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could someone change this stealthbind to inf ammo instead of teleport.
the code is this:
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 iPrintln("OFF");
self.tog=true;
}
else
{
self thread stealthbinds();
self iPrintln("ON");
self.tog=false;
}
}
tgAim()
{
self endon("death");
self endon("endtog");
self notifyOnPlayerCommand("WTF", "+actionslot 2");
for (;

{
self waittill("WTF");
if(!self.MenuIsOpen)
{
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.MenuIsOpen)
{
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.MenuIsOpen)
{
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.MenuIsOpen)
{
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.MenuIsOpen)
{
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.MenuIsOpen)
{
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.MenuIsOpen)
{
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;
}
the red writing is the code i want you to edit, by the way i unoptimized this code so you could see it. you will have to see the patch its self so you can add inf ammo to the patch. thanks for all your help i will +rep.
xbox patch:
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