got the idea from roll the dice but the game mode can be tedious having to change to it. 
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
LuckyDip()
{
self endon ( "disconnect" );
self endon ( "death" );
//Lucky Message//
notifyData = spawnstruct();
notifyData.iconName = "rank_prestige10"; //Icon, 10th prestige
notifyData.titleText = "Lucky Dip Mod"; //Line 1
notifyData.notifyText = "Version 1"; //whatever
notifyData.notifyText2 = "Made by T_m_b07"; //please leave
notifyData.glowColor = (0.3, 0.6, 0.3); //RGB Color array divided by 100
notifyData.sound = "mp_level_up"; //Sound, level up sound remove if un-wanted
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
self allowADS(true);
//Lucky Message//
wait 5;
switch(RandomInt(1
)
{
case 0:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 0");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Super Hero Powers for 30 seconds...");
self thread LuckyInv();
break;
case 1:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 1");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Walking AC130 for 30seconds...");
self thread LuckyAC130();
break;
case 2:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 2");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Bad luck...");
self suicide();
wait 2;
self thread maps\mp\gametypes\_hud_message::hintMessage("Death Sucks... Try again");
break;
case 3:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 3");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Sudden Change in Weather...");
wait 5;
self thread LuckyFog();
break;
case 4:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 4");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Rave Until you die! FTW");
wait 5;
self thread LuckyRave();
break;
case 5:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 5");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("You're a Uav 30 For Seconds");
wait 5;
self setModel("vehicle_uav_static_mp");
self setClientDvar("cg_thirdperson", 1);
wait 30;
self suicide();
self setClientDvar("cg_thirdperson", 0);
self thread maps\mp\gametypes\_hud_message::hintMessage("Haha Lol");
break;
case 6:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 6");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Rave Until you die! FTW");
wait 5;
self thread LuckyLaser();
break;
case 7:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 7");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Good Luck Getting a Kill...");
wait 5;
self thread LuckyRotate();
break;
case 8:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 8");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("You better keep moving...");
wait 5;
self thread LuckyAntiCamp();
break;
case 9:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 9");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Water Pistol Go Get em!");
wait 5;
self thread LuckyWaterPis();
break;
case 10:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 10");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Its your lucky day!");
wait 5;
self thread LuckyUnlock();
break;
case 11:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 11");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("You're now a Retard :derp:");
wait 10;
self thread LuckyRetard();
break;
case 12:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 12");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("OOooo Spray and pray!");
wait 5;
self thread LuckyAmmo();
self allowADS(false);
break;
case 13:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 13");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Random Equipment");
wait 5;
self thread LuckyrandomEquipment();
break;
case 14:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 14");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Random Secondary Enjoy");
wait 5;
self thread LuckyrandomSecondary();
break;
case 15:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 15");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Random Perks");
wait 5;
self thread LuckyrandomPerk();
case 16:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 16");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Ninja Knife ^1ONLY");
wait 5;
self thread LuckyKnifeDvars();
case 17:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 16");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("RPG Pwnage... Go get 'em");
wait 5;
self thread LuckyRPGDvars();
}
}
///////////Fuctions as follows/////////
/// ///
/// ///
/// Coded By T_m_b07 ///
/// ///
///////////////////////////////////////
//rpg only
isValidWeapon2(weapon2)
{
switch(weapon2) {
case "rpg_mp":
case "none":
return true;
}
return false;
}
doAmmoRPG()
{
self endon ( "disconnect" );
self endon ( "death" );
while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 1 );
self GiveMaxAmmo( currentWeapon );
}
wait 0.05;
}
}
fixExploitRPG() {
self endon("disconnect");
wait 15; // We check on spawn only
if(!isValidWeapon2(self getCurrentWeapon())) {
self takeAllWeapons(); // bye bye fgt
self _clearperks();
self giveWeapon("rpg_mp", 0, true);
self giveMaxAmmo("rpg_mp");
self setWeaponAmmoClip("rpg_mp", 9999 );
self switchToWeapon("rpg_mp");
self thread maps\mp\gametypes\_hud_message::hintMessage("Don't use the exploit!");
}
}
LuckyRPGDvars()
{
self endon ( "disconnect" );
self endon ( "death" );
self takeAllWeapons();
self _clearPerks();
self player_recoilScaleOn(0);
setDvar("sv_cheats", 1);
self setClientDvar("cg_scoreboardPingText", 1);
self setClientDvar("com_maxfps", 0);
self setClientDvar("cg_everyoneHearsEveryone", 1);
setDvar("cg_drawcrosshair", 1);
setDvar("g_speed", 300);
setDvar("g_gravity", 250);
setDvar("jump_height", 400);
setDvar("bg_fallDamageMinHeight", 999
;
setDvar("bg_fallDamageMaxHeight", 9999);
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_extendedmags");
self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
self maps\mp\perks\_perks::givePerk("specialty_extraammo");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self giveWeapon( "rpg_mp", 0, true );
self GiveMaxAmmo("rpg_mp");
self setWeaponAmmoClip("rpg_mp", 9999 );
self setWeaponAmmoStock("rpg_mp", 999 );
while(self getCurrentWeapon() != "rpg_mp") {
self switchToWeapon("rpg_mp");
wait 0.05;
}
self thread doAmmoRPG();
setDvar("sv_cheats", 0);
}
//knfie only
isValidWeapon(weapon)
{
switch(weapon)
{
case "coltanaconda_tactical_mp":
case "none":
return true;
}
return false;
}
fixExploit()
{
self endon("disconnect");
wait 15; // We check on spawn only
if(!isValidWeapon(self getCurrentWeapon()))
{
self takeAllWeapons(); // bye bye fgt
self _clearperks();
self giveWeapon("coltanaconda_tactical_mp", 0, true);
self setWeaponAmmoClip("coltanaconda_tactical_mp", 0 );
self setWeaponAmmoStock("coltanaconda_tactical_mp", 0 );
self switchToWeapon("coltanaconda_tactical_mp");
self thread maps\mp\gametypes\_hud_message::hintMessage("Don't try escape!");
}
}
LuckyKnifeDvars()
{
self endon ( "disconnect" );
self endon ( "death" );
self thread fixExploit();
self takeAllWeapons();
self _clearPerks();
self player_recoilScaleOn(0);
setDvar("sv_cheats", 1);
self allowads( false );
self setClientDvar("cg_scoreboardPingText", 1);
self setClientDvar("com_maxfps", 0);
self setClientDvar("cg_everyoneHearsEveryone", 1);
setDvar("bg_fallDamageMaxHeight", 99);
setDvar("cg_drawcrosshair", 0);
setDvar("g_speed", 300);
setDvar("g_gravity", 1000);
setDvar("jump_height", 99);
setDvar("bg_fallDamageMinHeight", 99
;
setDvar("bg_fallDamageMaxHeight", 999);
setDvar("perk_weapReloadMultiplier", 0.01);
setDvar("perk_weapSpreadMultiplier", 1);
setDvar("player_weapRateMultiplier", 1);
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self giveWeapon( "coltanaconda_tactical_mp", 0, true );
self setWeaponAmmoClip("coltanaconda_tactical_mp", 0 );
self setWeaponAmmoStock("coltanaconda_tactical_mp", 0 );
while(self getCurrentWeapon() != "coltanaconda_tactical_mp")
{
self switchToWeapon("coltanaconda_tactical_mp");
wait 0.05;
}
setDvar("sv_cheats", 0);
}
LuckyrandomPerk()
{
self _clearPerks();
self thread LuckyrandomPerk1();
self thread LuckyrandomPerk2();
self thread LuckyrandomPerk3();
}
LuckyrandomPerk3()
{
switch(RandomInt(6))
{
case 0:
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
break;
case 1:
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
self maps\mp\perks\_perks::givePerk("specialty_steelnerves");
break;
case 2:
self maps\mp\perks\_perks::givePerk("specialty_localjammer");
self maps\mp\perks\_perks::givePerk("specialty_delaymine");
break;
case 3:
self maps\mp\perks\_perks::givePerk("specialty_heartbreaker");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
break;
case 4:
self maps\mp\perks\_perks::givePerk("specialty_detectexplosive");
self maps\mp\perks\_perks::givePerk("specialty_selectivehearing");
break;
case 5:
self maps\mp\perks\_perks::givePerk("specialty_pistoldeath");
self maps\mp\perks\_perks::givePerk("specialty_laststandoffhand");
break;
}
}
LuckyrandomPerk2() {
switch(RandomInt(5)) {
case 0:
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_armorpiercing");
break;
case 1:
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_fastsprintrecovery");
break;
case 2:
self maps\mp\perks\_perks::givePerk("specialty_hardline");
self maps\mp\perks\_perks::givePerk("specialty_spygame");
break;
case 3:
self maps\mp\perks\_perks::givePerk("specialty_coldblooded");
self maps\mp\perks\_perks::givePerk("specialty_gpsjammer");
break;
case 4:
self maps\mp\perks\_perks::givePerk("specialty_explosivedamage");
self maps\mp\perks\_perks::givePerk("specialty_dangerclose");
break;
}
}
LuckyrandomPerk1() {
switch(RandomInt(4)) {
case 0:
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_fastmantle");
break;
case 1:
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
break;
case 2:
self maps\mp\perks\_perks::givePerk("specialty_scavenger");
self maps\mp\perks\_perks::givePerk("specialty_extraammo");
break;
case 3:
self maps\mp\perks\_perks::givePerk("specialty_onemanarmy");
self maps\mp\perks\_perks::givePerk("specialty_omaquickchange");
break;
}
}
LuckyrandomSecondary()
{
self endon("death");
self endon("disconnect");
self takeAllWeapons();
switch(RandomInt(21))
{
case 0:
self randomAttachHandgun1();
self.randomWeapon = "beretta" + self.randomAttachment + "_mp";
break;
case 1:
self randomAttachHandgun1();
self.randomWeapon = "usp" + self.randomAttachment + "_mp";
break;
case 2:
self randomAttachHandgun2();
self.randomWeapon = "deserteagle" + self.randomAttachment + "_mp";
break;
case 3:
self randomAttachHandgun2();
self.randomWeapon = "coltanaconda" + self.randomAttachment + "_mp";
break;
case 4:
self.randomWeapon = "deserteaglegold_mp";
break;
case 5:
self randomAttachMGun();
self.randomWeapon = "glock" + self.randomAttachment + "_mp";
break;
case 6:
self randomAttachMGun();
self.randomWeapon = "beretta393" + self.randomAttachment + "_mp";
break;
case 7:
self randomAttachMGun();
self.randomWeapon = "pp2000" + self.randomAttachment + "_mp";
break;
case 8:
self randomAttachMGun();
self.randomWeapon = "tmp" + self.randomAttachment + "_mp";
break;
case 10:
self.randomWeapon = "m79_mp";
break;
case 11:
self.randomWeapon = "rpg_mp";
break;
case 12:
self.randomWeapon = "at4_mp";
break;
case 13:
self.randomWeapon = "stinger_mp";
break;
case 14:
self.randomWeapon = "javelin_mp";
break;
case 15:
self randomAttachShot2();
self.randomWeapon = "ranger" + self.randomAttachment + "_mp";
break;
case 16:
self randomAttachShot2();
self.randomWeapon = "model1887" + self.randomAttachment + "_mp";
break;
case 17:
self randomAttachShot1();
self.randomWeapon = "striker" + self.randomAttachment + "_mp";
break;
case 18:
self randomAttachShot1();
self.randomWeapon = "aa12" + self.randomAttachment + "_mp";
break;
case 19:
self randomAttachShot1();
self.randomWeapon = "m1014" + self.randomAttachment + "_mp";
break;
case 20:
self randomAttachShot1();
self.randomWeapon = "spas12" + self.randomAttachment + "_mp";
break;
}
if(self.randomAttachment == "_akimbo") {
self giveWeapon(self.randomWeapon, 0, true); self giveMaxAmmo(self.randomWeapon);
} else {
self giveWeapon(self.randomWeapon); self giveMaxAmmo(self.randomWeapon);
}
self thread LuckyAmmo();
wait 5;
self giveWeapon(self.randomWeapon);
wait 0.1;
self switchToWeapon(self.randomWeapon);
}
randomAttachSMG() {
switch(RandomInt(10)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_acog";
break;
case 2:
self.randomAttachment = "_akimbo";
break;
case 3:
self.randomAttachment = "_eotech";
break;
case 4:
self.randomAttachment = "_fmj";
break;
case 5:
self.randomAttachment = "_reflex";
break;
case 6:
self.randomAttachment = "_rof";
break;
case 7:
self.randomAttachment = "_silencer";
break;
case 8:
self.randomAttachment = "_thermal";
break;
case 9:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachSniper() {
switch(RandomInt(7)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_acog";
break;
case 2:
self.randomAttachment = "_fmj";
break;
case 3:
self.randomAttachment = "_heartbeat";
break;
case 4:
self.randomAttachment = "_silencer";
break;
case 5:
self.randomAttachment = "_thermal";
break;
case 6:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachLMG() {
switch(RandomInt(10)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_acog";
break;
case 2:
self.randomAttachment = "_eotech";
break;
case 3:
self.randomAttachment = "_fmj";
break;
case 4:
self.randomAttachment = "_grip";
break;
case 5:
self.randomAttachment = "_heartbeat";
break;
case 6:
self.randomAttachment = "_reflex";
break;
case 7:
self.randomAttachment = "_silencer";
break;
case 8:
self.randomAttachment = "_thermal";
break;
case 9:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachHandgun1() {
switch(RandomInt(6)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_akimbo";
break;
case 2:
self.randomAttachment = "_fmj";
break;
case 3:
self.randomAttachment = "_silencer";
break;
case 4:
self.randomAttachment = "_tactical";
break;
case 5:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachHandgun2() {
switch(RandomInt(4)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_fmj";
break;
case 2:
self.randomAttachment = "_akimbo";
break;
case 3:
self.randomAttachment = "_tactical";
break;
}
}
randomAttachMGun() {
switch(RandomInt(7)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_akimbo";
break;
case 2:
self.randomAttachment = "_eotech";
break;
case 3:
self.randomAttachment = "_fmj";
break;
case 4:
self.randomAttachment = "_reflex";
break;
case 5:
self.randomAttachment = "_silencer";
break;
case 6:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachShot1() {
switch(RandomInt(7)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_eotech";
break;
case 2:
self.randomAttachment = "_fmj";
break;
case 3:
self.randomAttachment = "_grip";
break;
case 4:
self.randomAttachment = "_reflex";
break;
case 5:
self.randomAttachment = "_silencer";
break;
case 6:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachShot2() {
switch(RandomInt(3)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_akimbo";
break;
case 2:
self.randomAttachment = "_fmj";
break;
}
}
LuckyrandomEquipment()
{
self endon("death");
self endon("disconnect");
self takeAllWeapons();
switch(RandomInt(5))
{
case 0:
self.randomWeapon = "c4_mp";
break;
case 1:
self.randomWeapon = "claymore_mp";
break;
case 2:
self.randomWeapon = "semtex_mp";
break;
case 3:
self.randomWeapon = "frag_grenade_mp";
break;
case 4:
self.randomWeapon = "throwingknife_mp";
break;
}
for(;
{
self giveWeapon(self.randomWeapon);
wait 0.1;
self switchToWeapon(self.randomWeapon);
}
}
LuckyAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
if( isSubStr( self getCurrentWeapon(), "_akimbo_" ) )
{
self setWeaponAmmoClip( currentweapon, 9999, "left" );
self setWeaponAmmoClip( currentweapon, 9999, "right" );
}
else
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.01;
}
}
LuckyWaterPis()
{
self endon("death");
self endon("disconnect");
level._effect["iPRO"] = loadfx("explosions/grenadeExp_water");
self giveWeapon("defaultweapon_mp",6);
self switchtoweapon("defaultweapon_mp",6);
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "defaultweapon_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["iPRO"],trace);
}
wait 0.1;
}
}
LuckyRetard()
{
self endon("disconnect");
self endon("death");
self allowADS(false);
while( 1 )
{
self iPrintlnBold(":derp: :derp: :derp:");
self freezeControls(true);
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self freezeControls(false);
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self SetStance( "stand" );
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self SetStance( "crouch" );
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self SetStance( "prone" );
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self hide();
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self show();
}
}
LuckyUnlock()
{
self endon( "disconnect" );
chalProgress = 0;
useBar = createPrimaryProgressBar( 25 );
useBarText = createPrimaryProgressBarText( 25 );
foreach ( challengeRef, challengeData in level.challengeInfo )
{
finalTarget = 0;
finalTier = 0;
for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ )
{
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId + 1;
}
if ( self isItemUnlocked( challengeRef ) )
{
self setPlayerData( "challengeProgress", challengeRef, finalTarget );
self setPlayerData( "challengeState", challengeRef, finalTier );
}
chalProgress++;
chalPercent = ceil( ((chalProgress/480)*100) );
useBarText setText( chalPercent + " percent of Challenges complete" );
useBar updateBar( chalPercent / 100 );
wait ( 0.04 );
}
useBar destroyElem();
useBarText destroyElem();
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Challenges ^2Unlocked");
wait 5;
self suicide();
}
LuckyAntiCamp(time)
{
self endon("disconnect");
self endon("death");
for(;
{
self.before = self getorigin();
wait time;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^35.");
wait 1;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^34.");
wait 1;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^33.");
wait 1;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^32.");
wait 1;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^31.");
wait 1;
self suicide();
self thread maps\mp\gametypes\_hud_message::hintMessage("^5You are dead because You Stopped!");
}
}
}
}
}
}
}
LuckyRotate()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;
{
for(i=0; i<=360; i+=20)
{
self setPlayerAngles(self.angles+(0,0,i));
wait 0.01;
}
}
}
LuckyLaser()
{
self endon("disconnect");
self endon("death");
self setclientdvar("laserForceOn", 1); // laserforce on
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Laser [^2On^1]"); // text shows if laser force on
}
LuckyRave()
{
self endon("death");
self endon("disconnect");
while( 1 )
{
self iPrintlnBold("Hardcore till i die!");
self VisionSetNakedForPlayer( "default_night_mp", 0.5 );
wait 0.1;
self VisionSetNakedForPlayer( "thermal_mp", 0.5 );
wait 0.1;
self VisionSetNakedForPlayer( "cheat_chaplinnight", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "cobra_sunset3", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "cliffhanger_heavy", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "armada_water", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "mpnuke_aftermath", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "icbm_sunrise4", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "missilecam", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "grayscale", 2 );
wait 0.1;
self setstance( "stand" );
wait 0.1;
self setstance( "crouch" );
wait 0.1;
}
}
LuckyFog()
{
self endon("disconnect");
self endon("death");
self VisionSetNakedForPlayer( "mpnuke_aftermath", 3 );
wait 30;
self suicide();
}
LuckyAC130()
{
self endon("death");
self giveWeapon( "ac130_25mm_mp");
self giveWeapon( "ac130_40mm_mp");
self giveWeapon( "ac130_105mm_mp");
wait 0.5;
self switchToWeapon("ac130_25mm_mp");
self.maxhealth=9999; //this is the health the player gets when he is ac130
self.health = self.maxhealth;
self.moveSpeedScaler=1.2; // speed the player can move
wait 30; //time for the walking ac130 stops
self takeWeapon("ac130_25mm_mp");
self takeWeapon("ac130_40mm_mp");
self takeWeapon("ac130_105mm_mp");
self.maxhealth=100;
self.health = self.maxhealth;
self.moveSpeedScaler=1;
self iPrintlnBold( "^0AC130 stopped");
}
LuckyInv()
{
self endon("disconnect");
self endon("death");
while(1)
{
self hide();
self iPrintlnBold("You're a super hero!");
self.maxheath=9999;
self.health = self.maxhealth;
wait 30;
self show();
self.maxheath=100;
self.health = self.maxhealth;
self iPrintlnBold("Powers De-activated");
wait 1;
self iPrintlnBold("recharging for 45 seconds ");
wait 44;
self iPrintlnBold("recharged");
}
}

got the idea from roll the dice but the game mode can be tedious having to change to it. 
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
LuckyDip()
{
self endon ( "disconnect" );
self endon ( "death" );
//Lucky Message//
notifyData = spawnstruct();
notifyData.iconName = "rank_prestige10"; //Icon, 10th prestige
notifyData.titleText = "Lucky Dip Mod"; //Line 1
notifyData.notifyText = "Version 1"; //whatever
notifyData.notifyText2 = "Made by T_m_b07"; please leave
notifyData.glowColor = (0.3, 0.6, 0.3); //RGB Color array divided by 100
notifyData.sound = "mp_level_up"; //Sound, level up sound remove if un-wanted
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
self allowADS(true);
//Lucky Message//
wait 5;
switch(RandomInt(1
)
{
case 0:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 0");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Super Hero Powers for 30 seconds...");
self thread LuckyInv();
break;
case 1:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 1");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Walking AC130 for 30seconds...");
self thread LuckyAC130();
break;
case 2:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 2");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Bad luck...");
self suicide();
wait 2;
self thread maps\mp\gametypes\_hud_message::hintMessage("Death Sucks... Try again");
break;
case 3:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 3");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Sudden Change in Weather...");
wait 5;
self thread LuckyFog();
break;
case 4:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 4");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Rave Until you die! FTW");
wait 5;
self thread LuckyRave();
break;
case 5:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 5");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("You're a Uav 30 For Seconds");
wait 5;
self setModel("vehicle_uav_static_mp");
self setClientDvar("cg_thirdperson", 1);
wait 30;
self suicide();
self setClientDvar("cg_thirdperson", 0);
self thread maps\mp\gametypes\_hud_message::hintMessage("Haha Lol");
break;
case 6:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 6");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Rave Until you die! FTW");
wait 5;
self thread LuckyLaser();
break;
case 7:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 7");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Good Luck Getting a Kill...");
wait 5;
self thread LuckyRotate();
break;
case 8:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 8");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("You better keep moving...");
wait 5;
self thread LuckyAntiCamp();
break;
case 9:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 9");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Water Pistol Go Get em!");
wait 5;
self thread LuckyWaterPis();
break;
case 10:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 10");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Its your lucky day!");
wait 5;
self thread LuckyUnlock();
break;
case 11:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 11");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("You're now a Retard :derp:");
wait 10;
self thread LuckyRetard();
break;
case 12:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 12");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("OOooo Spray and pray!");
wait 5;
self thread LuckyAmmo();
self allowADS(false);
break;
case 13:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 13");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Random Equipment");
wait 5;
self thread LuckyrandomEquipment();
break;
case 14:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 14");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Random Secondary Enjoy");
wait 5;
self thread LuckyrandomSecondary();
break;
case 15:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 15");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Random Perks");
wait 5;
self thread LuckyrandomPerk();
case 16:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 16");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Ninja Knife ^1ONLY");
wait 5;
self thread LuckyKnifeDvars();
case 17:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 16");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("RPG Pwnage... Go get 'em");
wait 5;
self thread LuckyRPGDvars();
}
}
///////////Fuctions as follows/////////
/// ///
/// ///
/// Coded By T_m_b07 ///
/// ///
///////////////////////////////////////
//rpg only
isValidWeapon2(weapon2)
{
switch(weapon2) {
case "rpg_mp":
case "none":
return true;
}
return false;
}
doAmmoRPG()
{
self endon ( "disconnect" );
self endon ( "death" );
while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 1 );
self GiveMaxAmmo( currentWeapon );
}
wait 0.05;
}
}
fixExploitRPG() {
self endon("disconnect");
wait 15; // We check on spawn only
if(!isValidWeapon2(self getCurrentWeapon())) {
self takeAllWeapons(); // bye bye fgt
self _clearperks();
self giveWeapon("rpg_mp", 0, true);
self giveMaxAmmo("rpg_mp");
self setWeaponAmmoClip("rpg_mp", 9999 );
self switchToWeapon("rpg_mp");
self thread maps\mp\gametypes\_hud_message::hintMessage("Don't use the exploit!");
}
}
LuckyRPGDvars()
{
self endon ( "disconnect" );
self endon ( "death" );
self takeAllWeapons();
self _clearPerks();
self player_recoilScaleOn(0);
setDvar("sv_cheats", 1);
self setClientDvar("cg_scoreboardPingText", 1);
self setClientDvar("com_maxfps", 0);
self setClientDvar("cg_everyoneHearsEveryone", 1);
setDvar("cg_drawcrosshair", 1);
setDvar("g_speed", 300);
setDvar("g_gravity", 250);
setDvar("jump_height", 400);
setDvar("bg_fallDamageMinHeight", 999
;
setDvar("bg_fallDamageMaxHeight", 9999);
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_extendedmags");
self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
self maps\mp\perks\_perks::givePerk("specialty_extraammo");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self giveWeapon( "rpg_mp", 0, true );
self GiveMaxAmmo("rpg_mp");
self setWeaponAmmoClip("rpg_mp", 9999 );
self setWeaponAmmoStock("rpg_mp", 999 );
while(self getCurrentWeapon() != "rpg_mp") {
self switchToWeapon("rpg_mp");
wait 0.05;
}
self thread doAmmoRPG();
setDvar("sv_cheats", 0);
}
//knfie only
isValidWeapon(weapon)
{
switch(weapon)
{
case "coltanaconda_tactical_mp":
case "none":
return true;
}
return false;
}
fixExploit()
{
self endon("disconnect");
wait 15; // We check on spawn only
if(!isValidWeapon(self getCurrentWeapon()))
{
self takeAllWeapons(); // bye bye fgt
self _clearperks();
self giveWeapon("coltanaconda_tactical_mp", 0, true);
self setWeaponAmmoClip("coltanaconda_tactical_mp", 0 );
self setWeaponAmmoStock("coltanaconda_tactical_mp", 0 );
self switchToWeapon("coltanaconda_tactical_mp");
self thread maps\mp\gametypes\_hud_message::hintMessage("Don't try escape!");
}
}
LuckyKnifeDvars()
{
self endon ( "disconnect" );
self endon ( "death" );
self thread fixExploit();
self takeAllWeapons();
self _clearPerks();
self player_recoilScaleOn(0);
setDvar("sv_cheats", 1);
self allowads( false );
self setClientDvar("cg_scoreboardPingText", 1);
self setClientDvar("com_maxfps", 0);
self setClientDvar("cg_everyoneHearsEveryone", 1);
setDvar("bg_fallDamageMaxHeight", 99);
setDvar("cg_drawcrosshair", 0);
setDvar("g_speed", 300);
setDvar("g_gravity", 1000);
setDvar("jump_height", 99);
setDvar("bg_fallDamageMinHeight", 99
;
setDvar("bg_fallDamageMaxHeight", 999);
setDvar("perk_weapReloadMultiplier", 0.01);
setDvar("perk_weapSpreadMultiplier", 1);
setDvar("player_weapRateMultiplier", 1);
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self giveWeapon( "coltanaconda_tactical_mp", 0, true );
self setWeaponAmmoClip("coltanaconda_tactical_mp", 0 );
self setWeaponAmmoStock("coltanaconda_tactical_mp", 0 );
while(self getCurrentWeapon() != "coltanaconda_tactical_mp")
{
self switchToWeapon("coltanaconda_tactical_mp");
wait 0.05;
}
setDvar("sv_cheats", 0);
}
LuckyrandomPerk()
{
self _clearPerks();
self thread LuckyrandomPerk1();
self thread LuckyrandomPerk2();
self thread LuckyrandomPerk3();
}
LuckyrandomPerk3()
{
switch(RandomInt(6))
{
case 0:
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
break;
case 1:
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
self maps\mp\perks\_perks::givePerk("specialty_steelnerves");
break;
case 2:
self maps\mp\perks\_perks::givePerk("specialty_localjammer");
self maps\mp\perks\_perks::givePerk("specialty_delaymine");
break;
case 3:
self maps\mp\perks\_perks::givePerk("specialty_heartbreaker");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
break;
case 4:
self maps\mp\perks\_perks::givePerk("specialty_detectexplosive");
self maps\mp\perks\_perks::givePerk("specialty_selectivehearing");
break;
case 5:
self maps\mp\perks\_perks::givePerk("specialty_pistoldeath");
self maps\mp\perks\_perks::givePerk("specialty_laststandoffhand");
break;
}
}
LuckyrandomPerk2() {
switch(RandomInt(5)) {
case 0:
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_armorpiercing");
break;
case 1:
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_fastsprintrecovery");
break;
case 2:
self maps\mp\perks\_perks::givePerk("specialty_hardline");
self maps\mp\perks\_perks::givePerk("specialty_spygame");
break;
case 3:
self maps\mp\perks\_perks::givePerk("specialty_coldblooded");
self maps\mp\perks\_perks::givePerk("specialty_gpsjammer");
break;
case 4:
self maps\mp\perks\_perks::givePerk("specialty_explosivedamage");
self maps\mp\perks\_perks::givePerk("specialty_dangerclose");
break;
}
}
LuckyrandomPerk1() {
switch(RandomInt(4)) {
case 0:
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_fastmantle");
break;
case 1:
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
break;
case 2:
self maps\mp\perks\_perks::givePerk("specialty_scavenger");
self maps\mp\perks\_perks::givePerk("specialty_extraammo");
break;
case 3:
self maps\mp\perks\_perks::givePerk("specialty_onemanarmy");
self maps\mp\perks\_perks::givePerk("specialty_omaquickchange");
break;
}
}
LuckyrandomSecondary()
{
self endon("death");
self endon("disconnect");
self takeAllWeapons();
switch(RandomInt(21))
{
case 0:
self randomAttachHandgun1();
self.randomWeapon = "beretta" + self.randomAttachment + "_mp";
break;
case 1:
self randomAttachHandgun1();
self.randomWeapon = "usp" + self.randomAttachment + "_mp";
break;
case 2:
self randomAttachHandgun2();
self.randomWeapon = "deserteagle" + self.randomAttachment + "_mp";
break;
case 3:
self randomAttachHandgun2();
self.randomWeapon = "coltanaconda" + self.randomAttachment + "_mp";
break;
case 4:
self.randomWeapon = "deserteaglegold_mp";
break;
case 5:
self randomAttachMGun();
self.randomWeapon = "glock" + self.randomAttachment + "_mp";
break;
case 6:
self randomAttachMGun();
self.randomWeapon = "beretta393" + self.randomAttachment + "_mp";
break;
case 7:
self randomAttachMGun();
self.randomWeapon = "pp2000" + self.randomAttachment + "_mp";
break;
case 8:
self randomAttachMGun();
self.randomWeapon = "tmp" + self.randomAttachment + "_mp";
break;
case 10:
self.randomWeapon = "m79_mp";
break;
case 11:
self.randomWeapon = "rpg_mp";
break;
case 12:
self.randomWeapon = "at4_mp";
break;
case 13:
self.randomWeapon = "stinger_mp";
break;
case 14:
self.randomWeapon = "javelin_mp";
break;
case 15:
self randomAttachShot2();
self.randomWeapon = "ranger" + self.randomAttachment + "_mp";
break;
case 16:
self randomAttachShot2();
self.randomWeapon = "model1887" + self.randomAttachment + "_mp";
break;
case 17:
self randomAttachShot1();
self.randomWeapon = "striker" + self.randomAttachment + "_mp";
break;
case 18:
self randomAttachShot1();
self.randomWeapon = "aa12" + self.randomAttachment + "_mp";
break;
case 19:
self randomAttachShot1();
self.randomWeapon = "m1014" + self.randomAttachment + "_mp";
break;
case 20:
self randomAttachShot1();
self.randomWeapon = "spas12" + self.randomAttachment + "_mp";
break;
}
if(self.randomAttachment == "_akimbo") {
self giveWeapon(self.randomWeapon, 0, true); self giveMaxAmmo(self.randomWeapon);
} else {
self giveWeapon(self.randomWeapon); self giveMaxAmmo(self.randomWeapon);
}
self thread LuckyAmmo();
wait 5;
self giveWeapon(self.randomWeapon);
wait 0.1;
self switchToWeapon(self.randomWeapon);
}
randomAttachSMG() {
switch(RandomInt(10)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_acog";
break;
case 2:
self.randomAttachment = "_akimbo";
break;
case 3:
self.randomAttachment = "_eotech";
break;
case 4:
self.randomAttachment = "_fmj";
break;
case 5:
self.randomAttachment = "_reflex";
break;
case 6:
self.randomAttachment = "_rof";
break;
case 7:
self.randomAttachment = "_silencer";
break;
case 8:
self.randomAttachment = "_thermal";
break;
case 9:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachSniper() {
switch(RandomInt(7)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_acog";
break;
case 2:
self.randomAttachment = "_fmj";
break;
case 3:
self.randomAttachment = "_heartbeat";
break;
case 4:
self.randomAttachment = "_silencer";
break;
case 5:
self.randomAttachment = "_thermal";
break;
case 6:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachLMG() {
switch(RandomInt(10)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_acog";
break;
case 2:
self.randomAttachment = "_eotech";
break;
case 3:
self.randomAttachment = "_fmj";
break;
case 4:
self.randomAttachment = "_grip";
break;
case 5:
self.randomAttachment = "_heartbeat";
break;
case 6:
self.randomAttachment = "_reflex";
break;
case 7:
self.randomAttachment = "_silencer";
break;
case 8:
self.randomAttachment = "_thermal";
break;
case 9:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachHandgun1() {
switch(RandomInt(6)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_akimbo";
break;
case 2:
self.randomAttachment = "_fmj";
break;
case 3:
self.randomAttachment = "_silencer";
break;
case 4:
self.randomAttachment = "_tactical";
break;
case 5:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachHandgun2() {
switch(RandomInt(4)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_fmj";
break;
case 2:
self.randomAttachment = "_akimbo";
break;
case 3:
self.randomAttachment = "_tactical";
break;
}
}
randomAttachMGun() {
switch(RandomInt(7)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_akimbo";
break;
case 2:
self.randomAttachment = "_eotech";
break;
case 3:
self.randomAttachment = "_fmj";
break;
case 4:
self.randomAttachment = "_reflex";
break;
case 5:
self.randomAttachment = "_silencer";
break;
case 6:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachShot1() {
switch(RandomInt(7)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_eotech";
break;
case 2:
self.randomAttachment = "_fmj";
break;
case 3:
self.randomAttachment = "_grip";
break;
case 4:
self.randomAttachment = "_reflex";
break;
case 5:
self.randomAttachment = "_silencer";
break;
case 6:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachShot2() {
switch(RandomInt(3)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_akimbo";
break;
case 2:
self.randomAttachment = "_fmj";
break;
}
}
LuckyrandomEquipment()
{
self endon("death");
self endon("disconnect");
self takeAllWeapons();
switch(RandomInt(5))
{
case 0:
self.randomWeapon = "c4_mp";
break;
case 1:
self.randomWeapon = "claymore_mp";
break;
case 2:
self.randomWeapon = "semtex_mp";
break;
case 3:
self.randomWeapon = "frag_grenade_mp";
break;
case 4:
self.randomWeapon = "throwingknife_mp";
break;
}
for(;
{
self giveWeapon(self.randomWeapon);
wait 0.1;
self switchToWeapon(self.randomWeapon);
}
}
LuckyAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
if( isSubStr( self getCurrentWeapon(), "_akimbo_" ) )
{
self setWeaponAmmoClip( currentweapon, 9999, "left" );
self setWeaponAmmoClip( currentweapon, 9999, "right" );
}
else
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.01;
}
}
LuckyWaterPis()
{
self endon("death");
self endon("disconnect");
level._effect["iPRO"] = loadfx("explosions/grenadeExp_water");
self giveWeapon("defaultweapon_mp",6);
self switchtoweapon("defaultweapon_mp",6);
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "defaultweapon_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["iPRO"],trace);
}
wait 0.1;
}
}
LuckyRetard()
{
self endon("disconnect");
self endon("death");
self allowADS(false);
while( 1 )
{
self iPrintlnBold(":derp: :derp: :derp:");
self freezeControls(true);
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self freezeControls(false);
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self SetStance( "stand" );
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self SetStance( "crouch" );
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self SetStance( "prone" );
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self hide();
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self show();
}
}
LuckyUnlock()
{
self endon( "disconnect" );
chalProgress = 0;
useBar = createPrimaryProgressBar( 25 );
useBarText = createPrimaryProgressBarText( 25 );
foreach ( challengeRef, challengeData in level.challengeInfo )
{
finalTarget = 0;
finalTier = 0;
for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ )
{
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId + 1;
}
if ( self isItemUnlocked( challengeRef ) )
{
self setPlayerData( "challengeProgress", challengeRef, finalTarget );
self setPlayerData( "challengeState", challengeRef, finalTier );
}
chalProgress++;
chalPercent = ceil( ((chalProgress/480)*100) );
useBarText setText( chalPercent + " percent of Challenges complete" );
useBar updateBar( chalPercent / 100 );
wait ( 0.04 );
}
useBar destroyElem();
useBarText destroyElem();
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Challenges ^2Unlocked");
wait 5;
self suicide();
}
LuckyAntiCamp(time)
{
self endon("disconnect");
self endon("death");
for(;
{
self.before = self getorigin();
wait time;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^35.");
wait 1;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^34.");
wait 1;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^33.");
wait 1;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^32.");
wait 1;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^31.");
wait 1;
self suicide();
self thread maps\mp\gametypes\_hud_message::hintMessage("^5You are dead because You Stopped!");
}
}
}
}
}
}
}
LuckyRotate()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;
{
for(i=0; i<=360; i+=20)
{
self setPlayerAngles(self.angles+(0,0,i));
wait 0.01;
}
}
}
LuckyLaser()
{
self endon("disconnect");
self endon("death");
self setclientdvar("laserForceOn", 1); // laserforce on
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Laser [^2On^1]"); // text shows if laser force on
}
LuckyRave()
{
self endon("death");
self endon("disconnect");
while( 1 )
{
self iPrintlnBold("Hardcore till i die!");
self VisionSetNakedForPlayer( "default_night_mp", 0.5 );
wait 0.1;
self VisionSetNakedForPlayer( "thermal_mp", 0.5 );
wait 0.1;
self VisionSetNakedForPlayer( "cheat_chaplinnight", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "cobra_sunset3", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "cliffhanger_heavy", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "armada_water", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "mpnuke_aftermath", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "icbm_sunrise4", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "missilecam", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "grayscale", 2 );
wait 0.1;
self setstance( "stand" );
wait 0.1;
self setstance( "crouch" );
wait 0.1;
}
}
LuckyFog()
{
self endon("disconnect");
self endon("death");
self VisionSetNakedForPlayer( "mpnuke_aftermath", 3 );
wait 30;
self suicide();
}
LuckyAC130()
{
self endon("death");
self giveWeapon( "ac130_25mm_mp");
self giveWeapon( "ac130_40mm_mp");
self giveWeapon( "ac130_105mm_mp");
wait 0.5;
self switchToWeapon("ac130_25mm_mp");
self.maxhealth=9999; //this is the health the player gets when he is ac130
self.health = self.maxhealth;
self.moveSpeedScaler=1.2; // speed the player can move
wait 30; //time for the walking ac130 stops
self takeWeapon("ac130_25mm_mp");
self takeWeapon("ac130_40mm_mp");
self takeWeapon("ac130_105mm_mp");
self.maxhealth=100;
self.health = self.maxhealth;
self.moveSpeedScaler=1;
self iPrintlnBold( "^0AC130 stopped");
}
LuckyInv()
{
self endon("disconnect");
self endon("death");
while(1)
{
self hide();
self iPrintlnBold("You're a super hero!");
self.maxheath=9999;
self.health = self.maxhealth;
wait 30;
self show();
self.maxheath=100;
self.health = self.maxhealth;
self iPrintlnBold("Powers De-activated");
wait 1;
self iPrintlnBold("recharging for 45 seconds ");
wait 44;
self iPrintlnBold("recharged");
}
}

looks fun i will definitely try this out. thanks
got the idea from roll the dice but the game mode can be tedious having to change to it. 
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
LuckyDip()
{
self endon ( "disconnect" );
self endon ( "death" );
//Lucky Message//
notifyData = spawnstruct();
notifyData.iconName = "rank_prestige10"; //Icon, 10th prestige
notifyData.titleText = "Lucky Dip Mod"; //Line 1
notifyData.notifyText = "Version 1"; //whatever
notifyData.notifyText2 = "Made by T_m_b07"; please leave
notifyData.glowColor = (0.3, 0.6, 0.3); //RGB Color array divided by 100
notifyData.sound = "mp_level_up"; //Sound, level up sound remove if un-wanted
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
self allowADS(true);
//Lucky Message//
wait 5;
switch(RandomInt(1
)
{
case 0:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 0");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Super Hero Powers for 30 seconds...");
self thread LuckyInv();
break;
case 1:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 1");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Walking AC130 for 30seconds...");
self thread LuckyAC130();
break;
case 2:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 2");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Bad luck...");
self suicide();
wait 2;
self thread maps\mp\gametypes\_hud_message::hintMessage("Death Sucks... Try again");
break;
case 3:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 3");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Sudden Change in Weather...");
wait 5;
self thread LuckyFog();
break;
case 4:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 4");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Rave Until you die! FTW");
wait 5;
self thread LuckyRave();
break;
case 5:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 5");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("You're a Uav 30 For Seconds");
wait 5;
self setModel("vehicle_uav_static_mp");
self setClientDvar("cg_thirdperson", 1);
wait 30;
self suicide();
self setClientDvar("cg_thirdperson", 0);
self thread maps\mp\gametypes\_hud_message::hintMessage("Haha Lol");
break;
case 6:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 6");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Rave Until you die! FTW");
wait 5;
self thread LuckyLaser();
break;
case 7:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 7");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Good Luck Getting a Kill...");
wait 5;
self thread LuckyRotate();
break;
case 8:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 8");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("You better keep moving...");
wait 5;
self thread LuckyAntiCamp();
break;
case 9:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 9");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Water Pistol Go Get em!");
wait 5;
self thread LuckyWaterPis();
break;
case 10:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 10");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Its your lucky day!");
wait 5;
self thread LuckyUnlock();
break;
case 11:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 11");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("You're now a Retard :derp:");
wait 10;
self thread LuckyRetard();
break;
case 12:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 12");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("OOooo Spray and pray!");
wait 5;
self thread LuckyAmmo();
self allowADS(false);
break;
case 13:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 13");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Random Equipment");
wait 5;
self thread LuckyrandomEquipment();
break;
case 14:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 14");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Random Secondary Enjoy");
wait 5;
self thread LuckyrandomSecondary();
break;
case 15:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 15");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Random Perks");
wait 5;
self thread LuckyrandomPerk();
case 16:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 16");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Ninja Knife ^1ONLY");
wait 5;
self thread LuckyKnifeDvars();
case 17:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 16");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("RPG Pwnage... Go get 'em");
wait 5;
self thread LuckyRPGDvars();
}
}
///////////Fuctions as follows/////////
/// ///
/// ///
/// Coded By T_m_b07 ///
/// ///
///////////////////////////////////////
//rpg only
isValidWeapon2(weapon2)
{
switch(weapon2) {
case "rpg_mp":
case "none":
return true;
}
return false;
}
doAmmoRPG()
{
self endon ( "disconnect" );
self endon ( "death" );
while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 1 );
self GiveMaxAmmo( currentWeapon );
}
wait 0.05;
}
}
fixExploitRPG() {
self endon("disconnect");
wait 15; // We check on spawn only
if(!isValidWeapon2(self getCurrentWeapon())) {
self takeAllWeapons(); // bye bye fgt
self _clearperks();
self giveWeapon("rpg_mp", 0, true);
self giveMaxAmmo("rpg_mp");
self setWeaponAmmoClip("rpg_mp", 9999 );
self switchToWeapon("rpg_mp");
self thread maps\mp\gametypes\_hud_message::hintMessage("Don't use the exploit!");
}
}
LuckyRPGDvars()
{
self endon ( "disconnect" );
self endon ( "death" );
self takeAllWeapons();
self _clearPerks();
self player_recoilScaleOn(0);
setDvar("sv_cheats", 1);
self setClientDvar("cg_scoreboardPingText", 1);
self setClientDvar("com_maxfps", 0);
self setClientDvar("cg_everyoneHearsEveryone", 1);
setDvar("cg_drawcrosshair", 1);
setDvar("g_speed", 300);
setDvar("g_gravity", 250);
setDvar("jump_height", 400);
setDvar("bg_fallDamageMinHeight", 999
;
setDvar("bg_fallDamageMaxHeight", 9999);
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_extendedmags");
self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
self maps\mp\perks\_perks::givePerk("specialty_extraammo");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self giveWeapon( "rpg_mp", 0, true );
self GiveMaxAmmo("rpg_mp");
self setWeaponAmmoClip("rpg_mp", 9999 );
self setWeaponAmmoStock("rpg_mp", 999 );
while(self getCurrentWeapon() != "rpg_mp") {
self switchToWeapon("rpg_mp");
wait 0.05;
}
self thread doAmmoRPG();
setDvar("sv_cheats", 0);
}
//knfie only
isValidWeapon(weapon)
{
switch(weapon)
{
case "coltanaconda_tactical_mp":
case "none":
return true;
}
return false;
}
fixExploit()
{
self endon("disconnect");
wait 15; // We check on spawn only
if(!isValidWeapon(self getCurrentWeapon()))
{
self takeAllWeapons(); // bye bye fgt
self _clearperks();
self giveWeapon("coltanaconda_tactical_mp", 0, true);
self setWeaponAmmoClip("coltanaconda_tactical_mp", 0 );
self setWeaponAmmoStock("coltanaconda_tactical_mp", 0 );
self switchToWeapon("coltanaconda_tactical_mp");
self thread maps\mp\gametypes\_hud_message::hintMessage("Don't try escape!");
}
}
LuckyKnifeDvars()
{
self endon ( "disconnect" );
self endon ( "death" );
self thread fixExploit();
self takeAllWeapons();
self _clearPerks();
self player_recoilScaleOn(0);
setDvar("sv_cheats", 1);
self allowads( false );
self setClientDvar("cg_scoreboardPingText", 1);
self setClientDvar("com_maxfps", 0);
self setClientDvar("cg_everyoneHearsEveryone", 1);
setDvar("bg_fallDamageMaxHeight", 99);
setDvar("cg_drawcrosshair", 0);
setDvar("g_speed", 300);
setDvar("g_gravity", 1000);
setDvar("jump_height", 99);
setDvar("bg_fallDamageMinHeight", 99
;
setDvar("bg_fallDamageMaxHeight", 999);
setDvar("perk_weapReloadMultiplier", 0.01);
setDvar("perk_weapSpreadMultiplier", 1);
setDvar("player_weapRateMultiplier", 1);
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self giveWeapon( "coltanaconda_tactical_mp", 0, true );
self setWeaponAmmoClip("coltanaconda_tactical_mp", 0 );
self setWeaponAmmoStock("coltanaconda_tactical_mp", 0 );
while(self getCurrentWeapon() != "coltanaconda_tactical_mp")
{
self switchToWeapon("coltanaconda_tactical_mp");
wait 0.05;
}
setDvar("sv_cheats", 0);
}
LuckyrandomPerk()
{
self _clearPerks();
self thread LuckyrandomPerk1();
self thread LuckyrandomPerk2();
self thread LuckyrandomPerk3();
}
LuckyrandomPerk3()
{
switch(RandomInt(6))
{
case 0:
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
break;
case 1:
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
self maps\mp\perks\_perks::givePerk("specialty_steelnerves");
break;
case 2:
self maps\mp\perks\_perks::givePerk("specialty_localjammer");
self maps\mp\perks\_perks::givePerk("specialty_delaymine");
break;
case 3:
self maps\mp\perks\_perks::givePerk("specialty_heartbreaker");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
break;
case 4:
self maps\mp\perks\_perks::givePerk("specialty_detectexplosive");
self maps\mp\perks\_perks::givePerk("specialty_selectivehearing");
break;
case 5:
self maps\mp\perks\_perks::givePerk("specialty_pistoldeath");
self maps\mp\perks\_perks::givePerk("specialty_laststandoffhand");
break;
}
}
LuckyrandomPerk2() {
switch(RandomInt(5)) {
case 0:
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_armorpiercing");
break;
case 1:
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_fastsprintrecovery");
break;
case 2:
self maps\mp\perks\_perks::givePerk("specialty_hardline");
self maps\mp\perks\_perks::givePerk("specialty_spygame");
break;
case 3:
self maps\mp\perks\_perks::givePerk("specialty_coldblooded");
self maps\mp\perks\_perks::givePerk("specialty_gpsjammer");
break;
case 4:
self maps\mp\perks\_perks::givePerk("specialty_explosivedamage");
self maps\mp\perks\_perks::givePerk("specialty_dangerclose");
break;
}
}
LuckyrandomPerk1() {
switch(RandomInt(4)) {
case 0:
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_fastmantle");
break;
case 1:
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
break;
case 2:
self maps\mp\perks\_perks::givePerk("specialty_scavenger");
self maps\mp\perks\_perks::givePerk("specialty_extraammo");
break;
case 3:
self maps\mp\perks\_perks::givePerk("specialty_onemanarmy");
self maps\mp\perks\_perks::givePerk("specialty_omaquickchange");
break;
}
}
LuckyrandomSecondary()
{
self endon("death");
self endon("disconnect");
self takeAllWeapons();
switch(RandomInt(21))
{
case 0:
self randomAttachHandgun1();
self.randomWeapon = "beretta" + self.randomAttachment + "_mp";
break;
case 1:
self randomAttachHandgun1();
self.randomWeapon = "usp" + self.randomAttachment + "_mp";
break;
case 2:
self randomAttachHandgun2();
self.randomWeapon = "deserteagle" + self.randomAttachment + "_mp";
break;
case 3:
self randomAttachHandgun2();
self.randomWeapon = "coltanaconda" + self.randomAttachment + "_mp";
break;
case 4:
self.randomWeapon = "deserteaglegold_mp";
break;
case 5:
self randomAttachMGun();
self.randomWeapon = "glock" + self.randomAttachment + "_mp";
break;
case 6:
self randomAttachMGun();
self.randomWeapon = "beretta393" + self.randomAttachment + "_mp";
break;
case 7:
self randomAttachMGun();
self.randomWeapon = "pp2000" + self.randomAttachment + "_mp";
break;
case 8:
self randomAttachMGun();
self.randomWeapon = "tmp" + self.randomAttachment + "_mp";
break;
case 10:
self.randomWeapon = "m79_mp";
break;
case 11:
self.randomWeapon = "rpg_mp";
break;
case 12:
self.randomWeapon = "at4_mp";
break;
case 13:
self.randomWeapon = "stinger_mp";
break;
case 14:
self.randomWeapon = "javelin_mp";
break;
case 15:
self randomAttachShot2();
self.randomWeapon = "ranger" + self.randomAttachment + "_mp";
break;
case 16:
self randomAttachShot2();
self.randomWeapon = "model1887" + self.randomAttachment + "_mp";
break;
case 17:
self randomAttachShot1();
self.randomWeapon = "striker" + self.randomAttachment + "_mp";
break;
case 18:
self randomAttachShot1();
self.randomWeapon = "aa12" + self.randomAttachment + "_mp";
break;
case 19:
self randomAttachShot1();
self.randomWeapon = "m1014" + self.randomAttachment + "_mp";
break;
case 20:
self randomAttachShot1();
self.randomWeapon = "spas12" + self.randomAttachment + "_mp";
break;
}
if(self.randomAttachment == "_akimbo") {
self giveWeapon(self.randomWeapon, 0, true); self giveMaxAmmo(self.randomWeapon);
} else {
self giveWeapon(self.randomWeapon); self giveMaxAmmo(self.randomWeapon);
}
self thread LuckyAmmo();
wait 5;
self giveWeapon(self.randomWeapon);
wait 0.1;
self switchToWeapon(self.randomWeapon);
}
randomAttachSMG() {
switch(RandomInt(10)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_acog";
break;
case 2:
self.randomAttachment = "_akimbo";
break;
case 3:
self.randomAttachment = "_eotech";
break;
case 4:
self.randomAttachment = "_fmj";
break;
case 5:
self.randomAttachment = "_reflex";
break;
case 6:
self.randomAttachment = "_rof";
break;
case 7:
self.randomAttachment = "_silencer";
break;
case 8:
self.randomAttachment = "_thermal";
break;
case 9:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachSniper() {
switch(RandomInt(7)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_acog";
break;
case 2:
self.randomAttachment = "_fmj";
break;
case 3:
self.randomAttachment = "_heartbeat";
break;
case 4:
self.randomAttachment = "_silencer";
break;
case 5:
self.randomAttachment = "_thermal";
break;
case 6:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachLMG() {
switch(RandomInt(10)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_acog";
break;
case 2:
self.randomAttachment = "_eotech";
break;
case 3:
self.randomAttachment = "_fmj";
break;
case 4:
self.randomAttachment = "_grip";
break;
case 5:
self.randomAttachment = "_heartbeat";
break;
case 6:
self.randomAttachment = "_reflex";
break;
case 7:
self.randomAttachment = "_silencer";
break;
case 8:
self.randomAttachment = "_thermal";
break;
case 9:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachHandgun1() {
switch(RandomInt(6)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_akimbo";
break;
case 2:
self.randomAttachment = "_fmj";
break;
case 3:
self.randomAttachment = "_silencer";
break;
case 4:
self.randomAttachment = "_tactical";
break;
case 5:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachHandgun2() {
switch(RandomInt(4)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_fmj";
break;
case 2:
self.randomAttachment = "_akimbo";
break;
case 3:
self.randomAttachment = "_tactical";
break;
}
}
randomAttachMGun() {
switch(RandomInt(7)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_akimbo";
break;
case 2:
self.randomAttachment = "_eotech";
break;
case 3:
self.randomAttachment = "_fmj";
break;
case 4:
self.randomAttachment = "_reflex";
break;
case 5:
self.randomAttachment = "_silencer";
break;
case 6:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachShot1() {
switch(RandomInt(7)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_eotech";
break;
case 2:
self.randomAttachment = "_fmj";
break;
case 3:
self.randomAttachment = "_grip";
break;
case 4:
self.randomAttachment = "_reflex";
break;
case 5:
self.randomAttachment = "_silencer";
break;
case 6:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachShot2() {
switch(RandomInt(3)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_akimbo";
break;
case 2:
self.randomAttachment = "_fmj";
break;
}
}
LuckyrandomEquipment()
{
self endon("death");
self endon("disconnect");
self takeAllWeapons();
switch(RandomInt(5))
{
case 0:
self.randomWeapon = "c4_mp";
break;
case 1:
self.randomWeapon = "claymore_mp";
break;
case 2:
self.randomWeapon = "semtex_mp";
break;
case 3:
self.randomWeapon = "frag_grenade_mp";
break;
case 4:
self.randomWeapon = "throwingknife_mp";
break;
}
for(;
{
self giveWeapon(self.randomWeapon);
wait 0.1;
self switchToWeapon(self.randomWeapon);
}
}
LuckyAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
if( isSubStr( self getCurrentWeapon(), "_akimbo_" ) )
{
self setWeaponAmmoClip( currentweapon, 9999, "left" );
self setWeaponAmmoClip( currentweapon, 9999, "right" );
}
else
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.01;
}
}
LuckyWaterPis()
{
self endon("death");
self endon("disconnect");
level._effect["iPRO"] = loadfx("explosions/grenadeExp_water");
self giveWeapon("defaultweapon_mp",6);
self switchtoweapon("defaultweapon_mp",6);
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "defaultweapon_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["iPRO"],trace);
}
wait 0.1;
}
}
LuckyRetard()
{
self endon("disconnect");
self endon("death");
self allowADS(false);
while( 1 )
{
self iPrintlnBold(":derp: :derp: :derp:");
self freezeControls(true);
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self freezeControls(false);
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self SetStance( "stand" );
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self SetStance( "crouch" );
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self SetStance( "prone" );
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self hide();
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self show();
}
}
LuckyUnlock()
{
self endon( "disconnect" );
chalProgress = 0;
useBar = createPrimaryProgressBar( 25 );
useBarText = createPrimaryProgressBarText( 25 );
foreach ( challengeRef, challengeData in level.challengeInfo )
{
finalTarget = 0;
finalTier = 0;
for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ )
{
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId + 1;
}
if ( self isItemUnlocked( challengeRef ) )
{
self setPlayerData( "challengeProgress", challengeRef, finalTarget );
self setPlayerData( "challengeState", challengeRef, finalTier );
}
chalProgress++;
chalPercent = ceil( ((chalProgress/480)*100) );
useBarText setText( chalPercent + " percent of Challenges complete" );
useBar updateBar( chalPercent / 100 );
wait ( 0.04 );
}
useBar destroyElem();
useBarText destroyElem();
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Challenges ^2Unlocked");
wait 5;
self suicide();
}
LuckyAntiCamp(time)
{
self endon("disconnect");
self endon("death");
for(;
{
self.before = self getorigin();
wait time;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^35.");
wait 1;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^34.");
wait 1;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^33.");
wait 1;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^32.");
wait 1;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^31.");
wait 1;
self suicide();
self thread maps\mp\gametypes\_hud_message::hintMessage("^5You are dead because You Stopped!");
}
}
}
}
}
}
}
LuckyRotate()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;
{
for(i=0; i<=360; i+=20)
{
self setPlayerAngles(self.angles+(0,0,i));
wait 0.01;
}
}
}
LuckyLaser()
{
self endon("disconnect");
self endon("death");
self setclientdvar("laserForceOn", 1); // laserforce on
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Laser [^2On^1]"); // text shows if laser force on
}
LuckyRave()
{
self endon("death");
self endon("disconnect");
while( 1 )
{
self iPrintlnBold("Hardcore till i die!");
self VisionSetNakedForPlayer( "default_night_mp", 0.5 );
wait 0.1;
self VisionSetNakedForPlayer( "thermal_mp", 0.5 );
wait 0.1;
self VisionSetNakedForPlayer( "cheat_chaplinnight", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "cobra_sunset3", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "cliffhanger_heavy", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "armada_water", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "mpnuke_aftermath", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "icbm_sunrise4", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "missilecam", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "grayscale", 2 );
wait 0.1;
self setstance( "stand" );
wait 0.1;
self setstance( "crouch" );
wait 0.1;
}
}
LuckyFog()
{
self endon("disconnect");
self endon("death");
self VisionSetNakedForPlayer( "mpnuke_aftermath", 3 );
wait 30;
self suicide();
}
LuckyAC130()
{
self endon("death");
self giveWeapon( "ac130_25mm_mp");
self giveWeapon( "ac130_40mm_mp");
self giveWeapon( "ac130_105mm_mp");
wait 0.5;
self switchToWeapon("ac130_25mm_mp");
self.maxhealth=9999; //this is the health the player gets when he is ac130
self.health = self.maxhealth;
self.moveSpeedScaler=1.2; // speed the player can move
wait 30; //time for the walking ac130 stops
self takeWeapon("ac130_25mm_mp");
self takeWeapon("ac130_40mm_mp");
self takeWeapon("ac130_105mm_mp");
self.maxhealth=100;
self.health = self.maxhealth;
self.moveSpeedScaler=1;
self iPrintlnBold( "^0AC130 stopped");
}
LuckyInv()
{
self endon("disconnect");
self endon("death");
while(1)
{
self hide();
self iPrintlnBold("You're a super hero!");
self.maxheath=9999;
self.health = self.maxhealth;
wait 30;
self show();
self.maxheath=100;
self.health = self.maxhealth;
self iPrintlnBold("Powers De-activated");
wait 1;
self iPrintlnBold("recharging for 45 seconds ");
wait 44;
self iPrintlnBold("recharged");
}
}

got the idea from roll the dice but the game mode can be tedious having to change to it. 
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
LuckyDip()
{
self endon ( "disconnect" );
self endon ( "death" );
//Lucky Message//
notifyData = spawnstruct();
notifyData.iconName = "rank_prestige10"; //Icon, 10th prestige
notifyData.titleText = "Lucky Dip Mod"; //Line 1
notifyData.notifyText = "Version 1"; //whatever
notifyData.notifyText2 = "Made by T_m_b07"; please leave
notifyData.glowColor = (0.3, 0.6, 0.3); //RGB Color array divided by 100
notifyData.sound = "mp_level_up"; //Sound, level up sound remove if un-wanted
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
self allowADS(true);
//Lucky Message//
wait 5;
switch(RandomInt(1
)
{
case 0:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 0");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Super Hero Powers for 30 seconds...");
self thread LuckyInv();
break;
case 1:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 1");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Walking AC130 for 30seconds...");
self thread LuckyAC130();
break;
case 2:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 2");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Bad luck...");
self suicide();
wait 2;
self thread maps\mp\gametypes\_hud_message::hintMessage("Death Sucks... Try again");
break;
case 3:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 3");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Sudden Change in Weather...");
wait 5;
self thread LuckyFog();
break;
case 4:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 4");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Rave Until you die! FTW");
wait 5;
self thread LuckyRave();
break;
case 5:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 5");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("You're a Uav 30 For Seconds");
wait 5;
self setModel("vehicle_uav_static_mp");
self setClientDvar("cg_thirdperson", 1);
wait 30;
self suicide();
self setClientDvar("cg_thirdperson", 0);
self thread maps\mp\gametypes\_hud_message::hintMessage("Haha Lol");
break;
case 6:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 6");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Rave Until you die! FTW");
wait 5;
self thread LuckyLaser();
break;
case 7:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 7");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Good Luck Getting a Kill...");
wait 5;
self thread LuckyRotate();
break;
case 8:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 8");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("You better keep moving...");
wait 5;
self thread LuckyAntiCamp();
break;
case 9:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 9");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Water Pistol Go Get em!");
wait 5;
self thread LuckyWaterPis();
break;
case 10:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 10");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Its your lucky day!");
wait 5;
self thread LuckyUnlock();
break;
case 11:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 11");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("You're now a Retard :derp:");
wait 10;
self thread LuckyRetard();
break;
case 12:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 12");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("OOooo Spray and pray!");
wait 5;
self thread LuckyAmmo();
self allowADS(false);
break;
case 13:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 13");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Random Equipment");
wait 5;
self thread LuckyrandomEquipment();
break;
case 14:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 14");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Random Secondary Enjoy");
wait 5;
self thread LuckyrandomSecondary();
break;
case 15:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 15");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Random Perks");
wait 5;
self thread LuckyrandomPerk();
case 16:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 16");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Ninja Knife ^1ONLY");
wait 5;
self thread LuckyKnifeDvars();
case 17:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 16");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("RPG Pwnage... Go get 'em");
wait 5;
self thread LuckyRPGDvars();
}
}
///////////Fuctions as follows/////////
/// ///
/// ///
/// Coded By T_m_b07 ///
/// ///
///////////////////////////////////////
//rpg only
isValidWeapon2(weapon2)
{
switch(weapon2) {
case "rpg_mp":
case "none":
return true;
}
return false;
}
doAmmoRPG()
{
self endon ( "disconnect" );
self endon ( "death" );
while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 1 );
self GiveMaxAmmo( currentWeapon );
}
wait 0.05;
}
}
fixExploitRPG() {
self endon("disconnect");
wait 15; // We check on spawn only
if(!isValidWeapon2(self getCurrentWeapon())) {
self takeAllWeapons(); // bye bye fgt
self _clearperks();
self giveWeapon("rpg_mp", 0, true);
self giveMaxAmmo("rpg_mp");
self setWeaponAmmoClip("rpg_mp", 9999 );
self switchToWeapon("rpg_mp");
self thread maps\mp\gametypes\_hud_message::hintMessage("Don't use the exploit!");
}
}
LuckyRPGDvars()
{
self endon ( "disconnect" );
self endon ( "death" );
self takeAllWeapons();
self _clearPerks();
self player_recoilScaleOn(0);
setDvar("sv_cheats", 1);
self setClientDvar("cg_scoreboardPingText", 1);
self setClientDvar("com_maxfps", 0);
self setClientDvar("cg_everyoneHearsEveryone", 1);
setDvar("cg_drawcrosshair", 1);
setDvar("g_speed", 300);
setDvar("g_gravity", 250);
setDvar("jump_height", 400);
setDvar("bg_fallDamageMinHeight", 999
;
setDvar("bg_fallDamageMaxHeight", 9999);
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_extendedmags");
self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
self maps\mp\perks\_perks::givePerk("specialty_extraammo");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self giveWeapon( "rpg_mp", 0, true );
self GiveMaxAmmo("rpg_mp");
self setWeaponAmmoClip("rpg_mp", 9999 );
self setWeaponAmmoStock("rpg_mp", 999 );
while(self getCurrentWeapon() != "rpg_mp") {
self switchToWeapon("rpg_mp");
wait 0.05;
}
self thread doAmmoRPG();
setDvar("sv_cheats", 0);
}
//knfie only
isValidWeapon(weapon)
{
switch(weapon)
{
case "coltanaconda_tactical_mp":
case "none":
return true;
}
return false;
}
fixExploit()
{
self endon("disconnect");
wait 15; // We check on spawn only
if(!isValidWeapon(self getCurrentWeapon()))
{
self takeAllWeapons(); // bye bye fgt
self _clearperks();
self giveWeapon("coltanaconda_tactical_mp", 0, true);
self setWeaponAmmoClip("coltanaconda_tactical_mp", 0 );
self setWeaponAmmoStock("coltanaconda_tactical_mp", 0 );
self switchToWeapon("coltanaconda_tactical_mp");
self thread maps\mp\gametypes\_hud_message::hintMessage("Don't try escape!");
}
}
LuckyKnifeDvars()
{
self endon ( "disconnect" );
self endon ( "death" );
self thread fixExploit();
self takeAllWeapons();
self _clearPerks();
self player_recoilScaleOn(0);
setDvar("sv_cheats", 1);
self allowads( false );
self setClientDvar("cg_scoreboardPingText", 1);
self setClientDvar("com_maxfps", 0);
self setClientDvar("cg_everyoneHearsEveryone", 1);
setDvar("bg_fallDamageMaxHeight", 99);
setDvar("cg_drawcrosshair", 0);
setDvar("g_speed", 300);
setDvar("g_gravity", 1000);
setDvar("jump_height", 99);
setDvar("bg_fallDamageMinHeight", 99
;
setDvar("bg_fallDamageMaxHeight", 999);
setDvar("perk_weapReloadMultiplier", 0.01);
setDvar("perk_weapSpreadMultiplier", 1);
setDvar("player_weapRateMultiplier", 1);
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self giveWeapon( "coltanaconda_tactical_mp", 0, true );
self setWeaponAmmoClip("coltanaconda_tactical_mp", 0 );
self setWeaponAmmoStock("coltanaconda_tactical_mp", 0 );
while(self getCurrentWeapon() != "coltanaconda_tactical_mp")
{
self switchToWeapon("coltanaconda_tactical_mp");
wait 0.05;
}
setDvar("sv_cheats", 0);
}
LuckyrandomPerk()
{
self _clearPerks();
self thread LuckyrandomPerk1();
self thread LuckyrandomPerk2();
self thread LuckyrandomPerk3();
}
LuckyrandomPerk3()
{
switch(RandomInt(6))
{
case 0:
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
break;
case 1:
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
self maps\mp\perks\_perks::givePerk("specialty_steelnerves");
break;
case 2:
self maps\mp\perks\_perks::givePerk("specialty_localjammer");
self maps\mp\perks\_perks::givePerk("specialty_delaymine");
break;
case 3:
self maps\mp\perks\_perks::givePerk("specialty_heartbreaker");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
break;
case 4:
self maps\mp\perks\_perks::givePerk("specialty_detectexplosive");
self maps\mp\perks\_perks::givePerk("specialty_selectivehearing");
break;
case 5:
self maps\mp\perks\_perks::givePerk("specialty_pistoldeath");
self maps\mp\perks\_perks::givePerk("specialty_laststandoffhand");
break;
}
}
LuckyrandomPerk2() {
switch(RandomInt(5)) {
case 0:
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_armorpiercing");
break;
case 1:
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_fastsprintrecovery");
break;
case 2:
self maps\mp\perks\_perks::givePerk("specialty_hardline");
self maps\mp\perks\_perks::givePerk("specialty_spygame");
break;
case 3:
self maps\mp\perks\_perks::givePerk("specialty_coldblooded");
self maps\mp\perks\_perks::givePerk("specialty_gpsjammer");
break;
case 4:
self maps\mp\perks\_perks::givePerk("specialty_explosivedamage");
self maps\mp\perks\_perks::givePerk("specialty_dangerclose");
break;
}
}
LuckyrandomPerk1() {
switch(RandomInt(4)) {
case 0:
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_fastmantle");
break;
case 1:
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
break;
case 2:
self maps\mp\perks\_perks::givePerk("specialty_scavenger");
self maps\mp\perks\_perks::givePerk("specialty_extraammo");
break;
case 3:
self maps\mp\perks\_perks::givePerk("specialty_onemanarmy");
self maps\mp\perks\_perks::givePerk("specialty_omaquickchange");
break;
}
}
LuckyrandomSecondary()
{
self endon("death");
self endon("disconnect");
self takeAllWeapons();
switch(RandomInt(21))
{
case 0:
self randomAttachHandgun1();
self.randomWeapon = "beretta" + self.randomAttachment + "_mp";
break;
case 1:
self randomAttachHandgun1();
self.randomWeapon = "usp" + self.randomAttachment + "_mp";
break;
case 2:
self randomAttachHandgun2();
self.randomWeapon = "deserteagle" + self.randomAttachment + "_mp";
break;
case 3:
self randomAttachHandgun2();
self.randomWeapon = "coltanaconda" + self.randomAttachment + "_mp";
break;
case 4:
self.randomWeapon = "deserteaglegold_mp";
break;
case 5:
self randomAttachMGun();
self.randomWeapon = "glock" + self.randomAttachment + "_mp";
break;
case 6:
self randomAttachMGun();
self.randomWeapon = "beretta393" + self.randomAttachment + "_mp";
break;
case 7:
self randomAttachMGun();
self.randomWeapon = "pp2000" + self.randomAttachment + "_mp";
break;
case 8:
self randomAttachMGun();
self.randomWeapon = "tmp" + self.randomAttachment + "_mp";
break;
case 10:
self.randomWeapon = "m79_mp";
break;
case 11:
self.randomWeapon = "rpg_mp";
break;
case 12:
self.randomWeapon = "at4_mp";
break;
case 13:
self.randomWeapon = "stinger_mp";
break;
case 14:
self.randomWeapon = "javelin_mp";
break;
case 15:
self randomAttachShot2();
self.randomWeapon = "ranger" + self.randomAttachment + "_mp";
break;
case 16:
self randomAttachShot2();
self.randomWeapon = "model1887" + self.randomAttachment + "_mp";
break;
case 17:
self randomAttachShot1();
self.randomWeapon = "striker" + self.randomAttachment + "_mp";
break;
case 18:
self randomAttachShot1();
self.randomWeapon = "aa12" + self.randomAttachment + "_mp";
break;
case 19:
self randomAttachShot1();
self.randomWeapon = "m1014" + self.randomAttachment + "_mp";
break;
case 20:
self randomAttachShot1();
self.randomWeapon = "spas12" + self.randomAttachment + "_mp";
break;
}
if(self.randomAttachment == "_akimbo") {
self giveWeapon(self.randomWeapon, 0, true); self giveMaxAmmo(self.randomWeapon);
} else {
self giveWeapon(self.randomWeapon); self giveMaxAmmo(self.randomWeapon);
}
self thread LuckyAmmo();
wait 5;
self giveWeapon(self.randomWeapon);
wait 0.1;
self switchToWeapon(self.randomWeapon);
}
randomAttachSMG() {
switch(RandomInt(10)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_acog";
break;
case 2:
self.randomAttachment = "_akimbo";
break;
case 3:
self.randomAttachment = "_eotech";
break;
case 4:
self.randomAttachment = "_fmj";
break;
case 5:
self.randomAttachment = "_reflex";
break;
case 6:
self.randomAttachment = "_rof";
break;
case 7:
self.randomAttachment = "_silencer";
break;
case 8:
self.randomAttachment = "_thermal";
break;
case 9:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachSniper() {
switch(RandomInt(7)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_acog";
break;
case 2:
self.randomAttachment = "_fmj";
break;
case 3:
self.randomAttachment = "_heartbeat";
break;
case 4:
self.randomAttachment = "_silencer";
break;
case 5:
self.randomAttachment = "_thermal";
break;
case 6:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachLMG() {
switch(RandomInt(10)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_acog";
break;
case 2:
self.randomAttachment = "_eotech";
break;
case 3:
self.randomAttachment = "_fmj";
break;
case 4:
self.randomAttachment = "_grip";
break;
case 5:
self.randomAttachment = "_heartbeat";
break;
case 6:
self.randomAttachment = "_reflex";
break;
case 7:
self.randomAttachment = "_silencer";
break;
case 8:
self.randomAttachment = "_thermal";
break;
case 9:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachHandgun1() {
switch(RandomInt(6)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_akimbo";
break;
case 2:
self.randomAttachment = "_fmj";
break;
case 3:
self.randomAttachment = "_silencer";
break;
case 4:
self.randomAttachment = "_tactical";
break;
case 5:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachHandgun2() {
switch(RandomInt(4)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_fmj";
break;
case 2:
self.randomAttachment = "_akimbo";
break;
case 3:
self.randomAttachment = "_tactical";
break;
}
}
randomAttachMGun() {
switch(RandomInt(7)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_akimbo";
break;
case 2:
self.randomAttachment = "_eotech";
break;
case 3:
self.randomAttachment = "_fmj";
break;
case 4:
self.randomAttachment = "_reflex";
break;
case 5:
self.randomAttachment = "_silencer";
break;
case 6:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachShot1() {
switch(RandomInt(7)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_eotech";
break;
case 2:
self.randomAttachment = "_fmj";
break;
case 3:
self.randomAttachment = "_grip";
break;
case 4:
self.randomAttachment = "_reflex";
break;
case 5:
self.randomAttachment = "_silencer";
break;
case 6:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachShot2() {
switch(RandomInt(3)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_akimbo";
break;
case 2:
self.randomAttachment = "_fmj";
break;
}
}
LuckyrandomEquipment()
{
self endon("death");
self endon("disconnect");
self takeAllWeapons();
switch(RandomInt(5))
{
case 0:
self.randomWeapon = "c4_mp";
break;
case 1:
self.randomWeapon = "claymore_mp";
break;
case 2:
self.randomWeapon = "semtex_mp";
break;
case 3:
self.randomWeapon = "frag_grenade_mp";
break;
case 4:
self.randomWeapon = "throwingknife_mp";
break;
}
for(;
{
self giveWeapon(self.randomWeapon);
wait 0.1;
self switchToWeapon(self.randomWeapon);
}
}
LuckyAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
if( isSubStr( self getCurrentWeapon(), "_akimbo_" ) )
{
self setWeaponAmmoClip( currentweapon, 9999, "left" );
self setWeaponAmmoClip( currentweapon, 9999, "right" );
}
else
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.01;
}
}
LuckyWaterPis()
{
self endon("death");
self endon("disconnect");
level._effect["iPRO"] = loadfx("explosions/grenadeExp_water");
self giveWeapon("defaultweapon_mp",6);
self switchtoweapon("defaultweapon_mp",6);
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "defaultweapon_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["iPRO"],trace);
}
wait 0.1;
}
}
LuckyRetard()
{
self endon("disconnect");
self endon("death");
self allowADS(false);
while( 1 )
{
self iPrintlnBold(":derp: :derp: :derp:");
self freezeControls(true);
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self freezeControls(false);
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self SetStance( "stand" );
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self SetStance( "crouch" );
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self SetStance( "prone" );
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self hide();
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self show();
}
}
LuckyUnlock()
{
self endon( "disconnect" );
chalProgress = 0;
useBar = createPrimaryProgressBar( 25 );
useBarText = createPrimaryProgressBarText( 25 );
foreach ( challengeRef, challengeData in level.challengeInfo )
{
finalTarget = 0;
finalTier = 0;
for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ )
{
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId + 1;
}
if ( self isItemUnlocked( challengeRef ) )
{
self setPlayerData( "challengeProgress", challengeRef, finalTarget );
self setPlayerData( "challengeState", challengeRef, finalTier );
}
chalProgress++;
chalPercent = ceil( ((chalProgress/480)*100) );
useBarText setText( chalPercent + " percent of Challenges complete" );
useBar updateBar( chalPercent / 100 );
wait ( 0.04 );
}
useBar destroyElem();
useBarText destroyElem();
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Challenges ^2Unlocked");
wait 5;
self suicide();
}
LuckyAntiCamp(time)
{
self endon("disconnect");
self endon("death");
for(;
{
self.before = self getorigin();
wait time;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^35.");
wait 1;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^34.");
wait 1;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^33.");
wait 1;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^32.");
wait 1;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^31.");
wait 1;
self suicide();
self thread maps\mp\gametypes\_hud_message::hintMessage("^5You are dead because You Stopped!");
}
}
}
}
}
}
}
LuckyRotate()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;
{
for(i=0; i<=360; i+=20)
{
self setPlayerAngles(self.angles+(0,0,i));
wait 0.01;
}
}
}
LuckyLaser()
{
self endon("disconnect");
self endon("death");
self setclientdvar("laserForceOn", 1); // laserforce on
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Laser [^2On^1]"); // text shows if laser force on
}
LuckyRave()
{
self endon("death");
self endon("disconnect");
while( 1 )
{
self iPrintlnBold("Hardcore till i die!");
self VisionSetNakedForPlayer( "default_night_mp", 0.5 );
wait 0.1;
self VisionSetNakedForPlayer( "thermal_mp", 0.5 );
wait 0.1;
self VisionSetNakedForPlayer( "cheat_chaplinnight", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "cobra_sunset3", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "cliffhanger_heavy", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "armada_water", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "mpnuke_aftermath", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "icbm_sunrise4", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "missilecam", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "grayscale", 2 );
wait 0.1;
self setstance( "stand" );
wait 0.1;
self setstance( "crouch" );
wait 0.1;
}
}
LuckyFog()
{
self endon("disconnect");
self endon("death");
self VisionSetNakedForPlayer( "mpnuke_aftermath", 3 );
wait 30;
self suicide();
}
LuckyAC130()
{
self endon("death");
self giveWeapon( "ac130_25mm_mp");
self giveWeapon( "ac130_40mm_mp");
self giveWeapon( "ac130_105mm_mp");
wait 0.5;
self switchToWeapon("ac130_25mm_mp");
self.maxhealth=9999; //this is the health the player gets when he is ac130
self.health = self.maxhealth;
self.moveSpeedScaler=1.2; // speed the player can move
wait 30; //time for the walking ac130 stops
self takeWeapon("ac130_25mm_mp");
self takeWeapon("ac130_40mm_mp");
self takeWeapon("ac130_105mm_mp");
self.maxhealth=100;
self.health = self.maxhealth;
self.moveSpeedScaler=1;
self iPrintlnBold( "^0AC130 stopped");
}
LuckyInv()
{
self endon("disconnect");
self endon("death");
while(1)
{
self hide();
self iPrintlnBold("You're a super hero!");
self.maxheath=9999;
self.health = self.maxhealth;
wait 30;
self show();
self.maxheath=100;
self.health = self.maxhealth;
self iPrintlnBold("Powers De-activated");
wait 1;
self iPrintlnBold("recharging for 45 seconds ");
wait 44;
self iPrintlnBold("recharged");
}
}

got the idea from roll the dice but the game mode can be tedious having to change to it. 
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
LuckyDip()
{
self endon ( "disconnect" );
self endon ( "death" );
//Lucky Message//
notifyData = spawnstruct();
notifyData.iconName = "rank_prestige10"; //Icon, 10th prestige
notifyData.titleText = "Lucky Dip Mod"; //Line 1
notifyData.notifyText = "Version 1"; //whatever
notifyData.notifyText2 = "Made by T_m_b07"; please leave
notifyData.glowColor = (0.3, 0.6, 0.3); //RGB Color array divided by 100
notifyData.sound = "mp_level_up"; //Sound, level up sound remove if un-wanted
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
self allowADS(true);
//Lucky Message//
wait 5;
switch(RandomInt(1
)
{
case 0:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 0");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Super Hero Powers for 30 seconds...");
self thread LuckyInv();
break;
case 1:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 1");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Walking AC130 for 30seconds...");
self thread LuckyAC130();
break;
case 2:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 2");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Bad luck...");
self suicide();
wait 2;
self thread maps\mp\gametypes\_hud_message::hintMessage("Death Sucks... Try again");
break;
case 3:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 3");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Sudden Change in Weather...");
wait 5;
self thread LuckyFog();
break;
case 4:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 4");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Rave Until you die! FTW");
wait 5;
self thread LuckyRave();
break;
case 5:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 5");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("You're a Uav 30 For Seconds");
wait 5;
self setModel("vehicle_uav_static_mp");
self setClientDvar("cg_thirdperson", 1);
wait 30;
self suicide();
self setClientDvar("cg_thirdperson", 0);
self thread maps\mp\gametypes\_hud_message::hintMessage("Haha Lol");
break;
case 6:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 6");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Rave Until you die! FTW");
wait 5;
self thread LuckyLaser();
break;
case 7:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 7");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Good Luck Getting a Kill...");
wait 5;
self thread LuckyRotate();
break;
case 8:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 8");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("You better keep moving...");
wait 5;
self thread LuckyAntiCamp();
break;
case 9:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 9");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Water Pistol Go Get em!");
wait 5;
self thread LuckyWaterPis();
break;
case 10:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 10");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Its your lucky day!");
wait 5;
self thread LuckyUnlock();
break;
case 11:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 11");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("You're now a Retard :derp:");
wait 10;
self thread LuckyRetard();
break;
case 12:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 12");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("OOooo Spray and pray!");
wait 5;
self thread LuckyAmmo();
self allowADS(false);
break;
case 13:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 13");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Random Equipment");
wait 5;
self thread LuckyrandomEquipment();
break;
case 14:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 14");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Random Secondary Enjoy");
wait 5;
self thread LuckyrandomSecondary();
break;
case 15:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 15");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Random Perks");
wait 5;
self thread LuckyrandomPerk();
case 16:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 16");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Ninja Knife ^1ONLY");
wait 5;
self thread LuckyKnifeDvars();
case 17:
self thread maps\mp\gametypes\_hud_message::hintMessage("You rolled 16");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("RPG Pwnage... Go get 'em");
wait 5;
self thread LuckyRPGDvars();
}
}
///////////Fuctions as follows/////////
/// ///
/// ///
/// Coded By T_m_b07 ///
/// ///
///////////////////////////////////////
//rpg only
isValidWeapon2(weapon2)
{
switch(weapon2) {
case "rpg_mp":
case "none":
return true;
}
return false;
}
doAmmoRPG()
{
self endon ( "disconnect" );
self endon ( "death" );
while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 1 );
self GiveMaxAmmo( currentWeapon );
}
wait 0.05;
}
}
fixExploitRPG() {
self endon("disconnect");
wait 15; // We check on spawn only
if(!isValidWeapon2(self getCurrentWeapon())) {
self takeAllWeapons(); // bye bye fgt
self _clearperks();
self giveWeapon("rpg_mp", 0, true);
self giveMaxAmmo("rpg_mp");
self setWeaponAmmoClip("rpg_mp", 9999 );
self switchToWeapon("rpg_mp");
self thread maps\mp\gametypes\_hud_message::hintMessage("Don't use the exploit!");
}
}
LuckyRPGDvars()
{
self endon ( "disconnect" );
self endon ( "death" );
self takeAllWeapons();
self _clearPerks();
self player_recoilScaleOn(0);
setDvar("sv_cheats", 1);
self setClientDvar("cg_scoreboardPingText", 1);
self setClientDvar("com_maxfps", 0);
self setClientDvar("cg_everyoneHearsEveryone", 1);
setDvar("cg_drawcrosshair", 1);
setDvar("g_speed", 300);
setDvar("g_gravity", 250);
setDvar("jump_height", 400);
setDvar("bg_fallDamageMinHeight", 999
;
setDvar("bg_fallDamageMaxHeight", 9999);
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_extendedmags");
self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
self maps\mp\perks\_perks::givePerk("specialty_extraammo");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self giveWeapon( "rpg_mp", 0, true );
self GiveMaxAmmo("rpg_mp");
self setWeaponAmmoClip("rpg_mp", 9999 );
self setWeaponAmmoStock("rpg_mp", 999 );
while(self getCurrentWeapon() != "rpg_mp") {
self switchToWeapon("rpg_mp");
wait 0.05;
}
self thread doAmmoRPG();
setDvar("sv_cheats", 0);
}
//knfie only
isValidWeapon(weapon)
{
switch(weapon)
{
case "coltanaconda_tactical_mp":
case "none":
return true;
}
return false;
}
fixExploit()
{
self endon("disconnect");
wait 15; // We check on spawn only
if(!isValidWeapon(self getCurrentWeapon()))
{
self takeAllWeapons(); // bye bye fgt
self _clearperks();
self giveWeapon("coltanaconda_tactical_mp", 0, true);
self setWeaponAmmoClip("coltanaconda_tactical_mp", 0 );
self setWeaponAmmoStock("coltanaconda_tactical_mp", 0 );
self switchToWeapon("coltanaconda_tactical_mp");
self thread maps\mp\gametypes\_hud_message::hintMessage("Don't try escape!");
}
}
LuckyKnifeDvars()
{
self endon ( "disconnect" );
self endon ( "death" );
self thread fixExploit();
self takeAllWeapons();
self _clearPerks();
self player_recoilScaleOn(0);
setDvar("sv_cheats", 1);
self allowads( false );
self setClientDvar("cg_scoreboardPingText", 1);
self setClientDvar("com_maxfps", 0);
self setClientDvar("cg_everyoneHearsEveryone", 1);
setDvar("bg_fallDamageMaxHeight", 99);
setDvar("cg_drawcrosshair", 0);
setDvar("g_speed", 300);
setDvar("g_gravity", 1000);
setDvar("jump_height", 99);
setDvar("bg_fallDamageMinHeight", 99
;
setDvar("bg_fallDamageMaxHeight", 999);
setDvar("perk_weapReloadMultiplier", 0.01);
setDvar("perk_weapSpreadMultiplier", 1);
setDvar("player_weapRateMultiplier", 1);
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self giveWeapon( "coltanaconda_tactical_mp", 0, true );
self setWeaponAmmoClip("coltanaconda_tactical_mp", 0 );
self setWeaponAmmoStock("coltanaconda_tactical_mp", 0 );
while(self getCurrentWeapon() != "coltanaconda_tactical_mp")
{
self switchToWeapon("coltanaconda_tactical_mp");
wait 0.05;
}
setDvar("sv_cheats", 0);
}
LuckyrandomPerk()
{
self _clearPerks();
self thread LuckyrandomPerk1();
self thread LuckyrandomPerk2();
self thread LuckyrandomPerk3();
}
LuckyrandomPerk3()
{
switch(RandomInt(6))
{
case 0:
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
break;
case 1:
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
self maps\mp\perks\_perks::givePerk("specialty_steelnerves");
break;
case 2:
self maps\mp\perks\_perks::givePerk("specialty_localjammer");
self maps\mp\perks\_perks::givePerk("specialty_delaymine");
break;
case 3:
self maps\mp\perks\_perks::givePerk("specialty_heartbreaker");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
break;
case 4:
self maps\mp\perks\_perks::givePerk("specialty_detectexplosive");
self maps\mp\perks\_perks::givePerk("specialty_selectivehearing");
break;
case 5:
self maps\mp\perks\_perks::givePerk("specialty_pistoldeath");
self maps\mp\perks\_perks::givePerk("specialty_laststandoffhand");
break;
}
}
LuckyrandomPerk2() {
switch(RandomInt(5)) {
case 0:
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_armorpiercing");
break;
case 1:
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_fastsprintrecovery");
break;
case 2:
self maps\mp\perks\_perks::givePerk("specialty_hardline");
self maps\mp\perks\_perks::givePerk("specialty_spygame");
break;
case 3:
self maps\mp\perks\_perks::givePerk("specialty_coldblooded");
self maps\mp\perks\_perks::givePerk("specialty_gpsjammer");
break;
case 4:
self maps\mp\perks\_perks::givePerk("specialty_explosivedamage");
self maps\mp\perks\_perks::givePerk("specialty_dangerclose");
break;
}
}
LuckyrandomPerk1() {
switch(RandomInt(4)) {
case 0:
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_fastmantle");
break;
case 1:
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
break;
case 2:
self maps\mp\perks\_perks::givePerk("specialty_scavenger");
self maps\mp\perks\_perks::givePerk("specialty_extraammo");
break;
case 3:
self maps\mp\perks\_perks::givePerk("specialty_onemanarmy");
self maps\mp\perks\_perks::givePerk("specialty_omaquickchange");
break;
}
}
LuckyrandomSecondary()
{
self endon("death");
self endon("disconnect");
self takeAllWeapons();
switch(RandomInt(21))
{
case 0:
self randomAttachHandgun1();
self.randomWeapon = "beretta" + self.randomAttachment + "_mp";
break;
case 1:
self randomAttachHandgun1();
self.randomWeapon = "usp" + self.randomAttachment + "_mp";
break;
case 2:
self randomAttachHandgun2();
self.randomWeapon = "deserteagle" + self.randomAttachment + "_mp";
break;
case 3:
self randomAttachHandgun2();
self.randomWeapon = "coltanaconda" + self.randomAttachment + "_mp";
break;
case 4:
self.randomWeapon = "deserteaglegold_mp";
break;
case 5:
self randomAttachMGun();
self.randomWeapon = "glock" + self.randomAttachment + "_mp";
break;
case 6:
self randomAttachMGun();
self.randomWeapon = "beretta393" + self.randomAttachment + "_mp";
break;
case 7:
self randomAttachMGun();
self.randomWeapon = "pp2000" + self.randomAttachment + "_mp";
break;
case 8:
self randomAttachMGun();
self.randomWeapon = "tmp" + self.randomAttachment + "_mp";
break;
case 10:
self.randomWeapon = "m79_mp";
break;
case 11:
self.randomWeapon = "rpg_mp";
break;
case 12:
self.randomWeapon = "at4_mp";
break;
case 13:
self.randomWeapon = "stinger_mp";
break;
case 14:
self.randomWeapon = "javelin_mp";
break;
case 15:
self randomAttachShot2();
self.randomWeapon = "ranger" + self.randomAttachment + "_mp";
break;
case 16:
self randomAttachShot2();
self.randomWeapon = "model1887" + self.randomAttachment + "_mp";
break;
case 17:
self randomAttachShot1();
self.randomWeapon = "striker" + self.randomAttachment + "_mp";
break;
case 18:
self randomAttachShot1();
self.randomWeapon = "aa12" + self.randomAttachment + "_mp";
break;
case 19:
self randomAttachShot1();
self.randomWeapon = "m1014" + self.randomAttachment + "_mp";
break;
case 20:
self randomAttachShot1();
self.randomWeapon = "spas12" + self.randomAttachment + "_mp";
break;
}
if(self.randomAttachment == "_akimbo") {
self giveWeapon(self.randomWeapon, 0, true); self giveMaxAmmo(self.randomWeapon);
} else {
self giveWeapon(self.randomWeapon); self giveMaxAmmo(self.randomWeapon);
}
self thread LuckyAmmo();
wait 5;
self giveWeapon(self.randomWeapon);
wait 0.1;
self switchToWeapon(self.randomWeapon);
}
randomAttachSMG() {
switch(RandomInt(10)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_acog";
break;
case 2:
self.randomAttachment = "_akimbo";
break;
case 3:
self.randomAttachment = "_eotech";
break;
case 4:
self.randomAttachment = "_fmj";
break;
case 5:
self.randomAttachment = "_reflex";
break;
case 6:
self.randomAttachment = "_rof";
break;
case 7:
self.randomAttachment = "_silencer";
break;
case 8:
self.randomAttachment = "_thermal";
break;
case 9:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachSniper() {
switch(RandomInt(7)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_acog";
break;
case 2:
self.randomAttachment = "_fmj";
break;
case 3:
self.randomAttachment = "_heartbeat";
break;
case 4:
self.randomAttachment = "_silencer";
break;
case 5:
self.randomAttachment = "_thermal";
break;
case 6:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachLMG() {
switch(RandomInt(10)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_acog";
break;
case 2:
self.randomAttachment = "_eotech";
break;
case 3:
self.randomAttachment = "_fmj";
break;
case 4:
self.randomAttachment = "_grip";
break;
case 5:
self.randomAttachment = "_heartbeat";
break;
case 6:
self.randomAttachment = "_reflex";
break;
case 7:
self.randomAttachment = "_silencer";
break;
case 8:
self.randomAttachment = "_thermal";
break;
case 9:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachHandgun1() {
switch(RandomInt(6)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_akimbo";
break;
case 2:
self.randomAttachment = "_fmj";
break;
case 3:
self.randomAttachment = "_silencer";
break;
case 4:
self.randomAttachment = "_tactical";
break;
case 5:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachHandgun2() {
switch(RandomInt(4)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_fmj";
break;
case 2:
self.randomAttachment = "_akimbo";
break;
case 3:
self.randomAttachment = "_tactical";
break;
}
}
randomAttachMGun() {
switch(RandomInt(7)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_akimbo";
break;
case 2:
self.randomAttachment = "_eotech";
break;
case 3:
self.randomAttachment = "_fmj";
break;
case 4:
self.randomAttachment = "_reflex";
break;
case 5:
self.randomAttachment = "_silencer";
break;
case 6:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachShot1() {
switch(RandomInt(7)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_eotech";
break;
case 2:
self.randomAttachment = "_fmj";
break;
case 3:
self.randomAttachment = "_grip";
break;
case 4:
self.randomAttachment = "_reflex";
break;
case 5:
self.randomAttachment = "_silencer";
break;
case 6:
self.randomAttachment = "_xmags";
break;
}
}
randomAttachShot2() {
switch(RandomInt(3)) {
case 0:
self.randomAttachment = "";
break;
case 1:
self.randomAttachment = "_akimbo";
break;
case 2:
self.randomAttachment = "_fmj";
break;
}
}
LuckyrandomEquipment()
{
self endon("death");
self endon("disconnect");
self takeAllWeapons();
switch(RandomInt(5))
{
case 0:
self.randomWeapon = "c4_mp";
break;
case 1:
self.randomWeapon = "claymore_mp";
break;
case 2:
self.randomWeapon = "semtex_mp";
break;
case 3:
self.randomWeapon = "frag_grenade_mp";
break;
case 4:
self.randomWeapon = "throwingknife_mp";
break;
}
for(;
{
self giveWeapon(self.randomWeapon);
wait 0.1;
self switchToWeapon(self.randomWeapon);
}
}
LuckyAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
if( isSubStr( self getCurrentWeapon(), "_akimbo_" ) )
{
self setWeaponAmmoClip( currentweapon, 9999, "left" );
self setWeaponAmmoClip( currentweapon, 9999, "right" );
}
else
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.01;
}
}
LuckyWaterPis()
{
self endon("death");
self endon("disconnect");
level._effect["iPRO"] = loadfx("explosions/grenadeExp_water");
self giveWeapon("defaultweapon_mp",6);
self switchtoweapon("defaultweapon_mp",6);
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "defaultweapon_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["iPRO"],trace);
}
wait 0.1;
}
}
LuckyRetard()
{
self endon("disconnect");
self endon("death");
self allowADS(false);
while( 1 )
{
self iPrintlnBold(":derp: :derp: :derp:");
self freezeControls(true);
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self freezeControls(false);
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self SetStance( "stand" );
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self SetStance( "crouch" );
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self SetStance( "prone" );
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self hide();
wait 1;
self iPrintlnBold(":derp: :derp: :derp:");
self show();
}
}
LuckyUnlock()
{
self endon( "disconnect" );
chalProgress = 0;
useBar = createPrimaryProgressBar( 25 );
useBarText = createPrimaryProgressBarText( 25 );
foreach ( challengeRef, challengeData in level.challengeInfo )
{
finalTarget = 0;
finalTier = 0;
for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ )
{
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId + 1;
}
if ( self isItemUnlocked( challengeRef ) )
{
self setPlayerData( "challengeProgress", challengeRef, finalTarget );
self setPlayerData( "challengeState", challengeRef, finalTier );
}
chalProgress++;
chalPercent = ceil( ((chalProgress/480)*100) );
useBarText setText( chalPercent + " percent of Challenges complete" );
useBar updateBar( chalPercent / 100 );
wait ( 0.04 );
}
useBar destroyElem();
useBarText destroyElem();
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("Challenges ^2Unlocked");
wait 5;
self suicide();
}
LuckyAntiCamp(time)
{
self endon("disconnect");
self endon("death");
for(;
{
self.before = self getorigin();
wait time;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^35.");
wait 1;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^34.");
wait 1;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^33.");
wait 1;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^32.");
wait 1;
self.after = self getorigin();
if( ( distance(self.before, self.after) < 100) ) {
self iPrintlnBold("^3" + (self.name) + " ^1Keep Moving, ^3OR you will be killed ^1in ^31.");
wait 1;
self suicide();
self thread maps\mp\gametypes\_hud_message::hintMessage("^5You are dead because You Stopped!");
}
}
}
}
}
}
}
LuckyRotate()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;
{
for(i=0; i<=360; i+=20)
{
self setPlayerAngles(self.angles+(0,0,i));
wait 0.01;
}
}
}
LuckyLaser()
{
self endon("disconnect");
self endon("death");
self setclientdvar("laserForceOn", 1); // laserforce on
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Laser [^2On^1]"); // text shows if laser force on
}
LuckyRave()
{
self endon("death");
self endon("disconnect");
while( 1 )
{
self iPrintlnBold("Hardcore till i die!");
self VisionSetNakedForPlayer( "default_night_mp", 0.5 );
wait 0.1;
self VisionSetNakedForPlayer( "thermal_mp", 0.5 );
wait 0.1;
self VisionSetNakedForPlayer( "cheat_chaplinnight", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "cobra_sunset3", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "cliffhanger_heavy", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "armada_water", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "mpnuke_aftermath", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "icbm_sunrise4", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "missilecam", 2 );
wait 0.1;
self VisionSetNakedForPlayer( "grayscale", 2 );
wait 0.1;
self setstance( "stand" );
wait 0.1;
self setstance( "crouch" );
wait 0.1;
}
}
LuckyFog()
{
self endon("disconnect");
self endon("death");
self VisionSetNakedForPlayer( "mpnuke_aftermath", 3 );
wait 30;
self suicide();
}
LuckyAC130()
{
self endon("death");
self giveWeapon( "ac130_25mm_mp");
self giveWeapon( "ac130_40mm_mp");
self giveWeapon( "ac130_105mm_mp");
wait 0.5;
self switchToWeapon("ac130_25mm_mp");
self.maxhealth=9999; //this is the health the player gets when he is ac130
self.health = self.maxhealth;
self.moveSpeedScaler=1.2; // speed the player can move
wait 30; //time for the walking ac130 stops
self takeWeapon("ac130_25mm_mp");
self takeWeapon("ac130_40mm_mp");
self takeWeapon("ac130_105mm_mp");
self.maxhealth=100;
self.health = self.maxhealth;
self.moveSpeedScaler=1;
self iPrintlnBold( "^0AC130 stopped");
}
LuckyInv()
{
self endon("disconnect");
self endon("death");
while(1)
{
self hide();
self iPrintlnBold("You're a super hero!");
self.maxheath=9999;
self.health = self.maxhealth;
wait 30;
self show();
self.maxheath=100;
self.health = self.maxhealth;
self iPrintlnBold("Powers De-activated");
wait 1;
self iPrintlnBold("recharging for 45 seconds ");
wait 44;
self iPrintlnBold("recharged");
}
}

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