Teleport all players using map
teleportPlayers()
{
self hideMenu();
self beginLocationMortarSelection( "map_mortar_selector", level.mortarSelectorRadius );
self.selectingLocation = true;
self thread maps\mp\_airsupport::endSelectionThink();
self waittill( "confirm_location", location );
newLocation = bulletTrace( ( location + ( 0, 0, 100000 ) ), ( location + ( 0, 0, -100000 ) ), 0, self )["position"];
Shoot to teleport yourself
self notify( "used" );teleportGun()
{
self endon("death");
for(; {
self waittill("weapon_fired");
eye = self geteye(); vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 100000000, vec[1] * 100000000, vec[2] * 100000000);
pos = BulletTrace( eye, end, 0, self )[ "position" ];
self setOrigin(pos);
}
}
Spawn crates where you shoot
Needs Vector Scale scriptcrate()
{
self endon("death");
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
robrob = BulletTrace( forward, end, 0, self )[ "position" ];
Crate = spawn("script_model", robrob);
Crate setModel("mp_supplydrop_ally");
wait 0.1;
}
}
for(i=0;i<get_players().size;i++)
{
if(get_players()[i] == self)
{
continue;
}
get_players()[i] setorigin(newLocation);
self showMenu();
}
}[
Vector Scale
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
Toggle 3rd Person View
thirdPerson()
{
thirdPerson = getDvarInt( "cg_thirdPerson" );
if( thirdPerson == 0 )
{
self setClientDvar( "cg_thirdPerson", 1 );
self setClientDvar( "cg_thirdPersonAngle", 360 );
self setClientDvar( "cg_thirdPersonFocusDist", 512 );
self setClientDvar( "cg_thirdPersonMode", "Fixed" );
self setClientDvar( "cg_thirdPersonRange", 160 );
}
else if( thirdPerson == 1 )
{
self setClientDvar( "cg_thirdPerson", 0 );
}
self iPrintln( "^7Third person: ^5" + thirdPerson + "^7." );
}
Super Dogs
20 unstoppable dogs
Use Attack Dogs killstreak after activating this
superdogs()
{
self endon ( "disconnect" );
self endon ( "death" );
self setClientDvar( "scr_dog_count", "999" );
self setClientDvar( "scr_dog_health", "999999" );
self setClientDvar( "scr_dog_max_at_once", "999" );
self setClientDvar( "scr_dog_time", "99999" );
}
Give Deathmachine
or change minigun_mp to whatever weapon name you want
dmachine()
{
self giveWeapon( "minigun_mp" );
self giveMaxAmmo( "minigun_mp" );
self switchToWeapon( "minigun_mp" );
}
Unlock Pro Perks (Nity)
UnlockPro()
{
perkz = [];
perkz[1] = "PERKS_SLEIGHT_OF_HAND";
perkz[2] = "PERKS_GHOST";
perkz[3] = "PERKS_NINJA";
perkz[4] = "PERKS_HACKER";
perkz[5] = "PERKS_LIGHTWEIGHT";
perkz[6] = "PERKS_SCOUT";
perkz[7] = "PERKS_STEADY_AIM";
perkz[8] = "PERKS_DEEP_IMPACT";
perkz[9] = "PERKS_MARATHON";
perkz[10] = "PERKS_SECOND_CHANCE";
perkz[11] = "PERKS_TACTICAL_MASK";
perkz[12] = "PERKS_PROFESSIONAL";
perkz[13] = "PERKS_SCAVENGER";
perkz[14] = "PERKS_FLAK_JACKET";
perkz[15] = "PERKS_HARDLINE";
for(y=1;y<16;y++)
{
zxz0O0 = perkz[y];
for(i=0;i<3;i++)
{
self sayAll( "Pro Unlocked Needs a map restart" );
self maps\mp\gametypes\_persistence::unlockItemFromChallenge( "perkpro " + zxz0O0 + " " + i);
self setClientdvar("activeaction", "vstr a");
self setClientdvar("a", "updategamerprofile;uploadstats");
}
}
Change prestige Updated to work for FXLegacy 3.00
Probably a better way to do it but this is how it worked for me
changePrestiges()
{
if (self.prestigeToggle<17)
self.prestigeToggle++;
if (self.prestigeToggle==17)
self.prestigeToggle=0;
prestige = self.prestigeToggle;
self maps\mp\gametypes\_persistence::statSet( "plevel", prestige );
self sayAll( "^5I am on prestige #" + self.prestigeToggle + ", I need a map restart" );
self thread submit();
}
submit()
{
self setClientdvar("activeaction", "vstr prestig");
self setClientdvar("prestig", "statwriteddl playerstatslist plevel "+self.prestigeToggle+";vstr us");
self setClientdvar("us", "updategamerprofile;uploadstats;vstr cr");
self setClientdvar("cr", "say ^1Prestige Changed");
}
Player Controlled Sentry Gun
spawnCrate()
{
size = level.minigunList.size;
angles = (0, self.angles[1], 0);
level.minigunList[size] = createMinigun(self.origin, angles);
self thread createMinigunTurret(level.minigunList[size].location, level.miniGunList[size].angle);
self.createdMiniguns[self.createdMiniguns.size] = size;
}
createMinigunTurret(pos, rotation)
{
miniGun = spawnTurret( "auto_turret", pos, "auto_gun_turret_mp" );
miniGun setModel(level.auto_turret_settings["sentry"].modelBase);
miniGun SetTurretType("sentry");
miniGun.angles = rotation;
}
createMinigun(origin, angle)
{
minigun = spawnstruct();
minigun.location = origin;
minigun.angle = angle;
return minigun;
}
Player Controlled Sam Turret
pawnSam()
{
size = level.minigunList.size;
angles = (0, self.angles[1], 0);
level.minigunList[size] = createMinigun(self.origin, angles);
self thread createSamTurret(level.minigunList[size].location, level.miniGunList[size].angle);
self.createdMiniguns[self.createdMiniguns.size] = size;
}
createSamTurret(pos, rotation)
{
miniGun = spawnTurret( "auto_turret", pos, "tow_turret_mp" );
miniGun setModel(level.auto_turret_settings["tow"].modelBase);
miniGun SetTurretType("tow");
miniGun.angles = rotation;
level.minigunEnt[level.minigunEnt.size] = miniGun;
}
createMinigun(origin, angle)
{
minigun = spawnstruct();
minigun.location = origin;
minigun.angle = angle;
return minigun;
}
Explosive bullets
explosiveBullets()
{
level endon( "map_restarting" );
self endon( "disableExpBullets" );
if( self._cheatEnabled["explosiveBullets"] == true ) self._cheatEnabled["explosiveBullets"] = false;
else if( self._cheatEnabled["explosiveBullets"] == false ) self._cheatEnabled["explosiveBullets"] = true;
self iPrintlnFade( "^7Explosive bullets: " + self._cheatEnabled["explosiveBullets"] );
if( self._cheatEnabled["explosiveBullets"] == true )
{
for(;
{
self waittill( "weapon_fired" );
angle = anglesToForward( self getPlayerAngles() );
endPoint = self getTagOrigin( "tag_inhand" ) + vector_scale( angle, 10000 );
end = bulletTrace( self getTagOrigin( "tag_inhand" ), endPoint, true, self )["position"];
explosion = loadFx( "vehicle/vexplosion/fx_vexplode_helicopter_exp_mp" );
playFx( explosion, end );
playRumbleOnPosition( "artillery_rumble", end );
earthquake( 0.50, 0.50, end, 800 );
radiusDamage( end, 400, 300, 20, self );
sound = spawn( "script_model", end );
sound playSound( "explo_mine" );
sound delete();
}
}
else if( self._cheatEnabled["explosiveBullets"] == false )
{
self notify( "disableExpBullets" );
}
}
.