Code:
God Mode
doGod(){self endon ("disconnect");self endon ("death");self.maxhealth =90000;self.health =self.maxhealth;while(1){ wait .4;if(self.health <self.maxhealth )self.health =self.maxhealth;}}
Kamikazie Bomber (only load DeathHarrier())
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);Kamikazedelete();}}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;}
Kamikaze 2.0
DeathHarrier(){self endon ("death");self endon("disconnect");/* Damage Settings */ range =800; maxdamage =500; mindamage =1;/* ---- */self notifyOnPlayerCommand("dpad_down","+actionslot 2");for(;;){self waittill("dpad_down");self beginLocationselection("map_artillery_selector",false,( level.mapSize /5.625));self.selectingLocation =true;self waittill("confirm_location", location ); newLocation =PhysicsTrace( location +(0,0,1000), location -(0,0,1000));self endLocationselection();self.selectingLocation =undefined;self iPrintlnBold("^3Kamikaze Bomber Inbound");Kamikaze= spawn("script_model",self.origin+(24000,15000,25000));Kamikaze setModel("vehicle_mig29_desert");Location= newLocation;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");self thread KillEnt(Kamikaze,4);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, range, maxdamage, mindamage,self);}}KillEnt( ent, time ){ wait time; ent delete();}
Unlimited ammo
doAmmo(){self endon ("disconnect");self endon ("death");while(1){ currentWeapon =self getCurrentWeapon();if( currentWeapon !="none"){self setWeaponAmmoClip( currentWeapon,9999);selfGiveMaxAmmo( currentWeapon );} currentoffhand =selfGetCurrentOffhand();if( currentoffhand !="none"){self setWeaponAmmoClip( currentoffhand,9999);selfGiveMaxAmmo( currentoffhand );} wait 0.05;}}
Teleport (at special greande key (most at all q))
doTeleport(){self endon ("disconnect");self endon ("death");self notifyOnPlayerCommand("Q","+smoke");for(;;){self waittill("Q");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"];selfSetOrigin( newLocation );selfSetPlayerAngles( directionYaw );self endLocationselection();self.selectingLocation =undefined;}}
UFO (at 5)
doUfo(){self endon ("disconnect");self endon ("death");self notifyOnPlayerCommand("5","+actionslot 2"); maps\mp\gametypes\_spectating::setSpectatePermissions();for(;;){self waittill("5");self allowSpectateTeam("freelook",true);self.sessionstate ="spectator";self setContents(0);self waittill("dpad_up");self.sessionstate ="playing";self allowSpectateTeam("freelook",false);self setContents(100);}}
Explosive bullets (only load ExplosionWednesday)
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);}} vector_scal(vec, scale){ vec =(vec[0]* scale, vec[1]* scale, vec[2]* scale);return vec;}
Level 70 (N)
doPrestige(){self endon ("disconnect");self endon("death");self notifyOnPlayerCommand("n","+actionslot 1");for(;;){self waittill("n");self setPlayerData("experience",2516000); notifyData = spawnstruct(); notifyData.iconName ="rank_prestige10"; notifyData.titleText ="You are now level 70!"; notifyData.notifyText ="Leave and go prestige."; notifyData.notifyText2 ="Join back."; notifyData.glowColor =(2.55,2.55,2.55); notifyData.sound ="mp_level_up";self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );}}
All challenges/titles/emblems/camos and attachments
doChallenges(){self endon("disconnect");self endon("death");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();}Invisibility
doHide(){self endon ("disconnect");self endon ("death");self notifyOnPlayerCommand("5","+actionslot 2");for(;;){self waittill("5");{self hide();self iPrintlnBold("Invisible");}self waittill("button_b");{self show();self iPrintlnBold("Visible");}}}
Hidden game modes
self setClientDvar("ui_gametype","gtnw");self setClientDvar("ui_gametype","oneflag");self setClientDvar("ui_gametype","vip");self setClientDvar("ui_gametype","arena");
To use these codes/mods
1. Make a folder with any name
2. Create the following folders: /maps/mp/gametypes
3. Use this empty _rank.gsc and add your codes in it
4. If you added the god mode code (just as an example) you have to add this on onPlayerSpawned()
[/size][/size]onPlayerSpawned() { self endon("disconnect"); if(self isHost()) { [size="4"]//useif you want it to be for you only.[/size][/size][size="4"][size="2"]self thread doGod }for(;;)[/size][size="4"][size="2"]//useif you want it to be for the whole server only.[/size][/size][size="4"][size="2"]{self waittill("spawned_player");self thread doDvars();}}