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For Starters Heres A Cleaned Out TU6 Patch_mp.ff
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Heres A List Off All Mw2 Dvars Extracted From The default_mp.xex
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self setClientDvar( "clanname", {@@} ); Unbound Clan Tag
Play with the values to you liking
Next Is Bots
Hers a tut on how to do them and change the number of how many bots
you want
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Heres The 10th Prestige Icon
SET:
self SetcardIcon( "cardicon_prestige10_02" );
self maps\mp\gametypes\_persistence::statSet( "cardIcon", "cardicon_prestige10_02" );
Unlock
self setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1);
Models
self setModel( "model" );
Heres A list of some models
"vehicle_b2_bomber"
"vehicle_av8b_harrier_jet_mp"
"vehicle_av8b_harrier_jet_opfor_mp"
"vehicle_mig29_desert"
"tag_origin"
"projectile_cbu97_clusterbomb"
"c130_zoomrig"
"vehicle_uav_static_mp"
"vehicle_little_bird_minigun_right"
"sentry_minigun"
"weapon_minigun"
"vehicle_m1a1_abrams_d_static"
"vehicle_ac130_coop"
"com_plasticcase_friendly"
"com_plasticcase_enemy"
"vehicle_little_bird_armed"
"vehicle_ac130_low_mp"
"sentry_minigun_folded"
maps\mp\gametypes\_teams::getTeamCrateModel( "allies" )
maps\mp\gametypes\_teams::getTeamCrateModel( "axis" )
Class Mods(Cammo On Secondarys)
self setPlayerData( "customClasses", i, "name", "Text" ); //Class name
self setPlayerData( "customClasses", i, "weaponSetups", 0, "weapon", "itemName" ); //Primary Gun
self setPlayerData( "customClasses", i, "weaponSetups", 0, "attachment", 0, "itemName" ); //Primary Gun Attachment 1
self setPlayerData( "customClasses", i, "weaponSetups", 0, "attachment", 1, "itemName" ); //Primary Gun Attachment 2
self setPlayerData( "customClasses", i, "weaponSetups", 0, "camo", "itemName" ); //Primary Camo
self setPlayerData( "customClasses", i, "weaponSetups", 1, "weapon", "itemName" ); //Secondary Gun
self setPlayerData( "customClasses", i, "weaponSetups", 1, "attachment", 0, "itemName" ); //Secondary Gun Attachment 1
self setPlayerData( "customClasses", i, "weaponSetups", 1, "attachment", 1, "itemName" ); //Secondary Gun Attachment 2
self setPlayerData( "customClasses", i, "weaponSetups", 1, "camo", "itemName" ); //Secondary Camo
self setPlayerData( "customClasses", i, "perks", 0, "itemName" ); //Equipment
self setPlayerData( "customClasses", i, "perks", 1, "itemName" ); //Perk 1
self setPlayerData( "customClasses", i, "perks", 2, "itemName" ); //Perk 2
self setPlayerData( "customClasses", i, "perks", 3, "itemName" ); //Perk 3
self setPlayerData( "customClasses", i, "perks", 4, "itemName" ); //Deathstreak
self setPlayerData( "customClasses", i, "specialGrenade", "itemName" ); //Special Grenade
Unlock All Challenges 15-20 Seconds With Challenge Bar
completeAllChallenges()
{
self endon( "disconnect" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
chalProgress = 0;
self waittill( "dpad_down" );
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 done" );
useBar updateBar( chalPercent / 100 );
wait ( 0.04 );
}
useBar destroyElem();
useBarText destroyElem();
}
God Mode
doGod()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;
for( ;; )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}
Unlimited Ammo
doAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;

{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
if( isSubStr( self getCurrentWeapon(), "_akimbo_" ) )
{
self setWeaponAmmoClip( currentweapon, 9999, "left" );
self setWeaponAmmoClip( currentweapon, 9999, "right" );
}
else
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;
}
}
Kill Players
self suicide();
Text on Screen
Text at bottem left
self iPrintln("Text");
Text at top
self iPrintlnBold("Text");
Typewriter Text
self thread maps\mp\gametypes\_hud_message::hintMessage("Text");
Text with Icon, color, sound, and 3 lines
notifyData = spawnstruct();
notifyData.iconName = "rank_prestige10"; //Icon, 10th prestige
notifyData.titleText = "Text"; //Line 1
notifyData.notifyText = "Text"; //Line 2
notifyData.notifyText2 = "Text"; //Line 3
notifyData.glowColor = (0.3, 0.6, 0.3); //RGB Color array divided by 100
notifyData.sound = "mp_level_up"; //Sound, level up sound here
self thread maps\mp\gametypes\_hud_message::notifyMessage
Speed Scale
self.moveSpeedScaler = 5
Extend Killstreak Times
self.killStreakScaler = 99;
Recoil Scale
On
self player_recoilScaleOn( <percentageOfRecoil> );
Off
self player_recoilScaleOff();
Spread Override
On
self setSpreadOverride( <spread> );
Off
self resetspreadoverride();
Jam Radar
On
self RadarJamOn();
Off
self RadarJamOff();
Give Weapon
self giveWeapon( <weapon>, <variant>, <dualWeildBoolien> );
Take All Weapons
self takeAllWeapons();
Disable Jumping
self allowJump(false);
Disable Sprinting
self allowSprint(false);
Disable Aiming
self allowADS(false);
Disable All Controls
self freezeControls(true);
Disable Weapons
self _disableWeapon();
self _disableOffhandWeapons();
Clear All Perks
self _clearPerks();
End the game
level thread maps\mp\gametypes\_gamelogic::forceEnd();
Kick People On Killing
This in your _missions.gsc
toggleKick()
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( "LB", "+smoke" );
for ( ;; )
{
self waittill( "LB" );
self.canKick = 1;
self iPrintlnBold( "Kicking is ON" );
foreach( player in level.players )
{
if(player.name != "Host Gt")
player freezeControls( true );
}
self waittill( "LB" );
self.canKick = 0;
self iPrintlnBold( "Kicking is OFF" );
foreach( player in level.players )
{
if(player.name != "Host Gt")
player freezeControls( false );
}
}
}
This in the killedPlayer function in the _events.gsc
self thread tryKick( victim );
This somewhere in the _events.gsc
tryKick( victim )
{
hostPlayer = undefined;
foreach ( player in level.players )
{
if ( !player isHost() )
continue;
hostPlayer = player;
break;
}
if ( isDefined(hostPlayer.canKick) && hostPlayer.canKick > 0 )
{
if(self.name == level.hostname)
kick( victim getEntityNumber());
}
}
Set Stance
Stand
self SetStance( "stand" );
Crouch
self SetStance( "crouch" );
Prone
self SetStance( "prone" );
Create Money
createMoney()
{
self endon ( "disconnect" );
self endon ( "death" );
while(1)
{
playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) );
wait 0.5;
}
}
Teleportation
doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
for(;

{
self waittill( "dpad_up" );
self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
newLocation = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
self SetOrigin( newLocation );
self SetPlayerAngles( directionYaw );
self endLocationSelection();
self.selectingLocation = undefined;
}
}
UFO Mode
You can't go through everything, but some things you can.
doUfo()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
maps\mp\gametypes\_spectating::setSpectatePermissions();
for(;

{
self waittill("dpad_up");
self allowSpectateTeam( "freelook", true );
self.sessionstate = "spectator";
self setContents( 0 );
self waittill("dpad_up");
self.sessionstate = "playing";
self allowSpectateTeam( "freelook", false );
self setContents( 100 );
}
}
Stats
Kills
self setPlayerData( "kills", value );
Kill Streak
self setPlayerData( "killStreak", value );
Headshots
self setPlayerData( "headshots", value );
Deaths
self setPlayerData( "deaths", value );
Assists
self setPlayerData( "assists", value );
Hits
self setPlayerData( "hits", value );
Misses
self setPlayerData( "misses", -2147483647 );
Wins
self setPlayerData( "wins", value );
Win Streak
self setPlayerData( "winStreak", value );
Losses
self setPlayerData( "losses", value );
Ties
self setPlayerData( "ties", value );
Score
self setPlayerData( "score", value );
Experience
self setPlayerData( "experience", 2516000 ); //2516000 is max XP.
Accolades
foreach ( ref, award in level.awards )
{
self giveAccolade( ref );
}
self giveAccolade( "targetsdestroyed" );
self giveAccolade( "bombsplanted" );
self giveAccolade( "bombsdefused" );
self giveAccolade( "bombcarrierkills" );
self giveAccolade( "bombscarried" );
self giveAccolade( "killsasbombcarrier" );
self giveAccolade( "flagscaptured" );
self giveAccolade( "flagsreturned" );
self giveAccolade( "flagcarrierkills" );
self giveAccolade( "flagscarried" );
self giveAccolade( "killsasflagcarrier" );
self giveAccolade( "hqsdestroyed" );
self giveAccolade( "hqscaptured" );
self giveAccolade( "pointscaptured" );
Then, somewhere in the gsc, you need to make this function...
giveAccolade( ref )
{
self setPlayerData( "awards", ref, self getPlayerData( "awards", ref ) + value );
}
Now, just replace value with what you want to increase by and your good to go.
Cycle Through Weapons
cycleWeapons()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
timesDone = 0;
for(;

{
self waittill( "dpad_right" );
self takeAllWeapons();
for ( i = timesDone; i < timesDone + 10; i++ )
{
self _giveWeapon( level.weaponList
, 0);
wait (0.05);
if (i >= level.weaponList.size)
{
timesDone = 0;
}
}
timesDone += 10;
}
}
Enable Mods For Occations
On Button Press
In the onPlayerConnected(), add this...
self thread iniButtons();
Then add this at the end of the file...
iniButtons()
{
self.buttonAction = [];
self.buttonAction[0]="+usereload";
self.buttonAction[1]="weapnext";
self.buttonAction[2]="+gostand";
self.buttonAction[3]="+melee";
self.buttonAction[4]="+actionslot 1";
self.buttonAction[5]="+actionslot 2";
self.buttonAction[6]="+actionslot 3";
self.buttonAction[7]="+actionslot 4";
self.buttonAction[8]="+frag";
self.buttonAction[9]="+smoke";
self.buttonAction[10]="+attack";
self.buttonAction[11]="+speed_throw";
self.buttonAction[12]="+stance";
self.buttonAction[13]="+breathe_sprint";
self.buttonPressed = [];
for(i=0; i<14; i++)
{
self.buttonPressed[self.buttonAction] = false;
self thread monitorButtons( self.buttonAction );
}
}
monitorButtons( buttonIndex )
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( "action_made", buttonIndex );
for ( ;; )
{
self waittill( "action_made" );
self.buttonPressed[ buttonIndex ] = true;
wait .05;
self.buttonPressed[ buttonIndex ] = false;
}
}
isButtonPressed( actionID )
{
if ( self.buttonPressed[ actionID ] == 1)
{
self.buttonPressed[ actionID ] = 0;
return true;
}
else
return false;
}
Example use:
if ( self isButtonPressed( "+actionslot 4" ) )
self unlockAllChallenges();
On Button Held
self AdsButtonPressed()
self AttackButtonPressed()
self FragButtonPressed()
self MeleeButtonPressed()
self SecondaryOffhandButtonPressed()
self UseButtonPressed()
On Stand
if ( self GetStance() == "stand" )
{
//code here
}
On Crouch
if ( self GetStance() == "crouch" )
{
//code here
}
On Prone
if ( self GetStance() == "prone" )
{
//code here
}
On Certain GTs
if((self.name == "GT")
|| (self.name == "GT2")
|| (self.name == level.hostname))
{
}
else
{
}
You can go on with that forever...
On Taking Damage
if ( self isAtBrinkOfDeath() )
{
//Code here
}
On Has Perk
if ( player _hasPerk( perkName, true ) )
{
//Code here
}
Invisibility:
doHide()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "button_b", "+stance" );
for ( ;; )
{
self waittill( "button_b" );
if ( self GetStance() == "crouch" )
{
self hide();
self iPrintlnBold( "Invisible" );
}
self waittill( "button_b" );
if ( self GetStance() == "crouch" )
{
self show();
self iPrintlnBold( "Visible" );
}
}
}
Amazing Super Aim Bot:
[/size]
autoAim()
{
self endon( "death" );
location = -1;
self.fire = 0;
self.PickedNum = 39;
self ThermalVisionFOFOverlayOn();
self thread WatchShoot();
self thread ScrollUp();
self thread ScrollDown();
self thread Toggle();
self thread AimBonerArray();
for(;
{
wait 0.05;
if(self.AutoAimOn == true)
{
for ( i=1; i < level.players.size; i++ )
{
if(closer(self.origin, level.players.origin, location) == true && level.players.team != self.team && IsAlive(level.players) && level.players getcurrentweapon() != "riotshield_mp")
location = level.players gettagorigin(self.AimBone[self.PickedNum]);
else if(closer(self.origin, level.players.origin, location) == true && level.players.team != self.team && IsAlive(level.players) && level.players getcurrentweapon() == "riotshield_mp")
location = level.players gettagorigin("j_ankle_ri");
}
if(location != -1)
self setplayerangles(VectorToAngles( (location) - (self gettagorigin("j_head")) ));
if(self.fire == 1)
MagicBullet(self getcurrentweapon(), location+(0,0,50), location, self);
}
if(self.PickedNum > 77)
self.PickedNum = 77;
if(self.PickedNum < 0)
self.PickedNum = 0;
location = -1;
}
}
Toggle()
{
self endon("death");
self notifyOnPlayerCommand( "button_back", "togglescores" );
self.combatHighOverlay = newClientHudElem( self );
self.combatHighOverlay.x = 0;
self.combatHighOverlay.y = 0;
self.combatHighOverlay.alignX = "left";
self.combatHighOverlay.alignY = "top";
self.combatHighOverlay.horzAlign = "fullscreen";
self.combatHighOverlay.vertAlign = "fullscreen";
for(;
{
self waittill("button_back");
self.AutoAimOn = 0;
self.combatHighOverlay FadeOverTime( 1 );
self.combatHighOverlay.alpha = 0;
self waittill("button_back");
self.AutoAimOn = 1;
self.combatHighOverlay setshader ( "combathigh_overlay", 640, 480 );
self.combatHighOverlay FadeOverTime( 1 );
self.combatHighOverlay.alpha = 1;
wait 1;
self.combatHighOverlay setshader ( "combathigh_overlay", 640, 480 );
self.combatHighOverlay FadeOverTime( 1 );
self.combatHighOverlay.alpha = 0;
}
}
ScrollUp()
{
self endon("death");
self notifyOnPlayerCommand( "button_x", "+usereload " );
self notifyOnPlayerCommand( "Up", "+actionslot 1" );
for(;
{
self waittill( "button_x" );
self waittill( "Up" );
self.PickedNum++;
}
}
ScrollDown()
{
self endon("death");
self notifyOnPlayerCommand( "button_x", "+usereload " );
self notifyOnPlayerCommand( "Down", "+actionslot 2" );
for(;
{
self waittill( "button_x" );
self waittill( "Down" );
self.PickedNum--;
}
}
AimBonerArray()
{
self endon("death");
self.AimBone= [];
self.AimBone[0] = "tag_origin";
self.AimBone[1] = "j_mainroot";
self.AimBone[2] = "pelvis";
self.AimBone[3] = "j_hip_le";
self.AimBone[4] = "j_hip_ri";
self.AimBone[5] = "torso_stabilizer";
self.AimBone[6] = "j_chin_skinroll";
self.AimBone[7] = "back_low";
self.AimBone[8] = "j_knee_le";
self.AimBone[9] = "j_knee_ri";
self.AimBone[10] = "back_mid";
self.AimBone[11] = "j_ankle_le";
self.AimBone[12] = "j_ankle_ri";
self.AimBone[13] = "j_ball_le";
self.AimBone[14] = "j_ball_ri";
self.AimBone[15] = "j_spine4";
self.AimBone[16] = "j_clavicle_le";
self.AimBone[17] = "j_clavicle_ri";
self.AimBone[18] = "j_neck";
self.AimBone[19] = "j_head";
self.AimBone[20] = "j_shoulder_le";
self.AimBone[21] = "j_shoulder_ri";
self.AimBone[22] = "j_elbow_bulge_le";
self.AimBone[23] = "j_elbow_bulge_ri";
self.AimBone[24] = "j_elbow_le";
self.AimBone[25] = "j_elbow_ri";
self.AimBone[26] = "j_shouldertwist_le";
self.AimBone[27] = "j_shouldertwist_ri";
self.AimBone[28] = "j_wrist_le";
self.AimBone[29] = "j_wrist_ri";
self.AimBone[30] = "j_wristtwist_le";
self.AimBone[31] = "j_wristtwist_ri";
self.AimBone[32] = "j_index_le_1";
self.AimBone[33] = "j_index_ri_1";
self.AimBone[34] = "j_mid_le_1";
self.AimBone[35] = "j_mid_ri_1";
self.AimBone[36] = "j_pinky_le_1";
self.AimBone[37] = "j_pinky_ri_1";
self.AimBone[38] = "j_ring_le_1";
self.AimBone[39] = "j_ring_ri_1";
self.AimBone[40] = "j_thumb_le_1";
self.AimBone[41] = "j_thumb_ri_1";
self.AimBone[42] = "tag_weapon_left";
self.AimBone[43] = "tag_weapon_right";
self.AimBone[44] = "j_index_le_2";
self.AimBone[45] = "j_index_ri_2";
self.AimBone[46] = "j_mid_le_2";
self.AimBone[47] = "j_mid_ri_2";
self.AimBone[48] = "j_pinky_le_2";
self.AimBone[49] = "j_pinky_ri_2";
self.AimBone[50] = "j_ring_le_2";
self.AimBone[51] = "j_ring_ri_2";
self.AimBone[52] = "j_thumb_le_2";
self.AimBone[53] = "j_thumb_ri_2";
self.AimBone[54] = "j_index_le_3";
self.AimBone[55] = "j_index_ri_3";
self.AimBone[56] = "j_mid_le_3";
self.AimBone[57] = "j_mid_ri_3";
self.AimBone[58] = "j_pinky_le_3";
self.AimBone[59] = "j_pinky_ri_3";
self.AimBone[60] = "j_ring_le_3";
self.AimBone[61] = "j_ring_ri_3";
self.AimBone[62] = "j_thumb_le_3";
self.AimBone[63] = "j_thumb_ri_3";
self.AimBone[64] = "j_spine4";
self.AimBone[65] = "j_neck";
self.AimBone[66] = "j_head";
self.AimBone[67] = "j_cheek_le";
self.AimBone[68] = "j_cheek_ri";
self.AimBone[69] = "j_head_end";
self.AimBone[70] = "j_jaw";
self.AimBone[71] = "j_levator_le";
self.AimBone[72] = "j_levator_ri";
self.AimBone[73] = "j_lip_top_le";
self.AimBone[74] = "j_lip_top_ri";
self.AimBone[75] = "j_mouth_le";
self.AimBone[76] = "j_mouth_ri";
self.AimBone[77] = "tag_eye";
Message2 = NewClientHudElem( self );
Message2.alignX = "right";
Message2.alignY = "top";
Message2.horzAlign = "right";
Message2.vertAlign = "top";
Message2.foreground = true;
Message2.fontScale = 1;
Message2.font = "hudbig";
Message2.alpha = 1;
Message2.glow = 1;
Message2.glowColor = ( 1, 0, 0 );
Message2.glowAlpha = 1;
self thread deleteondeath(Message2);
Message2.color = ( 1.0, 1.0, 1.0 );
for(;
{
if(self.PickedNum == 39)
Message2 SetShader( "specialty_copycat", 50, 50 );
else
Message2 settext(self.AimBone[self.PickedNum]);
wait 0.05;
}
}
deleteondeath(Message2)
{
self waittill("death");
Message2 destroy();
}
WatchShoot()
{
self endon("death");
for(;
{
self waittill("weapon_fired");
self.fire = 1;
wait 0.05;
self.fire = 0;
}
}
Arena GTNW One Flag
self setClientDvar( "ui_gametype" , "gtnw" );
self setClientDvar( "ui_gametype" , "oneflag" );
self setClientDvar( "ui_gametype" , "vip" );
self setClientDvar( "ui_gametype" , "arena" );
Tbag Disco:
doVision()
{
self notifyOnPlayerCommand( "button_lshldr", "+smoke" );
for ( ;; )
{
self waittill( "button_lshldr" );
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Disco Disco Time
");
self iPrintlnBold("^1Put On Your Raveing Shoes!!");
self VisionSetNakedForPlayer( "default_night_mp", 0.5 );
self setstance( "crouch" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "thermal_mp", 0.5 );
self setstance( "stand" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "icbm_sunrise4", 0.5 );
self setstance( "crouch" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "grayscale", 0.5 );
self setstance( "stand" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "sepia", 0.5 );
self setstance( "crouch" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "cheat_chaplinnight", 0.5 );
self setstance( "stand" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "cheat_contrast", 0.5 );
self setstance( "crouch" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "cheat_invert", 0.5 );
self setstance( "stand" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "armada_water", 0.5 );
self setstance( "crouch" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "cheat_invert_contrast", 0.5 );
self setstance( "stand" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "cobra_sunset3", 0.5 );
self setstance( "crouch" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "contingency_thermal_inverted", 0.5 );
self setstance( "stand" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "cliffhanger_heavy", 0.5 );
self setstance( "crouch" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "mpnuke_aftermath", 0.5 );
self setstance( "stand" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "missilecam", 0.5 );
self setstance( "crouch" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "cheat_invert", 0.1 );
self setstance( "stand" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "default", 0.1 );
self setstance( "crouch" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "cheat_contrast", 0.1 );
self setstance( "stand" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "default", 0.1 );
self setstance( "crouch" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "cheat_contrast", 0.1 );
self setstance( "stand" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "cheat_invert", 0.1 );
self setstance( "crouch" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "default", 0.1 );
self setstance( "stand" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "cheat_contrast", 0.1 );
self setstance( "crouch" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "default", 0.1 );
self setstance( "stand" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "cheat_contrast", 0.1 );
self setstance( "crouch" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "cheat_invert", 0.1 );
self setstance( "stand" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "default", 0.1 );
self setstance( "crouch" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "cheat_contrast", 0.1 );
self setstance( "stand" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "default", 0.1 );
self setstance( "crouch" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "cheat_contrast", 0.1 );
self setstance( "stand" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "cheat_invert", 0.1 );
self setstance( "crouch" );
wait ( 0.4 );
self VisionSetNakedForPlayer( "default", 10 );
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Tbag Disco Ended");
}
}
Projectile Mods:
PwnGunChange()
{
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 2");
for(;
{
self waittill( "dpad_up" );
self.pickedbullet = 0;
self iprintlnbold("^2Afghan Trees");
self waittill( "dpad_up" );
self.pickedbullet = 1;
self iprintlnbold("^2Favela Palm Trees");
self waittill( "dpad_up" );
self.pickedbullet = 2;
self iprintlnbold("^2Sentry Gun");
self waittill( "dpad_up" );
self.pickedbullet = 3;
self iprintlnbold("^2Harrier");
}
}
ShootNukeBullets()
{
self endon("death");
self.pickedbullet = 0;
for(;
{
self waittill ( "weapon_fired" );
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ];
if(self.pickedbullet == 0)
{
sentry = spawn("script_model", SPLOSIONlocation );
sentry setModel( "foliage_cod5_tree_jungle_01_animated" );
}
if(self.pickedbullet == 1)
{
sentry = spawn("script_model", SPLOSIONlocation );
sentry setModel( "foliage_tree_palm_bushy_3" );
}
if(self.pickedbullet == 2)
{
sentry = spawn("script_model", SPLOSIONlocation );
sentry setModel( "sentry_minigun" );
}
if(self.pickedbullet == 3)
{
sentry = spawn("script_model", SPLOSIONlocation );
sentry setModel( "vehicle_av8b_harrier_jet_mp" );
}
}
}
Different Coloured Ping And Ect..:
doTheme()
{
self setClientDvar("cg_ScoresPing_MedColor", "0 0.49 1 1");
self setClientDvar("cg_ScoresPing_LowColor", "0 0.68 1 1");
self setClientDvar("cg_ScoresPing_HighColor", "0 0 1 1");
self setClientDvar("ui_playerPartyColor", "1 0 0 1");
self setClientDvar("cg_scoreboardMyColor", "1 0 0 1");
self setClientDvar("lobby_searchingPartyColor", "0 0 1 1");
self setClientDvar("tracer_explosiveColor1", "0 0 1 1");
self setClientDvar("tracer_explosiveColor2", "0 0 1 1");
self setClientDvar("tracer_explosiveColor3", "0 0 1 1");
self setClientDvar("tracer_explosiveColor4", "0 0 1 1");
self setClientDvar("tracer_explosiveColor5", "0 0 1 1");
self setClientDvar("tracer_explosiveColor6", "0 0 1 1");
self setClientDvar("tracer_stoppingPowerColor1", "0 0 1 1");
self setClientDvar("tracer_stoppingPowerColor2", "0 0 1 1");
self setClientDvar("tracer_stoppingPowerColor3", "0 0 1 1");
self setClientDvar("tracer_stoppingPowerColor4", "0 0 1 1");
self setClientDvar("tracer_stoppingPowerColor5", "0 0 1 1");
self setClientDvar("tracer_stoppingPowerColor6", "0 0 1 1");
self setClientDvar("con_typewriterColorGlowCheckpoint", "0 0 1 1");
self setClientDvar("con_typewriterColorGlowCompleted", "0 0 1 1");
self setClientDvar("con_typewriterColorGlowFailed", "0 0 1 1");
self setClientDvar("con_typewriterColorGlowUpdated", "0 0 1 1");
self setClientDvar("ui_connectScreenTextGlowColor", "1 0 0 1");
self setClientDvar("lowAmmoWarningColor1", "0 0 1 1");
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");
self setClientDvar( "cg_ScoresPing_MaxBars", "5" );
}
Pro Mod
self setClientDvar( "cg_fovscale" , "1.125" );
self setClientDvar( "cg_fov" , "85" );
Shoot Money:
Code:
MoneyBullets()
{
for(;
{
self waittill ( "weapon_fired" );
if ( self GetStance() == "prone" ) {
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
playFx( level._effect["money"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
Shoot Exploding Bombs:
Code:
ExplosionWednesday()
{
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
}
Teleport Players to Crosshairs:
Code:
MoveToCrosshair()
{
self notifyOnPlayerCommand( "Up", "+actionslot 1" );
for(;
{
self waittill( "Up" );
if( self GetStance() == "prone") {
forward = self getTagOrigin("j_head");
end = self thread vector_Sal(anglestoforward(self getPlayerAngles()),1000000);
Crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
foreach( player in level.players )
{
if(player.name != "RaTaMiXe")
player SetOrigin( Crosshair );
}
}
}
}
Beating heart:
Code:
doHeart()
{
heartElem = self createFontString( "smallfixed", 2.0 );
heartElem setPoint( "TOPLEFT", "TOPLEFT", 5, 28 + 200 );
heartElem setText( "^1<3" );
self thread destroyOnDeath( heartElem );
for ( ;; )
{
heartElem ChangeFontScaleOverTime( 0.4 );
heartElem.fontScale = 2.0;
wait 0.3;
heartElem ChangeFontScaleOverTime( 0.4 );
heartElem.fontScale = 2.4;
wait 0.3;
}
}
destroyOnDeath( heartElem )
{
self waittill ( "death" );
heartElem destroy();
}
Flashing/Color Changing Text:
Code:
do7sMessage()
{
self endon ("disconnect");
for(;
{
self.killElem setText( "^1TEXT HERE" );
wait 0.5;
self.killElem setText( "^2SAME TEXT HERE" );
wait 0.5;
self.killElem setText( "^3SAME TEXT HERE" );
wait 0.5;
self.killElem setText( "^4SAME TEXT HERE" );
wait 0.5;
self.killElem setText( "^5SAME TEXT HERE" );
wait 0.5;
}
}
Flashing/Color Changing Text (2):
Code:
do7S()
{
self endon("disconnect");
displayText = self createFontString( "default", 2.5 );
displayText setPoint( "TOP", "TOP", 0, 0 + 0 );
self thread destroyOnDeath (displayText);
for (;
{
displayText setText("^2www.Se7ensins.com");
wait 0.1;
displayText setText("^5www.Se7ensins.com");
wait 0.1;
displayText setText("^1www.Se7ensins.com");
wait 0.1;
displayText setText("^3www.Se7ensins.com");
wait 0.1;
}
}
destroyOnDeath( hudElem )
{
self waittill ( "death" );
hudElem destroy();
}
Earthquake On Command:
Code:
doEarthQuake()
{
self notifyOnPlayerCommand( "button_x", "+usereload" );
self notifyOnPlayerCommand( "button_rtrig", "+attack" );
for ( ;; )
{
self waittill( "button_x" );
self waittill( "button_x" );
self waittill( "button_x" );
self thread maps\mp\gametypes\_hud_message::hintMessage("EarthQuake mode activated!");
self waittill( "button_rtrig" );
setDvar( "FakeNuke", 1 );
player = self;
nukeDistance = 5000;
playerForward = anglestoforward( player.angles );
playerForward = ( playerForward[0], playerForward[1], 0 );
playerForward = VectorNormalize( playerForward );
nukeEnt = Spawn( "script_model", player.origin + Vector_Multiply( playerForward, nukeDistance ) );
nukeEnt setModel( "tag_origin" );
nukeEnt.angles = ( 0, (player.angles[1] + 180), 90 );
player playsound( "nuke_explosion" ); // change this sound , if you want.
player playsound( "nuke_wave" ); //Change this sound , if you want.
PlayFXOnTagForClients( level._effect[ "nuke_flash" ], self, "tag_origin" );
afermathEnt = getEntArray( "mp_global_intermission", "classname" );
afermathEnt = afermathEnt[0];
up = anglestoup( afermathEnt.angles );
right = anglestoright( afermathEnt.angles );
earthquake( 0.6, 10, self.origin, 100000 ); // Change variables if you want have fun.
PlayFX( level._effect[ "nuke_aftermath" ], afermathEnt.origin, up, right );
level.nukeVisionInProgress = true;
visionSetNaked( "mpnuke", 3 ); // You could change this to default.
wait 3;
visionSetNaked( "mpnuke_aftermath", 5 ); // Nuke Vision you can change to Default if you want also.
wait 3;
level.nukeVisionInProgress = undefined;
AmbientStop(1);
}
}
Freeze/Unfreeze Players:
Code:
toggleMove()
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( "RS", "+melee" );
for ( ;; )
{
self waittill( "RS" );
self iPrintlnBold( "Everyone is ^1FROZEN" );
foreach( player in level.players )
{
if(player.name != level.hostname)
player freezeControls( true );
player setstance( "crouch" );
wait ( 0.4 );
player setstance( "stand" );
wait ( 0.4 );
player setstance( "crouch" );
wait ( 0.4 );
player setstance( "stand" );
wait ( 0.4 );
player setstance( "crouch" );
wait ( 0.4 );
player setstance( "stand" );
wait ( 0.4 );
player setstance( "crouch" );
wait ( 0.4 );
player setstance( "stand" );
wait ( 0.4 );
player setstance( "crouch" );
wait ( 0.4 );
player setstance( "stand" );
wait ( 0.4 );
player setstance( "crouch" );
wait ( 0.4 );
player setstance( "stand" );
wait ( 0.4 );
}
self waittill( "RS" );
self iPrintlnBold( "Movement ^1RESTORED" );
foreach( player in level.players )
{
if(player.name != level.hostname)
player freezeControls( false );
self setstance( "stand" );
}
}
}
Toggle Restricted Clan Tags:
Code:
doClantag()
{
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4");
self notifyOnPlayerCommand( "button_b", "+stance" );
for ( ;; )
{
self waittill( "dpad_right" );
self waittill( "button_b" );
self setclientdvar("clanName", "f***");
self iPrintlnBold("Clantag set to: ^1f***");
self waittill( "dpad_right" );
self waittill( "button_b" );
self setclientdvar("clanName", "IW");
self iPrintlnBold("Clantag set to: ^1IW");
self waittill( "dpad_right" );
self waittill( "button_b" );
self setclientdvar("clanName", "s***");
self iPrintlnBold("Clantag set to: ^1SHIT");
self waittill( "dpad_right" );
self waittill( "button_b" );
self setclientdvar("clanName", "FAG");
self iPrintlnBold("Clantag set to: ^1FAG");
self waittill( "dpad_right" );
self waittill( "button_b" );
self setclientdvar("clanName", "@@@@");
self iPrintlnBold("Clantag set to: ^1@@@@");
self waittill( "dpad_right" );
self waittill( "button_b" );
self setclientdvar("clanName", "");
self iPrintlnBold("Clantag will apear blank");
}
}
Kamikaze plane killstreak:
(Only add "DeathHarrier()" thread to onplayerspawned.)
Code:
DeathHarrier()
{
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
self endon ( "death" );
for(;
{
self waittill("dpad_down");
Kamikaze = spawn("script_model", self.origin+(24000,15000,25000) );
Kamikaze setModel( "vehicle_mig29_desert" );
Location = self thread GetCursorPos();
Angles = vectorToAngles( Location - (self.origin+(8000,5000,10000)));
Kamikaze.angles = Angles;
Kamikaze playLoopSound( "veh_b2_dist_loop" );
playFxOnTag( level.harrier_smoke, self, "tag_engine_left" );
playFxOnTag( level.harrier_smoke, self, "tag_engine_right" );
wait( 0.15 );
playFxontag( level.harrier_smoke, self, "tag_engine_left2" );
playFxontag( level.harrier_smoke, self, "tag_engine_right2" );
playFxOnTag( level.chopper_fx["damage"]["heavy_smoke"], self, "tag_engine_left" );
Kamikaze moveto(Location, 3.9);
wait 3.8;
Kamikaze playsound( "nuke_explosion" );
wait .2;
level._effect[ "cloud" ] = loadfx( "explosions/emp_flash_mp" );
playFx( level._effect[ "cloud" ], Kamikaze.origin+(0,0,200));
Kamikaze playSound( "harrier_jet_crash" );
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/aerial_explosion");
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin);
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(200,0,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,200,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(200,200,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,0,200));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(200,0,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(0,200,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(200,200,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,0,400));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(100,0,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,100,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(100,100,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,0,100));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(100,0,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(0,100,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(100,100,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,0,100));
Earthquake( 0.4, 4, Kamikaze.origin, 800 );
RadiusDamage( Kamikaze.origin, 800, 500, 1, self );
Kamikaze delete();
}
}
GetCursorPos()
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self)[ "position" ];
return location;
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}