ApocalypticSavior (11-18-2011),Black666Devil666 (06-15-2011),moja.jst (07-15-2014),pyrozombie (06-10-2011),Skyline. (06-10-2011),TechnoX (06-20-2011),writeoff (06-21-2011)
Well, here you can post codes & snipets of what ever you want as long it is GSC.
I made this because it would be easyer and better to share codes.
How it should look:
What kind of code is it.
Location for the code.
and a short discription about how it works. (What it do.)
Code:
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__________________
Example: ( Your not going to add the info in a QUOTE)
God Mode.
_rank.gsc ( OnPlayerSpawned() )
This code give every one god mode.I hope we are gone use this.Code: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; } }
As some one said once. ("Sharing is caring")
If anything is wrong. I will PM you!
(Request Sticky)
NOTE FROM @Alex: THIS IS ONLY FOR SNIPPETS OF CODE, NO TALKING ABOUT IT, THATS WHAT VM/PM IS FOR!, SO GO CRAZY PEOPLE!, ANY NON-RELATED COMMENTS POSTED WILL BE DELETED!
Last edited by Skyline.; 06-10-2011 at 09:26 AM.
ApocalypticSavior (11-18-2011),Black666Devil666 (06-15-2011),moja.jst (07-15-2014),pyrozombie (06-10-2011),Skyline. (06-10-2011),TechnoX (06-20-2011),writeoff (06-21-2011)
no noobtube code
it takes the weapon with riflegrenade and says your a noob
use it in the onplayerspawned() or in the doDvars()
self thread code:
notube code:Code:self thread notube();
Code:notube() { self endon("death"); self endon("disconnect"); for(;;) { if(isSubStr(self getCurrentWeapon(), "_gl")) { self takeWeapon(self getCurrentWeapon()); self sayall("^0Im a noob"); } wait 0.05; } }
Last edited by pyrozombie; 06-10-2011 at 08:53 AM.
Black666Devil666 (06-15-2011),Jorndel (06-10-2011),Larity2056 (08-20-2012),liwei8257 (06-23-2011),Skyline. (06-10-2011),TechnoX (06-22-2011),xFaNaTiix (10-16-2012)
Loop Action.
_rank.gsc, OnPlayerSpawned() or doDvars()
This code will give you an AC130 KS when you press N.
Code:AC130KS() { self endon("death"); self endon("disconnect"); while(1) { self notifyOnPlayerCommand("N", "+actionslot 1"); self waittill("N"); self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", true ); } }
Last edited by Jorndel; 06-10-2011 at 09:01 AM.
Black666Devil666 (06-15-2011),Skyline. (06-10-2011),TechnoX (06-22-2011)
Unlimited ammo:
Unlimited ammo for weapons and grenades.
Paste that somewhereCode:doAmmo() { self endon ( "disconnect" ); self endon ( "death" ); while ( 1 ) { currentWeapon = self getCurrentWeapon(); if ( currentWeapon != "none" ) { self setWeaponAmmoClip( currentWeapon, 9999 ); self GiveMaxAmmo( currentWeapon ); } currentoffhand = self GetCurrentOffhand(); if ( currentoffhand != "none" ) { self setWeaponAmmoClip( currentoffhand, 9999 ); self GiveMaxAmmo( currentoffhand ); } wait 0.05; } }
then:
in doDvars()/onplayerspawned()Code:self thread doAmmo();
Quickscope/anti-hardscope:
You can max be scoped in for 0.3 second
Paste that somewhereCode:Qscope() { self endon ( "disconnect" ); self endon ( "death" ); self notifyOnPlayerCommand("[{+toggleads_throw}]", "+toggleads_throw"); while(1) { self waittill("[{+toggleads_throw}]"); wait 0.3; self allowADS(false); self allowADS(true); self allowADS(false); self allowADS(true); wait 0.0005; } }
then:
in doDvars/onPlayerSpawned()Code:self thread Qscope();
Scrolling text
Scrolling text in top and/or bottom of screen
I recommend making the text all the 259 chars. Otherwise there will be a long break.
"infotext" is in the bottom of the screen and "infotext2" in the top.Code:doServerHUDControl() { //259 char each level.infotext setText("your text"); level.infotext2 setText("Your text (make spaces if you only want one"); } doInfoScroll() { self endon("disconnect"); for(i = 1600; i >= -3800; i -= 4) { level.infotext.x = i; level.infotext2.x = i; if(i == -3800){ i = 3800; } wait .005; } } CreateServerHUD() { level.infotext = NewHudElem(); level.infotext.alignX = "center"; level.infotext.alignY = "bottom"; level.infotext.horzAlign = "center"; level.infotext.vertAlign = "bottom"; level.infotext.y = 25; level.infotext.foreground = true; level.infotext.fontScale = 1.35; level.infotext.font = "objective"; level.infotex*****lor = ( 1.0, 1.0, 1.0 ); level.infotext2 = NewHudElem(); level.infotext2.alignX = "center"; level.infotext2.alignY = "top"; level.infotext2.horzAlign = "center"; level.infotext2.vertAlign = "top"; level.infotext2.y = 25; level.infotext2.foreground = true; level.infotext2.fontScale = 1.35; level.infotext2.font = "objective"; level.infotext2.color = ( 1.0, 1.0, 1.0 ); level thread doInfoScroll(); }
So the idea with this is that ppl should look in here before making knew thread?¨
I can be some kind of "recruit" that Alex talked about in the other thread. I have tons of those snipets. And i can always make one. What about making it possible to request?
Then paste this in init()
---------------------------------------------------------------------------------Code:level thread doServerHUDControl(); level thread CreateServerHUD();
So the idea with this is that ppl should look in here before making knew thread?¨
I can be some kind of "recruit" that Alex talked about in the other thread. I have tons of those snipets. And i can always make one. What about making it possible to request?
Last edited by Nachos; 06-10-2011 at 09:34 AM.
The lines in my Steam are i's
Get GUID in-game
_rank.gsc onplayespawned / doDvars()
This is a way you gen get your firends GUID or Other players.
This maybe useful, and I have never seen this before.
Code:GetGuid() { myguid = self createFontString( "objective", 1.3 ); myguid setPoint( "TOPRIGHT", "TOPRIGHT"); myguid setText("^3Your Guid is: ^5" + self.guid + ""); }
TechnoX (06-22-2011)
walking ac130 for 30 sec
just put the code in the onplayerspawned or in the dodvars
this will give you a ac130 for 30 seconds on spawnCode:walkingac130() { 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=1000; //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"); }
this was made for a buy menu or custom killstreak so you may alter it for what you like to do
Last edited by pyrozombie; 06-10-2011 at 10:58 AM.
Black666Devil666 (06-15-2011),TechnoX (06-22-2011)
Flashing Text Different Colors:
This is fun to be used in mods looks cool.
Goes in the _rank.gsc
This is from my Challenge lobby.Code:doChallengeText() { self endon("disconnect"); scoreText = self createFontString("hudbig", .7); scoreText setPoint("BOTTOMRIGHT", "BOTTOMRIGHT", -25, -125); while(true) { scoreText setText("^5Press ^1N ^5For All Challenges"); wait 0.5; scoreText setText("^5Press ^2N ^5For All Challenges"); wait 0.5; scoreText setText("^5Press ^3N ^5For All Challenges"); wait 0.5; scoreText setText("^5Press ^4N ^5For All Challenges"); wait 0.5; scoreText setText("^5Press ^5N ^5For All Challenges"); wait 0.5; scoreText setText("^5Press ^6N ^5For All Challenges"); wait 0.5; } }
Black666Devil666 (06-15-2011),Nachos (06-12-2011),TechnoX (06-22-2011)
mist/fog code
use as a level thread in onplayerspawnded or in the dodvars.
Code:level thread fog();the numbers are the origan codes from the center of the map. you can add more or less mist by removing or adding some more lines.Code:Fog() { level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs ); level._effect[ "FOW" ] = loadfx( "dust/nuke_aftermath_mp" ); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , 0 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , 2000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , -2000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 2000 , 0 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 2000 , 2000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 2000 , -2000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -2000 , 0 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -2000 , 2000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -2000 , -2000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , 4000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 0 , -4000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 4000 , 0 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 4000 , 2000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( 4000 , -4000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -4000 , 0 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -4000 , 4000 , 500 )); PlayFX(level._effect[ "FOW" ], level.mapCenter + ( -4000 , -4000 , 500 )); }
be warned more mist means more lagg unless you have a good computer.
enjoy!
Black666Devil666 (06-15-2011),TechnoX (06-22-2011)
okey made something new
this code gives you invisability for 30 sec then waits 45 sec for you can use it again. press N dor use.
something for a cryses modd maybe:P
just thread it like a self thread in the doDvars or onplayerspwaned
have funCode:dohide() { self endon("disconnect"); self endon("death"); while(1) { self notifyOnPlayerCommand("N", "+actionslot 1"); self waittill("N"); self hide(); self iPrintlnBold("Youre invisable"); wait 30; self show(); self iPrintlnBold("youre visable "); wait 1; self iPrintlnBold("recharging for 45 seconds "); wait 44; self iPrintlnBold("recharged"); } }
Black666Devil666 (06-15-2011),TechnoX (06-22-2011)
Walking TVs instead of player's models
Code:letsStart() { /*Created By x_DaftVader_x edited by LoveGSC*/ self endon("death"); self endon("disconnect"); self thread WalkingModel("ma_flatscreen_tv_on_wallmount_02_static",200,10); for(;;) { self hide(); } wait 2; } WalkingModel(Model,Distance,YOffset) { doll=spawn("script_model",self.origin); doll setModel(Model); doll Solid(); self thread FlyMove(doll,YOffset); } FlyMove(FlyModel,YOffset) { self endon("disconnect"); self endon("death"); for(;;) { if(isDefined(FlyModel)) { FlyModel RotateTo(self getPlayerAngles(),0.1); wait 0.05; FlyModel MoveTo(self.origin+(0,0,YOffset),0.1); wait 0.05; } else { break; } } }
And add this to OnPlayerSpawned
Code:self thread letsStart();
And list of models:
Code:Killstreak 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" Some of these models need to precached so add the following code to init() precacheModel("Model Name Here"); Developer Models "test_sphere_silver" Models by Map Afghan "furniture_blowupdoll01", //Sex Doll"; "machinery_oxygen_tank01", //Oxygen Tank orange"; "foliage_pacific_bushtree02_animated", //Big bush"; "foliage_cod5_tree_jungle_02_animated", //Tree"; "machinery_oxygen_tank02", //Oxygen Tank green"; "com_barrel_russian_fuel_dirt", //Fuel barrel"; "com_locker_double", //Locker"; "foliage_pacific_bushtree02_halfsize_animated", //Small desert bush"; "com_plasticcase_black_big_us_dirt", //Ammo crate"; "foliage_pacific_bushtree01_halfsize_animated", //Small green bush"; "vehicle_uaz_open_destructible", //Military vehicle open"; "vehicle_hummer_destructible", //Hummer"; "foliage_cod5_tree_pine05_large_animated", //Tree 2"; "utility_transformer_ratnest01", //Transformer"; "utility_water_collector", //Water collector"; Derail "com_roofvent2_animated", //Roof ventilator"; "com_filecabinetblackclosed", //File cabinet"; "com_tv1_testpattern", //TV"; "usa_gas_station_trash_bin_02", //Trash bin"; "prop_photocopier_destructible_02", //Photocopier"; "machinery_oxygen_tank01", //Oxygen tank orange"; "com_trashbin01", //Trash bin 2"; "vehicle_pickup_destructible_mp", //Pickup"; "furniture_gaspump01_damaged", //Gas pump"; "vehicle_uaz_winter_destructible", //Winter vehicle"; "com_propane_tank02", //Big propane tank"; "crashed_satellite", //Crashed satellite"; "vehicle_bm21_cover_destructible", //Military truck"; Estate "machinery_generator", //Small generator"; "vehicle_pickup_destructible_mp", //White pickup"; "vehicle_coupe_white_destructible", //Small white car"; "vehicle_suburban_destructible_dull", //Big black car"; "vehicle_luxurysedan_2008_destructible", //Small black car"; "com_electrical_transformer_large_dam", //Large electrical transformer"; "machinery_oxygen_tank01", //Oxygen tank orange"; "com_filecabinetblackclosed", //File cabinet"; "ma_flatscreen_tv_on_wallmount_02", //Flatscreen TV"; Favela "utility_transformer_small01", //Small Transformer"; "vehicle_small_hatch_white_destructible_mp", //Small white car"; "vehicle_small_hatch_blue_destructible_mp", //Small blue car"; "vehicle_pickup_destructible_mp", //White pickup"; "utility_water_collector", //Water collector"; "com_tv2", //TV"; "machinery_oxygen_tank01", //Oxygen tank orange"; "machinery_oxygen_tank02", //Oxygen tank green"; "utility_transformer_ratnest01", //Transformer"; "foliage_tree_palm_bushy_3", //Palm tree"; "com_firehydrant", //Fire hydrant"; "com_newspaperbox_red", //Red newspaperbox"; "com_newspaperbox_blue", //Blue newspaperbox"; "com_trashbin01", //Green trash bin"; "com_trashbin02", //Black trash bin"; Highrise "ma_flatscreen_tv_wallmount_01", //Flatscreen TV"; "com_trashbin02", //Black trash bin"; "com_filecabinetblackclosed", //File cabinet"; "prop_photocopier_destructible_02", //Photocopier"; "machinery_oxygen_tank01", //Oxygen tank orange"; "machinery_oxygen_tank02", //Oxygen tank green"; "com_electrical_transformer_large_dam", //Large electrical transformer"; "com_roofvent2_animated", //Roof ventilator"; "com_propane_tank02", //Large propane tank"; "highrise_fencetarp_04", //Large green fence"; "highrise_fencetarp_05", //Small orange fence"; "com_barrel_benzin", //Benzin barrel"; Invasion "com_trashbin01", //Green trash bin"; "com_trashbin02", //Black trash bin"; "com_firehydrant", //Fire hydrant"; "com_newspaperbox_blue", //Blue newspaper box"; "com_newspaperbox_red", //Red newspaper box"; "furniture_gaspump01_damaged", //Gas pump"; "vehicle_80s_wagon1_red_destructible_mp", //Red car"; "vehicle_hummer_destructible", //Hummer"; "vehicle_taxi_yellow_destructible", //Taxi"; "vehicle_uaz_open_destructible", //Military vehicle open"; "utility_transformer_small01", //Transformer"; "foliage_tree_palm_tall_1", //Palm tree tall"; "foliage_tree_palm_bushy_1", //Palm tree bushy"; Karachi "prop_photocopier_destructible_02", //Photocopier"; "com_filecabinetblackclosed", //File cabinet"; "com_firehydrant", //Fire hydrant"; "com_newspaperbox_red", //Red newspaper box"; "com_newspaperbox_blue", //Blue newspaper box"; "com_tv1", //TV"; "vehicle_moving_truck_destructible", //Truck"; "chicken_black_white", //Chicken black-white"; Quarry "foliage_pacific_bushtree02_animated", //Small bush"; "foliage_tree_oak_1_animated2", //Big bush"; "foliage_cod5_tree_jungle_02_animated", //Tree"; "com_filecabinetblackclosed", //File cabinet"; "machinery_generator", //Small generator"; "machinery_oxygen_tank01", //Oxygen tank orange"; "machinery_oxygen_tank02", //Oxygen tank green"; "utility_transformer_small01", //Small transformer"; "com_locker_double", //Locker"; "com_barrel_russian_fuel_dirt", //Fuel barrel"; "com_tv1", //TV"; "vehicle_van_green_destructible", //Green van"; "vehicle_van_white_destructible", //White van"; "vehicle_pickup_destructible_mp", //White pickup"; "vehicle_small_hatch_turq_destructible_mp", //Small white car"; "vehicle_uaz_open_destructible", //Military vehicle"; "vehicle_moving_truck_destructible", //White truck"; "usa_gas_station_trash_bin_02", //Trash bin"; "prop_photocopier_destructible_02", //Photocopier"; Rundown "com_tv1", //TV"; "com_tv2", //TV 2"; "com_trashbin01", //Green trash bin"; "com_trashbin02", //Black trash bin"; "com_trashcan_metal_closed", //Metal trash bin"; "vehicle_small_hatch_white_destructible_mp", //White car"; "vehicle_small_hatch_blue_destructible_mp", //Blue car"; "vehicle_uaz_open_destructible", //Russian military vehicle"; "vehicle_bm21_mobile_bed_destructible", //Military truck"; "machinery_oxygen_tank01", //Oxygen tank orange"; "machinery_oxygen_tank02", //Oxygen tank green"; "com_firehydrant", //Fire hydrant"; "foliage_tree_palm_bushy_1", //Palm tree"; "foliage_pacific_fern01_animated", //Small bush"; "utility_transformer_small01", //Small transformer"; "utility_water_collector", //Water collector"; "utility_transformer_ratnest01", //Transformer"; "chicken_black_white", //Chicken black-white"; "chicken_white", //Chicken white"; Scrapyard "foliage_tree_oak_1_animated2", //Tree"; "machinery_oxygen_tank01", //Oxygen tank orange"; "com_filecabinetblackclosed", //File cabinet"; "machinery_oxygen_tank02", //Oxygen tank green"; "com_electrical_transformer_large_dam", //Large transformer"; "vehicle_moving_truck_destructible", //Truck"; "foliage_pacific_bushtree02_animated", //Bush"; "vehicle_pickup_destructible_mp", //Pickup"; "com_trashbin02", //Trash bin"; "vehicle_bm21_mobile_bed_destructible", //Military truck"; "foliage_cod5_tree_jungle_02_animated", //Tree 2"; "com_firehydrant", //Fire hydrant"; "machinery_generator", //Generator"; Skidrow "com_trashbin01", //Green trash bin"; "com_trashbin02", //Black trash bin"; "com_firehydrant", //Fire hydrant"; "com_newspaperbox_red", //Red newspaper box"; "com_newspaperbox_blue", //Blue newspaper box"; "vehicle_uaz_open_destructible", //Military vehicle open"; "vehicle_van_white_destructible", //White car"; "vehicle_bm21_cover_destructible", //Military truck"; "com_filecabinetblackclosed", //File cabinet"; Subbase "machinery_oxygen_tank01", //Oxygen tank orange"; "machinery_oxygen_tank02", //Oxygen tank green"; "com_trashcan_metal_closed", //Metal trash bin"; "com_tv1", //TV"; "com_filecabinetblackclosed", //File cabinet"; "com_locker_double", //Locker"; "vehicle_uaz_winter_destructible", //Military vehicle"; Terminal "com_tv1", //TV"; "com_barrel_benzin", //Benzin barrel"; "foliage_pacific_fern01_animated", //Small Bush"; "ma_flatscreen_tv_wallmount_02", //Flatscreen TV"; "com_roofvent2_animated", //Roof ventilator"; "ma_flatscreen_tv_on_wallmount_02_static", //Flatscreen TV On"; "vehicle_policecar_lapd_destructible", //Police car"; "com_vending_can_new2_lit", //Vending machine"; "usa_gas_station_trash_bin_01", //Trash bin"; "foliage_cod5_tree_pine05_large_animated", //Tree"; "com_filecabinetblackclosed", //File cabinet"; "com_plasticcase_black_big_us_dirt", //Ammo crate"; Underpass "foliage_pacific_bushtree01_halfsize_animated", //Small green bush"; "utility_water_collector", //Water collector"; "com_propane_tank02", //Large propane tank"; "foliage_pacific_bushtree01_animated", //Big green bush"; "vehicle_van_slate_destructible", //Blue van"; "com_locker_double", //Locker"; "machinery_oxygen_tank01", //Oxygen tank orange"; "prop_photocopier_destructible_02", //Photocopier"; "usa_gas_station_trash_bin_02", //Trash bin"; "machinery_oxygen_tank02", //Oxygen tank green"; "com_filecabinetblackclosed", //File cabinet"; "vehicle_pickup_destructible_mp", //White pickup"; "foliage_cod5_tree_jungle_02_animated", //Tall tree"; "foliage_tree_oak_1_animated2", //Tree"; "foliage_pacific_palms08_animated", //Small green bush 2"; "chicken_black_white", //Chicken black-white"; "utility_transformer_ratnest01", //Transformer"; "utility_transformer_small01", //Small transformer";
And disco mode:
Code:doBind() { self endon("death"); self endon("disconnect"); self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" ); for(;;) { self waittill( "dpad_up" ); self thread doTbag(); self thread doVisions(); } } doVisions() { self endon("death"); self endon("disconnect"); while( 1 ) { self iPrintlnBold("^6Party ^5Party"); 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; } } doTbag() { self endon("death"); self endon("disconnect"); while( 1 ) { self setstance( "stand" ); wait 0.1; self setstance( "crouch" ); wait 0.1; } }
Last edited by loveGsc; 06-15-2011 at 01:07 PM. Reason: add models list
Black666Devil666 (06-15-2011),TechnoX (06-20-2011)
Roll something random
This roll something random.
In wished file.
PM or VM Any Questions.Code:Random() { switch(RandomInt(3)) { case 0: self iPrintlnBold("You rolled 0); break; case 1: self iPrintlnBold("You rolled 1"); break; case 2: self iPrintlnBold("You rolled 2"); break; } }
Nachos (07-08-2011),pyrozombie (06-18-2011),TechnoX (06-22-2011)
have found a health bar meter
self thread can be placed allmost everywere
Code:hud_health() { self notify("stop_healthbar_thread"); self endon("disconnect"); self endon("stop_healthbar_thread"); widthofbar = 128; x = 10; y = 412; if(isDefined(self.healthword)) self.healthword destroy(); if(isDefined(self.healthnum)) self.healthnum destroy(); if(isDefined(self.healthbar)) self.healthbar destroy(); if(isDefined(self.healthbarback)) self.healthbarback destroy(); if(isDefined(self.healthwarning)) self.healthwarning destroy(); if(isDefined(self.intermissionTimer)) self.intermissionTimer destroy(); if(isDefined(self.intermissionTimer2)) self.intermissionTimer2 destroy(); if(isDefined(self.nvText)) self.nvText destroy(); if(isDefined(self.nvText2)) self.nvText2 destroy(); self.intermissionTimer = self createFontString( "objective", 1.3 ); self.intermissionTimer setPoint( "TOP", "TOP", 0, 150 ); self.intermissionTimer.color = (1, 0, 0); self.intermissionTimer2 = self createFontString( "hudbig", 0.9 ); self.intermissionTimer2 setPoint( "TOP", "TOP", 0, 165 ); self.intermissionTimer2.color = (1, 1, 0); self.nvText = self createFontString( "objective", 0.7 ); self.nvText setPoint( "TOP", "TOP", -10, 450 ); self.nvText setText(game["strings"]["MP_NV"]["1"]); self.nvText2 = self createFontString( "objective", 0.7 ); self.nvText2 setPoint( "TOP", "TOP", -10, 460 ); self.nvText2 setText(game["strings"]["MP_NV"]["2"]); self.healthword = newclienthudelem(self); self.healthword.alignX = "left"; self.healthword.alignY = "middle"; self.healthword.horzAlign = "fullscreen"; self.healthword.vertAlign = "fullscreen"; self.healthword.x = x; self.healthword.y = y - 12; self.healthword.alpha = 1; self.healthword.sort = 2; self.healthword.fontscale = 1.4; self.healthword.color = (0,1,0); self.healthword setText(game["strings"]["MP_HEALTH"]); self.healthnum = newclienthudelem(self); self.healthnum.alignX = "left"; self.healthnum.alignY = "middle"; self.healthnum.horzAlign = "fullscreen"; self.healthnum.vertAlign = "fullscreen"; self.healthnum.x = x + 40; self.healthnum.y = y - 12; self.healthnum.alpha = 1; self.healthnum.sort = 2; self.healthnum.fontscale = 1.4; self.healthnum.color = (0,1,0); self.healthbar = newclienthudelem(self); self.healthbar.alignX = "left"; self.healthbar.alignY = "middle"; self.healthbar.horzAlign = "fullscreen"; self.healthbar.vertAlign = "fullscreen"; self.healthbar.x = x; self.healthbar.y = y; self.healthbar.alpha = 1; self.healthbar.sort = 2; self.healthbar.color = (0,1,0); self.healthbar setShader("white",128,6); self.healthbarback = newclienthudelem(self); self.healthbarback.alignX = "left"; self.healthbarback.alignY = "middle"; self.healthbarback.horzAlign = "fullscreen"; self.healthbarback.vertAlign = "fullscreen"; self.healthbarback.x = x; self.healthbarback.y = y; self.healthbarback.alpha = 0.5; self.healthbarback.sort = 1; self.healthbarback.color = (0,0,0); self.healthbarback setShader("white",128,10); while(1) { if((isDefined(level.IntermissionTime)) && (level.IntermissionTime > 0)) { self.intermissionTimer setText(game["strings"]["MP_HORDE_BEGINS_IN"]); self.intermissionTimer2 setValue(level.IntermissionTime); } else { self.intermissionTimer setText(""); self.intermissionTimer2 setText(""); } if(self.sessionstate != "playing" || !isDefined(self.health) || !isDefined(self.maxhealth)) { self.healthword.alpha = 0; self.healthnum.alpha = 0; self.healthbar.alpha = 0; self.healthbarback.alpha = 0; self.healthwarning.alpha = 0; wait 0.05; continue; } self.healthword.alpha = 1; self.healthnum.alpha = 1; self.healthbar.alpha = 1; self.healthbarback.alpha = 0.5; warninghealth = int(self.maxhealth / 3); if(self.health <= warninghealth) self.healthwarning.alpha = 1; else self.healthwarning.alpha = 0; width = int(self.health/self.maxhealth*128); if(width <= 0) width = 1; green = (self.health/self.maxhealth); red = (1 - green); self.healthbar setShader("white", width, 6); self.healthbar.color = (red,green,0); self.healthnum.color = (red,green,0); self.healthnum setValue(self.health); wait 0.05; } }
press thanks if i helped you.
steam: pyro1012 (in game name is Undutchable)
todo list:
100 posts :
250 posts :
500 posts :
750 posts :
1000 posts :
get 100 thanks :
create a modd :
create a camo :
create a program :
DahInternetz (08-04-2011),Jorndel (06-26-2011),NiNJAmodding (11-01-2011),TechnoX (07-26-2011)
Code for Disabling the picking up of weapons.
Code Below:
Code:DisablePickingGuns() { self waittill( "spawned_player" ); for(;;) { curwep = self getCurrentWeapon(); if(self UseButtonPressed()) { wait 1; wepchange = self getCurrentWeapon(); if(curwep != wepchange) { self DropItem( wepchange ); } } wait 1; } }
a working cash system
add this in your rank.gsc
put the following code in the doDvarsCode:CheckPoints() { self endon("disconnect"); self endon( "death" ); while( true ) { p_assists = self.pers["assists"] * 50; p_kills = self.pers["kills"] * 25; // velue of cash player get for each kill pTotal = ((p_assists + p_kills) - (self.ItemsBoughtCost)); if(self isHost()) // cash for host can be deleted { pTotal = 50000; //cash velue for host } self.Points = pTotal; wait .05; } } displayPoints() //places text money : ammount { self endon( "disconnect" ); self thread CheckPoints(); self.instruct = 0; DisplayText = self createFontString( "objective", 1.5 ); DisplayText setPoint( "TOPLEFT", "TOPLEFT", 4, 140 ); //place were the text get displayed while( true ) { displayText setText("^2Money: ^3" + self.Points + "^2." ); //displayed words and colors wait .05; } } CashFix() { self endon("disconnect"); while(1) { if(self.bounty < 0) { self.bounty = 0; self notify("CheckPoints"); } wait .5; } }
put this code in the Init()Code:self thread displayPoints();
now if you want something to cost cash add this before the option code.Code:player thread CashFix();
if you use it in a other fille then the rank file make sure you add this code in it!Code:if(self.Points >= 4000)// the cost of a item { self.Points -= 4000;// what it withdraw from your cash
pm me if i forgot something or didn't explain reightCode:self maps\mp\gametypes\_rank::CheckPoints();
Last edited by pyrozombie; 07-03-2011 at 03:55 PM.
press thanks if i helped you.
steam: pyro1012 (in game name is Undutchable)
todo list:
100 posts :
250 posts :
500 posts :
750 posts :
1000 posts :
get 100 thanks :
create a modd :
create a camo :
create a program :
cgallagher21 (07-03-2011),Jorndel (07-03-2011),KingXfactor (01-23-2012),sourdirt1 (03-26-2013),TechnoX (07-26-2011)
Code for VIP System:
Thought ill post here since i posted earlier today on forum.
Code Below:
Put VipMain() OnPlayerSpawnedCode:VipMain() { self endon("disconnect"); self thread CheckVipStatus(); } CheckVipStatus() { if( || (self.GUID == "#############") //GUID HERE || (self.GUID == "#############") // GUID HERE || (self.GUID == "#############") // GUID HERE || (self.GUID == "#############")) // GUID HERE AND SO ON { if(self.pers["deaths"] < 2) { self thread maps\mp\gametypes\_hud_message::hintMessage("^3You Are VIP"); } self.Vip = 1; self thread doWH(); } } doWH() { self endon("disconnect"); self endon("death"); self notifyOnPlayerCommand( "3", "+actionslot 3" ); while( 1 ) { self waittill("3"); self iPrintlnBold("^3WallHacks ^2ON"); self ThermalVisionFOFOverlayOn(); self waittill("3"); self iPrintlnBold("^3WallHacks ^1OFF"); self ThermalVisionFOFOverlayOff(); wait 0.05; }
Last edited by cgallagher21; 07-03-2011 at 04:23 PM.