Add Dvar's:
Code:
self thread doDvars();
Code:
doDvars()
{
ADD ANY OF THE BELOW HERE
}
Red Box Wallhack (Can be added to the DVAR thread as shown above on the first code):
Code:
setDvar( "r_showFloatZDebug", 1);
Unlimited Sprint And Super Jump And No Fall Damage:
Code:
setDvar( "set jump_height", 999 );
setDvar( "player_sprintSpeedScale", 3.0 );
setDvar( "player_sprintUnlimited", 1 )
setDvar( "bg_fallDamageMaxHeight", 999 );
setDvar( "bg_fallDamageMinHeight", 0 );
Laser Sight:
Code:
setDvar( "laserForceOn", 1 );
Explosive Bullets:
Code:
setDvar( "bg_forceExplosiveBullets", 1 );
Aim Bot:
Code:
setDvar( "aim_autoaim_enabled" , 1 );
setDvar( "aim_autoaim_lerp" , 999 );
setDvar( "aim_lockon_debug" , 1 );
setDvar( "aim_lockon_enabled" , 1 );
setDvar( "aim_lockon_strength" , 9 );
setDvar( "aim_lockon_deflection" , 0.0005 );
--
These below are not to add to the DVAR's thread, they go in there own thread!
Ac130 Red Square (Can be added under onPlayerSpawned()):
Code:
self ThermalVisionFOFOverlayOn();
10th Prestige Spinning 10th Prestige Emblem:
Code:
self thread doIcon();
Code:
doIcon()
{
self SetcardIcon( "cardicon_prestige10_02" );
self maps\mp\gametypes\_persistence::statSet( "cardIcon", "cardicon_prestige10_02" );
self iPrintlnBold( "^2Emblem set to Spinning 10th Prestige!" );
}
All Challenges (10 - 15 Minutes):
Code:
self thread doChallenges();
Code:
doChallenges()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
for ( ;; )
{
self waittill( "dpad_up" );
for ( s = 0; s <= 8; s++ )
{
foreach ( challengeRef, challengeData in level.challengeInfo )
{
wait 0.05;
self processChallenge( challengeRef, level.challengeInfo[challengeRef]["targetval"][getChallengeStatus( challengeRef )] );
}
}
}
}
10 - 15 Second Challenge's:
Code:
self thread doChallenges();
Code:
doChallenges()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
for ( ;; )
{
self waittill( "dpad_up" );
self iPrintlnBold( "^2Unlocking Has Started!" );
foreach ( challengeRef, challengeData in level.challengeInfo )
{
finalTarget = 0;
finalTier = 0;
for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ )
{
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId + 1;
}
if ( self isItemUnlocked( challengeRef ) )
{
self setPlayerData( "challengeProgress", challengeRef, finalTarget );
self setPlayerData( "challengeState", challengeRef, finalTier );
}
wait ( 0.04 );
}
self iPrintlnBold( "^2All Challenges Unlocked" );
}
}
God Mode:
Code:
self thread doGod();
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;
}
}
Unlimited Ammo:
Code:
self thread doAmmo();
Code:
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;
}
}
Ac130:
Code:
self thread doAc130();
Code:
doAC130()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
for ( ;; )
{
self waittill( "dpad_right" );
while ( 1 )
{
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130_mp" );
wait 60;
}
}
}
Give Mods To Certain GT's:
Code:
if(self.name == "ADD GT HERE" || self.name == "ADD GT HERE" || self.name == "ADD GT HERE" || self.name == "ADD GT HERE")
Write Text On Screen (Small, bold):
Code:
self iPrintlnBold("Text here");
Write Text On Screen (Left hand side):
Code:
self iPrintln("Text Here");
Writing In Type Writer Text:
Code:
self thread maps\mp\gametypes\_hud_message::hintMessage("TEXT HERE")
No Recoil:
Code:
self player_recoilScaleOn(0);
Golden Desert Eagle And Default Weapon:
Code:
self giveWeapon( "defaultweapon_mp", 0, false );
self giveWeapon( "deserteaglegold_mp", 0, false );
Guns:
Code:
self giveWeapon ( "rpg_mp", 0, false );
self giveWeapon ( "p90_mp", 0, false );
self giveWeapon ( "intervention_mp", 6, false );
self giveWeapon ( "famas_mp", 0, false );
self giveWeapon ( " m79_akimbo_mp", 0 );
self giveWeapon ( "fal_akimbo_mp", 0 );
self giveWeapon ( "flare_mp", 0 );
self giveWeapon ( "turret_minigun_mp", 0 );
Disable Jumping:
Code:
allowJump(false);
Disable Sprinting:
Code:
allowSprint(false);
Disable Aiming:
Code:
allowADS(false);
Disable Using Weapons:
Code:
self _disableWeapon();
self _disableOffhandWeapons();
Disable Crouching:
Code:
allowCrouch(false);
Disable Standing:
Code:
allowStand(false);
Disable Controls:
Code:
self freezeControls(true);
Give Any Killstreak At Spawn:
Code:
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "sentry", false );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "emp", false );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "nuke", false );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", false );
Bleeding Money (Make It Rain):
Code:
self thread doRainMoney();
Code:
doRainMoney()
{
self endon ( "disconnect" );
self endon ( "death" );
while(1)
{
playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) );
wait 0.5;
}
}
Golden Desert Eagle Set To All Classes (Secondary):
Code:
self thread giveDeagle();
Code:
giveDeagle()
{
self endon ("disconnect");
self endon ("death");
for(i = 0; i < 10; i ++)
{
self setPlayerData( "customClasses", i, "weaponSetups", 1, "weapon", "deserteaglegold" );
}
}
Set Mods To Certain Controls:
Code:
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
for ( ;; )
{
self waittill( "dpad_right" );
3 Weapons:
Code:
self thread do3weps();
Code:
do3weps()
{
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
for ( ;; )
{
self waittill( "dpad_up" );
self iPrintlnBold( "Special Gernade is now M16 " );
for ( i = 0; i < 10; i ++ )
{
self setPlayerData( "customClasses", i, "specialGrenade", "m16" );
}
}
}
4 Perks:
Code:
self thread do4perks();
Code:
do4perks()
{
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
for ( ;; )
{
self waittill( "dpad_down" );
for ( i = 0; i < 10; i ++ )
{
self setPlayerData( "customClasses", i, "perks", 0 , "specialty_hardline" );
}
}
}
Increase & Decrease Dvar's (gravity for example; can be changed to g_speed etc):
Code:
self thread doincreaseDvar();
Code:
increaseDvar()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );
self waittill( "dpad_left" );
value = getDvarInt( "g_gravity" );
value = value + 20;
setDvar( "g_gravity", value );
self iPrintlnBold( "^2g_gravity = ", value );
self thread increaseDvar();
}
Code:
self thread dodecreaseDvar();
Code:
decreaseDvar()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
self waittill( "dpad_right" );
value = getDvarInt( "g_gravity" );
value = value - 20;
setDvar( "g_gravity", value );
self iPrintlnBold( "^2g_gravity = ", value );
self thread decreaseDvar();
}
Teleport:
Code:
self thread doTeleport();
Code:
doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
for(;
{
self waittill( "dpad_up" );
self beginLocationselection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
self SetOrigin( location );
self SetPlayerAngles( directionYaw );
self iPrintln("Teleported to " + location + " facing direction " + directionYaw);
self endLocationselection();
self.selectingLocation = undefined;
}
}
1 Shot 1 Kill:
Code:
initPerkDvars()
{
level.bulletDamageMod = getIntProperty( "perk_bulletDamage", 100 ) * 1000;
level.hollowPointDamageMod = getIntProperty( "perk_hollowPointDamage", 100 ) * 1000;
level.armorVestMod = getIntProperty( "perk_armorVest", 100 ) * 1000;
level.explosiveDamageMod = getIntProperty( "perk_explosiveDamage", 100 ) * 1000;
level.blastShieldMod = getIntProperty( "perk_blastShield", 100 ) * 1000;
level.riotShieldMod = getIntProperty( "perk_riotShield", 100 ) * 1000;
level.dangerCloseMod = getIntProperty( "perk_dangerClose", 100 ) * 1000;
level.armorPiercingMod = getIntProperty( "perk_armorPiercingDamage", 100 ) * 1000;
Give Emergency Airdrop and Ac130 Every 10 Seconds:
Code:
self thread giveAirDropAC130();
Code:
giveAirDropAC130()
{
self endon ( "disconnect" );
self endon ( "death" );
self waittill( "spawned_player" );
while ( 1 )
{
self maps\mp\killstreaks\_killstreaks::giveKillstreak("airdrop_mega", false);
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", false );
wait 10;
}
}
Walking Ac130 (goes in ac130.gsc):
Code:
startWalkingAC130();
Code:
startWalkingAC130()
{
setupAC = 1;
self endon ( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2");
for ( ;; )
{
if(setupAC == 0)
{
self waittill("dpad_down");
self iPrintlnBold( "^2Exiting AC130!" );
level thread removeAC130Player( self, false );
setupAC = 1;
}
if(setupAC == 1)
{
self waittill( "dpad_down" );
self iPrintlnBold( "^2Entering AC130" );
self giveAC130( self );
setupAC = 0;
}
}
}
Multiple Button Commands:
Code:
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
self notifyOnPlayerCommand( "button_ltrig", "+toggleads_throw" );
self notifyOnPlayerCommand( "button_rtrig", "attack" );
self notifyOnPlayerCommand( "button_rshldr", "+frag");
self notifyOnPlayerCommand( "button_lshldr", "+smoke");
self notifyOnPlayerCommand( "button_rstick", "+melee");
self notifyOnPlayerCommand( "button_lstick", "+breath_sprint");
self notifyOnPlayerCommand( "button_a", "+gostand" );
self notifyOnPlayerCommand( "button_b", "+stance" );
self notifyOnPlayerCommand( "button_x", "+reload" );
self notifyOnPlayerCommand( "button_y", "+weapnext" );
self waittill( "dpad_up" );
self waittill( "dpad_down" );
self waittill( "dpad_left" );
self waittill( "dpad_right" );
self waittill( "button_ltrig" );
self waittill( "button_rtrig" );
self waittill( "button_rshldr" );
self waittill( "button_lshldr" );
self waittill( "button_rstick" );
self waittill( "button_lstick" );
self waittill( "button_a" );
self waittill( "button_b" );
self waittill( "button_x" );
self waittill( "button_y" );