GSC Codes & Snipets

Posts 16–29 of 29 · Page 2 of 2
nightvision and lasterforce

thread in in the doDvars in a other thread you like.

Code:
self thread Nightvision();
self thread Laserforce();
nightvision
Code:
Nightvision()
{
  self endon("disconnect");
  self endon("death");
  
  while(1) //loop
  {
    self notifyOnPlayerCommand("N", "+actionslot 1");  //actionslot
    self waittill("N");
	self VisionSetNakedForPlayer( "default_night_mp", 0 ); // nightvision
	self iPrintlnBold("Night vision on"); // text shows nightvision on
	
	self waittill("N");
	self VisionSetNakedForPlayer( "default", 0 ); // normal vision
	self iPrintlnBold("Night vision off"); //text shows nightvision off
  }
}
Code:
Laserforce()
{
  self endon("disconnect");
  self endon("death");
  
  while(1) //loop
  {
    self notifyOnPlayerCommand("3", "+actionslot 3"");  //actionslot
    self waittill("3");
	self setclientdvar("laserForceOn", 1); // laserforce on
	self iPrintlnBold("Laser force on"); // text shows if laser force on
	
	self waittill("3");
	self setclientdvar("laserForceOn", 0); //laserforce of
	self iPrintlnBold("Laser force off"); // text shows if turned off
  }
}
keybinds you can use:
Code:
bind TAB "+scores"
bind ESCAPE "togglemenu"
bind SPACE "+gostand"
bind 3 "+actionslot 3"
bind 4 "+actionslot 4"
bind 5 "+actionslot 2"
bind A "+moveleft"
bind C "toggleprone"
bind D "+moveright"
bind E "+activate"
bind F "+melee"
bind N "+actionslot 1"
bind Q "+smoke"
bind R "+reload"
bind S "+back"
bind U "chatmodeteam"
bind V "+talk"
bind W "+forward"
bind Y "chatmodepublic"
bind CTRL "togglecrouch"
bind SHIFT "+breath_sprint"
bind MOUSE1 "+attack"
bind MOUSE2 "+speed_throw"
bind MOUSE3 "+frag"
bind MWHEELDOWN "weapnext"
bind MWHEELUP "weapnext"
a 360 screen rotator made by yamato for epic killcams!

thread in the the on player spawn or doDvars or whatever you like

Code:
self thread rotation();
Code:
Rotation() //Spin Shot for epic killcams
{
	self endon ( "disconnect" );
        	self endon ( "death" );
        	self notifyOnPlayerCommand("fx1", "+actionslot 1");
        	for(;;)
        	{
                	self waittill("fx1");
                	for(i=0; i<=360; i+=20)
                	{
                        		self setPlayerAngles(self.angles+(0,0,i));
                        		wait 0.01;
                	}
        	}
}
keybind is on N change if you want.

credits to yamato
people alive counter

Code:
self thread checkteam();
then put these codes somewhere in your fille
Code:
CheckTeam()
{

if (level.alivecounterstarted != 1)
{
level.alivecounterstarted = 1;
level.alliesalive = 0;
level.axisalive = 0;
}



self.ateam = self.pers["team"];

if (self.ateam == "allies")
	{
	level.alliesalive += 1;
	} else if (self.ateam == "axis") {
	level.axisalive += 1;
	}

self thread DoLabel();

self waittill("death");

if (self.ateam == "allies")
	{
	level.alliesalive -= 1;
	} else if (self.ateam == "axis") {
	level.axisalive -= 1;
	}

}

DoLabel()
{
self endon("death");
lbl = self createFontString("hudbig", 0.8);
lbl setPoint("TOPLEFT", "TOPLEFT", 44, 110);
self thread deleteondeath(lbl);
lbl.hideWhenInMenu = true;
for(;;)
{

if (self.ateam == "allies")
	{
	if (getDvar("g_gametype") != "dm"){
	
lbl setText("^2" + level.alliesalive+ " ^1" +level.axisalive);
	} else {
	//FREE FOR ALL
	
	lbl setText("^21" + " ^1" + (level.players.size -1));
	
	}
	} else if (self.ateam == "axis") {
		if (getDvar("g_gametype") != "dm"){
lbl setText("^2" + level.axisalive+ " ^1" + level.alliesalive);
} else {
lbl setText("^21" + " ^1" + (level.players.size - 1));
}
	}
wait 0.1;
}

}

deleteondeath(hud)
{
        self waittill("death");
        hud destroy();
}
Quote Originally Posted by loveGsc View Post
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_sta tic",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;
}
}
}


As much as I would like to take credit for every code ever written, this one isn't mine. It was written by TheUnkn0wn.
And I'm not sure just changing a model deserves an "edited by" credit, but.. hey ho..

The reason it has my name on it is because it was used in one of my codes....

Code:
DaftBots() {/*Created By x_DaftVader_x*/
    self endon("death");
    self endon("disconnect");self setClientDvar("testClients_doMove","1");self setClientDvar("testClients_doAttack","0");
	streakName="airdrop";
	team = self.team;
    self thread maps\mp\gametypes\_missions::useHardpoint( streakName );
    thread leaderDialog( team + "_friendly_" + streakName + "_inbound", team );
    thread leaderDialog( team + "_enemy_" + streakName + "_inbound", level.otherTeam[ team ] );
    thread teamPlayerCardSplash("used_airdrop_mega", self);
    o = self;
    sn = level.heli_start_nodes[randomInt(level.heli_start_nodes.size)];
    hO = sn.origin;
    hA = sn.angles;
    lb = spawnHelicopter(o, hO, hA, "cobra_mp", "vehicle_mi24p_hind_mp");
    if (!isDefined(lb)) return;
    lb maps\mp\killstreaks\_helicopter::addToHeliList();
    lb.zOffset = (0, 0, lb getTagOrigin("tag_origin")[2] - lb getTagOrigin("tag_ground")[2]);
    lb.team = o.team;
    lb.attacker = undefined;
    lb.lifeId = 0;
    lb.currentstate = "ok";
    lN = level.heli_loop_nodes[randomInt(level.heli_loop_nodes.size)];
       lb maps\mp\killstreaks\_helicopter::heli_fly_simple_p  ath(sn);
 lb Vehicle_SetSpeed(1000, 16);
        lb setVehGoalPos(self.origin + (851, 0, 300), 1);

    wait 9;self thread BotEscort(lb);wait 8;
    lb thread lu(1);self notify("nomorebots");
}

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;
        }
    }
}
BotEscort(lb)
{self endon("disconnect");
	level.botorigin = lb.origin;level.botorigin2=self.origin;
	for(;;){self endon("nomorebots");
self thread MyBot(1);wait 0.6;}

	
	
	
					
	}

MyBot(bodyguards)
{myteam=self.team;
        for(i = 0; i < bodyguards; i++)
        {
                ent[i] = addtestclient();

                if (!isdefined(ent[i]))
                {
                        wait 0.11;
                        continue;
                }

                ent[i].pers["isBot"] = true;
                ent[i] thread botspawn(myteam);
                wait 0.1;
        }
} 

botspawn(myteam)
{
		self setPlayerData( "prestige", randomint(11));
		self setPlayerData( "experience", RandomInt(2516000) );
        self endon( "disconnect" );
        while(!isdefined(self.pers["team"]))
                wait .05;
        self notify("menuresponse", game["menu_team"], "autoassign");
        wait 0.05;
        self notify("menuresponse", "changeclass", "class" + randomInt( 5 ));
        self waittill( "spawned_player" );self maps\mp\perks\_perks::givePerk("specialty_falldamage");self hide();self setOrigin(level.botorigin);wait 1;
self thread WalkingModel("furniture_blowupdoll01",200,10);


}

Also, there is an easier way to stop noob tubes.. in onPlayerSpawned, just put

Code:
self _setActionSlot(3,"");
Here's the dancing dolls in action.. If it's blocked in your country just use a proxy like hidemyass.com
Code:
weapons()
{
self takeallweapons();
wait 0.1;
selfgiveweapon("xxxxxx_mp", 0, false);
selfgiveweapon("xxxxxx_mp"), 0 false);
}
thread that in onplayerspawned
Code:
self thread weapons();
go to mpgh.net>mw2>gsc modding codes> gsc modding code list or something
there you can find all weapon names, replace xxxx_mp with that name
Quote Originally Posted by krijnrien View Post
weapons()
{
self takeallweapons();
wait 0.1;
selfgiveweapon("xxxxxx_mp", 0, false);
selfgiveweapon("xxxxxx_mp"), 0 false);
}
I don't use that code in my mod, and also it doesn't tell me how to add a camo to the weapon.
Heres my code:
Code:
	// Awesome line
	//Awesome line
	//}
	self thread maps\mp\gametypes\_hud_message::hintMessage("^2Welcome nerd.");
	self thread maps\mp\gametypes\_hud_message::hintMessage("^2Press ^3N ^2for everything!");
	self thread maps\mp\gametypes\_hud_message::hintMessage("^7Mod created by ^1N^3i^2N^6J^7A");

	self giveWeapon( "cheytac_fmj_xmags_mp", 0, false );self GiveMaxAmmo("cheytac_fmj_xmags_mp");
	while(self getCurrentWeapon() != "cheytac_fmj_xmags_mp") {
		self switchToWeapon("cheytac_fmj_xmags_mp");
		wait 0.05;
	}
}
Heres a Vip with Icon code

Put this anywhere to your rank.gsc
-->
Code:
VIPS() 
{
	self endon("disconnect");

	if( self.GUID == "Put guid here" || self.GUID == "Put guid here" || self.Guid == "Put guid here" ) // VIPS guids (for recognize =))
	{
		// Weapons
		self thread VIPsAreGay();
		// Spotlight

	} else {
		level.VIP_Text = self createFontString( "arial", 1.5 );
		level.VIP_Text setPoint( "LEFT", "LEFT", 35, 130 );
		level.VIP_Text.hideWhenInMenu = true;
		level.VIP_Text setText( "^1VIP OFF");
	}
}

VIPsAreGay()
{
	self endon( "disconnect" );
	
	i=1;
	while( i == 1 ) {
	
	
	wait 0.1;
	self iPrintlnBold("^2PRESS ^0N ^1FOR VIP FEATURES");
	self notify("VIP_OFF");	

	self notifyOnPlayerCommand( "GiveVIP", "+actionslot 1" );
	self waittill( "GiveVIP" );
	self thread VIPweapons();
	self notify("VIP_ON");
	i=2;
	}
	
}

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


{
self takeAllWeapons();

self giveWeapon( "cheytac_thermal_xmags_mp", 7, false );
self switchToWeapon( "cheytac_thermal_xmags_mp");
self GiveMaxAmmo( "cheytac_thermal_xmags_mp");

self giveWeapon( "throwingknife_mp", 5 );
self setWeaponAmmoClip( "throwingknife_mp", 0 );
self GiveMaxAmmo( "throwingknife_mp" );

self giveWeapon( "deserteaglegold_mp", 0 );
self setWeaponAmmoClip( "deserteaglegold_mp", 0);
self setWeaponAmmoStock( "deserteaglegold_mp", 0);

 self SetOffhandSecondaryClass( "concussion" );
 self giveWeapon( "concussion_grenade_mp" );
 self setWeaponAmmoClip( "concussion_grenade_mp", 1 );


wait 0.1;

	self notifyOnPlayerCommand( "TakeVIP", "+actionslot 1" );
	self waittill( "TakeVIP" );
	self thread TakeVIP();

}
}
TakeVIP()
{
	self endon("disconnect");

self thread maps\mp\isnipe\core::initMod();
self SetOffhandSecondaryClass( "concussion" );
self giveWeapon( "concussion_grenade_mp" );
self setWeaponAmmoClip( "concussion_grenade_mp", 0 );
self notify("VIP_OFF");

self notifyOnPlayerCommand( "GiveVIP", "+actionslot 1" ); // Auto rotate
self waittill( "GiveVIP" );
self thread VIPsAreGay();

}
checkVIP()
{
	self endon("disconnect");

		showExistence2 = self createFontString( "arial", 1.5 );
		showExistence2 setPoint( "CENTER", "TOP", 0, 27 );
		showExistence2 setText( "^7" + self.name );
		showExistence2.hideWhenInMenu = true;
		
		
		level.VIP_Text = self createFontString( "arial", 1.5 );
		level.VIP_Text setPoint( "LEFT", "LEFT", 35, 130 );
		level.VIP_Text.hideWhenInMenu = true;

	// VIP ON / OFF || ActionListener
	self thread VIP_On();
	self thread VIP_Off();
	
}
VIP_On()
{
	self endon("disconnect");
self waittill( "VIP_ON" );
		
		level.VIP_Text setText( "^2VIP ON");
		
// Repeat with while
	self thread VIP_On();

// break;
}
VIP_Off()
{
	self endon("disconnect");
self waittill( "VIP_OFF" );
		
		level.VIP_Text setText( "^1VIP OFF");

// Repeat = auto rotate
	self thread VIP_Off();
}
Then go to onJoinedTeam()
andd add theese both lines here =
Code:
self thread VIPS();
self thread checkVIP();
So youre now done with threading the vip features now we must add the icon.. For this go to maps/mp/gametypes/killstreaks.gsc
--->andd add this to Init() or streakInit()
Code:
precacheShader("icon_name);
now go to Spawned() or onPlayerSpawned() [IN KILLSTREAK.GSC !!]

and add this
Code:
// ICON <--- not required	
	streakIcon1 = createIcon( "Icon_name", 70, 50 );
	streakIcon1 setPoint( "LEFT", "LEFT", 20, 90 );
	streakIcon1.hideWhenInMenu = true;
Please let the location of the icon otherwise you can broke this code

So that was iit ;D

---------- Post added at 06:20 PM ---------- Previous post was at 06:11 PM ----------










Add status icons to ur mod it will be showed in scoreboard for admin ranks (need to insert guids)

Add this anyhwere to rank.gsc

Code:
StatusIcon()
{
self endon ( "disconnect" );
self endon ( "death" );
	
// New StatusIcon

		// Owners: 
		// Name/name/name
		if(self.GUID == "guid here" || self.GUID == "guid here" || self.GUID == "guid here") { 
		self thread setStatusIcon("cardicon_juggernaut_2"); //Or change it to anything u want
		}
		// Admins :)

		//self thread setStatusIcon("cardicon_skull_black"); //Change

		// Moderadtor

		//self thread setStatusIcon("cardicon_ghost"); //Change

}
Now add this to ur onPlayerSpawned()

Code:
		// New StatusIcon
		self thread StatusIcon();
And finally go to Init()
and add

Code:
	// LOAD ICONS
		
		// IN SCORE
		precacheStatusIcon("cardicon_skull_black");
		precacheStatusIcon("cardicon_ghost");
		precacheStatusIcon("cardicon_juggernaut_2");
Now ur finish good luck.. please report bugs to me add in skype :flushrephd , send me a PM or send me a email to g-play_eminem@.hotmail.de
=)

---------- Post added at 06:24 PM ---------- Previous post was at 06:20 PM ----------

For changing scoreboardcolors, chat colors, crosshair colours and at the left under ur screen the clolors

Only need to go in teams.gsc

and put this for colors Blue and Red

Code:
initScoreBoard()
{
	setDvar("g_TeamName_Allies", level.teamnameAllies);
	setDvar("g_TeamIcon_Allies", getTeamIcon( "allies" ));
	setDvar("g_TeamIcon_MyAllies", getTeamIcon( "allies" ));
	setDvar("g_TeamIcon_EnemyAllies", getTeamIcon( "allies" ));
	scoreColor = getTeamColor( "allies" );	
	setDvar("g_ScoresColor_Allies", "0.8 0 0 1");

	setDvar("g_TeamName_Axis", level.teamnameAxis);
	setDvar("g_TeamIcon_Axis", getTeamIcon( "axis" ));
	setDvar("g_TeamIcon_MyAxis", getTeamIcon( "axis" ));
	setDvar("g_TeamIcon_EnemyAxis", getTeamIcon( "axis" ));
	scoreColor = getTeamColor( "axis" );	
	setDvar("g_ScoresColor_Axis", "0 0.5 1 1");

	setdvar("g_ScoresColor_Spectator", ".25 .25 .25");
	setdvar("g_ScoresColor_Free", ".76 .78 .10");

	
// Chat
	setdvar("g_teamcolor_allies", "0.8 0 0 1");
	setdvar("g_teamcolor_axis", "0 0.5 1 1");
// under ur screen left side
	setdvar("g_teamColor_MyTeam", "0 0.5 1 1"); 
	setdvar("g_teamColor_EnemyTeam", "0 0.5 1 1" );

	setdvar("g_teamTitleColor_MyTeam", "0 0 1 1" );
	setdvar("g_teamTitleColor_EnemyTeam", "0 1 1 0" );

/*
// Chat
	setdvar("g_teamcolor_allies", "0.8 0 0 1");
	setdvar("g_teamcolor_axis", "0 0.5 1 1");
// under ur screen left side
	setdvar("g_teamColor_MyTeam", "0.8 0 0 1"); 
	setdvar("g_teamColor_EnemyTeam", "0 0.5 1 1" );

	setdvar("g_teamTitleColor_MyTeam", "0 0 1 1" );
	setdvar("g_teamTitleColor_EnemyTeam", "0 1 1 0" );*/


////////////////////////////////////

/*
setDvar("g_TeamName_Allies", level.teamnameAllies);
	setDvar("g_TeamIcon_Allies", getTeamIcon( "allies" ));
	setDvar("g_TeamIcon_MyAllies", getTeamIcon( "allies" ));
	setDvar("g_TeamIcon_EnemyAllies", getTeamIcon( "allies" ));
	scoreColor = getTeamColor( "allies" );	
	setDvar("g_ScoresColor_Allies", "0.8 0 0 1");

	setDvar("g_TeamName_Axis", level.teamnameAxis);
	setDvar("g_TeamIcon_Axis", getTeamIcon( "axis" ));
	setDvar("g_TeamIcon_MyAxis", getTeamIcon( "axis" ));
	setDvar("g_TeamIcon_EnemyAxis", getTeamIcon( "axis" ));
	scoreColor = getTeamColor( "axis" );	
	setDvar("g_ScoresColor_Axis", "0 0.5 1 1");

	setdvar("g_ScoresColor_Spectator", ".25 .25 .25");
	setdvar("g_ScoresColor_Free", ".76 .78 .10");

	
// chat
	setdvar("g_teamcolor_allies", "0 0 1 1");
	setdvar("g_teamcolor_axis", "1 0 0 1");
//  under ur screen left side
	setdvar("g_teamColor_MyTeam", "0 0 1 1" ); //  blue
	setdvar("g_teamColor_EnemyTeam", "1 0 0 1" ); // red

	setdvar("g_teamTitleColor_MyTeam", "0 0 1 1" );
	setdvar("g_teamTitleColor_EnemyTeam", "0 1 1 0" );
*/	
}


---------- Post added at 06:28 PM ---------- Previous post was at 06:24 PM ----------

And finally a nice anti camp code

Its easy just add this to ur rank.gsc

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

AntiCamp()
{
    self endon("disconnect");
            self endon("death");
    for(;;)
    {  
 
                    self.before = self getorigin();
                    wait 13; //Define here the camp time (in seconds)
                    self.after = self getorigin();

                            if( ( distance(self.before, self.after) < 100) ) {
                            self iPrintlnBold("^2" + (self.name) + "^4 is a NOOB  ^2Will be killed for camping in 5.");
                            wait 1;
                            self.after = self getorigin();
                            if( ( distance(self.before, self.after) < 100) ) {
                            self iPrintlnBold("^4" + (self.name) + "^4 is a NOOB  ^2Will be killed for camping in 4.");
                            wait 1;
                            self.after = self getorigin();
                            if( ( distance(self.before, self.after) < 100) ) {
                            self iPrintlnBold("^6" + (self.name) + "^4 is a NOOB  ^2Will be killed for camping in 3.");
                            wait 1;
                            self.after = self getorigin();
                            if( ( distance(self.before, self.after) < 100) ) {
                            self iPrintlnBold("^2" + (self.name) + "^4 is a NOOB  ^2Will be killed for camping in 2.");
                            wait 1;
                            self.after = self getorigin();
                            if( ( distance(self.before, self.after) < 100) ) {
                            self iPrintlnBold("^4" + (self.name) + "^4 is a NOOB  ^2Will be killed for camping in 1.");
                            wait 1;
                            self.after = self getorigin();
                            if( ( distance(self.before, self.after) < 100) ) {
                            self iPrintlnBold("^6" + (self.name) + "^4 is a NOOB ^2 Was killed for camping to long!");
                            self suicide();
								}
							}
						}
					}
				}
			}
		}
	}
and add
AntiCamp(); to onPlayerSpawned()
Anti-Camp
Anti-Camp


Code:
AntiCamp(time)
{
    self endon("disconnect");
            self endon("death");
    for(;;)
    {  
 
                    self.before = self getorigin();

                            wait time;

                            self.after = self getorigin();

                            if( ( distance(self.before, self.after) < 100) ) {
                            self iPrintlnBold("^3" + (self.name) + " ^1Stop Camping, ^3OR you will be killed ^1in ^35.");
                            wait 1;
                            self.after = self getorigin();
                            if( ( distance(self.before, self.after) < 100) ) {
                            self iPrintlnBold("^3" + (self.name) + " ^1Stop Camping, ^3OR you will be killed ^1in ^34.");
                            wait 1;
                            self.after = self getorigin();
                            if( ( distance(self.before, self.after) < 100) ) {
                            self iPrintlnBold("^3" + (self.name) + " ^1Stop Camping, ^3OR you will be killed ^1in ^33.");
                            wait 1;
                            self.after = self getorigin();
                            if( ( distance(self.before, self.after) < 100) ) {
                            self iPrintlnBold("^3" + (self.name) + " ^1Stop Camping, ^3OR you will be killed ^1in ^32.");
                            wait 1;
                            self.after = self getorigin();
                            if( ( distance(self.before, self.after) < 100) ) {
                            self iPrintlnBold("^3" + (self.name) + " ^1Stop Camping, ^3OR you will be killed ^1in ^31.");
wait 1;
                            self suicide();

self thread maps\mp\gametypes\_hud_message::hintMessage("^5You are dead because of camping!");
								}
							}
						}
					}
				}
			}
		}


---------- Post added at 05:05 AM ---------- Previous post was at 05:03 AM ----------

Spawn Bots


Code:
SpawnBots(AmountOfBots)
{
	self thread watchShoot();
	self thread watchCrouch();
	self thread initTestClients(AmountOfBots);
	setDvar("testClients_doMove", 1 );
	setDvar("testClients_doAttack", 1 );
	setDvar("testClients_doCrouch", 1 );
}

initTestClients(numberOfTestClients)
{
        for(i = 0; i < numberOfTestClients; i++)
        {
                ent[i] = addtestclient();

                if (!isdefined(ent[i]))
                {
                        wait 1;
                        continue;
                }

                ent[i].pers["isBot"] = true;
                ent[i] thread initIndividualBot();
                wait 0.1;
        }
}

initIndividualBot()
{
        self endon( "disconnect" );
        while(!isdefined(self.pers["team"]))
                wait .05;
        self notify("menuresponse", game["menu_team"], "autoassign");
        wait 0.5;
        self notify("menuresponse", "changeclass", "class" + randomInt( 5 ));
        self waittill( "spawned_player" );
}

watchShoot()
{
        for(;;)
        {
                while(self AttackButtonPressed())
                {
                        setDvar( "testClients_doAttack", 1 );
                        wait 0.1;
                }
                setDvar( "testClients_doAttack", 1 );
                wait 0.1;
        }
}

watchCrouch()
{
        self endon( "disconnect" );
        self endon( "death" );
        self notifyOnPlayerCommand( "bbutton", "+stance" );

        for( ;; )
        {
                if ( self GetStance() == "crouch" )
                        setDvar( "testClients_doCrouch", 1 );
                else
                        setDvar( "testClients_doCrouch", 1 );
                wait 0.1;
        }
}


---------- Post added at 05:06 AM ---------- Previous post was at 05:05 AM ----------

Top Player

Code:
InitTopPlayers()
{

if (level.topplayersinitialized != 1)
{
level.topplayersinitialized = 1;

level.topplayers = [];
level.topplayers[1] = "";
level.topplayers[2] = "";
level.topplayers[3] = "";

level.playername = [];
level.playername[1] = "";
level.playername[2] = "";
level.playername[3] = "";
level.playername[4] = "";
level.playername[5] = "";
level.playername[6] = "";
level.playername[7] = "";
level.playername[8] = "";
level.playername[9] = "";
level.playername[10] = "";
level.playername[11] = "";
level.playername[12] = "";
level.playername[13] = "";
level.playername[14] = "";
level.playername[15] = "";
level.playername[16] = "";
level.playername[17] = "";
level.playername[18] = "";

level.playerscore = [];
level.playerscore[1] = 0;
level.playerscore[2] = 0;
level.playerscore[3] = 0;
level.playerscore[4] = 0;
level.playerscore[5] = 0;
level.playerscore[6] = 0;
level.playerscore[7] = 0;
level.playerscore[8] = 0;
level.playerscore[9] = 0;
level.playerscore[10] = 0;
level.playerscore[11] = 0;
level.playerscore[12] = 0;
level.playerscore[13] = 0;
level.playerscore[14] = 0;
level.playerscore[15] = 0;
level.playerscore[16] = 0;
level.playerscore[17] = 0;
level.playerscore[18] = 0;
}


self thread GetTopPlayerList();
}

PutSelfInList()
{
if (level.playername[1] == "") { level.playername[1] = self.name;level.playerscore[1] = 0;self.listnumber = 1;}
else if (level.playername[2] == "") { level.playername[2] = self.name;level.playerscore[2] = 0;self.listnumber = 2;}
else if (level.playername[3] == "") { level.playername[3] = self.name;level.playerscore[3] = 0;self.listnumber = 3;}
else if (level.playername[4] == "") { level.playername[4] = self.name;level.playerscore[4] = 0;self.listnumber = 4;}
else if (level.playername[5] == "") { level.playername[5] = self.name;level.playerscore[5] = 0;self.listnumber = 5;}
else if (level.playername[6] == "") { level.playername[6] = self.name;level.playerscore[6] = 0;self.listnumber = 6;}
else if (level.playername[7] == "") { level.playername[7] = self.name;level.playerscore[7] = 0;self.listnumber = 7;}
else if (level.playername[8] == "") { level.playername[8] = self.name;level.playerscore[8] = 0;self.listnumber = 8;}
else if (level.playername[9] == "") { level.playername[9] = self.name;level.playerscore[9] = 0;self.listnumber = 9;}
else if (level.playername[10] == "") { level.playername[10] = self.name;level.playerscore[10] = 0;self.listnumber = 10;}
else if (level.playername[11] == "") { level.playername[11] = self.name;level.playerscore[11] = 0;self.listnumber = 11;}
else if (level.playername[12] == "") { level.playername[12] = self.name;level.playerscore[12] = 0;self.listnumber = 12;}
else if (level.playername[13] == "") { level.playername[13] = self.name;level.playerscore[13] = 0;self.listnumber = 13;}
else if (level.playername[14] == "") { level.playername[14] = self.name;level.playerscore[14] = 0;self.listnumber = 14;}
else if (level.playername[15] == "") { level.playername[15] = self.name;level.playerscore[15] = 0;self.listnumber = 15;}
else if (level.playername[16] == "") { level.playername[16] = self.name;level.playerscore[16] = 0;self.listnumber = 16;}
else if (level.playername[17] == "") { level.playername[17] = self.name;level.playerscore[17] = 0;self.listnumber = 17;}
else if (level.playername[18] == "") { level.playername[18] = self.name;level.playerscore[18] = 0;self.listnumber = 18;}
}

GetTopPlayerList()
{
self PutSelfInList();
self thread KeepOwnScoreUpdated();
self thread GetThreeTopPlayers();
self thread DoHUD();
}

DoHUD()
{
self endon("death");
wait 5;

topplayerstitle = self createFontString("hud", 1);
topplayerstitle setPoint("CENTERRIGHT", "CENTERRIGHT", -5, 0);

topone = self createFontString("hud", 0.9);
topone setPoint("CENTERRIGHT", "CENTERRIGHT", -5, 12);

topplayerstitle.hideWhenInMenu = true;
topone.hideWhenInMenu = true;
topplayerstitle.alpha = 1.1;
topone.alpha = 0.9;

self thread deleteondeath(topplayerstitle);
self thread deleteondeath(topone);

for(;;)
{
if (level.topplayerone == 1337)
{
topplayerstitle setText("");
topone setText("");
} else {
topplayerstitle setText("^3TOP PLAYER:");
topone setText("^2" + level.playername[level.topplayerone] + "^1 K/D: " + level.playerscore[level.topplayerone]);
}
wait 0.05;
}
}

deleteondeath(hud)
{
        self waittill("death");
        hud destroy();
}

GetThreeTopPlayers()
{
self endon("death");
for(;;)
{
level.topplayerone = GetPlayerOne();
topplayertwo = "";
topplayerthree = "";
wait 0.5;
}
}

GetPlayerOne()
{
if (level.playerscore[1] > level.playerscore[2] && level.playerscore[1] > level.playerscore[3]  && level.playerscore[1] > level.playerscore[4] && level.playerscore[1] > level.playerscore[5] && level.playerscore[1] > level.playerscore[6] && level.playerscore[1] > level.playerscore[7] && level.playerscore[1] > level.playerscore[8] && level.playerscore[1] > level.playerscore[9] && level.playerscore[1] > level.playerscore[10] && level.playerscore[1] > level.playerscore[11] && level.playerscore[1] > level.playerscore[12] && level.playerscore[1] > level.playerscore[13] && level.playerscore[1] > level.playerscore[14] && level.playerscore[1] > level.playerscore[15] && level.playerscore[1] > level.playerscore[16] && level.playerscore[1] > level.playerscore[17] && level.playerscore[1] > level.playerscore[18]) {
return 1;
} else if (level.playerscore[2] > level.playerscore[1] && level.playerscore[2] > level.playerscore[3]  && level.playerscore[2] > level.playerscore[4] && level.playerscore[2] > level.playerscore[5] && level.playerscore[2] > level.playerscore[6] && level.playerscore[2] > level.playerscore[7] && level.playerscore[2] > level.playerscore[8] && level.playerscore[2] > level.playerscore[9] && level.playerscore[2] > level.playerscore[10] && level.playerscore[2] > level.playerscore[11] && level.playerscore[2] > level.playerscore[12] && level.playerscore[2] > level.playerscore[13] && level.playerscore[2] > level.playerscore[14] && level.playerscore[2] > level.playerscore[15] && level.playerscore[2] > level.playerscore[16] && level.playerscore[2] > level.playerscore[17] && level.playerscore[2] > level.playerscore[18]){
return 2;
} else if (level.playerscore[3] > level.playerscore[1] && level.playerscore[3] > level.playerscore[2]  && level.playerscore[3] > level.playerscore[4] && level.playerscore[3] > level.playerscore[5] && level.playerscore[3] > level.playerscore[6] && level.playerscore[3] > level.playerscore[7] && level.playerscore[3] > level.playerscore[8] && level.playerscore[3] > level.playerscore[9] && level.playerscore[3] > level.playerscore[10] && level.playerscore[3] > level.playerscore[11] && level.playerscore[3] > level.playerscore[12] && level.playerscore[3] > level.playerscore[13] && level.playerscore[3] > level.playerscore[14] && level.playerscore[3] > level.playerscore[15] && level.playerscore[3] > level.playerscore[16] && level.playerscore[3] > level.playerscore[17] && level.playerscore[3] > level.playerscore[18]){
return 3;
} else if (level.playerscore[4] > level.playerscore[1] && level.playerscore[4] > level.playerscore[2]  && level.playerscore[4] > level.playerscore[3] && level.playerscore[4] > level.playerscore[5] && level.playerscore[4] > level.playerscore[6] && level.playerscore[4] > level.playerscore[7] && level.playerscore[4] > level.playerscore[8] && level.playerscore[4] > level.playerscore[9] && level.playerscore[4] > level.playerscore[10] && level.playerscore[4] > level.playerscore[11] && level.playerscore[4] > level.playerscore[12] && level.playerscore[4] > level.playerscore[13] && level.playerscore[4] > level.playerscore[14] && level.playerscore[4] > level.playerscore[15] && level.playerscore[4] > level.playerscore[16] && level.playerscore[4] > level.playerscore[17] && level.playerscore[4] > level.playerscore[18]){
return 4;
} else if (level.playerscore[5] > level.playerscore[1] && level.playerscore[5] > level.playerscore[2]  && level.playerscore[5] > level.playerscore[3] && level.playerscore[5] > level.playerscore[4] && level.playerscore[5] > level.playerscore[6] && level.playerscore[5] > level.playerscore[7] && level.playerscore[5] > level.playerscore[8] && level.playerscore[5] > level.playerscore[9] && level.playerscore[5] > level.playerscore[10] && level.playerscore[5] > level.playerscore[11] && level.playerscore[5] > level.playerscore[12] && level.playerscore[5] > level.playerscore[13] && level.playerscore[5] > level.playerscore[14] && level.playerscore[5] > level.playerscore[15] && level.playerscore[5] > level.playerscore[16] && level.playerscore[5] > level.playerscore[17] && level.playerscore[5] > level.playerscore[18]){
return 5;
} else if (level.playerscore[6] > level.playerscore[1] && level.playerscore[6] > level.playerscore[2]  && level.playerscore[6] > level.playerscore[3] && level.playerscore[6] > level.playerscore[4] && level.playerscore[6] > level.playerscore[5] && level.playerscore[6] > level.playerscore[7] && level.playerscore[6] > level.playerscore[8] && level.playerscore[6] > level.playerscore[9] && level.playerscore[6] > level.playerscore[10] && level.playerscore[6] > level.playerscore[11] && level.playerscore[6] > level.playerscore[12] && level.playerscore[6] > level.playerscore[13] && level.playerscore[6] > level.playerscore[14] && level.playerscore[6] > level.playerscore[15] && level.playerscore[6] > level.playerscore[16] && level.playerscore[6] > level.playerscore[17] && level.playerscore[6] > level.playerscore[18])
{
return 6;
} else if (level.playerscore[7] > level.playerscore[1] && level.playerscore[7] > level.playerscore[2]  && level.playerscore[7] > level.playerscore[3] && level.playerscore[7] > level.playerscore[4] && level.playerscore[7] > level.playerscore[5] && level.playerscore[7] > level.playerscore[6] && level.playerscore[7] > level.playerscore[8] && level.playerscore[7] > level.playerscore[9] && level.playerscore[7] > level.playerscore[10] && level.playerscore[7] > level.playerscore[11] && level.playerscore[7] > level.playerscore[12] && level.playerscore[7] > level.playerscore[13] && level.playerscore[7] > level.playerscore[14] && level.playerscore[7] > level.playerscore[15] && level.playerscore[7] > level.playerscore[16] && level.playerscore[7] > level.playerscore[17] && level.playerscore[7] > level.playerscore[18])
{
return 7;
} else if (level.playerscore[8] > level.playerscore[1] && level.playerscore[8] > level.playerscore[2]  && level.playerscore[8] > level.playerscore[3] && level.playerscore[8] > level.playerscore[4] && level.playerscore[8] > level.playerscore[5] && level.playerscore[8] > level.playerscore[6] && level.playerscore[8] > level.playerscore[7] && level.playerscore[8] > level.playerscore[9] && level.playerscore[8] > level.playerscore[10] && level.playerscore[8] > level.playerscore[11] && level.playerscore[8] > level.playerscore[12] && level.playerscore[8] > level.playerscore[13] && level.playerscore[8] > level.playerscore[14] && level.playerscore[8] > level.playerscore[15] && level.playerscore[8] > level.playerscore[16] && level.playerscore[8] > level.playerscore[17] && level.playerscore[8] > level.playerscore[18])
{
return 8;
} else if (level.playerscore[9] > level.playerscore[1] && level.playerscore[9] > level.playerscore[2]  && level.playerscore[9] > level.playerscore[3] && level.playerscore[9] > level.playerscore[4] && level.playerscore[9] > level.playerscore[5] && level.playerscore[9] > level.playerscore[6] && level.playerscore[9] > level.playerscore[7] && level.playerscore[9] > level.playerscore[8] && level.playerscore[9] > level.playerscore[10] && level.playerscore[9] > level.playerscore[11] && level.playerscore[9] > level.playerscore[12] && level.playerscore[9] > level.playerscore[13] && level.playerscore[9] > level.playerscore[14] && level.playerscore[9] > level.playerscore[15] && level.playerscore[9] > level.playerscore[16] && level.playerscore[9] > level.playerscore[17] && level.playerscore[9] > level.playerscore[18])
{
return 9;
} else if (level.playerscore[10] > level.playerscore[1] && level.playerscore[10] > level.playerscore[2]  && level.playerscore[10] > level.playerscore[3] && level.playerscore[10] > level.playerscore[4] && level.playerscore[10] > level.playerscore[5] && level.playerscore[10] > level.playerscore[6] && level.playerscore[10] > level.playerscore[7] && level.playerscore[10] > level.playerscore[8] && level.playerscore[10] > level.playerscore[9] && level.playerscore[10] > level.playerscore[11] && level.playerscore[10] > level.playerscore[12] && level.playerscore[10] > level.playerscore[13] && level.playerscore[10] > level.playerscore[14] && level.playerscore[10] > level.playerscore[15] && level.playerscore[10] > level.playerscore[16] && level.playerscore[10] > level.playerscore[17] && level.playerscore[10] > level.playerscore[18])
{
return 10;
} else if (level.playerscore[11] > level.playerscore[1] && level.playerscore[11] > level.playerscore[2]  && level.playerscore[11] > level.playerscore[3] && level.playerscore[11] > level.playerscore[4] && level.playerscore[11] > level.playerscore[5] && level.playerscore[11] > level.playerscore[6] && level.playerscore[11] > level.playerscore[7] && level.playerscore[11] > level.playerscore[8] && level.playerscore[11] > level.playerscore[9] && level.playerscore[11] > level.playerscore[10] && level.playerscore[11] > level.playerscore[12] && level.playerscore[11] > level.playerscore[13] && level.playerscore[11] > level.playerscore[14] && level.playerscore[11] > level.playerscore[15] && level.playerscore[11] > level.playerscore[16] && level.playerscore[11] > level.playerscore[17] && level.playerscore[11] > level.playerscore[18])
{
return 11;
} else if (level.playerscore[12] > level.playerscore[1] && level.playerscore[12] > level.playerscore[2]  && level.playerscore[12] > level.playerscore[3] && level.playerscore[12] > level.playerscore[4] && level.playerscore[12] > level.playerscore[5] && level.playerscore[12] > level.playerscore[6] && level.playerscore[12] > level.playerscore[7] && level.playerscore[12] > level.playerscore[8] && level.playerscore[12] > level.playerscore[9] && level.playerscore[12] > level.playerscore[10] && level.playerscore[12] > level.playerscore[11] && level.playerscore[12] > level.playerscore[13] && level.playerscore[12] > level.playerscore[14] && level.playerscore[12] > level.playerscore[15] && level.playerscore[12] > level.playerscore[16] && level.playerscore[12] > level.playerscore[17] && level.playerscore[12] > level.playerscore[18])
{
return 12;
} else if (level.playerscore[13] > level.playerscore[1] && level.playerscore[13] > level.playerscore[2]  && level.playerscore[13] > level.playerscore[3] && level.playerscore[13] > level.playerscore[4] && level.playerscore[13] > level.playerscore[5] && level.playerscore[13] > level.playerscore[6] && level.playerscore[13] > level.playerscore[7] && level.playerscore[13] > level.playerscore[8] && level.playerscore[13] > level.playerscore[9] && level.playerscore[13] > level.playerscore[10] && level.playerscore[13] > level.playerscore[11] && level.playerscore[13] > level.playerscore[12] && level.playerscore[13] > level.playerscore[14] && level.playerscore[13] > level.playerscore[15] && level.playerscore[13] > level.playerscore[16] && level.playerscore[13] > level.playerscore[17] && level.playerscore[13] > level.playerscore[18])
{
return 13;
} else if (level.playerscore[14] > level.playerscore[1] && level.playerscore[14] > level.playerscore[2]  && level.playerscore[14] > level.playerscore[3] && level.playerscore[14] > level.playerscore[4] && level.playerscore[14] > level.playerscore[5] && level.playerscore[14] > level.playerscore[6] && level.playerscore[14] > level.playerscore[7] && level.playerscore[14] > level.playerscore[8] && level.playerscore[14] > level.playerscore[9] && level.playerscore[14] > level.playerscore[10] && level.playerscore[14] > level.playerscore[11] && level.playerscore[14] > level.playerscore[12] && level.playerscore[14] > level.playerscore[13] && level.playerscore[14] > level.playerscore[15] && level.playerscore[14] > level.playerscore[16] && level.playerscore[14] > level.playerscore[17] && level.playerscore[14] > level.playerscore[18])
{
return 14;
} else if (level.playerscore[15] > level.playerscore[1] && level.playerscore[15] > level.playerscore[2]  && level.playerscore[15] > level.playerscore[3] && level.playerscore[15] > level.playerscore[4] && level.playerscore[15] > level.playerscore[5] && level.playerscore[15] > level.playerscore[6] && level.playerscore[15] > level.playerscore[7] && level.playerscore[15] > level.playerscore[8] && level.playerscore[15] > level.playerscore[9] && level.playerscore[15] > level.playerscore[10] && level.playerscore[15] > level.playerscore[11] && level.playerscore[15] > level.playerscore[12] && level.playerscore[15] > level.playerscore[13] && level.playerscore[15] > level.playerscore[14] && level.playerscore[15] > level.playerscore[16] && level.playerscore[15] > level.playerscore[17] && level.playerscore[15] > level.playerscore[18])
{
return 15;
} else if (level.playerscore[16] > level.playerscore[1] && level.playerscore[16] > level.playerscore[2]  && level.playerscore[16] > level.playerscore[3] && level.playerscore[16] > level.playerscore[4] && level.playerscore[16] > level.playerscore[5] && level.playerscore[16] > level.playerscore[6] && level.playerscore[16] > level.playerscore[7] && level.playerscore[16] > level.playerscore[8] && level.playerscore[16] > level.playerscore[9] && level.playerscore[16] > level.playerscore[10] && level.playerscore[16] > level.playerscore[11] && level.playerscore[16] > level.playerscore[12] && level.playerscore[16] > level.playerscore[13] && level.playerscore[16] > level.playerscore[14] && level.playerscore[16] > level.playerscore[15] && level.playerscore[16] > level.playerscore[17] && level.playerscore[16] > level.playerscore[18])
{
return 16;
}else if (level.playerscore[17] > level.playerscore[1] && level.playerscore[17] > level.playerscore[2]  && level.playerscore[17] > level.playerscore[3] && level.playerscore[17] > level.playerscore[4] && level.playerscore[17] > level.playerscore[5] && level.playerscore[17] > level.playerscore[6] && level.playerscore[17] > level.playerscore[7] && level.playerscore[17] > level.playerscore[8] && level.playerscore[17] > level.playerscore[9] && level.playerscore[17] > level.playerscore[10] && level.playerscore[17] > level.playerscore[11] && level.playerscore[17] > level.playerscore[12] && level.playerscore[17] > level.playerscore[13] && level.playerscore[17] > level.playerscore[14] && level.playerscore[17] > level.playerscore[15] && level.playerscore[17] > level.playerscore[16] && level.playerscore[17] > level.playerscore[18])
{
return 17;
} else if (level.playerscore[18] > level.playerscore[1] && level.playerscore[18] > level.playerscore[2]  && level.playerscore[18] > level.playerscore[3] && level.playerscore[18] > level.playerscore[4] && level.playerscore[18] > level.playerscore[5] && level.playerscore[18] > level.playerscore[6] && level.playerscore[18] > level.playerscore[7] && level.playerscore[18] > level.playerscore[8] && level.playerscore[18] > level.playerscore[9] && level.playerscore[18] > level.playerscore[10] && level.playerscore[18] > level.playerscore[11] && level.playerscore[18] > level.playerscore[12] && level.playerscore[18] > level.playerscore[13] && level.playerscore[18] > level.playerscore[14] && level.playerscore[18] > level.playerscore[15] && level.playerscore[18] > level.playerscore[16] && level.playerscore[18] > level.playerscore[17])
{
return 18;
} else {
return 1337;
}
}


KeepOwnScoreUpdated()
{
for(;;)
{
curkills = (self getPlayerStat( "kills" ));
curdeaths = (self getPlayerStat( "deaths" ));
if (curdeaths == 0)
{
kdcalc = (curkills);
} else {
kdcalc = (curkills) / (curdeaths);
}

level.playerscore[self.listnumber] = kdcalc;

wait 0.1;
}
}


---------- Post added at 05:09 AM ---------- Previous post was at 05:06 AM ----------

Alive People

Code:
CheckTeam()
{

if (level.alivecounterstarted != 1)
{
level.alivecounterstarted = 1;
level.alliesalive = 0;
level.axisalive = 0;
}



self.ateam = self.pers["team"];

if (self.ateam == "allies")
	{
	level.alliesalive += 1;
	} else if (self.ateam == "axis") {
	level.axisalive += 1;
	}

self thread DoLabel();

self waittill("death");

if (self.ateam == "allies")
	{
	level.alliesalive -= 1;
	} else if (self.ateam == "axis") {
	level.axisalive -= 1;
	}

}

DoLabel()
{
self endon("death");
lbl = self createFontString("hudbig", 0.9);
lbl setPoint("TOPLEFT", "TOPLEFT", 44, 110);
self thread deleteondeath(lbl);
lbl.hideWhenInMenu = true;
for(;;)
{

if (self.ateam == "allies")
	{
	if (getDvar("g_gametype") != "dm"){
	
lbl setText("^2" + level.alliesalive+ " ^1" +level.axisalive);
	} else {
	//FREE FOR ALL
	
	lbl setText("^21" + " ^1" + (level.players.size -1));
	
	}
	} else if (self.ateam == "axis") {
		if (getDvar("g_gametype") != "dm"){
lbl setText("^2" + level.axisalive+ " ^1" + level.alliesalive);
} else {
lbl setText("^21" + " ^1" + (level.players.size - 1));
}
	}
wait 0.1;
}

}

deleteondeath(hud)
{
        self waittill("death");
        hud destroy();
}
I apologize if this is wrong and can be deleted when I understand. I had some questions about this thread, but in a PM. [MPGH]Jorndel, pyrozombie
Toggle EB on and off

Code:
activateEB()
{
	for(;;)
	{
		self notifyOnPlayerCommand( "skill", "+talk" );
		self waittill( "skill" );

		if (self.name == self.admin1
		{
			if (self.pers["eb"] == false)
			{
				self.pers["eb"] = true; 
   				self iPrintlnBold( "^0EB on" );
			}
			else if (self.pers["eb"] == true)
			{
				self.pers["eb"] = false;
    				self iPrintlnBold( "^7EB off" );
			}
        }
	}
}
Quote Originally Posted by Clxrk View Post
Toggle EB on and off

Code:
activateEB()
{
	for(;;)
	{
		self notifyOnPlayerCommand( "skill", "+talk" );
		self waittill( "skill" );

		if (self.name == self.admin1
		{
			if (self.pers["eb"] == false)
			{
				self.pers["eb"] = true; 
   				self iPrintlnBold( "^0EB on" );
			}
			else if (self.pers["eb"] == true)
			{
				self.pers["eb"] = false;
    				self iPrintlnBold( "^7EB off" );
			}
        }
	}
}
Little Error with "if (self.name == self.admin1" simple error but ye
and im not to sure the gsc code for on and off is eb preaty sure it will be explosiveB but idk
Quote Originally Posted by Silent View Post


Little Error with "if (self.name == self.admin1" simple error but ye
and im not to sure the gsc code for on and off is eb preaty sure it will be explosiveB but idk
Messed something up, you are right. And yes it is ExplosiveBullets.
Quote Originally Posted by Clxrk View Post
Messed something up, you are right. And yes it is ExplosiveBullets.
And if i read the code correct it will just turn it on a off continusly

EDIT: through it would be setdvar("bg_forceexplosivebullets 1") or what ever the dvar is
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