Post: [ NEW ] ★ Converted Codes ★ [ UPDATED ]
07-17-2012, 09:57 AM #1
x Elite MoDz x
Climbing up the ladder
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Here Are Some Converted Codes And Some Original.

Credit To:
x2EzYx--
Cod5 Man
x_DaftVader_x
nay
choco
(if you see any codes made by anyone that's not on this list please say!)



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Bot Drop:

    
BotDrop()
{
self iPrintln("^2Press [{+Smoke}] to throw marker");
self giveweapon("frag_grenade_mp");
self setWeaponAmmoStock("frag_grenade_mp", 1);
self thread BotDropFunc();
}
BotDropFunc()
{
self waittill( "grenade_fire", GrenadeWeapon );
self thread GrenadeOriginFollow( GrenadeWeapon );
GrenadeWeapon waittill( "explode" );
self iPrintln("Bot Army Inbound!");
self.c["Chopper"] = spawn("script_model", (3637, 10373, 750));
self.c["Chopper"] setModel("defaultvehicle");
self.c["Chopper"].angles = (self.angles);
self.c["Chopper"] moveto(self.Grenade+(-30, 40, 750), 13.5);
wait 13.5;
self.c["Chopper"] moveto(self.Grenade+(-30, 40, 50), 4);
wait 4;
level.botorigin = self.c["Chopper"].origin;
self thread mybot(5);
wait 5;
self.c["Chopper"] moveto(self.Grenade+(-30, 40, 750), 4);
wait 4;
self.c["Chopper"] moveto((3637, 10373, 750), 7);
wait 7;
self.c["Chopper"] delete();
}
GrenadeOriginFollow( Gren )
{
Gren endon( "explode" );
for(;Winky Winky
{
self.Grenade = Gren.origin;
wait .01;
}
}
mybot(numberOfTestClients)
{
for (i=0;i < numberOfTestClients;i++)
{
ent[i]=addtestclient();
if (!isdefined(ent[i]))
{
wait 1;
continue;
}
ent[i].pers["isBot"]=true;
team=self.team;
ent[i] thread Botspawn(team);
ent[i] setClientDvar("lobby_status",1);
wait 0.1;
}
}
BotSpawn(team)
{
self endon("disconnect");
while (!isdefined(self.pers["team"])) wait.05;
self notify("menuresponse",game["menu_team"],team);
wait 0.5;
classes=getArrayKeys(level.classMap);
okclasses=[];
for (i=0;i < classes.size;i++)
{
if (!issubstr(classes[i],"custom") && isDefined(level.default_perk[level.classMap[classes[i]]])) okclasses[okclasses.size]=classes[i];
}
assert(okclasses.size);
while (1)
{
class=okclasses[randomint(okclasses.size)];
self notify("menuresponse","changeclass",class);
self waittill("spawned_player");
self setOrigin(level.botorigin);
self notify("disconnect");
}
}


Bouncing Actor

    defmove()
{
if(self.def == false)
{
self.def = true;
self iPrintln("Bouncing Actor ^2On");
self thread defmoveb();
}
else
{
self.def = false;
self iPrintln("Bouncing Actor ^1Off");
self notify("removedef");
}
}
defmoveb()
{
self endon("disconnect");
self endon("removedef");
self beginLocationselection("map_artillery_selector",level.artilleryDangerMaxRadius*1.2);
self.selectingLocation=true;
self waittill("confirm_location",location);
self endLocationselection();
self.selectingLocation=undefined;
bp = location+(0,100,25);
tp = location+(0,100,100);
dd=spawn("script_model",location+(0,50,200));
dd setModel("defaultactor");
thread delm(dd);
while(isDefined(self))
{
dd moveTo(tp,3,.2,.2);
dd rotateYaw(180,.7);
wait(3);
dd moveTo(bp,.7,.3,.2);
dd rotateYaw(180,.7);
wait(.7);
playFx(loadFx("explosions/default_explosion"),bp);
radiusDamage(bp,250,250,250,self);
}
}
delm(a)
{
self waittill("removedef");
a delete();
}


Skating Actor:

    
::SkatingActor;

SkatingActor(X, Y, Z, T)
{
self endon("disconnect");
self beginLocationSelection("rank_prestige10",level.artilleryDangerMaxRadius);
self.selectingLocation = true;
self waittill("confirm_location",location);
newLocation = bulletTrace(location+(0,0,2500),(location+(0,0,-2500)),0,self)["position"];
self endLocationSelection();
self.selectingLocation = undefined;
skater = spawn("script_model",newLocation+(0,0,2500),2);
skater setModel("defaultactor");
wait 2.2;
fall = bullettrace(skater.origin, skater.origin+(0,0,-2500),false,self);
time = actorSpeed(635, skater.origin, fall["position"]);
skater moveto(fall["position"], time);
skater playLoopSound("veh_mig29_mid_loop", skater.origin);
wait 0.1;
iprintln(self.name+" ^3Has Spawned A Skating Actor\n^1EveryOne On The Dance Floor^0!");
skater setspeed(75,85);
skater setyawspeed(25,49,49);
skater Solid();
skater setContents(1);
skater thread actorSpeed();
for(;Winky Winky
{
T = 299;
Z = 199;
X = randomint(899);
Y = randomint(899);
skater moveto((X, Y, T),1);
skater rotateYaw(360,0.3);
wait 3;
skater moveto((X, Y, Z),1);
skater rotateYaw(360,0.3);
wait 1;
skater playLoopSound("veh_mig29_mid_loop", skater.origin);
radiusDamage(skater.origin,199,99,199,level.players[skater]);
wait 3;
}
}
actorSpeed(speed, origin, moveto)
{
dist = distance(origin, moveto);
time = (dist / speed);
return time;
}


Surface to air missile


    "Surface-to-air Missile",::SurfaceToAirMissile,"");

SurfaceToAirMissile()
{
//self choco\menubase::ExitMenu();
box=spawn("script_model",self.origin+(0,50,0));
box setModel("com_plasticcase_beige_big");
box.angles=(0,90,0);
missile=spawn("script_model",self.origin+(0,50,75));
missile setModel("projectile_cbu97_clusterbomb");
missile.angles=(-90,90,90);
self iPrintlnBold("Surface to Air Missile ready! Shoot to select location");
self waittill("weapon_fired");
self iPrintlnBold("\n\n\n\n\n\n");
self beginLocationselection("rank_prestige10",level.artilleryDangerMaxRadius*1.2);
self.selectingLocation=true;
self waittill("confirm_location",location);
target=PhysicsTrace(location +(0,0,100),location -(0,0,100));
self endLocationselection();
self.selectingLocation=undefined;
for(i=5;i>0;i--)
{
self iPrintlnBold("\n\n\n^1"+i+"\n\n");
self playLocalSound("ui_mp_timer_countdown");
wait 1;
}
self iPrintlnBold("\n\n\n\n\n");
self playSound("weap_hind_missile_fire");
self playLoopSound("weap_rpg_loop");
missile moveTo(missile.origin+(0,0,10000),15,1,5);
missile thread SmokeTrails();
wait 10;
missile rotatePitch(180,5);
wait 5;
missile moveTo(target,3,1);
for(t=0;t<3;t++)
{
missile rotateRoll(360,1);
wait 1;
}
playFx(loadFx("explosions/aerial_explosion_large"),missile.origin);
self playSound("exp_suitcase_bomb_main");
radiusDamage(missile.origin,1000,750,5,self);
earthQuake(.5,3,missile.origin,1000);
missile delete();
box delete();
self notify("donemissile");
}


Toggle Custom Sights


    doCs()
{
if(self.WantsSights)
{
self.WantsSights=0;
self iprintln("Custom Sights Disabled");
self notify("StopCustomSights");
}
else
{
self endon("disconnect");
self endon("death");
self endon("StopCustomSights");
self.WantsSights=1;
self iprintln("Custom Sights Enabled");
if(!isDefined(self.SightIcon))
{
self.SightIcon=createIcon(level.CSL[self.PCS],10,10);
self.SightIcon setPoint("CENTER","CENTER",0,0);
self.SightIcon.alpha=0;
}
for(;Winky Winky
{
wait .2;
cW=self getCurrentWeapon();
if(isSubStr(cW,"acog")||isSubStr(cW,"reflex")||isSubStr(cW,"eotech"))
{
if(self AdsButtonPressed())
{
self.SightIcon setShader(level.CSL[self.PCS],25,25);
self.SightIcon setShader(level.CSL[self.PCS]);
self.SightIcon.alpha=0.75;
}
else
{
self.SightIcon.alpha=0;
}
}




There will be more soon...
Last edited by x Elite MoDz x ; 07-17-2012 at 10:02 AM.

The following 4 users say thank you to x Elite MoDz x for this useful post:

Click_Tick_19, Harry, KingcreekS, Simple-_-Modz
07-19-2012, 02:43 PM #20
x Elite MoDz x
Climbing up the ladder
Originally posted by Blazing247 View Post

Not being horrible or anything.

I Know your not :P NGU Needs more people like you Tom! i like feedback, i never take it in a bad way. But ill be glad to take your advice on board thanks Smile

The following 2 users say thank you to x Elite MoDz x for this useful post:

Simple-_-Modz, TOM DAINTY

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