SUPER COPPERGUNNER
Code:
self setClientDvar( "bg_bulletExplDmgFactor", "25" );
self setClientDvar( "bg_bulletExplRadius", "10000" );
MODDED CLANTAG (unbound)
Code:
self setClientDvar( "clanname", "{@@}" );
BULLETPROOF GLASS
Code:
self setClientDvar( "glass_damageToWeaken", "1000" );
self setClientDvar( "glass_damageToDestroy", "10000" );
self setClientDvar( "glass_break", "1" );
CARTOON MOD IN CAREPACKAGE
Code:
addCrateType( "airdrop", "cartoon", getDvarInt( "scr_airdrop_cartoon", 1000 ), ::cartoonCrateThink );
cartoonCrateThink( dropType ){
self endon ( "death" );
self setHintString( "Press & hold [{+usereload}] To Pick Up Cartoon Mode !" );
self makeUsable();
self thread crateOwnerCaptureThink();
self thread crateOtherCaptureThink();
for ( ;; ){
self waittill ( "captured", player );
player playLocalSound( "ammo_crate_use" );
player setClientDvar( "r_fullbright", 1 );
}
}
DEPRRESTIGE ONLY FOR JTAG USER!!!
Code:
doPrestige(){
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "button_x", "+usereload " );
for ( ;; )
{
self waittill( "button_x" );
self setPlayerData( "prestige", 1 )
self thread mapsmpgametypes_hud_message::hintMessage("Prestige 1");
self waittill( "button_x" );
self setPlayerData( "prestige", 2 )
self thread mapsmpgametypes_hud_message::hintMessage("Prestige 2");
self waittill( "button_x" );
self setPlayerData( "prestige", 3 )
self thread mapsmpgametypes_hud_message::hintMessage("Prestige 3");
self waittill( "button_x" );
self setPlayerData( "prestige", 4 )
self thread mapsmpgametypes_hud_message::hintMessage("Prestige 4");
self waittill( "button_x" );
self setPlayerData( "prestige", 5 )
self thread mapsmpgametypes_hud_message::hintMessage("Prestige 5");
self waittill( "button_x" );
self setPlayerData( "prestige", 6 )
self thread mapsmpgametypes_hud_message::hintMessage("Prestige 6");
self waittill( "button_x" );
self setPlayerData( "prestige", 7 )
self thread mapsmpgametypes_hud_message::hintMessage("Prestige 7");
self waittill( "button_x" );
self setPlayerData( "prestige", 8 )
self thread mapsmpgametypes_hud_message::hintMessage("Prestige 8");
self waittill( "button_x" );
self setPlayerData( "prestige", 9 )
self thread mapsmpgametypes_hud_message::hintMessage("Prestige 9");
self waittill( "button_x" );
self setPlayerData( "prestige", 10 )
self thread mapsmpgametypes_hud_message::hintMessage("Prestige 10");
}
}
Scrolling text at the top
Code:
doTextScroll()
{
self endon ( "disconnect" );
displayText = self createFontString( "objective", 1.5 );
i = 0;
for( ;; )
{
if(i == 400) {
i = -400;
}
displayText setPoint( "CENTER", "TOP", i, 17);
displayText setText("^5GuysUnderMeSuck");
wait .01;
i++;
}
}
Toggle Super AIMBOT
Code:
AutoAimTOGGLE()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "LB", "+smoke" );
for ( ;; ) {
self waittill( "LB" );
if ( self GetStance() == "prone" ) {
self iPrintlnBold( "^4Auto AIM: ON!" );
self.autoAim = 1;
self suicide();
wait 1;
self iPrintlnBold( "Get Ready to Rape!" );
}
self waittill( "LB" );
if ( self GetStance() == "prone" ) {
self iPrintlnBold( "^1Auto AIM: OFF!" );
self.autoAim = 0;
self suicide();
wait 1;
self iPrintlnBold( "Damnit regular aim....." );
}
}
}
monitorAutoAim()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;
{
if(self.autoAim == 1)
self thread autoAim();
}
}
autoAim()
{
self endon( "death" );
self endon( "disconnect" );
for(;
{
wait 0.01;
aimAt = undefined;
foreach(player in level.players)
{
if(player == self)
continue;
if(!isAlive(player))
continue;
if(level.teamBased && self.pers["team"] == player.pers["team"])
continue;
if( !bulletTracePassed( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), false, self ) ) //Remove this and the next line to use it through walls
continue;
if( isDefined(aimAt) )
{
if( closer( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ) )
aimAt = player;
}
else
aimAt = player;
}
if( isDefined( aimAt ) )
self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
}
}
Add this to player spawned:
Code:
self thread savePos();
self thread loadPos();
Save aand Load Postion
Code:
savePos()
{
self endon("disconnect");
self endon("killed_player");
self endon("joined_spectators");
self notifyOnPlayerCommand("lb", "+smoke");
for ( ;; )
{
self waittill("lb");
self.saved_origin = self.origin;
self.saved_angles = self.angles;
self iprintln("^2Position Saved");
}
}
loadPos()
{
self endon("disconnect");
self notifyOnPlayerCommand("rb", "+frag");
for ( ;; )
{
self waittill("rb");
self freezecontrols(true);
wait 0.05;
self setPlayerAngles(self.saved_angles);
self setOrigin(self.saved_origin);
self iprintln("^2Position Loaded");
self freezecontrols(false);
}
}
Colored scorebaord codes.(green)
Code:
self setClientDvar("cg_ScoresPing_HighColor", "2.55 0.0 2.47");
self setClientDvar("cg_ScoresPing_LowColor", "1 0.68 0 1");
self setClientDvar("cg_ScoresPing_HighColor", "0 1 1 1");
self setClientDvar("ui_playerPartyColor", "0 1 0 1");
self setClientDvar("cg_scoreboardMyColor", "0 1 0 1");
self setClientDvar("lobby_searchingPartyColor", "0 1 0 1");
self iPrintlnBold( "^3colored scoreboard added" );
Shoot sentry guns
Code:
ShootSentry()
{
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
scale = 1000000;
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
sentry = spawn("script_model", SPLOSIONlocation );
sentry setModel( "sentry_minigun" ); // Change to any model that you want to shoot
}
}
Chrome dvar:
Code:
self setClientDvar( "r_specularmap", "2" );
shoot carepackages
Code:
shootcarepackages()
{
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
sentry = spawn("script_model", SPLOSIONlocation );
sentry setModel( "com_plasticcase_friendly" );
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}