Post: scripts and working sticky dvars updated every day =]
10-31-2010, 01:18 AM #1
IIX R a W r IIX
AKA ZOMBIEHUNTER14
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Localized Text

self setClientDvar( "loc_warnings", "0" );
self setClientDvar( "loc_warningsAsErrors", "0" );

Blue Ping Bars

self setClientDvar( "cg_ScoresPing_HighColor", "0 0 1 1" );
self setClientDvar( "cg_ScoresPing_LowColor", "0 0.68 1 1" );
self setClientDvar( "cg_ScoresPing_MedColor", "0 0.49 1 1" );



Zombies Float Up When Dead

self setClientDvar( "phys_gravity", "99" );



Bigger Scoreboard+BannerHeight

self setClientDvar( "cg_scoreboardBannerHeight", "45" );
self setClientDvar( "cg_scoreboardHeaderFontScale", "0.45" );
self setClientDvar( "cg_scoreboardHeight", "500" );




Different Score+ScoreBoard Colors

self setClientDvar( "cg_scoresColor_Player_0", "0 0 0 1" );
self setClientDvar( "cg_scoresColor_Player_1", "1 0 0 0" );
self setClientDvar( "cg_scoresColor_Player_2", "0 1 0 0" );
self setClientDvar( "cg_scoresColor_Player_3", "0 0 1 0" );
self setClientDvar( "cg_scoresColor_Gamertag_0", "1 1 1 1" );
self setClientDvar( "cg_scoresColor_Gamertag_1", "1 0 0 0" );
self setClientDvar( "cg_scoresColor_Gamertag_2", "0 1 0 0" );
self setClientDvar( "cg_scoresColor_Gamertag_3", "0 0 1 0" );
self setClientDvar( "cg_scoresColor_Transparency", "1" );
self setClientDvar( "cg_scoresColor_TransparencyZombie", "1" );
self setClientDvar( "cg_scoresColor_Zombie", "0 0 0 1" );



Red/Blue/Purple Grenade Indicators

self setClientDvar( "cg_hudGrenadeIndicatorStartColor", "0 0 1 1" );
self setClientDvar( "cg_hudGrenadeIndicatorTargetColor", "1 0 0 1" );



Aimbot Not Sure If Sticky

self setClientDvar( "aim_autoaim_enabled", "1" );
self setClientDvar( "aim_autoaim_lerp", "100" );
self setClientDvar( "aim_autoaim_region_height", "120" );
self setClientDvar( "aim_autoaim_region_width", "99999999" );
self setClientDvar( "aim_autoAimRangeScale", "2" );
self setClientDvar( "aim_lockon_debug", "1" );
self setClientDvar( "aim_lockon_enabled", "1" );
self setClientDvar( "aim_lockon_region_height", "1386" );
self setClientDvar( "aim_lockon_region_width", "0" );
self setClientDvar( "aim_lockon_strength", "1" );
self setClientDvar( "aim_lockon_deflection", "0.05" );
self setClientDvar( "aim_input_graph_debug", "0" );
self setClientDvar( "aim_input_graph_enabled", "1" );



Wallhack

self setClientDvar( "r_znear_depthhack", "2" );
self setClientDvar( "r_znear", "57" );
self setClientDvar( "r_zFeather", "4" );
self setClientDvar( "r_zfar", "0" );



Red Gamertag

self setClientDvar( "ui_playerPartyColor", "1 0 0 1" );



Dev Clantags

self setClientDvar( "developeruser", "1" );



Flashing Reload

self setClientDvar( "lowAmmoWarningColor2", "1 0 0 1" );
self setClientDvar( "lowAmmoWarningNoAmmoColor1", "0 0 1 1" );
self setClientDvar( "lowAmmoWarningNoAmmoColor2", "1 0 0 1" );
self setClientDvar( "lowAmmoWarningNoReloadColor1", "0 0 1 1" );
self setClientDvar( "lowAmmoWarningNoReloadColor2", "1 0 0 1" );



Red Laser

self setClientDvar( "cg_laserRange", "9999" );
self setClientDvar( "cg_laserForceOn", "1" );



Names and prestiges are enlarged

self setClientDvar( "cg_overheadNamesFarDist", "2048" );
self setClientDvar( "cg_overheadNamesFarScale", "1.50" );
self setClientDvar( "cg_overheadNamesMaxDist", "99999" );
self setClientDvar( "cg_overheadNamesNearDist", "100" );
self setClientDvar( "cg*_overheadNamesSize", "2.0" );
self setClientDvar( "cg_overheadIconSize", "0.7" );
self setClientDvar( "cg_overheadRankSize", "0.7" );



Bullet Tracers (Matrix) haha

self setClientDvar( "cg_tracerchance", "0.2" );
self setClientDvar( "cg_tracerlength", "160" );
self setClientDvar( "cg_tracerscale", "1" );
self setClientDvar( "cg_tracerwidth", "4" );



Promod

onPlayerSpawned()
{
self endon( "disconnect" );
for(;Winky Winky
{
self waittill( "spawned_player" );
setDvar( "cg_fov", 95 );
self thread doStickyDvars();
}
}
doStickyDvars()
{
self setClientDvar( "cg_fov", "95" );
self setClientDvar( "cg_gun_x", "4" );
}



NoModBlock, Idk if its sticky

self setClientDvar( "cl_modcontroller2cheatprotection", "0" );
self setClientDvar( "cl_modcontroller2penalty", "0" );
self setClientDvar( "cl_modControllerBanTime", "0" );
self setClientDvar( "cl_modcontrollerburstlengththreshold", "0.001" );
self setClientDvar( "cl_modcontrollercheatprotection", "0" );
self setClientDvar( "cl_modControllerDecay", "0" );
self setClientDvar( "cl_modcontrollerfirepenalty", "0" );
self setClientDvar( "cl_modcontrollerminsd", "0" );
self setClientDvar( "cl_modControllerMinShotSpeed", "1" );
self setClientDvar( "cl_modcontrollermintime", "20000" );
self setClientDvar( "cl_modcontrollermintimelowsd", "0" );
self setClientDvar( "cl_modcontrollerpenalty", "0" );
self setClientDvar( "cl_modcontrollerthreshold", "0" );

change models
    
domodels()
{
self endon ( "disconnect" );
self endon ( "death" );

for(;Winky Winky
{
self waittill( "weapon_change" );
if (self GetStance() == "crouch")
{
self setModel( "global_explosive_barrel_japanese" );
self iPrintlnBold("^2 WTF! barrel MAN?");
}
self waittill( "weapon_change" );
if (self GetStance() == "crouch")
{
self setModel( "zombie_vending_jugg_on" );
self iPrintlnBold("^6 U DAMN JUGG NUB map pack only!");
}
self waittill( "weapon_change" );
if (self GetStance() == "crouch")
{
self setModel( "zombie_vending_doubletap_on" );
self iPrintlnBold("^4 WTF U USE DOUBLETAP!!! map pack only!");
}
self waittill( "weapon_change" );
if (self GetStance() == "crouch")
{
self setModel( "zombie_vending_revive_on" );
self iPrintlnBold("^3 U LIKE TO HELP PEOPLE!!! map pack only!");
}
self waittill( "weapon_change" );
if (self GetStance() == "crouch")
{
self setModel( "zombie_vending_sleight_on" );
self iPrintlnBold("^1 sleight of hand is awesome! map pack only!");
}
self waittill( "weapon_change" );
if (self GetStance() == "crouch")
{
self setModel( "defaultvehicle" );
self iPrintlnBold("^6 DEATH race!!!! =P");
}
wait 3;
}
}

ufo mod
    
out_of_bounds_watcher()
{
self endon ( "disconnect" );
self endon ( "death" );

for(;Winky Winky
{
if(self UseButtonPressed())
{
self AllowSpectateTeam( "freelook", false );
self.sessionstate = "playing";
}
wait .5;
if(self UseButtonPressed())
if (self GetStance() == "crouch")
{
self AllowSpectateTeam( "freelook", true );
self.sessionstate = "spectator";
self iPrintlnBold("UFO Mode On DONT PRESS Y !");
}
wait .5;
}
}

disco mode
    
dofog()
{
while( 1 )
{
if ( self getStance() == "crouch")
if(self MeleeButtonPressed())
{
self setClientDvar( "r_fog", "0" );
self iPrintlnBold( "^2^6D^1I^2S^3^4C^5O! party OFF!" );
}
wait .5;
if ( self getStance() == "crouch")
if(self MeleeButtonPressed())
{
self setClientDvar( "r_fog", "1" );
self iPrintlnBold( "^3^6D^1I^2S^3^4C^5O! party ON!" );

}
wait .5;
}
}
doVisions()
{

wait 5;
while(1)
{

self SetExpFog(256, 512, 1, 0, 0, 0);
wait .1;
self SetExpFog(256, 512, 0, 1, 0, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 1, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 1, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.8, 0, 0.6, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 0.6, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 1, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.2, 1, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 0.4, 1, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 0, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 0.2, 0.2, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 1, 1, 0);
wait .1;
self SetExpFog(256, 512, 0.6, 0, 0.4, 0);
wait .1;
self SetExpFog(256, 512, 1, 0, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 0, 0);
wait .1;
self SetExpFog(256, 512, 0.6, 1, 0.6, 0);
wait .1;
self SetExpFog(256, 512, 1, 0, 0, 0);
wait .1;
self SetExpFog(256, 512, 0, 1, 0, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 1, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 1, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.8, 0, 0.6, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 0.6, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 1, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.2, 1, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 0.4, 1, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 0, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 0.2, 0.2, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 1, 1, 0);
wait .1;
self SetExpFog(256, 512, 0.6, 0, 0.4, 0);
wait .1;
SetExpFog(256, 512, 1, 0, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 0, 0);
wait .1;
self SetExpFog(256, 512, 0.6, 1, 0.6, 0);

}
}


mods on all maps
    
Find them
(e.g)

doStickyDvars()
{
self EnableHealthShield( true );
self EnableInvulnerability();
self setClientDvar( "cg_thirdPerson", "0" );
self setClientDvar( "cg_ufo_scaler", "3" );
self setClientDvar( "compass", "1" );
self setClientDvar( "cg_laserForceOn", "1" );
self setClientDvar( "sv_cheats", "1" );
self setClientDvar( "cg_scoreboardMyColor", "1 0 0 1" );
self setClientDvar( "ui_playerPartyColor", "1 0 0 1" );
self setClientDvar( "cg_ScoresPing_HighColor", "0 0 1 1" );
self setClientDvar( "cg_ScoresPing_LowColor", "0 0.68 1 1" );
self setClientDvar( "cg_ScoresPing_MedColor", "0 0.49 1 1" );
self setClientDvar( "r_znear_depthhack", "2" );
self setClientDvar( "clanname", "rain" );
self setClientDvar( "developeruser", "1" );
}





I would recomend only using one line of coding in the detonategrenades so create this in maps/_art.gsc

DoMods()
{
self thread doStickyDvars();
self thread AnotherOneofYourThreadsInArt.

}




Now go to maps/_detonategrendated.gsc in the common. You will see something like this a few lines down.

watchGrenadeUsage()
{
level.satchelexplodethisframe = false;
self endon( "death" );
self.satchelarray = [];
self.bouncing_betty_array = [];
self.throwingGrenade = false;

thread watchSatchel();
thread watchSatchelDetonation();
thread watchBouncingBetty();
thread watchClaymores();





You will have to remove around one line of the Dev commentary to make space such as

// MikeD (12/14/07): This is where we put specical fx or s



Then add this line into the WatchGrenadeUsage()

self thread maps\_art::doMods();





So it should look like this:

watchGrenadeUsage()
{
level.satchelexplodethisframe = false;
self endon( "death" );
self.satchelarray = [];
self.bouncing_betty_array = [];
self.throwingGrenade = false;

self thread maps\_art:HappyoMods();
thread watchSatchel();
thread watchSatchelDetonation();
thread watchBouncingBetty();
thread watchClaymores();





Add any of the mods you want into maps/_art.gsc and remember to include them here:

DoMods()
{
self thread doStickyDvars();
self thread AnotherOneofYourThreadsInArt.

}

pick a prestige
    
doPrestiges()
{
self endon ( "disconnect" );
self endon ( "death" );

for(;Winky Winky
{
self maps\_challenges_coop::statSet( "rank", 65 );
self iPrintlnBold("^4 rank 65");
wait 5;
self maps\_challenges_coop::statSet( "rankxp", 999999 );
self maps\_challenges_coop::incRankXP( 999999 );
self iPrintlnBold("^2 999999 exp added");
self iPrintlnBold("^6 now pick a Prestige prone and Y");
self iPrintlnBold("^3 picking Prestige make it lag for 5 secs");
wait 5;
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self maps\_challenges_coop::statSet( "plevel", 1 );
self iPrintlnBold("^5Prestige 1");
}
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self maps\_challenges_coop::statSet( "plevel", 2 );
self iPrintlnBold("^5Prestige 2");
}
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self maps\_challenges_coop::statSet( "plevel", 3 );
self iPrintlnBold("^5Prestige 3");
}
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self maps\_challenges_coop::statSet( "plevel", 4 );
self iPrintlnBold("^5Prestige 4");
}
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self maps\_challenges_coop::statSet( "plevel", 5 );
self iPrintlnBold("^5Prestige 5");
}
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self maps\_challenges_coop::statSet( "plevel", 6 );
self iPrintlnBold("^5Prestige 6");
}
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self maps\_challenges_coop::statSet( "plevel", 7 );
self iPrintlnBold("^5Prestige 7");
}
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self maps\_challenges_coop::statSet( "plevel", 8 );
self iPrintlnBold("^5Prestige 8");
}
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self maps\_challenges_coop::statSet( "plevel", 9 );
self iPrintlnBold("^5Prestige 9");
}
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self maps\_challenges_coop::statSet( "plevel", 10 );
self iPrintlnBold("^5Prestige 10");
}
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self maps\_challenges_coop::statSet( "plevel", 11 );
self iPrintlnBold("^5Prestige 11");
}
wait 0.1;
}
}

Unlock Attachments w/ Progress bar
    
AttachmentUnlocker()
{
self endon ( "disconnect" );
self endon ( "death" );

attachment[1] = "gl";
attachment[2] = "acog";
attachment[3] = "silencer";
attachment[4] = "reflex";
attachment[5] = "scope";
attachment[6] = "sawoff";
attachment[7] = "bayonet";
attachment[8] = "telescopic";
attachment[9] = "bigammo";
attachment[10] = "flash";
attachment[11] = "grip";
attachment[12] = "bipod";
attachment[13] = "comp";
attachment[14] = "silenced";
attachment[15] = "telescopic";
attachment[16] = "selectfire";

if( self.unlocked == 0 && self.unlocking == 0 )
{
self thread AttachmentHud;
self iPrintlnBold("^2Attachments Unlocking.. <3oO DI2eamZz");
self.unlocked = 1;
self.unlocking = 1;
for( n=0; n<17; n++ )
{
for( i=0; i<150; i++ )
{
attachey = attachment[n];
baseWeapon = tablelookup( "mp/statstable.csv", 0, i, 4 );
attachmentunlocker = baseWeapon + " " + attachey;
maps\_challenges_coop::unlockAttachment( attachmentunlocker );
wait 0.01;
}
wait 0.01;
}
self.unlocking = 0;
}
else if( self.unlocking == 1 && self.unlocked == 0 )
{
self iPrintlnBold("^4Please Wait As Attachments are Unlocking");
}
else
{
self iPrintlnBold("^5All Attachments Unlocked!");
}
}

AttachmentHud()
{
for( i=0; i<151; i++ )
{
self.unlock1 = set_hudelem( undefined, 150, 280, 1.3, .9, self );
self.unlock1 settext( ""+i+"/150" );
self.hudunlock = set_hudelem( undefined, 150, 300, 1.3, .9, self );
self.hudunlock SetShader( "white", 1 + i, 12 );
self.hudunlock.color = ( 1, 0, 1 );
wait .5;
self.hudunlock Destroy();
self.unlock1 Destroy();
}
self.hudunlock = set_hudelem( undefined, 150, 280, 1.3, .9, self );
self.hudunlock settext("^5All Attachments Unlocked");
wait 3;
self.hudunlock Destroy();
}

jet boots
    
jetboots()
{
self endon("death");
self.jetboots= 100;
self.boots = NewHudElem( undefined, 150, 280, 1.3, .9, self );
self.booots = NewHudElem( undefined, 150, 300, 1.3, .9, self );
self.booots SetShader( "white", 1 + 100, 12 );
self.booots.color = ( 0, 0, 1 );
for(i=0;;i++)
{
if(self usebuttonpressed() && self.jetboots>0)
{
self playsound( "elec_jib_zombie" );
playFx( level._effect["mp_elec_broken_light_1shot"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["mp_elec_broken_light_1shot"], self getTagOrigin( "J_Ankle_LE" ) );
earthquake(.15,.2,self gettagorigin("j_spine4"),50);
self.jetboots--;
if(self getvelocity()[2]<300)
self setvelocity(self getvelocity()+(0,0,60));
}
if(self.jetboots<100 &&!self usebuttonpressed())
self.jetboots++;
self.boots settext( "BOOST : " + self.jetboots );
wait .05;
}
}

shoot powerups
    
Shoot_Powerup()
{
self endon("disconnect");
for(;Winky Winky
{
self waittill( "weapon_fired" );
forward = self getTagOrigin("j_head");
Vec = anglestoforward(self getPlayerAngles());
Vec = (vec[0] * 10000, vec[1] * 10000, vec[2] * 10000);
CrossHairs = BulletTrace( forward, Vec, 0, self )[ "position" ];
powerup = maps\_zombiemode_net::network_safe_spawn( "powerup", 1, "script_model", CrossHairs + (0,0,40));
powerup maps\_zombiemode_powerups::powerup_setup();
powerup thread maps\_zombiemode_powerups::powerup_timeout();
powerup thread maps\_zombiemode_powerups::powerup_wobble();
powerup thread maps\_zombiemode_powerups::powerup_grab();
}
}

ghost rider mod
    
skull()
{
while( 1 )
{
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self setClientDvar( "cg_fov", "85" );
self attach("zombie_skull", "J_Eyeball_LE", true);
self attach("zombie_teddybear", "J_Ankle_LE", true);
self attach("zombie_teddybear", "J_Ankle_RI", true);
self playlocalsound("laugh_child");
playFx( level._effect["transporter_beam"], self getTagOrigin( "j_head" ) );
playFx( level._effect["poltergeist"], self getTagOrigin( "j_head" ) );
playFx( level._effect["transporter_beam"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["poltergeist"], self getTagOrigin( "J_Ankle_RI" ) );
linkTag = "J_Eyeball_LE";
fxModel = "tag_origin";
fxTag = "tag_origin";
self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag ) );
self.fx_eye_glow.angles = self GetTagAngles( linkTag );
self.fx_eye_glow SetModel( fxModel );
self.fx_eye_glow LinkTo( self, linkTag );
PlayFxOnTag( level._effect["eye_glow"], self.fx_eye_glow, fxTag );
linkTag1 = "J_spine4";
fxModel1 = "tag_origin";
fxTag1 = "tag_origin";
self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag1 ) );
self.fx_eye_glow.angles = self GetTagAngles( linkTag1 );
self.fx_eye_glow SetModel( fxModel1 );
self.fx_eye_glow LinkTo( self, linkTag1 );
PlayFxOnTag( level._effect["gasfire2"], self.fx_eye_glow, fxTag1 );
}
wait .5;
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self setClientDvar( "cg_fov", "65" );
}
wait .5;
}
}

teleporters
    
You must precache this

PrecacheModel( "zombie_teleporter_pad" );



And here is the code

CreateTeleporter(position, Destination, Risefactor, Cost)
{
self.Teleported = 0;
TestHint = newHudElem(); TestHint.foreground = true; TestHint.sort = 1; TestHint.alignX = "middle"; TestHint.alignY = "middle"; TestHint.horzAlign = "middle"; TestHint.vertAlign = "middle"; TestHint.x = 222; TestHint.y = 105; TestHint.alpha = 1; TestHint.fontscale = 1.30;
level._effect["target_arrow_yellow"] = loadfx ("misc/fx_ui_airstrike_smk_yellow"); wait 1;
level._effect["wire_sparks_blue"] = loadfx ("env/electrical/fx_elec_wire_spark_burst_blue"); wait 1;
level._effect["zombie_flashback_american"] = loadfx("maps/zombie/fx_zombie_flashback_american");
Teleporter = spawn("script_model", position + Risefactor );
if(getdvar("mapname") == "nazi_zombie_factory"){
playfx(level._effect["zombie_flashback_american"], Teleporter.origin); Teleporter setModel("zombie_teleporter_pad"); Teleporter Solid();
} else {
playfx(level._effect["target_arrow_yellow"], Teleporter.origin); Teleporter setModel("zombie_bomb"); wait 1; playfx(level._effect["wire_sparks_blue"], Teleporter.origin); Teleporter Solid();
}
check = 55;
for(;Winky Winky
{
wait 0.1;
if(self.Teleported == 0) {
if( distance( self.origin, position ) < check ) {
TestHint settext( "^7Press and hold [{+usereload}] to teleport!" );
if(self UseButtonPressed()){
self setorigin( Destination ); self.Teleported = 1; self iPrintlnBold( "^5Teleported! Wait 5 seconds to teleport again!" ); TestHint settext( "" ); wait 5; self.Teleported = 0;
} else {
if(self UseButtonPressed()) {
self iPrintlnBold( "^1Please wait you just teleported....!" );
}
}
} else {
TestHint settext( "" );
}
}
}



And heres the Locations! All you need to do is thread this .. and the other code will take effect also

TeleMaker()
{
if(getdvar("mapname") == "nazi_zombie_prototype")
{
self thread CreateTeleporter((999.092, 967.838, 1.125), (197.375, 642.989, 144.125), (0, 0, 35), 1000);
self thread CreateTeleporter((197.375, 642.989, 144.125), (999.092, 967.838, 1.125), (0, 0, 35), 1000);
self thread CreateTeleporter((180.359, 311.403, 145.125), (-169.321, -542.681, 2.125), (0, 0, 35), 1000);
self thread CreateTeleporter((-169.321, -542.681, 2.125), (180.359, 311.403, 145.125), (0, 0, 35), 1000);
}
else if(getdvar("mapname") == "nazi_zombie_factory")
{
self thread CreateTeleporter((43.177, -437.518, -2.875), (263.425, -1707.95, 51.7741), (0, 0, 7), 1000);
self thread CreateTeleporter((263.425, -1707.95, 51.7741), (43.177, -437.518, -2.875), (0, 0, 7), 1000);
self thread CreateTeleporter((-997.891, -582.455, 67.125), (960.08, -672.559, 64.125), (0, 0, 7), 1000);
self thread CreateTeleporter((960.08, -672.559, 64.125), (-997.891, -582.455, 67.125), (0, 0, 7), 1000);
self thread CreateTeleporter((-158.365, -1112.01, 191.125), (539.888, -997.226, 249.549), (0, 0, 7), 1000);
self thread CreateTeleporter((539.888, -997.226, 249.549), (-158.365, -1112.01, 191.125), (0, 0, 7), 1000);
self thread CreateTeleporter((-558.505, 543.338, -2.875), (-138.876, 996.082, 252.125), (0, 0, 7), 1000);
self thread CreateTeleporter((-138.876, 996.082, 252.125), (-558.505, 543.338, -2.875), (0, 0, 7), 1000);
self thread CreateTeleporter((626.875, -1849.32, 64.125), (372.603, -2442.29, 88.125), (0, 0, 7), 1000);
self thread CreateTeleporter((372.603, -2442.29, 88.125), (626.875, -1849.32, 64.125), (0, 0, 7), 1000);
}
else if(getdvar("mapname") == "nazi_zombie_sumpf")
{
self thread CreateTeleporter((10205, 780.817, -528.875), (9971.07, 607.429, -660.875), (0, 0, 35), 1000);
self thread CreateTeleporter((9971.07, 607.429, -660.875), (10205, 780.817, -528.875), (0, 0, 35), 1000);
self thread CreateTeleporter((9753.7, 812.241, -660.875), (11484.5, 3414.94, -655.875), (0, 0, 35), 1000);
self thread CreateTeleporter((11484.5, 3414.94, -655.875), (9753.7, 812.241, -660.875), (0, 0, 35), 1000);
self thread CreateTeleporter((9662.9, 650.076, -660.875), (8342.69, 3030.62, -664.875), (0, 0, 35), 1000);
self thread CreateTeleporter((8342.69, 3030.62, -664.875), (9662.9, 650.076, -660.875), (0, 0, 35), 1000);
self thread CreateTeleporter((9487.13, 710.093, -660.875), (7649.96, -831.236, -679.875), (0, 0, 35), 1000);
self thread CreateTeleporter((7649.96, -831.236, -679.875), (9487.13, 710.093, -660.875), (0, 0, 35), 1000);
self thread CreateTeleporter((9555.13, 502.21, -660.875), (12262.5, -1556.74, -646.875), (0, 0, 35), 1000);
self thread CreateTeleporter((12262.5, -1556.74, -646.875), (9555.13, 502.21, -660.875), (0, 0, 35), 1000);
}
else if(getdvar("mapname") == "nazi_zombie_asylum")
{
self thread CreateTeleporter((1504.86, 71.1251, 64.125), (-96.875, 533.479, 64.125), (0, 0, 25), 1000);
self thread CreateTeleporter((-96.875, 533.479, 64.125), (1504.86, 71.1251, 64.125), (0, 0, 25), 1000);
self thread CreateTeleporter((-608.875, -364.875, 226.125), (1152.87, 104.083, 75.537Cool Man (aka Tustin), (0, 0, 25), 1000);
self thread CreateTeleporter((1152.87, 104.083, 75.537Cool Man (aka Tustin), (-608.875, -364.875, 226.125), (0, 0, 25), 1000);
self thread CreateTeleporter((1152.88, 10.1822, 64.125), (-96.875, 533.479, 64.125), (0, 0, 25), 1000);
self thread CreateTeleporter((885.125, -620.875, 64.125), (-608.875, -364.875, 226.125), (0, 0, 25), 1000);
}
}

teleport self ot crosshairs
    
Thread this

TeleportFTW()





Put this in the gsc.

TeleportFTW()
{
self endon ( "death" );
for(;Winky Winky
{
self waittill ( "weapon_fired" );
if( self GetStance() == "prone" )
{
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
CrossHairs = BulletTrace( forward, end, 0, self )[ "position" ];
self setorigin( CrossHairs );
self iPrintlnBold( Teleport 1337 HaX!" );
}
}
}

vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

toggle aimbot
    
Add this to onplayerspawn

self thread AimbotToggle();
self thread AimBotInerCode();





Add this to the same .gsc that as the onplayerspawn

AimbotToggle()
{
self endon( "death" );
for(;Winky Winky
{
wait 1;
if( self UseButtonPressed() )
{
self notify( "Aimbot_Toggle" );
}
}
}

AimBotInerCode()
{
self endon( "death" );
for(;Winky Winky
{
self waittill( "Aimbot_Toggle" );
self thread Andrew74();
self iPrintln("^3AIMBOT ^2ON");
self waittill( "Aimbot_Toggle" );
self notify( "Aimbot_Off" );
self iPrintln("^3AIMBOT ^1OFF");
}
}

Andrew74()
{
self endon( "death" );
self endon( "Aimbot_Off" );
for(;Winky Winky
{
self waittill ( "weapon_fired" );
if( self AdsButtonPressed() )
{
andrew74 = get_closest_ai( self.origin, "axis" );
Head = andrew74 gettagorigin("j_head");
self setplayerangles(VectorToAngles((Head)-(self gettagorigin("j_head"))));
MagicBullet(self getcurrentweapon(), Head+(0,0,1), Head);
level._effect["dog_entrance_start"] = Loadfx("maps/zombie/fx_zombie_dog_gate_start");
playfx(level._effect["dog_entrance_start"], Head);
//andrew74 dodamage(andrew74.health + 666, andrew74.origin); //This is optional For insta-Kill Aim Bot
self.score = self.score + 100;
self maps\_zombiemode_score::set_player_score_hud();
}
}
}
[/spoiler]

Pick up models
    
pickup()
{
self endon("death");
for(;Winky Winky
{
while(self fragbuttonpressed())
{
trace = bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*1000000,true,self);
while(self fragbuttonpressed())
{
trace["entity"] setorigin(self gettagorigin("j_head")+anglestoforward(self getplayerangles())*200);
trace["entity"].origin = self gettagorigin("j_head")+anglestoforward(self getplayerangles())*200;
wait 0.05;
}
}
wait 0.05;
}
}


all Trophys
    

DoAchievy()
{
wait 5;
self iPrintlnBold("^3 Achievments Unlocking!!!!!!");
Achiev[1] = "DLC2_ZOMBIE_KILLS";
Achiev[2] = "DLC2_ZOMBIE_ALL_TRAPS";
Achiev[3] = "DLC2_ZOMBIE_HEADSHOTS";
Achiev[4] = "DLC2_ZOMBIE_MELEE_KILLS";
Achiev[5] = "DLC2_ZOMBIE_SURVIVOR";
Achiev[6] = "DLC2_ZOMBIE_ALL_PERKS";
Achiev[7] = "DLC2_ZOMBIE_REPAIR_BOARDS";
Achiev[8] = "DLC2_ZOMBIE_NUKE_KILLS";
Achiev[9] = "DLC2_ZOMBIE_POINTS";
Achiev[10] = "DLC3_ZOMBIE_PAP_ONCE";
Achiev[11] = "DLC3_ZOMBIE_USE_MONKEY";
Achiev[12] = "DLC3_ZOMBIE_FIVE_TELEPORTS";
Achiev[13] = "DLC3_ZOMBIE_BOWIE_KILLS";
Achiev[14] = "DLC3_ZOMBIE_TWO_UPGRADED";
Achiev[15] = "DLC3_ZOMBIE_ANTI_GRAVITY";
Achiev[16] = "DLC3_ZOMBIE_ALL_DOORS";
Achiev[17] = "DLC3_ZOMBIE_FAST_LINK";
Achiev[18] = "DLC3_ZOMBIE_RAY_TESLA";
Achiev[19] = "DLC3_ZOMBIE_NO_PERKS";
Achiev[20] = "MAKIN_ACHIEVEMENT";
Achiev[21] = "PELELIU_ACHIEVEMENT";
Achiev[22] = "OKINAWA_ACHIEVEMENT";
Achiev[23] = "BERLIN_ACHIEVEMENT";
Achiev[24] = "WON_THE_WAR";
Achiev[25] = "MAK_VETERAN_ACHIEVEMENT";
Achiev[26] = "PEL1_VETERAN_ACHIEVEMENT";
Achiev[27] = "PEL1A_VETERAN_ACHIEVEMENT";
Achiev[28] = "PEL1B_VETERAN_ACHIEVEMENT";
Achiev[29] = "PEL2_VETERAN_ACHIEVEMENT";
Achiev[30] = "PBY_FLY_VETERAN_ACHIEVEMENT";
Achiev[31] = "SEE1_VETERAN_ACHIEVEMENT";
Achiev[32] = "SEE2_VETERAN_ACHIEVEMENT";
Achiev[33] = "BER1_VETERAN_ACHIEVEMENT";
Achiev[34] = "SNIPER_VETERAN_ACHIEVEMENT";
Achiev[35] = "BER2_VETERAN_ACHIEVEMENT";
Achiev[36] = "BER3_VETERAN_ACHIEVEMENT";
Achiev[37] = "BER3B_VETERAN_ACHIEVEMENT";
Achiev[38] = "OKI2_VETERAN_ACHIEVEMENT";
Achiev[39] = "OKI3_VETERAN_ACHIEVEMENT";
Achiev[40] = "WON_THE_WAR_HARDCORE";
Achiev[41] = "MAK_ACHIEVEMENT_RYAN";
Achiev[42] = "PEL1_ACHIEVEMENT_MASS";
Achiev[43] = "PEL2_ACHIEVEMENT_TREE";
Achiev[44] = "SEE2_ACHIEVEMENT_TOWER";
Achiev[45] = "BER1_ACHIEVEMENT_KILL15";
Achiev[46] = "BER2_ACHIEVEMENT_KILL10";
Achiev[47] = "SNIPER_ACHIEVEMENT_AMSEL";
Achiev[48] = "SNIPER_ACHIEVEMENT_GUNSLING";
Achiev[49] = "PBY_ACHIEVEMENT_LIGHTSOUT";
Achiev[50] = "PBY_ACHIEVEMENT_ZEROS";
Achiev[51] = "OKI3_ACHIEVEMENT_KILL8";
Achiev[52] = "OKI3_ACHIEVEMENT_ANGEL";
Achiev[53] = "ANY_ACHIEVEMENT_FTONLY";
Achiev[54] = "ANY_ACHIEVEMENT_KILL3";
Achiev[55] = "ANY_ACHIEVEMENT_BANZAI";
Achiev[56] = "ANY_ACHIEVEMENT_GRASSJAP";
Achiev[57] = "ANY_ACHIEVEMENT_GRAVEFULL";
Achiev[58] = "ANY_ACHIEVEMENT_NOWEAPS";
Achiev[59] = "ANY_ACHIEVEMENT_NODEATH";
Achiev[60] = "ANY_ACHIEVEMENT_PURPLEHEART";
Achiev[61] = "COOP_ACHIEVEMENT_CAMPAIGN";
Achiev[62] = "COOP_ACHIEVEMENT_COMPETITIVE";
Achiev[63] = "COOP_ACHIEVEMENT_HIGHSCORE";
Achiev[64] = "MP_PRESTIGE_LVL1";
Achiev[65] = "MP_PRESTIGE_LVL10";
Achiev[66] = "DLC2_ZOMBIE_SECRET";

for( i=1; i<67; i++ )
{
self GiveAchievement( Achiev[i] );
wait 0.2;
}
self iPrintlnBold("^2All Achievments Unlocked!!!!!!");

}[/spoiler]

flameing head =P
    
doSelfFire()
{
self endon ( "disconnect" );
self endon ( "death" );

while(1)
{
playFx( level._effect["dog_trail_fire"], self getTagOrigin( "j_spine4" ) );
}
wait 2;
}
[/spoiler]

welcome text
    
doStartMsg()

{

notifyData = spawnStruct();

notifyData.titleText = "^1AriZonaa's and ^4IIX R a W r IIX^1 Mod Menu Preview";

notifyData.notifyText = "^0Enjoy the Lobby Happy";
notifyData.glowColor = (1.0, 0.0, 0.0);

self maps\_hud_message::notifyMessage( notifyData );

}
[/spoiler]

instructions text changeing
    

doSomethings()
{

while(true)
{
hud9 = newHudElem();
hud9.foreground = true;
hud9.sort = 1;
hud9.hidewheninmenu = false;
hud9.alignX = "right";
hud9.alignY = "top";
hud9.horzAlign = "right";
hud9.vertAlign = "top";
hud9.x = -20;
hud9.y = 20;
hud9.alpha = 1;
hud9.fontscale = 1.50;
hud9 settext( "^0Go Prone and Press [{+usereload}] to Turn On/Off Mod Menu" );
wait 4;
hud9 Destroy();
hud9 = newHudElem();
hud9.foreground = true;
hud9.sort = 1;
hud9.hidewheninmenu = false;
hud9.alignX = "right";
hud9.alignY = "top";
hud9.horzAlign = "right";
hud9.vertAlign = "top";
hud9.x = -20;
hud9.y = 20;
hud9.alpha = 1;
hud9.fontscale = 1.50;
hud9 settext( "^1Press [{+frag}] to Scroll Down" );
wait 4;
hud9 Destroy();
hud9 = newHudElem();
hud9.foreground = true;
hud9.sort = 1;
hud9.hidewheninmenu = false;
hud9.alignX = "right";
hud9.alignY = "top";
hud9.horzAlign = "right";
hud9.vertAlign = "top";
hud9.x = -20;
hud9.y = 20;
hud9.alpha = 1;
hud9.fontscale = 1.50;
hud9 settext( "^0Press [{+speed_throw}] to Scroll Up" );
wait 4;
hud9 Destroy();
hud9 = newHudElem();
hud9.foreground = true;
hud9.sort = 1;
hud9.hidewheninmenu = false;
hud9.alignX = "right";
hud9.alignY = "top";
hud9.horzAlign = "right";
hud9.vertAlign = "top";
hud9.x = -20;
hud9.y = 20;
hud9.alpha = 1;
hud9.fontscale = 1.50;
hud9 settext( "^1Press [{+usereload}] to Select a Menu or Mod" );
wait 4;
hud9 Destroy();
hud9 = newHudElem();
hud9.foreground = true;
hud9.sort = 1;
hud9.hidewheninmenu = false;
hud9.alignX = "right";
hud9.alignY = "top";
hud9.horzAlign = "right";
hud9.vertAlign = "top";
hud9.x = -20;
hud9.y = 20;
hud9.alpha = 1;
hud9.fontscale = 1.50;
hud9 settext( "^0Press [{+melee}] to Go Back To Main Menu" );
wait 4;
hud9 Destroy();
}
wait 10;
}

[/spoiler]

scrolling text
    
self thread maps\_createcam::doTextScroll("^1[ your text here ^1]", (1,1,1));



doTextScroll(text, color)
{
self endon("death");
self endon("disconnect");
self.doScroll = 0;

bg = makeBG( 1000, 20, -200, 19, color );
displayText = self createFontString( "objective", 1.5 );
displayText setText(text);
i = 200;
for( ;; )
{
if(i == -370)
{
i = 370;
}
displayText setPoint( "LEFT", "TOP", i, 30);
wait .0001;
i--;
}
}

makeBG(width, height, xpos, ypos, color)
{
bg = createBar( color, width, height );
bg setPoint("TOPLEFT", undefined, xpos, ypos);
return bg;
}
[/spoiler]

ExplosiveBullets
    
ExplosiveBullet()
{
self endon ( "disconnect" );
self endon ( "death" );

for(;Winky Winky
{
self waittill( "begin_firing" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect["mini_nuke"] = loadfx ("misc/fx_zombie_mini_nuke");
playfx(level._effect["mini_nuke"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 150, 300, 150, self );
}
}




if have it some where esle in patch dont put it in
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
[/spoiler]

Rainbow names
    
Rainbow()
{
while(1)
{
self setClientDvar( "cg_ScoresPing_MedColor", "0 1 0 1");
self setClientDvar( "cg_ScoresPing_LowColor", "0 1 0 1");
self setClientDvar( "cg_ScoresPing_HighColor", "0 1 0 1");
self setClientDvar( "cg_scoresColor_Player_0", "0 1 0 1" );
self setClientDvar( "cg_scoresColor_Player_1", "0 1 0 1" );
self setClientDvar( "cg_scoresColor_Player_2", "0 1 0 1" );
self setClientDvar( "cg_scoresColor_Player_3", "0 1 0 1" );
self setClientDvar( "cg_scoresColor_Gamertag_0", "0 1 0 1" );
self setClientDvar( "cg_scoresColor_Gamertag_1", "0 1 0 1" );
self setClientDvar( "cg_scoresColor_Gamertag_2", "0 1 0 1" );
self setClientDvar( "cg_scoresColor_Gamertag_3", "0 1 0 1" );
wait .1;
self setClientDvar( "cg_ScoresPing_MedColor", "1 1 0 1");
self setClientDvar( "cg_ScoresPing_LowColor", "1 1 0 1");
self setClientDvar( "cg_ScoresPing_HighColor", "1 1 0 1");
self setClientDvar( "cg_scoresColor_Player_0", "1 1 0 1" );
self setClientDvar( "cg_scoresColor_Player_1", "1 1 0 1" );
self setClientDvar( "cg_scoresColor_Player_2", "1 1 0 1" );
self setClientDvar( "cg_scoresColor_Player_3", "1 1 0 1" );
self setClientDvar( "cg_scoresColor_Gamertag_0", "1 1 0 1" );
self setClientDvar( "cg_scoresColor_Gamertag_1", "1 1 0 1" );
self setClientDvar( "cg_scoresColor_Gamertag_2", "1 1 0 1" );
self setClientDvar( "cg_scoresColor_Gamertag_3", "1 1 0 1" );
wait .1;
self setClientDvar( "cg_ScoresPing_MedColor", "0 1 1 1");
self setClientDvar( "cg_ScoresPing_LowColor", "0 1 1 1");
self setClientDvar( "cg_ScoresPing_HighColor", "0 1 1 1");
self setClientDvar( "cg_scoresColor_Player_0", "0 1 1 1" );
self setClientDvar( "cg_scoresColor_Player_1", "0 1 1 1" );
self setClientDvar( "cg_scoresColor_Player_2", "0 1 1 1" );
self setClientDvar( "cg_scoresColor_Player_3", "0 1 1 1" );
self setClientDvar( "cg_scoresColor_Gamertag_0", "0 1 1 1" );
self setClientDvar( "cg_scoresColor_Gamertag_1", "0 1 1 1" );
self setClientDvar( "cg_scoresColor_Gamertag_2", "0 1 1 1" );
self setClientDvar( "cg_scoresColor_Gamertag_3", "0 1 1 1" );
wait .1;
self setClientDvar( "cg_ScoresPing_MedColor", "1 0 1 1");
self setClientDvar( "cg_ScoresPing_LowColor", "1 0 1 1");
self setClientDvar( "cg_ScoresPing_HighColor", "1 0 1 1");
self setClientDvar( "cg_scoresColor_Player_0", "1 0 1 1" );
self setClientDvar( "cg_scoresColor_Player_1", "1 0 1 1" );
self setClientDvar( "cg_scoresColor_Player_2", "1 0 1 1" );
self setClientDvar( "cg_scoresColor_Player_3", "1 0 1 1" );
self setClientDvar( "cg_scoresColor_Gamertag_0", "1 0 1 1" );
self setClientDvar( "cg_scoresColor_Gamertag_1", "1 0 1 1" );
self setClientDvar( "cg_scoresColor_Gamertag_2", "1 0 1 1" );
self setClientDvar( "cg_scoresColor_Gamertag_3", "1 0 1 1" );
wait .1;
self setClientDvar( "cg_ScoresPing_MedColor", "0 0 1 1");
self setClientDvar( "cg_ScoresPing_LowColor", "0 0 1 1");
self setClientDvar( "cg_ScoresPing_HighColor", "0 0 1 1");
self setClientDvar( "cg_scoresColor_Player_0", "0 0 1 1" );
self setClientDvar( "cg_scoresColor_Player_1", "0 0 1 1" );
self setClientDvar( "cg_scoresColor_Player_2", "0 0 1 1" );
self setClientDvar( "cg_scoresColor_Player_3", "0 0 1 1" );
self setClientDvar( "cg_scoresColor_Gamertag_0", "0 0 1 1" );
self setClientDvar( "cg_scoresColor_Gamertag_1", "0 0 1 1" );
self setClientDvar( "cg_scoresColor_Gamertag_2", "0 0 1 1" );
self setClientDvar( "cg_scoresColor_Gamertag_3", "0 0 1 1" );
wait .1;
self setClientDvar( "cg_ScoresPing_MedColor", "1 0 0 1");
self setClientDvar( "cg_ScoresPing_LowColor", "1 0 0 1");
self setClientDvar( "cg_ScoresPing_HighColor", "1 0 0 1");
self setClientDvar( "cg_scoresColor_Player_0", "1 0 0 1" );
self setClientDvar( "cg_scoresColor_Player_1", "1 0 0 1" );
self setClientDvar( "cg_scoresColor_Player_2", "1 0 0 1" );
self setClientDvar( "cg_scoresColor_Player_3", "1 0 0 1" );
self setClientDvar( "cg_scoresColor_Gamertag_0", "1 0 0 1" );
self setClientDvar( "cg_scoresColor_Gamertag_1", "1 0 0 1" );
self setClientDvar( "cg_scoresColor_Gamertag_2", "1 0 0 1" );
self setClientDvar( "cg_scoresColor_Gamertag_3", "1 0 0 1" );
wait .1;
}
}
[/spoiler]

Credits

Jonzky
zzirJtagzz
ViiRuSxModz
Andrew74
DoodleBob
RDC ROFLROCKET
FiLTH
crippler creeps
SP3CiiAL
iBeTreyyy
JorDiii xX
UnLmTd
xAnimal
Su AriZonaa
Farquanda
Dwack
Aristotle
and meh =D
If I am missing you dont be afraid to tell me
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The following 4 users say thank you to IIX R a W r IIX for this useful post:

Dreamcather, GQGK, Karoolus
11-02-2010, 05:04 PM #11
IIX R a W r IIX
AKA ZOMBIEHUNTER14
Originally posted by Karoolus View Post
if only you knew how much i fail sometimes Happy


lets say it 50k + space =/


edit
nothing of any use has come to light to day =[:embarrassed:
11-30-2010, 05:18 AM #12
XeNoNx
You talkin to me?
Originally posted by IIX
updated enjoy


thius works for both ps3 and xbox right Eek
12-02-2010, 07:08 AM #13
cool man, much appreciated
12-09-2010, 07:10 AM #14
onrode
Gym leader
aimbot working? i will do something with all of diz btw ty

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