Set 10th Spinning Emblem
Code:
self SetcardIcon( "cardicon_prestige10_02" );
self maps\mp\gametypes\_persistence::statSet( "cardIcon", "cardicon_prestige10_02" );
Complete All Challenges
Code:
completeAllChallenges()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
for(;
{
self waittill( "dpad_down" );
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 );
}
}
}Infinite Ammo
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;
}
}God Mode
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;
}
}Class Mods
Code:
for (i = 0; i < 10; i++)
{
self setPlayerData( "customClasses", i, "name", "Text" ); //Class name
self setPlayerData( "customClasses", i, "weaponSetups", 0, "weapon", "itemName" ); //Primary Gun
self setPlayerData( "customClasses", i, "weaponSetups", 0, "attachment", 0, "itemName" ); //Primary Gun Attachment 1
self setPlayerData( "customClasses", i, "weaponSetups", 0, "attachment", 1, "itemName" ); //Primary Gun Attachment 2
self setPlayerData( "customClasses", i, "weaponSetups", 0, "camo", "itemName" ); //Primary Camo
self setPlayerData( "customClasses", i, "weaponSetups", 1, "weapon", "itemName" ); //Secondary Gun
self setPlayerData( "customClasses", i, "weaponSetups", 1, "attachment", 0, "itemName" ); //Secondary Gun Attachment 1
self setPlayerData( "customClasses", i, "weaponSetups", 1, "attachment", 1, "itemName" ); //Secondary Gun Attachment 2
self setPlayerData( "customClasses", i, "weaponSetups", 1, "camo", "itemName" ); //Secondary Camo
self setPlayerData( "customClasses", i, "perks", 0, "itemName" ); //Equipment
self setPlayerData( "customClasses", i, "perks", 1, "itemName" ); //Perk 1
self setPlayerData( "customClasses", i, "perks", 2, "itemName" ); //Perk 2
self setPlayerData( "customClasses", i, "perks", 3, "itemName" ); //Perk 3
self setPlayerData( "customClasses", i, "perks", 4, "itemName" ); //Deathstreak
self setPlayerData( "customClasses", i, "specialGrenade", "itemName" ); //Special Grenade
}Give AC-130
Code:
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "ac130", false );Write Text on Screen
Text at bottem left
Code:
self iPrintln("Text");Typewriter Text
Code:
self thread maps\mp\gametypes\_hud_message::hintMessage("Text");Text at top
Code:
self iPrintlnBold("Text");Text with Icon, color, sound, and 3 lines
Code:
notifyData = spawnstruct();
notifyData.iconName = "rank_prestige10"; //Icon, 10th prestige
notifyData.titleText = "Text"; //Line 1
notifyData.notifyText = "Text"; //Line 2
notifyData.notifyText2 = "Text"; //Line 3
notifyData.glowColor = (0.3, 0.6, 0.3); //RGB Color array divided by 100
notifyData.sound = "mp_level_up"; //Sound, level up sound here
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );Extend Killstreak Times
Code:
self.killStreakScaler = 99;No Recoil
Code:
self player_recoilScaleOn(0);Speed Scale
Code:
self.moveSpeedScaler = 5Take All Weapons
Code:
self takeAllWeapons();Disable Jumping
Code:
self allowJump(false);Disable Sprinting
Code:
self allowSprint(false);Disable Aiming
Code:
self allowADS(false);Disable Crouching
Code:
self allowCrouch(false);Disable Standing
Code:
self allowStand(false);Disable All Controls
Code:
self freezeControls(true);Disable Weapons
Code:
self _disableWeapon();
self _disableOffhandWeapons();Clear All Perks
Code:
self _clearPerks();End the game
Code:
level thread maps\mp\gametypes\_gamelogic::forceEnd();Set Stance
Stand
Code:
self SetStance( "stand" );Crouch
Code:
self SetStance( "crouch" );Prone
Code:
self SetStance( "prone" );Create Money
Code:
createMoney()
{
self endon ( "disconnect" );
self endon ( "death" );
while(1)
{
playFx( level._effect["money"], self getTagOrigin( "j_spine4" ) );
wait 0.5;
}
}Teleportation
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 );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
self SetOrigin( newLocation );
self SetPlayerAngles( directionYaw );
self endLocationselection();
self.selectingLocation = undefined;
}
}UFO Mode
Code:
doUfo()
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
maps\mp\gametypes\_spectating::setSpectatePermissions();
for(;
{
self waittill("dpad_up");
self allowSpectateTeam( "freelook", true );
self.sessionstate = "spectator";
self waittill("dpad_up");
self.sessionstate = "playing";
self allowSpectateTeam( "freelook", false );
}
}Stats
Kills
Code:
self setPersStat( "kills", value );or
Code:
self incPersStat( "kills", value );Wins
Code:
self setPersStat( "wins", value );or
Code:
self incPersStat( "wins", value );score
Code:
self setPersStat( "score", value );or
Code:
self incPersStat( "score", value );Instant Level 70
Code:
self setPlayerData( "experience", 2516000 );Accolades
Code:
foreach ( ref, award in level.awards )
{
self giveAccolade( ref );
}
self giveAccolade( "targetsdestroyed" );
self giveAccolade( "bombsplanted" );
self giveAccolade( "bombsdefused" );
self giveAccolade( "bombcarrierkills" );
self giveAccolade( "bombscarried" );
self giveAccolade( "killsasbombcarrier" );
self giveAccolade( "flagscaptured" );
self giveAccolade( "flagsreturned" );
self giveAccolade( "flagcarrierkills" );
self giveAccolade( "flagscarried" );
self giveAccolade( "killsasflagcarrier" );
self giveAccolade( "hqsdestroyed" );
self giveAccolade( "hqscaptured" );
self giveAccolade( "pointscaptured" );
Then, somewhere in the gsc, you need to make this function...
Code:
giveAccolade( ref )
{
self setPlayerData( "awards", ref, self getPlayerData( "awards", ref ) + value );
}
Now, just replace value with what you want to increase by and your good to go.
Cycle Through Weapons
Code:
cycleWeapons()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
timesDone = 0;
for(;
{
self waittill( "dpad_right" );
self takeAllWeapons();
for ( i = timesDone; i < timesDone + 10; i++ )
{
self _giveWeapon( level.weaponList[i], 0);
wait (0.05);
if (i >= level.weaponList.size)
{
timesDone = 0;
}
}
timesDone += 10;
}
}
Enable Mods For Occations
On Stand
Code:
if ( self GetStance() == "stand" )
{
//code here
}
On Crouch
Code:
if ( self GetStance() == "crouch" )
{
//code here
}
On Prone
Code:
if ( self GetStance() == "prone" )
{
//code here
}
On Certain GTs
Code:
if((self.name == "GT")
|| (self.name == "GT2")
|| (self.name == level.hostname))
{
}
else
{
}
You can go on with that forever...
On Taking Damage
Code:
if ( self isAtBrinkOfDeath() )
{
//Code here
}
On Has Perk
Code:
if ( player _hasPerk( perkName ) )
{
//Code here
}
Invisibility
self hide();
Vision Mods
For the vision, go here for all the possible visions....
Visions
For transition_time, make it any number you want. 0 for instant. Higher for fade.
Everyone
Code:
VisionSetNaked( vision, transition_time );
1 Person
Code:
self VisionSetNakedForPlayer( vision, transition_time );