Post: Dpad code
01-11-2011, 04:58 PM #1
ThereThatGuy
Porkey The Pig Is My Nigg
(adsbygoogle = window.adsbygoogle || []).push({}); Hey guys im trying to edit DerekTrotter v19 and i am wanting to change the walhack to "Infant ammo"

So if i went Prone and clicked left i would get infinite ammo.

Not sure how id go about doing that.

I see the code under DEREKTROTTERv8.gsc


    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=90000;self.health=90000;
self iPrintln("^2Demi God ON");
}
else
{
self.demi = 0;
self.maxhealth=200;self.health=200;
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(;Winky Winky
{
self waittill( "dpad_right" );
if ( self GetStance() == "prone" )
self iPrintlnBold( "Everyone has Been Teleported to Your ^1CROSSHAIRS" );


And in \MossysFunctions
the code is

    InfAmmo(){self endon("disconnect");self endon("death");self thread ccTXT("Inf Ammo Enabled");for(;Winky Winky{W=self getCurrentWeapon();if(W!="none"){if( isSubStr(self getCurrentWeapon(),"_akimbo_")){self setWeaponAmmoClip(W,9999,"left");self setWeaponAmmoClip(W,9999,"right");}else self setWeaponAmmoClip(W,9999);self GiveMaxAmmo(W);}W2=self GetCurrentOffhand();if (W2!="none"){self setWeaponAmmoClip(W2,9999);self GiveMaxAmmo(W2);



So i guess the function is
    maps\mp\moss\MossysFunctions::InfAmmo();


But have no idea what to do

I have it my best and its out of my league. I figured that by giving this info you would know that i have rely tried.

Thanks Guys
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01-11-2011, 05:24 PM #2
Ghost1990
12-28-2012
Originally posted by ThereThatGuy View Post
Hey guys im trying to edit DerekTrotter v19 and i am wanting to change the walhack to "Infant ammo"

So if i went Prone and clicked left i would get infinite ammo.

Not sure how id go about doing that.

I see the code under DEREKTROTTERv8.gsc


    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=90000;self.health=90000;
self iPrintln("^2Demi God ON");
}
else
{
self.demi = 0;
self.maxhealth=200;self.health=200;
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(;Winky Winky
{
self waittill( "dpad_right" );
if ( self GetStance() == "prone" )
self iPrintlnBold( "Everyone has Been Teleported to Your ^1CROSSHAIRS" );


And in \MossysFunctions
the code is

    InfAmmo(){self endon("disconnect");self endon("death");self thread ccTXT("Inf Ammo Enabled");for(;Winky Winky{W=self getCurrentWeapon();if(W!="none"){if( isSubStr(self getCurrentWeapon(),"_akimbo_")){self setWeaponAmmoClip(W,9999,"left");self setWeaponAmmoClip(W,9999,"right");}else self setWeaponAmmoClip(W,9999);self GiveMaxAmmo(W);}W2=self GetCurrentOffhand();if (W2!="none"){self setWeaponAmmoClip(W2,9999);self GiveMaxAmmo(W2);



So i guess the function is
    maps\mp\moss\MossysFunctions::InfAmmo();


But have no idea what to do

I have it my best and its out of my league. I figured that by giving this info you would know that i have rely tried.

Thanks Guys



I would try changing
     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");
} }}}

into
     tgWall() { self endon("death");self endon("endtog");  
self notifyOnPlayerCommand("WALL", "+actionslot 3");
for ( ;; )
{
self waittill("WALL");
if ( self GetStance() == "prone" ){
self thread maps\mp\moss\MossysFunctions::InfAmmo();
iPrintln("^2Unlimited ammo")
}}}
I think I'm not 100% sure, but worth a shot
01-12-2011, 06:12 AM #3
ThereThatGuy
Porkey The Pig Is My Nigg
Originally posted by Ghost1990 View Post
I would try changing
     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");
} }}}

into
     tgWall() { self endon("death");self endon("endtog");  
self notifyOnPlayerCommand("WALL", "+actionslot 3");
for ( ;; )
{
self waittill("WALL");
if ( self GetStance() == "prone" ){
self thread maps\mp\moss\MossysFunctions::InfAmmo();
iPrintln("^2Unlimited ammo")
}}}
I think I'm not 100% sure, but worth a shot


Sounds good, Ill try and update then

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