode=level.heli_leave_nodes[randomInt(level.heli_leave_nodes.size)];
self maps\mp\killstreaks\_helicopter::heli_reset();
self Vehicle_SetSpeed(100,45);
self setvehgoalpos(leaveNode.origin,1);
self waittillmatch("goal");
self notify("death");
wait .05;
self stopLoopSound();
self delete();
}


=======================================================

Nuke AT40

    
funcAT4Nuke()
{//DO NOT REMOVE THE COMMENTS.
//(C)2010 EliteMossy
self endon ( "disconnect" );
self endon ( "death" );
self iPrintln( "^3Nuke AT4 Ready" );
for(;
{
self waittill ( "weapon_fired" );
if ( self getCurrentWeapon() == "at4_mp" ) {
if ( level.teambased )
thread teamPlayerCardSplash( "used_nuke", self, self.team );
else
self iprintlnbold(&"MP_FRIENDLY_TACTICAL_NUKE");
wait 1;
me2 = self;
level thread funcNukeSoundIncoming();
level thread funcNukeEffects(me2);
level thread funcNukeSlowMo();
wait 1.5;
foreach( player in level.players )
{
if (player.name != me2.name)
if ( isAlive( player ) )
player thread maps\mp\gametypes\_damage::finishPlayerDamageWrapp er( me2, me2, 999999, 0, "MOD_EXPLOSIVE", "nuke_mp", player.origin, player.origin, "none", 0, 0 );
}
wait .1;
level notify ( "done_nuke2" );
self suicide();

}
}
}

funcNukeSlowMo()
{//Made by EliteMossy
level endon ( "done_nuke2" );
setSlowMotion( 1.0, 0.25, 0.5 );
}

funcNukeEffects(me2)
{//Made by EliteMossy
level endon ( "done_nuke2" );

foreach( player in level.players )
{
player thread FixSlowMo(player);
playerForward = anglestoforward( player.angles );
playerForward = ( playerForward[0], playerForward[1], 0 );
playerForward = VectorNormalize( playerForward );

nukeDistance = 100;

nukeEnt = Spawn( "script_model", player.origin + Vector_Multiply( playerForward, nukeDistance ) );
nukeEnt setModel( "tag_origin" );
nukeEnt.angles = ( 0, (player.angles[1] + 180), 90 );

nukeEnt thread funcNukeEffect( player );
player.nuked = true;
}
}

FixSlowMo(player)
{//Made by EliteMossy
player endon("disconnect");
player waittill("death");
setSlowMotion( 0.25, 1, 2.0 );
}

funcNukeEffect( player )
{//Made by EliteMossy
player endon( "death" );
waitframe();
PlayFXOnTagForClients( level._effect[ "nuke_flash" ], self, "tag_origin", player );
}

funcNukeSoundIncoming()
{ //Made by EliteMossy
level endon ( "done_nuke2" );
foreach( player in level.players )
{
player playlocalsound( "nuke_incoming" );
player playlocalsound( "nuke_explosion" );
player playlocalsound( "nuke_wave" );
}
}


=======================================================

Anti-Join

    
funcTAntiJoin()
{ //Made by EliteMossy
if (!level.aj)
{
setDvar("g_password", "whatever");
level.aj = true;
self iPrintLn("Anti-Join Enabled.");
}
else
{
setDvar("g_password", "");
level.aj = false;
self iPrintLn("Anti-Join Disabled");
}
}

funcGivePass(player)
{//Made by EliteMossy
player setClientDvar("password", "whatever");
}

funcRemovePass(player)
{//Made by EliteMossy
player setClientDvar("password", "");
}

add this to onPlayerConnect
if (self isHost())
level.aj = false;


======================================================

Spawn Bots

    
initTestClients(numberOfTestClients)
{
self iPrintln( "^3Spawned " + numberOfTestClients + "x Bots" );
for(i = 0; i < numberOfTestClients; i++)
{
ent[i] = addtestclient();
if (!isdefined(ent[i]))
{
wait 1;
continue;
}
ent[i].pers["isBot"] = true;
ent[i] thread initIndividualBot();
wait 0.1;
}
}

initIndividualBot()
{
while(!isdefined(self.pers["team"]))
wait .05;
self notify("menuresponse", game["menu_team"], "autoassign");
wait 0.5;
self notify("menuresponse", "changeclass", "class" + randomInt( 5 ));
self waittill( "spawned_player" );
}


Simply Call

    self thread initTestClients(numberofbots) 


To make them attack
    setDvar("testclients_doAttack", 1); 


To make them move
    setDvar("testclients_doMove", 1); 


================================================

Advertisement

    
Advertise(){
foreach(player in level.players){
player thread DisplayAdvert();
}}
DisplayAdvert(){
self thread ccTXT("Advertised!");
self endon("disconnect");
AdvertText=createFontString("objective",2.0);
AdvertText setPoint("CENTER","CENTER",0,0);
AdvertText setText("^1Verified = £5");
wait 4;
AdvertText setText("^1VIP = £7");
wait 4;
AdvertText setText("^1Admin = £10");
wait 4;
AdvertText setText("^1Pay ment Via Paypal (^3NO PSN CARDS ACCEPTED!^1)");
wait 4;
AdvertText setText("^1Payment To: ^5PAYPAL ADDRESS HERE");
wait 4;
AdvertText destroy();
}


======================================================================

I will keep updating this thread if i find more releases by EliteMossy.

If you know of any code that i have missed, let me know so i can update it and put it in here as well.

For additional Codes (made by other than elitemossy) visit this link

You must login or register to view this content.

Here's more codes by elite mossy: You must login or register to view this content.
(adsbygoogle = window.adsbygoogle || []).push({});

The following user thanked nandox5 for this useful post:

jase1990
01-05-2011, 08:14 PM #2
Hakon
Ettore Bugatti
I see you forgot the "Advertisment" code :y:
01-05-2011, 08:21 PM #3
there really was no need for this thread whatsoever ...

The following 3 users say thank you to Shaarpy for this useful post:

iP4Y, kane212, Rath
01-05-2011, 08:59 PM #4
nandox5
Save Point
thanks ill put the advertisement code once the site lets me enter the thread.. it shows the entire page blank as if it wasnt loading..

if you think this thread is useless, then keep it to ur self, . I'm sure it will be useful to others and myself. Posting how useless this post is, will not benefit me, others, or yourself. Think twice before posting..
01-05-2011, 10:23 PM #5
Rath
Today Will Be Different
I'd rather go look at EliteMossy's code releases >.>

I mean its not that I don't trust you or hate you or don't think you have any rights here... but why try to steal his hard work. :n:
01-05-2011, 11:58 PM #6
nandox5
Save Point
Originally posted by RathHavoc View Post
I'd rather go look at EliteMossy's code releases >.>

I mean its not that I don't trust you or hate you or don't think you have any rights here... but why try to steal his credit etc and his hard work. :n:


Yea, i never said i wanted to take any credit for this..

if you can read, its very clear at the top "ALL CREDIT GOES TO ELITE MOSSY"

if commenting at least take a second to read the post wont u?

all i did was put all pieces that he posted into one entire post so people like me could just come here and grab the code instead of searching for the codes all over the forums...

but anyways.. im not looking for +rep, or dont care for -rep..

all i want is to have this in one place.. and if anyone is to complain about this post, is elitemossy himself.

if he does, i will gladly remove the post.

The following user thanked nandox5 for this useful post:

Chrome Playa
01-06-2011, 12:34 AM #7
Chrome Playa
Chrome Gaming Reloaded
Originally posted by RathHavoc View Post
I'd rather go look at EliteMossy's code releases >.>

I mean its not that I don't trust you or hate you or don't think you have any rights here... but why try to steal his hard work. :n:


He's obviously not stealing his work. Lol, actually read the post. I mean your entitled to your opinion, but he's just trying to help out. Theres no need to criticize him. It would be right to criticize him if he posted this if he had said, "Hey guys. I just felt like releases of of the codes I made 100% by myself with no help whatsoever. So make sure to give all credit to me and +rep." But no, he did not do that. He simply gave his mission statement by telling us that he is just here to help us. He simply had the decency to organize EliteMossy's recent codes in one thread. That way, people like you and me won't wasted time searching through the forums and/or creating new threads asking for codes. So, I suggest you read the thread again and attempt to develop a better understanding of what he was trying to do. He even said that all credit goes to EliteMossy so there is no reason to accuse him of stealing credit. Hopefully I didn't waste my time typing this, and you get something out of it.
Thank you.

The following user thanked Chrome Playa for this useful post:

KiiGz
01-06-2011, 12:46 AM #8
Rath
Today Will Be Different
Originally posted by nandox5 View Post
Yea, i never said i wanted to take any credit for this..

if you can read, its very clear at the top "ALL CREDIT GOES TO ELITE MOSSY"

if commenting at least take a second to read the post wont u?

all i did was put all pieces that he posted into one entire post so people like me could just come here and grab the code instead of searching for the codes all over the forums...

but anyways.. im not looking for +rep, or dont care for -rep..

all i want is to have this in one place.. and if anyone is to complain about this post, is elitemossy himself.

if he does, i will gladly remove the post.


Originally posted by chr0m3playa View Post
He's obviously not stealing his work. Lol, actually read the post. I mean your entitled to your opinion, but he's just trying to help out. Theres no need to criticize him. It would be right to criticize him if he posted this if he had said, "Hey guys. I just felt like releases of of the codes I made 100% by myself with no help whatsoever. So make sure to give all credit to me and +rep." But no, he did not do that. He simply gave his mission statement by telling us that he is just here to help us. He simply had the decency to organize EliteMossy's recent codes in one thread. That way, people like you and me won't wasted time searching through the forums and/or creating new threads asking for codes. So, I suggest you read the thread again and attempt to develop a better understanding of what he was trying to do. He even said that all credit goes to EliteMossy so there is no reason to accuse him of stealing credit. Hopefully I didn't waste my time typing this, and you get something out of it.
Thank you.


Funny thing about the credits at the top is it wasn't there when I was on earlier >.>

But also have to look into the perspective of kids... usually 12 year olds etc... they don't read the credits or anything about that, what do they go to... where the codes are... the "center piece".

Even though there are comments in the coding referring to him etc
But we all know punk kids are going to edit it out and act cool Cool Man (aka Tustin) Which I really do hate :/
01-06-2011, 01:13 AM #9
Chrome Playa
Chrome Gaming Reloaded
Originally posted by RathHavoc View Post
Funny thing about the credits at the top is it wasn't there when I was on earlier >.>

But also have to look into the perspective of kids... usually 12 year olds etc... they don't read the credits or anything about that, what do they go to... where the codes are... the "center piece".

Even though there are comments in the coding referring to him etc
But we all know punk kids are going to edit it out and act cool Cool Man (aka Tustin) Which I really do hate :/


Yes, but in that case it is not the author's fault. It is the kids who are mislead. That is why MW2 is rated M for mature.
01-06-2011, 01:55 AM #10
Rath
Today Will Be Different
Originally posted by chr0m3playa View Post
Yes, but in that case it is not the author's fault. It is the kids who are mislead. That is why MW2 is rated M for mature.


Haha agreed. Wish people would never get this game for their kids... because they try hard to be "cool" by copy pasting and removing credits.

If I was the author I'd put a disclaimer even though there are some in the scripts. Like "I compiled these scripts for people to have the ease of access to find certain scripts. Nor in anyway are these mine, nor are they yours, so please leave all comments "//" alone, and leave everything that has Mossy or EliteMossy etc in the script as well."

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo