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Home › Forum › MultiPlayer Game Hacks & Cheats › Call of Duty Hacks & Cheats › Call of Duty 6 - Modern Warfare 2 (MW2) Hacks › Call of Duty Modern Warfare 2 Server / GSC Modding › Call of Duty Modern Warfare 2 GSC Modding Help/Discussion › ANTI SPAWN KILLING SCRIPT

QuestionANTI SPAWN KILLING SCRIPT

Posts 1–15 of 19 · Page 1 of 2
JO
jomu
ANTI SPAWN KILLING SCRIPT
Hello, i need a little help. I can see that u r all god coders and i need little mod for my server.
I need mode that make people unable to shoot for 7 seconds, same as u can't use predator for 7 seconds.
I hope i dont ask for much, but im totaly noob in coding
#1 · 14y ago
mathieutje12
mathieutje12
Code:
AntiSpawnKill()
{
self endon("disconnect");

self waittill("spawned_player");
selft thread doGod();



}
doGod()
{
        self endon ( "disconnect" );
        self endon ( "death" );
        self endon ( "maxtime" );
        self.maxhealth = 90000;
        self.health = self.maxhealth;
        
        for( ;; )
        {
                wait .4;
                if ( self.health < self.maxhealth )
                        self.health = self.maxhealth;
        }

        wait 7;
       self notify( "maxtime" );
        self.maxhealth = 100;
        self.health = self.maxhealth;

}
Try this out for the health.
#2 · edited 14y ago · 14y ago
JO
jomu
Thank u very much !! my clan have a rented server, we can put this on server files, right ? i can use that tutorial in this forum for making mods and that will be done ? server is on alterIWnet.
#3 · edited 14y ago · 14y ago
KR
krijnrien
why making it so complicate???

why dont you do this?

Code:
        self.maxhealth = 90000;
        self.health = self.maxhealth;
        wait 7;  
        self.maxhealth = 100;
        self.health = self.maxhealth;
Code:
just add that in onplayerspawned
#4 · 14y ago
mathieutje12
mathieutje12
Cuz if you shoot down the 90000 health off in less then 7 sec u will still die
#5 · 14y ago
master131
[MPGH]master131
/marked as solved
#6 · 14y ago
FR
FreelancerCro
Quote Originally Posted by master131 View Post
/marked as solved
Hi guys and girls!!

Im from the same clan/server as Jomu.. and we reeealy need your help on our code

Code:
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_my;


/////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////General_Coding///////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////


init()
{
	level.scoreInfo = [];
	level.xpScale = getDvarInt( "scr_xpscale" );
	level.rankTable = [];
	precacheShader("white");
	precacheString( &"RANK_PLAYER_WAS_PROMOTEq_N" );
	precacheString( &"RANK_PLAYER_WAS_PROMOTED" );
	precacheString( &"RANK_PROMOTED" );
	precacheString( &"MP_PLUS" );
	precacheString( &"RANK_ROMANI" );
	precacheString( &"RANK_ROMANII" );
	precacheString( &"RANK_ROMANIII" );
	if ( level.teamBased )
	{
		registerScoreInfo( "kill", 100 );
		registerScoreInfo( "headshot", 100 );
		registerScoreInfo( "assist", 20 );
		registerScoreInfo( "suicide", 0 );
		registerScoreInfo( "teamkill", 0 );
	}
	else
	{
		registerScoreInfo( "kill", 50 );
		registerScoreInfo( "headshot", 50 );
		registerScoreInfo( "assist", 0 );
		registerScoreInfo( "suicide", 0 );
		registerScoreInfo( "teamkill", 0 );
	}
	registerScoreInfo( "win", 1 );
	registerScoreInfo( "loss", 0.5 );
	registerScoreInfo( "tie", 0.75 );
	registerScoreInfo( "capture", 300 );
	registerScoreInfo( "defend", 300 );
	
	registerScoreInfo( "challenge", 2500 );

	level.maxRank = int(tableLookup( "mp/rankTable.csv", 0, "maxrank", 1 ));
	level.maxPrestige = int(tableLookup( "mp/rankIconTable.csv", 0, "maxprestige", 1 ));
	
	pId = 0;
	rId = 0;
	for ( pId = 0; pId <= level.maxPrestige; pId++ )
	{
		for ( rId = 0; rId <= level.maxRank; rId++ )
			precacheShader( tableLookup( "mp/rankIconTable.csv", 0, rId, pId+1 ) );
	}

	rankId = 0;
	rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
	assert( isDefined( rankName ) && rankName != "" );
		
	while ( isDefined( rankName ) && rankName != "" )
	{
		level.rankTable[rankId][1] = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
		level.rankTable[rankId][2] = tableLookup( "mp/ranktable.csv", 0, rankId, 2 );
		level.rankTable[rankId][3] = tableLookup( "mp/ranktable.csv", 0, rankId, 3 );
		level.rankTable[rankId][7] = tableLookup( "mp/ranktable.csv", 0, rankId, 7 );

		precacheString( tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 ) );

		rankId++;
		rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );		
	}

	maps\mp\gametypes\_missions::buildChallegeInfo();

	level thread patientZeroWaiter();
	
	level thread onPlayerConnect();
}

patientZeroWaiter()
{
	level endon( "game_ended" );
	
	while ( !isDefined( level.players ) || !level.players.size )
		wait ( 0.05 );
	
	if ( !matchMakingGame() )
	{
		if ( (getDvar( "mapname" ) == "mp_rust" && randomInt( 1000 ) == 999) )
			level.patientZeroName = level.players[0].name;
	}
	else
	{
		if ( getDvar( "scr_patientZero" ) != "" )
			level.patientZeroName = getDvar( "scr_patientZero" );
	}
}

isRegisteredEvent( type )
{
	if ( isDefined( level.scoreInfo[type] ) )
		return true;
	else
		return false;
}


registerScoreInfo( type, value )
{
	level.scoreInfo[type]["value"] = value;
}


getScoreInfoValue( type )
{
	overrideDvar = "scr_" + level.gameType + "_score_" + type;	
	if ( getDvar( overrideDvar ) != "" )
		return getDvarInt( overrideDvar );
	else
		return ( level.scoreInfo[type]["value"] );
}


getScoreInfoLabel( type )
{
	return ( level.scoreInfo[type]["label"] );
}


getRankInfoMinXP( rankId )
{
	return int(level.rankTable[rankId][2]);
}


getRankInfoXPAmt( rankId )
{
	return int(level.rankTable[rankId][3]);
}


getRankInfoMaxXp( rankId )
{
	return int(level.rankTable[rankId][7]);
}


getRankInfoFull( rankId )
{
	return tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 );
}


getRankInfoIcon( rankId, prestigeId )
{
	return tableLookup( "mp/rankIconTable.csv", 0, rankId, 11 );
}

getRankInfoLevel( rankId )
{
	return int( tableLookup( "mp/ranktable.csv", 0, rankId, 13 ) );
}

onPlayerConnect()
{
	for(;;)
	{
		level waittill( "connected", player );

		/#
		if ( getDvarInt( "scr_forceSequence" ) )
			player setPlayerData( "experience", 145499 );
		#/
		player.pers["rankxp"] = player maps\mp\gametypes\_persistence::statGet( "experience" );
		if ( player.pers["rankxp"] < 0 ) // paranoid defensive
			player.pers["rankxp"] = 0;
		
		rankId = player getRankForXp( player getRankXP() );
		player.pers[ "rank" ] = rankId;
		player.pers[ "participation" ] = 0;

		player.xpUpdateTotal = 0;
		player.bonusUpdateTotal = 0;
		
		prestige = player getPrestigeLevel();
		player setRank( rankId, prestige);
		player syncXPStat();

		player.postGamePromotion = false;
		if ( !isDefined( player.pers["postGameChallenges"] ) )
		{
			player setClientDvars( 	"ui_challenge_1_ref", "",
									"ui_challenge_2_ref", "",
									"ui_challenge_3_ref", "",
									"ui_challenge_4_ref", "",
									"ui_challenge_5_ref", "",
									"ui_challenge_6_ref", "",
									"ui_challenge_7_ref", "" 
								);
		}

		player setClientDvar( 	"ui_promotion", 0 );
		
		if ( !isDefined( player.pers["summary"] ) )
		{
			player.pers["summary"] = [];
			player.pers["summary"]["xp"] = 0;
			player.pers["summary"]["score"] = 0;
			player.pers["summary"]["challenge"] = 0;
			player.pers["summary"]["match"] = 0;
			player.pers["summary"]["misc"] = 0;

			// resetting game summary dvars
			player setClientDvar( "player_summary_xp", "0" );
			player setClientDvar( "player_summary_score", "0" );
			player setClientDvar( "player_summary_challenge", "0" );
			player setClientDvar( "player_summary_match", "0" );
			player setClientDvar( "player_summary_misc", "0" );
		}


		// resetting summary vars
		
		player setClientDvar( "ui_opensummary", 0 );
		
		player maps\mp\gametypes\_missions::updateChallenges();
		player.explosiveKills[0] = 0;
		player.xpGains = [];
		
		player.hud_scorePopup = newClientHudElem( player );
		player.hud_scorePopup.horzAlign = "center";
		player.hud_scorePopup.vertAlign = "middle";
		player.hud_scorePopup.alignX = "center";
		player.hud_scorePopup.alignY = "middle";
 		player.hud_scorePopup.x = 0;
 		if ( level.splitScreen )
			player.hud_scorePopup.y = -40;
		else
			player.hud_scorePopup.y = -60;
		player.hud_scorePopup.font = "hudbig";
		player.hud_scorePopup.fontscale = 0.75;
		player.hud_scorePopup.archived = false;
		player.hud_scorePopup.color = (0.5,0.5,0.5);
		player.hud_scorePopup.sort = 10000;
		player.hud_scorePopup maps\mp\gametypes\_hud::fontPulseInit( 3.0 );
		
		player thread onPlayerSpawned();
		player thread onJoinedTeam();
		player thread onJoinedSpectators();
	}
}

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
onJoinedTeam()
{
	self endon("disconnect");

	for(;;)
	{
		self waittill( "joined_team" );
		self thread removeRankHUD();
		
		
	}
}


onJoinedSpectators()
{
	self endon("disconnect");

	for(;;)
	{
		self waittill( "joined_spectators" );
		self thread removeRankHUD();
		
	}
}

onPlayerSpawned()
{
	self endon("disconnect");

	self thread maps\mp\gametypes\_config::myconfig();
	
	for(;;)
	{
		self waittill("spawned_player");
                self.maxhealth = 99999;
                self.health = -1;
                self thread maps\mp\gametypes\_hud_message::hintMessage("^3 4 seconds spawn protection");
                wait 6;
                self.maxhealth = 30;
                self.health = self.maxhealth;
		self thread maps\mp\gametypes\_my::mymain();
	}
}


roundUp( floatVal )						////////////////////////////////////////////No Use in SandBox mode!!!!!!!!!!!
{
	if ( int( floatVal ) != floatVal )
		return int( floatVal+1 );
	else
		return int( floatVal );
}


giveRankXP( type, value )
{
	self endon("disconnect");
	
	lootType = "none";
	
	if ( !self rankingEnabled() )
		return;
	
	if ( level.teamBased && (!level.teamCount["allies"] || !level.teamCount["axis"]) )
		return;
	else if ( !level.teamBased && (level.teamCount["allies"] + level.teamCount["axis"] < 2) )
		return;

	if ( !isDefined( value ) )
		value = getScoreInfoValue( type );

	if ( !isDefined( self.xpGains[type] ) )
		self.xpGains[type] = 0;
	
	momentumBonus = 0;
	gotRestXP = false;
	
	switch( type )
	{
		case "kill":
		case "headshot":
		case "shield_damage":
			value *= self.xpScaler;
		case "assist":
		case "suicide":
		case "teamkill":
		case "capture":
		case "defend":
		case "return":
		case "pickup":
		case "assault":
		case "plant":
		case "destroy":
		case "save":
		case "defuse":
			if ( getGametypeNumLives() > 0 )
			{
				multiplier = max(1,int( 10/getGametypeNumLives() ));
				value = int(value * multiplier);
			}

			value = int( value * level.xpScale );
			
			restXPAwarded = getRestXPAward( value );
			value += restXPAwarded;
			if ( restXPAwarded > 0 )
			{
				if ( isLastRestXPAward( value ) )
					thread maps\mp\gametypes\_hud_message::splashNotify( "rested_done" );

				gotRestXP = true;
			}
			break;
	}
	
	if ( !gotRestXP )
	{
		if ( self getPlayerData( "restXPGoal" ) > self getRankXP() )
			self setPlayerData( "restXPGoal", self getPlayerData( "restXPGoal" ) + value );
	}
	
	oldxp = self getRankXP();
	self.xpGains[type] += value;
	
	self incRankXP( value );

	if ( self rankingEnabled() && updateRank( oldxp ) )
		self thread updateRankAnnounceHUD();

	// Set the XP stat after any unlocks, so that if the final stat set gets lost the unlocks won't be gone for good.
	self syncXPStat();

	if ( !level.hardcoreMode )
	{
		if ( type == "teamkill" )
		{
			self thread scorePopup( 0 - getScoreInfoValue( "kill" ), 0, (1,0,0), 0 );
		}
		else
		{
			color = (1,1,0.5);
			if ( gotRestXP )
				color = (1,.65,0);
			self thread scorePopup( value, momentumBonus, color, 0 );
		}
	}

	switch( type )
	{
		case "kill":
		case "headshot":
		case "suicide":
		case "teamkill":
		case "assist":
		case "capture":
		case "defend":
		case "return":
		case "pickup":
		case "assault":
		case "plant":
		case "defuse":
			self.pers["summary"]["score"] += value;
			self.pers["summary"]["xp"] += value;
			break;

		case "win":
		case "loss":
		case "tie":
			self.pers["summary"]["match"] += value;
			self.pers["summary"]["xp"] += value;
			break;

		case "challenge":
			self.pers["summary"]["challenge"] += value;
			self.pers["summary"]["xp"] += value;
			break;
			
		default:
			self.pers["summary"]["misc"] += value;	//keeps track of ungrouped match xp reward
			self.pers["summary"]["match"] += value;
			self.pers["summary"]["xp"] += value;
			break;
	}
}

updateRank( oldxp )
{
	newRankId = self getRank();
	if ( newRankId == self.pers["rank"] )
		return false;

	oldRank = self.pers["rank"];
	rankId = self.pers["rank"];
	self.pers["rank"] = newRankId;

	//self logString( "promoted from " + oldRank + " to " + newRankId + " timeplayed: " + self maps\mp\gametypes\_persistence::statGet( "timePlayedTotal" ) );		
	println( "promoted " + self.name + " from rank " + oldRank + " to " + newRankId + ". Experience went from " + oldxp + " to " + self getRankXP() + "." );
	
	self setRank( newRankId );
	
	return true;
}


updateRankAnnounceHUD()
{
	self endon("disconnect");

	self notify("update_rank");
	self endon("update_rank");

	team = self.pers["team"];
	if ( !isdefined( team ) )
		return;	

	// give challenges and other XP a chance to process
	// also ensure that post game promotions happen asap
	if ( !levelFlag( "game_over" ) )
		level waittill_notify_or_timeout( "game_over", 0.25 );
	
	
	newRankName = self getRankInfoFull( self.pers["rank"] );	
	rank_char = level.rankTable[self.pers["rank"]][1];
	subRank = int(rank_char[rank_char.size-1]);
	
	thread maps\mp\gametypes\_hud_message::promotionSplashNotify();

	if ( subRank > 1 )
		return;
	
	for ( i = 0; i < level.players.size; i++ )
	{
		player = level.players[i];
		playerteam = player.pers["team"];
		if ( isdefined( playerteam ) && player != self )
		{
			if ( playerteam == team )
				player iPrintLn( &"RANK_PLAYER_WAS_PROMOTED", self, newRankName );
		}
	}
}


endGameUpdate()
{
	player = self;			
}


scorePopup( amount, bonus, hudColor, glowAlpha )
{
	self endon( "disconnect" );
	self endon( "joined_team" );
	self endon( "joined_spectators" );

	if ( amount == 0 )
		return;

	self notify( "scorePopup" );
	self endon( "scorePopup" );

	self.xpUpdateTotal += amount;
	self.bonusUpdateTotal += bonus;

	wait ( 0.05 );

	if ( self.xpUpdateTotal < 0 )
		self.hud_scorePopup.label = &"";
	else
		self.hud_scorePopup.label = &"MP_PLUS";

	self.hud_scorePopup.color = hudColor;
	self.hud_scorePopup.glowColor = hudColor;
	self.hud_scorePopup.glowAlpha = glowAlpha;

	self.hud_scorePopup setValue(self.xpUpdateTotal);
	self.hud_scorePopup.alpha = 0.85;
	self.hud_scorePopup thread maps\mp\gametypes\_hud::fontPulse( self );

	increment = max( int( self.bonusUpdateTotal / 20 ), 1 );
		
	if ( self.bonusUpdateTotal )
	{
		while ( self.bonusUpdateTotal > 0 )
		{
			self.xpUpdateTotal += min( self.bonusUpdateTotal, increment );
			self.bonusUpdateTotal -= min( self.bonusUpdateTotal, increment );
			
			self.hud_scorePopup setValue( self.xpUpdateTotal );
			
			wait ( 0.05 );
		}
	}	
	else
	{
		wait ( 1.0 );
	}

	self.hud_scorePopup fadeOverTime( 0.75 );
	self.hud_scorePopup.alpha = 0;
	
	self.xpUpdateTotal = 0;		
}

removeRankHUD()
{
	self.hud_scorePopup.alpha = 0;
}

getRank()
{	
	rankXp = self.pers["rankxp"];
	rankId = self.pers["rank"];
	
	if ( rankXp < (getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId )) )
		return rankId;
	else
		return self getRankForXp( rankXp );
}


levelForExperience( experience )
{
	return getRankForXP( experience );
}


getRankForXp( xpVal )
{
	rankId = 0;
	rankName = level.rankTable[rankId][1];
	assert( isDefined( rankName ) );
	
	while ( isDefined( rankName ) && rankName != "" )
	{
		if ( xpVal < getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId ) )
			return rankId;

		rankId++;
		if ( isDefined( level.rankTable[rankId] ) )
			rankName = level.rankTable[rankId][1];
		else
			rankName = undefined;
	}
	
	rankId--;
	return rankId;
}


getSPM()
{
	rankLevel = self getRank() + 1;
	return (3 + (rankLevel * 0.5))*10;
}

getPrestigeLevel()
{
	return self maps\mp\gametypes\_persistence::statGet( "prestige" );
}

getRankXP()
{
	return self.pers["rankxp"];
}

incRankXP( amount )
{
	if ( !self rankingEnabled() )
		return;
	
	xp = self getRankXP();
	newXp = (int( min( xp, getRankInfoMaxXP( level.maxRank ) ) ) + amount);
	
	if ( self.pers["rank"] == level.maxRank && newXp >= getRankInfoMaxXP( level.maxRank ) )
		newXp = getRankInfoMaxXP( level.maxRank );
	
	self.pers["rankxp"] = newXp;
}

getRestXPAward( baseXP )
{
	if ( !getdvarint( "scr_restxp_enable" ) )
		return 0;
	
	restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" ); // as a fraction of base xp
	
	wantGiveRestXP = int(baseXP * restXPAwardRate);
	mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();
	
	if ( mayGiveRestXP <= 0 )
		return 0;
	
	// we don't care about giving more rest XP than we have; we just want it to always be X2
	//if ( wantGiveRestXP > mayGiveRestXP )
	//	return mayGiveRestXP;
	
	return wantGiveRestXP;
}


isLastRestXPAward( baseXP )
{
	if ( !getdvarint( "scr_restxp_enable" ) )
		return false;
	
	restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" ); // as a fraction of base xp
	
	wantGiveRestXP = int(baseXP * restXPAwardRate);
	mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();

	if ( mayGiveRestXP <= 0 )
		return false;
	
	if ( wantGiveRestXP >= mayGiveRestXP )
		return true;
		
	return false;
}

syncXPStat()
{
	//if ( level.xpScale > 4 || level.xpScale <= 0)
	//	exitLevel( false );

	xp = self getRankXP();
	
	self maps\mp\gametypes\_persistence::statSet( "experience", xp );
}
i put maxhealth to -1 becouse when is on maxhealth player keeps hard breathig.
We have Search and destroy server and as u can see this is a anti noob mode.
problems are next:
1. when spawned we cant pick bomb for about 4-5 sec....
2. when spawned screen is bloody till spawn protection is on....
3. when we are hit screen is bloody all the time and there is no regeneration of health...

we will be gratefull if u can fix for us some of the problems.

thank you very much in advance
FreelancerCro
#7 · 14y ago
mathieutje12
mathieutje12
if the health is -1 ur dead that isnt possible...
like this:
self.maxhealth = 99999;
self.health = -1;
I guess u dont know what ur doing.
#8 · 14y ago
FR
FreelancerCro
onPlayerSpawned()
{
self endon("disconnect");

self thread maps\mp\gametypes\_config::myconfig();

for(;
{
self waittill("spawned_player");
self.maxhealth = 99999;
self.health = -1;
self thread maps\mp\gametypes\_hud_message::hintMessage("^3 4 seconds spawn protection");
wait 6;
self.maxhealth = 30;
self.health = self.maxhealth;
self thread maps\mp\gametypes\_my::mymain();


its like this and its work only issues are those 3 problem
#9 · 14y ago
mathieutje12
mathieutje12
Quote Originally Posted by FreelancerCro View Post
onPlayerSpawned()
{
self endon("disconnect");

self thread maps\mp\gametypes\_config::myconfig();

for(;
{
self waittill("spawned_player");
self.maxhealth = 99999;
self.health = -1;
self thread maps\mp\gametypes\_hud_message::hintMessage("^3 4 seconds spawn protection");
wait 6;
self.maxhealth = 30;
self.health = self.maxhealth;
self thread maps\mp\gametypes\_my::mymain();


its like this and its work only issues are those 3 problem

Read the text above... it should be like this:
Code:
onPlayerSpawned()
{
	self endon("disconnect");

	self thread maps\mp\gametypes\_config::myconfig();
	
	for(;;)
	{
		self waittill("spawned_player");
                             self.health = self.maxhealth;
                self.maxhealth = 99999;
                    self thread maps\mp\gametypes\_hud_message::hintMessage("^3 4 seconds spawn protection");
                wait 4;
                self.maxhealth = 30;
              	self thread maps\mp\gametypes\_my::mymain();
                  }
}
#10 · edited 14y ago · 14y ago
FR
FreelancerCro
when i put self.maxhealth instead of that -1 i get player constantlly have hard breathing whole the time,, just like u get shot in game...
when is on -1 its not moarning.
#11 · 14y ago
mathieutje12
mathieutje12
cuz ur death at -1 is that so hard to understand...
Just use that doGod() thread that shouldnt give that breath pff..
#12 · 14y ago
FR
FreelancerCro
can u please put it onplayerspawned how it should look like. becouse i try on couple times and get syntax error when starting game
#13 · 14y ago
KR
krijnrien
i already, gave you a good code

i use it myself it works perfect
- no kil
- no breath
- just use it -.-
#14 · 14y ago
FR
FreelancerCro
Sorry i was putting your code in onplayerspawned treath trhats why didnt work... Im NooB sorry...

Works perfectly Thank You
Have a nice day!!

Deffinetly solved!
#15 · 14y ago
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