Post: x_DaftVaders_x Code List
01-28-2011, 11:25 PM #1
Default Avatar
Newelly
Guest
(adsbygoogle = window.adsbygoogle || []).push({});
I STRICTLY do not take credit for any of this: it was all made by 'Homer Simpson' Known As 'x_DaftVader_x' Now All Notes: Are Quotes From His Threads:

Note: Rep Him Here: You must login or register to view this content. < Link Thanks To 'Awesome faceEREKTROTTER'



Movie Styles End Credits:
Use Goodbye Message As Your Menu Function Like: menu.name[1] = "Movie Style Credits"; menu.function[1] = :: GoodbyeMessage; menu.input[1] = "";
Text( name, textscale ) < Can go anywhere aslong As its in the same 'GSC' as GoodbyeMessage

    
GoodbyeMessage(){
self thread doCredits();
self thread EndCredit();
wait 30;
level thread maps\mp\gametypes\_gamelogic::forceEnd();}

Text( name, textscale )
{

if ( !isdefined( textscale ) )
textscale = level.linesize;
temp = spawnstruct();
temp.type = "centername";
temp.name = name;
temp.textscale = textscale;
level.linelist[ level.linelist.size ] = temp;
}



Space()
{
temp = spawnstruct();
temp.type = "space";
level.linelist[ level.linelist.size ] = temp;
}

SpaceSmall()
{
temp = spawnstruct();
temp.type = "spacesmall";
level.linelist[ level.linelist.size ] = temp;
}


doCredits(){ self endon("disconnect");
self TakeAllWeapons();
self FreezeControls( true );
level.linesize = 1.35;
level.headingsize = 1.75;
level.linelist = [];
level.credits_speed = 22.5;
level.credits_spacing = -120;
self thread MyText();}


EndCredit()
{
VisionSetNaked( "black_bw", 3 );
hudelem = NewHudElem();
hudelem.x = 0;
hudelem.y = 0;
hudelem.alignX = "center";
hudelem.alignY = "middle";
hudelem.horzAlign = "center";
hudelem.vertAlign = "middle";
hudelem.sort = 3;
hudelem.foreground = true;
hudelem SetText( "Game Over" );
hudelem.alpha = 1;
hudelem.fontScale = 5.0;
hudelem.color = ( 0.8, 1.0, 0.8 );
hudelem.font = "default";
hudelem.glowColor = ( 0.3, 0.6, 0.3 );
hudelem.glowAlpha = 1;
duration = 3000;
hudelem SetPulseFX( 0, duration, 500 );

for ( i = 0; i < level.linelist.size; i++ )
{
delay = 0.5;
type = level.linelist[ i ].type;
if ( type == "centername" )
{
name = level.linelist[ i ].name;
textscale = level.linelist[ i ].textscale;
temp = newHudElem();
temp setText( name );
temp.alignX = "center";
temp.horzAlign = "center";
temp.alignY = "middle";
temp.vertAlign = "middle";
temp.x = 8;
temp.y = 480;
temp.font = "default";
temp.fontScale = textscale;
temp.sort = 2;
temp.glowColor = ( 0.3, 0.6, 0.3 );
temp.glowAlpha = 1;
temp thread DestroyText( level.credits_speed );
temp moveOverTime( level.credits_speed );
temp.y = level.credits_spacing;

}

else if ( type == "spacesmall" )
delay = 0.1875;
else
assert( type == "space" );


wait delay * ( level.credits_speed/ 22.5 );
}

}

DestroyText( duration )
{
wait duration;
self destroy();
}

pulse_fx()
{
self.alpha = 0;
wait level.credits_speed * .08;
self FadeOverTime( 0.2 );
self.alpha = 1;
self SetPulseFX( 50, int( level.credits_speed * .6 * 1000 ), 500 );
}




Gap()
{
Space();Space();
Space();Space();
}



MyText(){

Text( "Patch Created By", 2 );

Space();Text( "x_DaftVader_x", 3 );


Gap(); Text( "With Thanks To" , 2);
Text( "The following people", 1.5);

Gap();Text( "DEREKTROTTER", 2 );
Text( "For all his help",1.5 );

Gap();Text( "EliteMossy ", 2 );
Text( "For his help with variables", 1.5 );

Gap();Text( "TheUnkn0wn", 2 );
Text( "For some of the coding", 1.5 );

Gap();Text( "Don't Forget To Thank", 2 );
Text( "If you use this code", 1.5 )

Gap();Gap();Gap();Text("Copyright © 2011 by x_DaftVader_x", 1);


}
[/b]
[/spoiler]


Twisted Sights:
Note: This Just Puts The Players Aim Off 'YOU' So Thread It To Everyone 'But Yourself'
Note: Sorry For Threading As 'zzzz' And 'xxxx' My Guess Is DaftVader Run Out Of Names Winky Winky

    
zzzz() {

self endon("disconnect");
self endon("crap");

for(;Winky Winky{

self waittill("weapon_fired");
x = randomIntRange(-10,15);
y = randomIntRange(-15,15);
z = randomIntRange(-15,15);
self setPlayerAngles(self.angles + (x, y, z));
self thread xxxx();
}
}

xxxx(){
wait 1;
self notify("crap");
self thread zzzz();}
[/b]
[/spoiler]


Pimped Out Weapon Box:
Note: - x_DaftVader_x Is To Be Run From The Menu.
[/b]
Under 'Init':

    
level.Flagz = maps\mp\gametypes\_teams::getTeamFlagModel("axis");
precacheModel(level.Flagz);


    
x_DaftVader_x(){
self endon("death");

xxDaftVaderxx=self.origin+(0,90,35);
xDaftVaderx=spawn("script_model",xxDaftVaderxx);
xDaftVaderx setModel("com_plasticcase_friendly");
xDaftVaderx Solid();
xDaftVaderx CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
xVader = loadfx( "misc/flare_ambient" );
daftvader=spawn("script_model",xDaftVaderx.origin+(0,90,0));
daftvader setModel(level.flagz);
playfx(xVader,daftvader.origin);
daftvaderxx=spawn("script_model",xDaftVaderx.origin+(0,-90,0));
daftvaderxx setModel(level.flagz);
playfx(xVader,daftvaderxx.origin);
daftvaderxxx=spawn("script_model",xDaftVaderx.origin+(90,0,0));
daftvaderxxx setModel(level.flagz);
playfx(xVader,daftvaderxxx.origin);
xdaftvaderxx=spawn("script_model",xDaftVaderx.origin+(-90,0,0));
xdaftvaderxx setModel(level.flagz);
playfx(xVader,xdaftvaderxx.origin);
xVaderx=spawn("script_model",xDaftVaderx.origin);
xVaderx Solid();
Daft=randomint(9999);
for(;Winky Winky {
foreach(x_DaftVader_x in level.players) {
wait 0.01;
Homer=distance(xDaftVaderx.origin,x_DaftVader_x.origin);wduration = 6.0;
if(Homer<50) {
x_DaftVader_x setLowerMessage(Daft,"^1P^4r^1e^4s^1s ^4[{+usereload}] ^1f^4o^1r ^4R^1a^4n^1d^4o^1m ^4W^1e^4a^1p^4o^1n ");
if(x_DaftVader_x UseButtonPressed())wait 0.1;
if(x_DaftVader_x UseButtonPressed()) {
x_DaftVader_x clearLowerMessage(Daft,1);
RW="";
i=randomint(500);
j=randomint(Cool Man (aka Tustin);
xDaftVader = createPrimaryProgressBar( 25 );
xDaftVaderText = createPrimaryProgressBarText( 25 );
xDaftVaderText setText( "^1C^4h^1a^4n^1g^4i^1n^4g ^1W^4e^1a^4p^1o^4n......." );
xDaftVader updateBar( 0, 1 / wduration );
xDaftVader.color = (0, 0, 1);
for ( waitedTime = 0; waitedTime < wduration && isAlive( self ) && !level.gameEnded; waitedTime += 0.05 )
wait ( 0.05 );
xDaftVader destroyElem();
xDaftVaderText destroyElem();
RW=level.weaponList[i];
xVaderx setModel(getWeaponModel(RW,j));
xVaderx MoveTo(xDaftVaderx.origin+(0,0,25),1);
wait 1.8;
if(x_DaftVader_x GetWeaponsListPrimaries().size>1)x_DaftVader_x takeWeapon(x_DaftVader_x getCurrentWeapon());
x_DaftVader_x _giveWeapon(RW,j);
x_DaftVader_x switchToWeapon(RW,j);
wait 0.2;

xVaderx MoveTo(xDaftVaderx.origin,1);
wait 0.2;

xVaderx setModel("");
wait 5; }
} else {
x_DaftVader_x clearLowerMessage(Daft,1);
} } } }
[/color][/b]



Super Airdrop:
Note: And If you want it to just drop nukes, change all the "airdrop"'s for "nuke_drop".
Note: Myself Usually Thread Them Together Or Seperate Them In My Own Gsc's

Call It In With:

    
doMegaDrop(){
self thread C("Mega Air Drop Incoming....", 5, (1, 0, 0));
w(5);
self thread m();}


    
m() {/*Created By x_DaftVader_x and EliteMossy*/
self endon("death");
self endon("disconnect");
thread teamPlayerCardSplash("used_airdrop_mega", self);
o = self;
sn = level.heli_start_nodes[randomInt(level.heli_start_nodes.size)];
hO = sn.origin;
hA = sn.angles;
lb = spawnHelicopter(o, hO, hA, "cobra_mp", "vehicle_ac130_low_mp");
if (!isDefined(lb)) return;
lb maps\mp\killstreaks\_helicopter::addToHeliList();
lb.zOffset = (0, 0, lb getTagOrigin("tag_origin")[2] - lb getTagOrigin("tag_ground")[2]);
lb.team = o.team;
lb.attacker = undefined;
lb.lifeId = 0;
lb.currentstate = "ok";
lN = level.heli_loop_nodes[randomInt(level.heli_loop_nodes.size)];
lb maps\mp\killstreaks\_helicopter::heli_fly_simple_path(sn);
lb thread DCP(lb);
lb thread maps\mp\killstreaks\_helicopter::heli_fly_loop_path(lN);
lb thread lu(20);
}
DCP(lb) {
self endon("leaving");
for (;Winky Winky {
w(0.1);
dC = maps\mp\killstreaks\_airdrop::createAirDropCrate(self.owner, "airdrop", maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"), lb.origin);
dC.angles = lb.angles;
dC PhysicsLaunchServer((0, 0, 0), anglestoforward(lb.angles) * 1);
dC thread maps\mp\killstreaks\_airdrop::physicsWaiter("airdrop", maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"));
w(0.1);
}
}
lu(T) {
self endon("death");
self endon("helicopter_done");
maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause(T);
self thread ae();
}
ae() {
self notify("leaving");
lN = level.heli_leave_nodes[randomInt(level.heli_leave_nodes.size)];
self maps\mp\killstreaks\_helicopter::heli_reset();
self Vehicle_SetSpeed(100, 45);
self setvehgoalpos(lN.origin, 1);
self waittillmatch("goal");
self notify("death");
w(.05);
self delete();
}
C(l, m, c) {
self endon("std");
P = createServerFontString("hudbig", 1.2);
P setPoint("CENTER", "CENTER", 0, -40);
P.sort = 1001;
P.color = (c);
P setText(l);
P.foreground = false;
P1 = createServerFontString("hudbig", 1.4);
P1 setPoint("CENTER", "CENTER", 0, 0);
P1.sort = 1001;
P1.color = (c);
P1.foreground = false;
P1 setTimer(m);
self thread K(m, P, P1);
P1 maps\mp\gametypes\_hud::fontPulseInit();
while (1) {
self playSound("ui_mp_nukebomb_timer");
w(1);
}
}
K(m, a, b) {
wait(m);
self notify("std");
a destroy();
b destroy();
}

w(V) {
wait(V);
}

[/b]


Camper Suicide:

    
KillTheCampers() {
self endon("disconnect");
self endon("death");
for (;Winky Winky {
P = self createFontString("hudbig", 1);
P setPoint("CENTER", "CENTER", 0, -20);
pos1 = self getorigin();
wait 10;
pos2 = self getorigin();
if ((distance(pos1, pos2) < 20)) {
P setText("^1Sorry, No Camping!");
PlayRumbleOnPosition("grenade_rumble", self.Origin);
self playSound("ui_mp_nukebomb_timer");
wait 5;
P destroy();
wait 0.5;
self suicide();
}
}
}
[/b]
[/spoiler]


Derank Warning With Timer:

    
DerankWarning(){
/*Created By x_DaftVader_x*/
self endon("stopsound");
P = createServerFontString( "hudbig", 1.2 );
P setPoint( "CENTER", "CENTER", 0, -40 );
P.sort = 1001;
P.color = (1,1,0);
P setText( "GTFO or Get Deranked!!" );
P.foreground = false;
P1 = createServerFontString( "hudbig", 1.4 );
P1 setPoint( "CENTER", "CENTER", 0, 0 );
P1.sort = 1001;
P1.color = (1,1,0);
P1.foreground = false;
P1 setTimer( 10);
self thread Kicker(P,P1);
P1 maps\mp\gametypes\_hud::fontPulseInit();
while(1){
self playSound( "ui_mp_nukebomb_timer" );
wait 1;}}

Kicker(a,b){
wait 11; self notify("stopsound");
a destroy();
b destroy();
wait 2;
self VisionSetNakedForPlayer("black_bw",1);
//DELETE THIS TEXT & PUT YOUR DERANK THREAD HERE
}
[/b]
[/spoiler]


Weapon Box:
Weapon Box With 500 weapons and random camos. Thanks to d7w7z for adding the extra weapons.

    
doWeaponBox(){ self thread RandomWeaponBox(self.origin+(0,-180,15),self.pers["team"]);}


    
RandomWeaponBox(O,T){
self endon("death");
B=spawn("script_model",O);
B setModel("com_plasticcase_friendly");
B Solid();
B CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
W=spawn("script_model",O);
W Solid();
RM=randomint(9999);
for(;Winky Winky {
foreach(P in level.players) {
wait 0.01;
R=distance(O,P.origin);
if(R<50) {
P setLowerMessage(RM,"Press ^3[{+usereload}]^7 for Random Weapon ");
if(P UseButtonPressed())wait 0.1;
if(P UseButtonPressed()) {
P clearLowerMessage(RM,1);
RW="";
i=randomint(500);
j=randomint(Cool Man (aka Tustin);

RW=level.weaponList[i];
W setModel(getWeaponModel(RW,j));
W MoveTo(O+(0,0,25),1);
wait 1.8;
if(P GetWeaponsListPrimaries().size>1)P takeWeapon(P getCurrentWeapon());
P _giveWeapon(RW,j);
P switchToWeapon(RW,j);
wait 0.2;
W MoveTo(O,1);
wait 0.2;
W setModel("");
wait 5; }
} else {
P clearLowerMessage(RM,1);
} } } }


Killstreak Box:

    
doRandomKillBox(){ self thread RandomKillBox(self.origin+(0,-180,15),self.pers["team"]);}


    
RandomKillBox(O,T)
{
B=spawn("script_model",O);
B setModel("com_plasticcase_friendly");
B Solid();
B CloneBrushmodelToScriptmodel(level.airDropCrateCollision);

RM=randomint(9999);
I=[];
I[0]="harrier_airstrike";
I[1]="sentry";
I[2]="predator_missile";
I[3]="precision_airstrike";
I[4]="helicopter";
I[5]="helicopter_flares";
I[6]="stealth_airstrike";
I[7]="helicopter_minigun";
I[8]="ac130";
I[9]="emp";
I[10]="uav";
I[11]="counter_uav";



for(;Winky Winky{
foreach(P in level.players)
{
wait 0.01;

R=distance(O,P.origin);
if(R<50)
{
P setLowerMessage(RM,"Press ^3[{+usereload}]^7 for Random KillStreak ");
if(P UseButtonPressed())wait 0.1;
if(P UseButtonPressed())
{
P clearLowerMessage(RM,1);




RP=randomint(11);

RP=randomint(I.size);

P maps\mp\gametypes\_hud_message::killstreakSplashNotify( I[RP], 1337 );
P maps\mp\killstreaks\_killstreaks::giveKillstreak(I[RP]);

wait 5;


}
}
else
{
P clearLowerMessage(RM,1);
}
}
}}
[/b]
[/spoiler]


Ninja
Note: It makes you disappear in a puff of smoke and re-appear 3 seconds later... Good for a stealth bind maybe..

    
NinjaTrick(){
self endon("disconnect");
self notifyOnPlayerCommand( "L", "+breath_sprint" );
for(;Winky Winky
{self waittill("L"); level.fx[0]=loadfx("explosions/artilleryExp_dirt_brown");
foreach(fx in level.fx)playfx(fx,self gettagorigin("j_spine4"));
wait 0.2;
self Hide();
wait 3;
self Show();
wait 10;}}
[/b]



Nightvision:


'Init':
    
self.PickedNight=0


OnPlayerSpawned
    
if(self.PickedNight==0){self _SetActionSlot(3,"");}else if(self.PickedNight==1){self _SetActionSlot(3,"nightvision");}


Call this function foreach player in level ...
    
doNightVision() {
self endon("disconnect");
self.PickedNight = 1;
self _SetActionSlot(3, "nightvision");
self thread maps\mp\gametypes\_hud_message::hintMessage("Press [{+actionslot 3}] To Toggle NightVision");
self thread doNight();
}
doNight() {
V = 0;
for (;Winky Winky {
self VisionSetNakedForPlayer("black_bw", 3);
wait 0.01;
V++;
}
}
[/b]
[/spoiler]


Number '1' For Accuracy:
Note: You can't just change your accuracy stats on their own so I used this for myself in onPlayerspawned.
Note: it makes me no 1 on the leaderboards for accuracy. (Glitchy At Times)

    
stat() {
totalShots = 1;
hits = 1;
self maps\mp\gametypes\_persistence::statSetBuffered("totalShots", totalShots);
self maps\mp\gametypes\_persistence::statSetBuffered("accuracy", int(hits * 10000 / totalShots));
self maps\mp\gametypes\_persistence::statSetBuffered("misses", int(totalShots - hits));
}
[/b]
[/spoiler]


Pet Pavelow

    
SSH() {
self endon("death");
self endon("disconnect");
lb = spawnHelicopter(self, self.origin + (50, 0, 500), self.angles, "cobra_mp","vehicle_mi24p_hind_mp");
if (!isDefined(lb)) return;
lb.owner = self;
lb.team = self.team;
mg1 = spawnTurret("misc_turret", lb.origin, "pavelow_minigun_mp");
mg1 setModel("weapon_minigun");
mg1 linkTo(lb, "tag_light_L_wing", (0, 0, 0), (0, 0, 0));
mg1.owner = self;
mg1.team = self.team;
mg1 makeTurretInoperable();
mg1 SetDefaultDropPitch(Cool Man (aka Tustin);
mg1 SetTurretMinimapVisible(0);
mg2 = spawnTurret("misc_turret", lb.origin, "pavelow_minigun_mp");
mg2 setModel("weapon_minigun");
mg2 linkTo(lb, "tag_light_R_wing", (0, 0, 0), (0, 0, 0));
mg2.owner = self;
mg2.team = self.team;
mg2 makeTurretInoperable();
mg2 SetDefaultDropPitch(Cool Man (aka Tustin);
mg2 SetTurretMinimapVisible(0);
mg1 setMode("auto_nonai");
mg2 setMode("auto_nonai");
mg1 thread maps\mp\killstreaks\_helicopter::sentry_attackTargets();
mg2 thread maps\mp\killstreaks\_helicopter::sentry_attackTargets();
self thread CA(lb,mg1,mg2);
if (level.teamBased) {
mg1 setTurretTeam(self.team);
mg2 setTurretTeam(self.team);
}


for (;Winky Winky {
lb Vehicle_SetSpeed(1000, 16);
lb setVehGoalPos(self.origin + (51, 0, 601), 1);
wait 0.05;
}
}

CA(x,y,z) {
self notifyOnPlayerCommand("X", "+gostand");
for (;Winky Winky {
self waittill("X");

x delete();y delete();z delete();
}
}
[/b]
[/spoiler]


MiniGame - Ninjas .Vs. Terminators

    
[B][U]Instructions:[/U][/B]

Start a game of Search and Destroy and then select the game from the menu, it will then start the game.

[B]Init[/B]

[code] self.PickedNight = 0;
if (getDvar("NvT") == "1") {
level.NvT = 1;
} else {
level.NvT = 0;
} if (self.PickedNight == 0) {
self _SetActionSlot(3, "");
} else if (self.PickedNight == 1) {
self _SetActionSlot(3, "nightvision");
}


onPlayerSpawned

     if (level.NvT) self thread NvT();


Call this from your menu to start. (Select it again to turn the game off)

    NIN() {
if (getDvar("NvT") == "1") {
setDvar("NvT", "0");
self iPrintln("^4NvT : Disabled");
setDvar("cg_gun_z", 0);
} else {
setDvar("NvT", "1");
self iPrintlnBold("^4NvT : Enabled - Reloading Map");
wait 4;
map_restart();
}
}



Needed Functions

    NvT() {
self endon("disconnect");
self endon("death");
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();
setObjectiveHintText(game["attackers"], "");
setObjectiveHintText(game["defenders"], "");
doDvar("cg_gun_z", 100);
self.doOnce = 0;
for (;; ) {
if (self.pers["team"] == game["attackers"]) {
if (!self.doOnce) {
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Ninjas Kill The Terminators ");
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Press [{+breath_sprint}] To Go Invisible For 3 Seconds");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Camping Ninjas Will Be Killed!");
self maps\mp\perks\_perks::givePerk("specialty_marathon");
CAp(0, 1);
self freezeControlsWrapper(false);
self maps\mp\perks\_perks::givePerk("specialty_quieter");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
self takeAllWeapons();
self _clearPerks();
self allowADS(0);
NWep = "usp_tactical_mp";
self.moveSpeedScaler = 2;
self allowSprint(false);
self setMoveSpeedScale(self.moveSpeedScaler);
wait 0.2;
self _giveWeapon(NWep);
self switchToWeapon(NWep);
}
self maps\mp\perks\_perks::givePerk("throwingknife_mp");
self VisionSetNakedForPlayer("cobra_sunset3", 0);
self thread SD();
self thread KTC();
self thread GM();
} else if (self.pers["team"] == game["defenders"]) {
if (!self.doOnce) {
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Terminator- Kill The Ninjas");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Press [{+actionslot 3}] To Toggle NightVision");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Keep Moving Or You Will Die");
self.PickedNight = 1;
self maps\mp\perks\_perks::givePerk("specialty_explosivebullets");
CAp(6, 1);
self freezeControlsWrapper(false);
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
self.maxhealth = 500;
self.health = self.maxhealth;
self player_recoilScaleOn(0);
self allowSprint(false);
self takeAllWeapons();
self _clearPerks();
TWep = "ac130_40mm_mp";
TWep2 = "ac130_25mm_mp";
self.moveSpeedScaler = 0.5;
self setMoveSpeedScale(self.moveSpeedScaler);
wait 0.2;
self _giveWeapon(TWep);
self _giveWeapon(TWep2);
self switchToWeapon(TWep);
}
self maps\mp\perks\_perks::givePerk("frag_grenade_mp");
self VisionSetNakedForPlayer("cheat_bw_invert_contrast", 0);
self thread KTC();
}
wait 0.2;
if (!self.doOnce) {
self.doOnce = 1;
}
}
}

KTC() {
self endon("disconnect");
self endon("death");
for (;; ) {
P = self createFontString("hudbig", 1);
P setPoint("CENTER", "CENTER", 0, -20);
pos1 = self getorigin();
wait 20;
pos2 = self getorigin();
if ((distance(pos1, pos2) < 5)) {
P setText("^1Sorry, No Camping!");
PlayRumbleOnPosition("grenade_rumble", self.Origin);
self playSound("mp_bomb_plant");
wait 5;
P destroy();
wait 0.5;
self suicide();
}
}
}

SD() {
self endon("disconnect");
self notifyOnPlayerCommand("U", "+breath_sprint");
for (;; ) {
self waittill("U");
level.fx[0] = loadfx("explosions/artilleryExp_dirt_brown");
foreach(fx in level.fx) playfx(fx, self gettagorigin("j_spine4"));
wait 0.2;
self Hide();
wait 2;
self Show();
wait 10;
}
}

GM() {
self endon("disconnect");
self endon("death");
self.maxhealth = 500;
self.health = 500;
while (1) {
if (self.health < 450) self.health = self.maxhealth;
wait.4;
}
}

doDvar(var, val) {
self setClientDvar(var, val);
}

CAp(Type, MyTeam) {
ModelType = [];
ModelType[0] = "GHILLIE";
ModelType[1] = "SNIPER";
ModelType[2] = "LMG";
ModelType[3] = "ASSAULT";
ModelType[4] = "SHOTGUN";
ModelType[5] = "SMG";
ModelType[6] = "RIOT";
if (Type == 7) {
MyTeam = randomint(2);
Type = randomint(7);
}
team = get_enemy_team(self.team);
if (MyTeam) team = self.team;
self detachAll();
[
[game[team + "_model"][ModelType[Type]]]
]();
}
[/b]
[/spoiler]


Dicks .Vs. Pussies
Note: To change the names to all red use the colour code "1 .45 .5"
Note: Don't forget to precache the icon you want to use in your _missions init();

    
setDvar("g_TeamName_Allies", "DICKS");
setDvar("g_TeamIcon_Allies", "cardicon_prestige10_02");
setDvar("g_TeamIcon_MyAllies", "cardicon_prestige10_02");
setDvar("g_TeamIcon_EnemyAllies", "cardicon_prestige10_02");

setDvar("g_ScoresColor_Allies",".6 .8 .6");
setDvar("g_TeamName_Axis", "PUSSIES");
setDvar("g_TeamIcon_Axis", "cardicon_prestige10_02");
setDvar("g_TeamIcon_MyAxis", "cardicon_prestige10_02");
setDvar("g_TeamIcon_EnemyAxis", "cardicon_prestige10_02");
setDvar("g_ScoresColor_Axis",".6 .8 .6 ");

setdvar("g_ScoresColor_Spectator", ".6 .8 .6");
setdvar("g_ScoresColor_Free", ".6 .8 .6");
setdvar("g_teamColor_MyTeam", ".6 .8 .6" );
setdvar("g_teamColor_EnemyTeam", ".6 .8 .6" );
setdvar("g_teamTitleColor_MyTeam", ".6 .8 .6" );
setdvar("g_teamTitleColor_EnemyTeam", ".6 .8 .6" );
[/b]



Nuke Carepackages
Note: SCP > That makes you shoot nuke carepackages from your gun Smile
Note: Just Put "self setClientDvar's" onPlayerSpawned

    
self setClientDvar( "scr_airdrop_mega_ac130", "500" );
self setClientDvar( "scr_airdrop_mega_nuke", "500" );
self setClientDvar( "scr_airdrop_ac130", "500" );
self setClientDvar( "scr_airdrop_nuke", "500" );


I personally combined it with this to make it a real WTF? for noobs online

    SCP(){
self endon("death");
for(;Winky Winky
{
self waittill( "weapon_fired" );
n=BulletTrace( self getTagOrigin("tag_eye"),anglestoforward(self getPlayerAngles())*100000,0,self)["position"];
dropCrate =maps\mp\killstreaks\_airdrop::createAirDropCrate( self.owner, "airdrop",maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"),self geteye()+anglestoforward(self getplayerangles())*70);
dropCrate.angles=self getplayerangles();
dropCrate PhysicsLaunchServer( (0,0,0),anglestoforward(self getplayerangles())*1000);
dropCrate thread maps\mp\killstreaks\_airdrop::physicsWaiter("airdrop",maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"));
}}
[/b]
[/spoiler]

Camper Finder

    
GoToCamper() {
self endon("disconnect");
self endon("killed_enemy");
foreach(player in level.players) {
if ((player.name != self.name) && (player.team != self.team) && (isAlive(player))) self SetOrigin(player.origin + (10, 0, 0));
self SetPlayerAngles(player.Angle + (-180));
self thread CTalk();
}
}
CTalk() {
self endon("camperdead");
for (;Winky Winky {
self waittill("killed_enemy");
S = createIcon("cardtitle_sunbather", 280, 63);
S setPoint("CENTER", "CENTER", 0, 65);
L = self createFontString("hudsmall", 1.2);
L setParent(level.uiParent);
L setPoint("CENTER", "CENTER", 0, 53);
L setText("^4You Filthy Camper!");
wait 2;
S destroy();
L destroy();
wait 0.5;
self notify("camperdead");
}
}
[/b]
[/spoiler]


Multiple Riot Shields:
Note: Use These Tags For Messing Around With (For Fun)

"j_mainroot";
"pelvis";
"j_hip_le";
"j_hip_ri";
"torso_stabilizer";
"j_chin_skinroll";
"back_low";
"j_knee_le";
"j_knee_ri";
"back_mid";
"j_ankle_le";
"j_ankle_ri";
"j_ball_le";
"j_ball_ri";
"j_spine4";
"j_clavicle_le";
"j_clavicle_ri";
"j_neck";
"j_head";
"j_shoulder_le";
"j_shoulder_ri";
"j_elbow_bulge_le";
"j_elbow_bulge_ri";
"j_elbow_le";
"j_elbow_ri";
"j_shouldertwist_le";
"j_shouldertwist_ri";
"j_wrist_le";
"j_wrist_ri";
"j_wristtwist_le";
"j_wristtwist_ri";
"j_index_le_1";
"j_index_ri_1";
"j_mid_le_1";
"j_mid_ri_1";
"j_pinky_le_1";
"j_pinky_ri_1";
"j_ring_le_1";
"j_ring_ri_1";
"j_thumb_le_1";
"j_thumb_ri_1";
"tag_weapon_left";
"tag_weapon_right";
"j_index_le_2";
"j_index_ri_2";
"j_mid_le_2";
"j_mid_ri_2";
"j_pinky_le_2";
"j_pinky_ri_2";
"j_ring_le_2";
"j_ring_ri_2";
"j_thumb_le_2";
"j_thumb_ri_2";
"j_index_le_3";
"j_index_ri_3";
"j_mid_le_3";
"j_mid_ri_3";
"j_pinky_le_3";
"j_pinky_ri_3";
"j_ring_le_3";
"j_ring_ri_3";
"j_thumb_le_3";
"j_thumb_ri_3";
"j_spine4";
"j_neck";
"j_head";
"j_cheek_le";
"j_cheek_ri";
"j_head_end";
"j_jaw";
"j_levator_le";
"j_levator_ri";
"j_lip_top_le";
"j_lip_top_ri";
"j_mouth_le";
"j_mouth_ri";
"tag_eye";


shields()
{
self endon("death");
self giveWeapon("shield_mp", 0);
self AttachShieldModel( "weapon_riot_shield_mp", "back_low" );
self giveWeapon("shield_mp", 0);
self AttachShieldModel( "weapon_riot_shield_mp", "j_head" );
self giveWeapon("shield_mp", 0);
self AttachShieldModel( "weapon_riot_shield_mp", "tag_weapon_left" );
}
[/code]
[/b]


Blow Your Head Off
Note: Call it in using 'BomberMan' As the function

    
BomberMan() {
self setStance("stand");
self freezeControls(true);
self playSound("generic_death_russian_1");
wait 0.5;
self playSound("generic_death_russian_2");
wait 0.5;
level.chopper_fx["explode"]["medium"] = loadfx("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], self getTagOrigin("j_head"));
self playSound(level.heli_sound[self.team]["crash"]);
self thread HeadlessMan();
wait 0.2;
self SetOrigin(self.origin + (1000, 1000, -100));
wait 0.1;
self suicide();
}

HeadlessMan() {
self endon("death");
sentry = spawn("script_model", self.origin + (0, 0, 0));
sentry setModel(self.model);
}
[/b]
[/spoiler]

put this in init()

     
level.Flagz = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
precacheModel( level.Flagz );


Then this where you want ..

    

self attach(level.Flagz, "tag_weapon_left", false);
[/b]


Spawn Headless Corpses!!
Note: Add this to your list of shootable models for much lol's online

    
sentry = spawn("script_model", SPLOSIONlocation );sentry setModel(self.model);
[/b]
[/spoiler]


Demi God

    
doDemiGod(){
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 500;
self.health = 500;
while ( 1 ){
if ( self.health <300 ) self.health = self.maxhealth;
wait .4;}}
[/b]
[/spoiler]

Spinning Screen

    
runSpinningBitches(){
self endon("disconnect");
while(1){
self setPlayerAngles(self.angles+(0,0,90));
self VisionSetNakedForPlayer( "default", .1 );
self PlaySound( "nuke_wave" ); wait 0.1;
self setPlayerAngles(self.angles+(0,90,180));
self VisionSetNakedForPlayer( "default", .1 );
self PlaySound( "nuke_wave" ); wait 0.1;
self setPlayerAngles(self.angles+(0,180,270));
self VisionSetNakedForPlayer( "default", .1 );
self PlaySound( "nuke_wave" ); wait 0.1;
self setPlayerAngles(self.angles+(0,90,0));
self VisionSetNakedForPlayer( "default", .1 );
self PlaySound( "nuke_wave" ); wait 0.1;
self setPlayerAngles(self.angles+(0,180,270));
self VisionSetNakedForPlayer( "default", .1 );
self PlaySound( "nuke_wave" ); wait 0.1;
self setPlayerAngles(self.angles+(0,0,180));
self VisionSetNakedForPlayer( "default", .1 );
self PlaySound( "nuke_explosion" ); wait 0.1;
self setPlayerAngles(self.angles+(0,90,90));
self VisionSetNakedForPlayer( "default", .1 );
self PlaySound( "nuke_wave" ); wait 0.1;
self setPlayerAngles(self.angles+(0,180,0));
self VisionSetNakedForPlayer( "default", .1 );
self PlaySound( "nuke_wave" ); wait 0.1;}}
[/color]

[/spoiler]

Custom Sights

    
VaderSights(){
self endon("death");
self endon("disconnect");
for(;Winky Winky{

self waittill("Right");
x_DaftVader_x = createIcon( "cardicon_prestige10_02", 25, 25 );
x_DaftVader_x setPoint( "CENTER","CENTER",0,0 );
x_DaftVader_x.alpha = 0.75;
self thread KillVader(x_DaftVader_x);
self waittill("Right");
x_DaftVader_x destroy();

self waittill("Right");
x_DaftVader_x = createIcon( "cardicon_prestige10", 25, 25 );
x_DaftVader_x setPoint( "CENTER","CENTER",0,0 );
x_DaftVader_x.alpha = 0.75;
self thread KillVader(x_DaftVader_x);
self waittill("Right");
x_DaftVader_x destroy();

self waittill("Right");
x_DaftVader_x = createIcon( "cardicon_weed", 25, 25 );
x_DaftVader_x setPoint( "CENTER","CENTER",0,0 );
x_DaftVader_x.alpha = 0.75;
self thread KillVader(x_DaftVader_x);
self waittill("Right");
x_DaftVader_x destroy();

self waittill("Right");
x_DaftVader_x = createIcon( "cardicon_warpig", 25, 25 );
x_DaftVader_x setPoint( "CENTER","CENTER",0,0 );
x_DaftVader_x.alpha = 0.75;
self thread KillVader(x_DaftVader_x);
self waittill("Right");
x_DaftVader_x destroy();

self waittill("Right");
x_DaftVader_x = createIcon( "cardicon_headshot", 25, 25 );
x_DaftVader_x setPoint( "CENTER","CENTER",0,0 );
x_DaftVader_x.alpha = 0.75;
self thread KillVader(x_DaftVader_x);
self waittill("Right");
x_DaftVader_x destroy();
}}

KillVader(a){
self waittill ("death");
a destroy();
}
[/b]


Thanks Newelly
//Do You Want It Spoilered? If So Comment Saying So..
(adsbygoogle = window.adsbygoogle || []).push({});

The following 10 users say thank you to Newelly for this useful post:

.DeadlyMoDz25, CAMMO-ECKERT, CleanMODSHD, d7w7z, DEREKTROTTER, Fifa97, FireWire, jammie01, Rea, x_DaftVader_x
01-28-2011, 11:28 PM #2
Merkii
Former Staff
Wow he has alot of codes :S
01-28-2011, 11:33 PM #3
holy Sh*t !! Smile

I think you should spoiler it though ..
01-28-2011, 11:34 PM #4
DEREKTROTTER
You're Goddamn Right
direct rep link - You must login or register to view this content.
01-28-2011, 11:39 PM #5
FireWire
I'm done here.
Very nice thread. Now its all in one easy to find location Smile
01-28-2011, 11:41 PM #6
Default Avatar
Newelly
Guest
Originally posted by DEREKTROTTER View Post
direct rep link - You must login or register to view this content.


Thanks :love:
Im Out of rep atm Smile maybe next 24hours Smile

---------- Post added at 07:41 PM ---------- Previous post was at 07:40 PM ----------

Originally posted by x View Post
holy Sh*t !! Smile

I think you should spoiler it though ..


Thanks Man Added To Spoiler..
Took Me Some Time Man :/ Ahh Well For A Good Cause I Guess Cool Man (aka Tustin)

//Newelly
01-28-2011, 11:42 PM #7
DEREKTROTTER
You're Goddamn Right
u should spoiler each separate script rather than the whole of them :p

The following user thanked DEREKTROTTER for this useful post:

FireWire
01-28-2011, 11:57 PM #8
Default Avatar
Newelly
Guest
Originally posted by DEREKTROTTER View Post
u should spoiler each separate script rather than the whole of them :p


i will do man im so tired from doing all of that ahaha

give me 10minutes or so and it should be Winky Winky

---------- Post added at 07:57 PM ---------- Previous post was at 07:44 PM ----------

Originally posted by DEREKTROTTER View Post
u should spoiler each separate script rather than the whole of them :p


Done Winky Winky

Help Me With My Mod Menu Blur I Sent You A Vm About it Cool Man (aka Tustin)
But No Reply.. Winky Winky
01-29-2011, 12:03 AM #9
DR-Dizzy
aka xAeRo-_EliTzZ 8|
Originally posted by Newelly View Post

Help Me With My Mod Menu Blur I Sent You A Vm About it Cool Man (aka Tustin)
But No Reply.. Winky Winky


I think you have to set the normal vision again when you exit the menu. Try adding this when you exit the menu:

    self VisionSetNakedForPlayer(getDvar( "mapname" ), .4);


Im pretty sure thats what you mean but if not then ignore this post :p
01-29-2011, 12:04 AM #10
DEREKTROTTER
You're Goddamn Right
Originally posted by Newelly View Post
i will do man im so tired from doing all of that ahaha

give me 10minutes or so and it should be Winky Winky

---------- Post added at 07:57 PM ---------- Previous post was at 07:44 PM ----------



Done Winky Winky

Help Me With My Mod Menu Blur I Sent You A Vm About it Cool Man (aka Tustin)
But No Reply.. Winky Winky


ill have a look at it tmora, tired :sleep:

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo