Advertisement
ScriptzMoDz

Black Ops II GSC Scripts

Sep 9th, 2014
1,187
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 9.99 KB | None | 0 0
  1. //Button Detection
  2. if(self sprintbuttonpressed()) self iprintln("SPRINT");
  3. if(self inventorybuttonpressed()) self iprintln("INVENTORY");
  4. if(self secondaryoffhandbuttonpressed()) self iprintln("SECONDARY OFFHAND");
  5. if(self fragbuttonpressed()) self iprintln("FRAG");
  6. if(self stancebuttonpressed()) self iprintln("STANCE");
  7. if(self jumpbuttonpressed()) self iprintln("JUMP");
  8. if(self meleebuttonpressed()) self iprintln("MELEE");
  9. if(self throwbuttonpressed()) self iprintln("THROW");
  10. if(self adsbuttonpressed()) self iprintln("ADS");
  11. if(self actionslotfourbuttonpressed()) self iprintln("ACTION SLOT FOUR");
  12. if(self actionslotthreebuttonpressed()) self iprintln("ACTION SLOT THREE");
  13. if(self actionslottwobuttonpressed()) self iprintln("ACTION SLOT TWO");
  14. if(self actionslotonebuttonpressed()) self iprintln("ACTION SLOT ONE");
  15. if(self attackbuttonpressed()) self iprintln("ATTACK");
  16. if(self changeseatbuttonpressed()) self iprintln("CHANGE SEAT");
  17. if(self usebuttonpressed()) self iprintln("USE");
  18.  
  19.  
  20. //Inf Ammo
  21. //Call like
  22. //self thread unlimited_ammo();
  23.  
  24. unlimited_ammo( )
  25. {
  26. self endon( "disconnect" );
  27. self endon( "death" );
  28.  
  29. for(;;)
  30. {
  31. wait 0.1;
  32.  
  33. currentWeapon = self getcurrentweapon();
  34. if ( currentWeapon != "none" )
  35. {
  36. self setweaponammoclip( currentWeapon, weaponclipsize(currentWeapon) );
  37. self givemaxammo( currentWeapon );
  38. }
  39.  
  40. currentoffhand = self getcurrentoffhand();
  41. if ( currentoffhand != "none" )
  42. self givemaxammo( currentoffhand );
  43. }
  44. }
  45.  
  46. //Godmode
  47. self enableInvulnerability(); // On
  48. self disableInvulnerability(); // Off
  49.  
  50. //Weapon Asset Funcs
  51.  
  52. weaponfiretime(weapon);
  53. weaponreloadtime(weapon);
  54. isweaponcliponly(weapon);
  55. isweapondetonationtimed(weapon);
  56. weaponclipsize(weapon);
  57. weaponfuellife(weapon);
  58. weaponissemiauto(weapon);
  59. weaponisboltaction(weapon);
  60. weaponisgasweapon(weapon);
  61. weapontype(weapon);
  62. weaponclass(weapon);
  63. weaponmoutable(weapon);
  64. weaponinventorytype(weapon);
  65. weaponstartammo(weapon);
  66. weaponmaxammo(weapon);
  67. weaponaltweaponname(weapon);
  68. weaponduelwieldweaponname(weapon);
  69. weaponisduelwield(weapon);
  70. getweaponmindamagerange(weapon);
  71. getweaponmaxdamagerange(weapon);
  72. getweaponmindamage(weapon);
  73. getweaponmaxdamage(weapon);
  74. getweaponfusetime(weapon);
  75. getweaponexplosionradius(weapon);
  76. getweaponprojexplosionsound(weapon);
  77. isweaponspecificuse(weapon);
  78. isweapondisallowedatmatchstart(weapon);
  79. isweaponscopeoverlay(weapon);
  80. isweaponequipment(weapon);
  81. isweaponprimary(weapon);
  82. getweaponfiresound(weapon_index);
  83. getweaponfiresoundplayer(weapon_index);
  84. getweaponpickupsoundplayer(weapon_index);
  85. getweaponpickupsound(weapon_index);
  86. getweaponindexfromname(weapon);
  87. getweapondisplayname(weapon);
  88.  
  89. //Spawn Weapon Projectiles
  90.  
  91. <rocket_entity> = MagicBullet( <weaponBulletToSpawn>, <startOrigin>, <endOrigin>, <owner> );
  92.  
  93.  
  94. //System Detection
  95.  
  96. is_ps3();
  97. is_xenon();
  98. is_pc();
  99. is_wiiu();
  100.  
  101.  
  102. //Session Info
  103. sessionmodeisonlinegame();
  104. sessionmodeisprivateonlinegame();
  105. sessionmodeisprivate();
  106. sessionmodeissystemlink();
  107. sessionmodeiszombiesgame();
  108. gamemodeismode(gamemode);
  109. gamemodeisusingxp();
  110. gamemodeisusingstats();
  111. getgametypesetting(setting);
  112. setgametypesetting(setting, value)
  113.  
  114. //Profile Settings
  115. self setclientprofilevar("var", value);
  116. setlocalprofilevar("var", value);
  117. setlocalprofilearrayvar("var", arrayIndex, value);
  118. getlocalprofileint("var");
  119. getlocalprofilearrayint("var", arrayIndex);
  120. getlocalprofilefloat("var");
  121. getlocalprofilestring("var");
  122.  
  123. //Client Funcs
  124.  
  125. self isthrowinggrenade();
  126. self forcegrenadethrow();
  127. self isfiring();
  128. self ismeleeing();
  129. self isswitchingweapons();
  130. self isreloading();
  131. self takeallweapons();
  132. self getcurrentweapon();
  133. self getcurrentweaponaltweapon();
  134. self isweaponoverheating(<bool_heat>, <weapon_name>);//Both Optional Arguments
  135. self setweaponoverheating(heatValue, overheatValue, <optional_weapon_name>);
  136. self getcurrentoffhand();
  137. self isusingoffhand();
  138. self hasweapon("weapon_name");
  139.  
  140. //Trophies/Achievements
  141.  
  142. unlockAllCheevos()
  143. {
  144. cheevoList = strtok("SP_COMPLETE_ANGOLA,SP_COMPLETE_MONSOON,SP_COMPLETE_AFGHANISTAN,SP_COMPLETE_NICARAGUA,SP_COMPLETE_****STAN,SP_COMPLETE_KARMA,SP_COMPLETE_PANAMA,SP_COMPLETE_YEMEN,SP_COMPLETE_BLACKOUT,SP_COMPLETE_LA,SP_COMPLETE_HAITI,SP_VETERAN_PAST,SP_VETERAN_FUTURE,SP_ONE_CHALLENGE,SP_ALL_CHALLENGES_IN_LEVEL,SP_ALL_CHALLENGES_IN_GAME,SP_RTS_DOCKSIDE,SP_RTS_AFGHANISTAN,SP_RTS_DRONE,SP_RTS_CARRIER,SP_RTS_****STAN,SP_RTS_SOCOTRA,SP_STORY_MASON_LIVES,SP_STORY_HARPER_FACE,SP_STORY_FARID_DUEL,SP_STORY_OBAMA_SURVIVES,SP_STORY_LINK_CIA,SP_STORY_HARPER_LIVES,SP_STORY_MENENDEZ_CAPTURED,SP_MISC_ALL_INTEL,SP_STORY_CHLOE_LIVES,SP_STORY_99PERCENT,SP_MISC_WEAPONS,SP_BACK_TO_FUTURE,SP_MISC_10K_SCORE_ALL,MP_MISC_1,MP_MISC_2,MP_MISC_3,MP_MISC_4,MP_MISC_5,ZM_DONT_FIRE_UNTIL_YOU_SEE,ZM_THE_LIGHTS_OF_THEIR_EYES,ZM_DANCE_ON_MY_GRAVE,ZM_STANDARD_EQUIPMENT_MAY_VARY,ZM_YOU_HAVE_NO_POWER_OVER_ME,ZM_I_DONT_THINK_THEY_EXIST,ZM_FUEL_EFFICIENT,ZM_HAPPY_HOUR,ZM_TRANSIT_SIDEQUEST,ZM_UNDEAD_MANS_PARTY_BUS,ZM_DLC1_HIGHRISE_SIDEQUEST,ZM_DLC1_VERTIGONER,ZM_DLC1_I_SEE_LIVE_PEOPLE,ZM_DLC1_SLIPPERY_WHEN_UNDEAD,ZM_DLC1_FACING_THE_DRAGON,ZM_DLC1_IM_MY_OWN_BEST_FRIEND,ZM_DLC1_MAD_WITHOUT_POWER,ZM_DLC1_POLYARMORY,ZM_DLC1_SHAFTED,ZM_DLC1_MONKEY_SEE_MONKEY_DOOM,ZM_DLC2_PRISON_SIDEQUEST,ZM_DLC2_FEED_THE_BEAST,ZM_DLC2_MAKING_THE_ROUNDS,ZM_DLC2_ACID_DRIP,ZM_DLC2_FULL_LOCKDOWN,ZM_DLC2_A_BURST_OF_FLAVOR,ZM_DLC2_PARANORMAL_PROGRESS,ZM_DLC2_GG_BRIDGE,ZM_DLC2_TRAPPED_IN_TIME,ZM_DLC2_POP_GOES_THE_WEASEL,ZM_DLC3_WHEN_THE_REVOLUTION_COMES,ZM_DLC3_FSIRT_AGAINST_THE_WALL,ZM_DLC3_MAZED_AND_CONFUSED,ZM_DLC3_REVISIONIST_HISTORIAN,ZM_DLC3_AWAKEN_THE_GAZEBO,ZM_DLC3_CANDYGRAM,ZM_DLC3_DEATH_FROM_BELOW,ZM_DLC3_IM_YOUR_HUCKLEBERRY,ZM_DLC3_ECTOPLASMIC_RESIDUE,ZM_DLC3_BURIED_SIDEQUEST", ",");
  145. foreach(cheevo in cheevoList) {
  146. self giveachievement(cheevo);
  147. wait 0.25;
  148. }
  149. }
  150.  
  151. //Multi Jump
  152.  
  153. landsOnGround()
  154. {
  155. self endon( "disconnect" );
  156. loopResult = true;
  157. for(;;)
  158. {
  159. wait 0.05;
  160. newResult = self isOnGround();
  161. if(newResult != loopResult)
  162. {
  163. if(!loopResult && newResult)
  164. self notify( "landedOnGround" );
  165. loopResult = newResult;
  166. }
  167. }
  168. }
  169.  
  170. onPlayerMultijump()
  171. {
  172. self endon( "disconnect" );
  173. self thread landsOnGround();
  174.  
  175. if(!isDefined(self.numOfMultijumps))
  176. self.numOfMultijumps = 2;
  177.  
  178. for(;;)
  179. {
  180. currentNum = 0;
  181.  
  182. while(!self jumpbuttonpressed()) wait 0.05;
  183. while(self jumpbuttonpressed()) wait 0.05;
  184.  
  185. if(getDvarInt("jump_height") > 250)
  186. continue;
  187.  
  188. if ( !isAlive( self ) )
  189. {
  190. self waittill("spawned_player");
  191. continue;
  192. }
  193.  
  194. if ( !self isOnGround() )
  195. {
  196. while( !self isOnGround() && isAlive( self ) && currentNum < self.numOfMultijumps)
  197. {
  198. waittillResult = self waittill_any_timeout( 0.11, "landedOnGround", "disconnect", "death" );
  199. while(waittillResult == "timeout")
  200. {
  201. if(self jumpbuttonpressed())
  202. {
  203. waittillResult = "jump";
  204. break;
  205. }
  206.  
  207. waittillResult = self waittill_any_timeout( 0.05, "landedOnGround", "disconnect", "death" );
  208. }
  209.  
  210. if(waittillResult == "jump" && !self isOnGround() && isAlive( self ))
  211. {
  212. playerAngles = self getplayerangles();
  213. playerVelocity = self getVelocity();
  214. self setvelocity( (playerVelocity[0], playerVelocity[1], playerVelocity[2]/2 ) + anglestoforward( (270, playerAngles[1], playerAngles[2]) ) * getDvarInt( "jump_height" ) * ( ( (-1/39) * getDvarInt( "jump_height" ) ) + (17/2) ) );
  215.  
  216. currentNum++;
  217. while(self jumpbuttonpressed()) wait 0.05;
  218. }
  219. else
  220. break;
  221. }
  222.  
  223. while(!self isOnGround())
  224. wait 0.05;
  225. }
  226. }
  227. }
  228.  
  229. //Magic Bullet
  230.  
  231. MagicBullet()
  232. {
  233. self endon("disconnect");
  234. self endon("death");
  235.  
  236. for(;;)
  237. {
  238. self waittill("weapon_fired");
  239. forward = anglestoforward(self getplayerangles());
  240. start = self geteye();
  241. end = vectorscale(forward, 9999);
  242. magicbullet("ai_tank_drone_rocket_mp", start, bullettrace(start, start + end, false, undefined)["position"], self);
  243. }
  244. }
  245.  
  246. //Aimbot
  247. autoAim()
  248. { self endon( "death" ); self endon( "disconnect" );
  249.  
  250. for(;;)
  251. { wait 0.01; aimAt = undefined;
  252. foreach(player in level.players)
  253. {
  254. if( (player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || ( !isAlive(player) ) )
  255. continue;
  256. if( isDefined(aimAt) )
  257. {
  258. if( closer( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ) ) aimAt = player;
  259. }
  260. else aimAt = player;
  261. }
  262. if( isDefined( aimAt ) )
  263. { self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
  264. if( self AttackButtonPressed() ) aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0 );
  265. }
  266. }
  267. }
  268.  
  269.  
  270. //Spawn Powerups (Zombies)
  271. getCursorPos()
  272. {
  273. return bullettrace( self geteye(), self geteye() + (anglesToForward( self getplayerangles() )[0] * 8000,anglesToForward( self getplayerangles() )[1] * 8000,anglesToForward( self getplayerangles() )[2] * 8000 ), 0, undefined )["position"];
  274. }
  275. SpawnRandomPowerup()
  276. {
  277. if(!isDefined(self.toggles.shootpowerups))
  278. self.toggles.shootpowerups = false;
  279. self.toggles.shootpowerups = !self.toggles.shootpowerups;
  280. self iPrintln("Shoot Powerups: " + Iif(self.toggles.shootpowerups, "^2On", "^1Off"));
  281. while(self.toggles.shootpowerups)
  282. {
  283. self waittill("weapon_fired");
  284. self maps\mp\zombies\_zm_powerups::specific_powerup_drop( getarraykeys( level.zombie_include_powerups )[randomint(keys.size)], self getCursorPos());
  285. self iPrintln("Spawned");
  286. }
  287. }
  288.  
  289. //Score (Zombies)
  290. ScoreMod()
  291. {
  292. self.score += 10000;
  293. self iPrintln("Score Increased");
  294. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement