Post: Lucky Dip Mod {GSC} Script
09-04-2012, 10:04 PM #1
T_m_b07
I defeated!
(adsbygoogle = window.adsbygoogle || []).push({}); Wassup ladies and gents ,

Heres a quick script i made being bored Not Happy or Sad got the idea from roll the dice but the game mode can be tedious having to change to it.

Its easier to be able to just select it inside the menu. Happy

    #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(1Cool Man (aka Tustin))
{
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", 999Cool Man (aka Tustin);
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", 99Cool Man (aka Tustin);
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(;Winky Winky
{
self giveWeapon(self.randomWeapon);
wait 0.1;
self switchToWeapon(self.randomWeapon);
}


}



LuckyAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );

for(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{

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(;Winky Winky
{
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");
}
}


Just copy and paste either into a new gsc or into any other gsc and call the "LuckyDip" function from the menu Smile

Enjoy.

T_m_b07
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The following 14 users say thank you to T_m_b07 for this useful post:

YouAppreciateMe, Devil Child, FaSt_FrEEdOm, Harry, jets, LightModz, Taylor, TheFallen, ThePhantom410., Uk_ViiPeR, Vanz, xePixTvx
09-04-2012, 10:12 PM #2
LightModz
League Champion
Originally posted by b07 View Post
Wassup ladies and gents ,

Heres a quick script i made being bored Not Happy or Sad got the idea from roll the dice but the game mode can be tedious having to change to it.

Its easier to be able to just select it inside the menu. Happy

    #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(1Cool Man (aka Tustin))
{
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", 999Cool Man (aka Tustin);
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", 99Cool Man (aka Tustin);
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(;Winky Winky
{
self giveWeapon(self.randomWeapon);
wait 0.1;
self switchToWeapon(self.randomWeapon);
}


}



LuckyAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );

for(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{

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(;Winky Winky
{
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");
}
}


Just copy and paste either into a new gsc or into any other gsc and call the "LuckyDip" function from the menu Smile

Enjoy.

T_m_b07


good release Happy looks fun i will definitely try this out. thanks Smile
09-04-2012, 10:15 PM #3
Vanz
Z32 Love <3
Originally posted by b07 View Post
Wassup ladies and gents ,

Heres a quick script i made being bored Not Happy or Sad got the idea from roll the dice but the game mode can be tedious having to change to it.

Its easier to be able to just select it inside the menu. Happy

    #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(1Cool Man (aka Tustin))
{
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", 999Cool Man (aka Tustin);
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", 99Cool Man (aka Tustin);
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(;Winky Winky
{
self giveWeapon(self.randomWeapon);
wait 0.1;
self switchToWeapon(self.randomWeapon);
}


}



LuckyAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );

for(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{

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(;Winky Winky
{
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");
}
}


Just copy and paste either into a new gsc or into any other gsc and call the "LuckyDip" function from the menu Smile

Enjoy.

T_m_b07

This looks great.
09-04-2012, 10:26 PM #4
T_m_b07
I defeated!
If you could get a video of it would be cool il add to the thread :y:

change it up as much as you want .... Happy its been fun using it Smile
09-04-2012, 10:41 PM #5
Taylor
Former Black Knight.
Originally posted by b07 View Post
Wassup ladies and gents ,

Heres a quick script i made being bored Not Happy or Sad got the idea from roll the dice but the game mode can be tedious having to change to it.

Its easier to be able to just select it inside the menu. Happy

    #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(1Cool Man (aka Tustin))
{
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", 999Cool Man (aka Tustin);
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", 99Cool Man (aka Tustin);
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(;Winky Winky
{
self giveWeapon(self.randomWeapon);
wait 0.1;
self switchToWeapon(self.randomWeapon);
}


}



LuckyAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );

for(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{

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(;Winky Winky
{
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");
}
}


Just copy and paste either into a new gsc or into any other gsc and call the "LuckyDip" function from the menu Smile

Enjoy.

T_m_b07


Nice work bish stare
09-04-2012, 10:43 PM #6
T_m_b07
I defeated!
Thanks beech stare
09-04-2012, 11:11 PM #7
Originally posted by b07 View Post
Wassup ladies and gents ,

Heres a quick script i made being bored Not Happy or Sad got the idea from roll the dice but the game mode can be tedious having to change to it.

Its easier to be able to just select it inside the menu. Happy

    #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(1Cool Man (aka Tustin))
{
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", 999Cool Man (aka Tustin);
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", 99Cool Man (aka Tustin);
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(;Winky Winky
{
self giveWeapon(self.randomWeapon);
wait 0.1;
self switchToWeapon(self.randomWeapon);
}


}



LuckyAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );

for(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{

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(;Winky Winky
{
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");
}
}


Just copy and paste either into a new gsc or into any other gsc and call the "LuckyDip" function from the menu Smile

Enjoy.

T_m_b07


tom on gsc :carling:
09-04-2012, 11:56 PM #8
Taylor
Former Black Knight.
Originally posted by b07 View Post
Thanks beech stare


:yuno: click quote >:<
09-05-2012, 01:01 AM #9
Choopie
Little One
It looks cool , but i wish i knew what this was and where to put it ):

I am trying to make my own from scratch and do not know where to start and what to do , been trying to get help but no one wants to help .
09-05-2012, 07:09 PM #10
OmGRhys-x
Are you high?
Originally posted by xYARDSALEx View Post
Nice work bish stare


Bum Chum :P

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