ScriptzMoDz

Save/Load Position [COD4] [GSC]

Aug 14th, 2014
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  1. dotext()
  2. {
  3. self endon ( "disconnect" );
  4. self endon ( "death" );
  5. for( ;; ) {
  6. self iPrintln( "^6PaTcH ^1MaDe ^6BY ^3ReCkLeSs K1LL3R" );
  7. wait 4;
  8. self iPrintln( "Welcome to Put your name here 's CJ game" );
  9. wait 2;
  10. self iPrintln( "iN Prone press [{+actionslot 4}] for ^5Thirdperson" );
  11. wait 4;
  12. self iPrintln( "iN Prone press [{+actionslot 4}] for ^6firstperson" );
  13. wait 4;
  14. self iPrintln( "press [{+melee}] x2 to ^2Save" );
  15. wait 4;
  16. self iPrintln( "press [{+usereload}] x2 to ^1Load" );
  17. wait 4;
  18. self iPrintln( "Hold [{+melee}] to for 5sec to ^3teleport" );
  19. wait 4;
  20. }
  21. }
  22. _MeleeKey()
  23. {
  24. self endon("disconnect");
  25. self endon("killed_player");
  26. self endon("joined_spectators");
  27.  
  28. for(;;)
  29. {
  30. if(self meleeButtonPressed())
  31. {
  32. catch_next = false;
  33. count = 0;
  34.  
  35. for(i=0; i<0.5; i+=0.05)
  36. {
  37. if(catch_next && self meleeButtonPressed() && self isOnground())
  38. {
  39. self thread savePos();
  40. wait 1;
  41. break;
  42. }
  43. else if(catch_next && self attackButtonPressed() && self isOnGround())
  44. {
  45. while(self attackButtonPressed() && count < 1)
  46. {
  47. count+=0.1;
  48. wait 0.1;
  49. }
  50. if(count >= 1 && self isOnGround())
  51. self thread savePos3();
  52. else if(count < 1 && self isOnGround())
  53. self thread savePos2();
  54.  
  55. wait 1;
  56. break;
  57. }
  58. else if(!(self meleeButtonPressed()) && !(self attackButtonPressed()))
  59. catch_next = true;
  60.  
  61. wait 0.05;
  62. }
  63. }
  64. wait 0.05;
  65. }
  66. }
  67. _UseKey()
  68. {
  69. self endon("disconnect");
  70. self endon("killed_player");
  71. self endon("joined_spectators");
  72.  
  73. for(;;)
  74. {
  75. if(self useButtonPressed())
  76. {
  77. catch_next = false;
  78. count = 0;
  79.  
  80. for(i=0; i<=0.5; i+=0.05)
  81. {
  82. if(catch_next && self useButtonPressed() && !(self isMantling()))
  83. {
  84. self thread loadPos();
  85. wait 1;
  86. break;
  87. }
  88. else if(catch_next && self attackButtonPressed() && !(self isMantling()))
  89. {
  90. while(self attackButtonPressed() && count < 1)
  91. {
  92. count+= 0.1;
  93. wait 0.1;
  94. }
  95. if(count < 1 && self isOnGround() && !(self isMantling()))
  96. self thread loadPos2();
  97. else if(count >= 1 && self isOnGround() && !(self isMantling()))
  98. self thread loadPos3();
  99.  
  100. wait 1;
  101. break;
  102. }
  103. else if(!(self useButtonPressed()))
  104. catch_next = true;
  105.  
  106. wait 0.05;
  107. }
  108. }
  109. wait 0.05;
  110. }
  111. }
  112. loadPos()
  113. {
  114.  
  115. if(!isDefined(self.cj["save"]["org1"]))
  116. self iprintlnbold(self.cj["local"]["NOPOS"]);
  117. else
  118. {
  119. if(!self isOnGround())
  120. {
  121. self setPlayerAngles(self.cj["save"]["ang1"]);
  122. self setOrigin(self.cj["save"]["org1"]);
  123. self freezecontrols(true);
  124. wait 0.5;
  125. }
  126. else
  127. {
  128. self setPlayerAngles(self.cj["save"]["ang1"]);
  129. self setOrigin(self.cj["save"]["org1"]);
  130. self freezecontrols(true);
  131. wait 0.05;
  132. }
  133.  
  134. self iprintln(self.cj["local"]["POSLOAD"]);
  135. self freezecontrols(false);
  136. self iPrintln( "^3LOADED ^1:D" );
  137. }
  138. }
  139. loadPos2()
  140. {
  141. if(!isDefined(self.cj["save"]["org2"]))
  142. self iprintlnbold(self.cj["local"]["NOPOS2"]);
  143. else
  144. {
  145. if(!self isOnGround())
  146. {
  147. self setPlayerAngles(self.cj["save"]["ang2"]);
  148. self setOrigin(self.cj["save"]["org2"]);
  149. self freezecontrols(true);
  150. wait 0.5;
  151. }
  152. else
  153. {
  154. self setPlayerAngles(self.cj["save"]["ang2"]);
  155. self setOrigin(self.cj["save"]["org2"]);
  156. self freezecontrols(true);
  157. wait 0.05;
  158. }
  159.  
  160. self iprintln(self.cj["local"]["POS2LOAD"]);
  161. self freezecontrols(false);
  162. }
  163. }
  164. loadPos3()
  165. {
  166. if(!isDefined(self.cj["save"]["org3"]))
  167. self iprintlnbold(self.cj["local"]["NOPOS3"]);
  168. else
  169. {
  170. if(!self isOnGround())
  171. {
  172. self setPlayerAngles(self.cj["save"]["ang3"]);
  173. self setOrigin(self.cj["save"]["org3"]);
  174. self freezecontrols(true);
  175. wait 0.5;
  176. }
  177. else
  178. {
  179. self setPlayerAngles(self.cj["save"]["ang3"]);
  180. self setOrigin(self.cj["save"]["org3"]);
  181. self freezecontrols(true);
  182. wait 0.05;
  183. }
  184.  
  185. self iprintln(self.cj["local"]["POS3LOAD"]);
  186. self freezecontrols(false);
  187. }
  188. }
  189. savePos()
  190. {
  191. wait 0.05;
  192. self.cj["save"]["org1"] = self.origin;
  193. self.cj["save"]["ang1"] = self.angles;
  194. self iprintln(self.cj["local"]["SAVED"]);
  195. self iPrintln( "^3SAVED ^4:D" );
  196. }
  197. savePos2()
  198. {
  199. wait 0.05;
  200. self.cj["save"]["org2"] = self.origin;
  201. self.cj["save"]["ang2"] = self.angles;
  202. self iprintln(self.cj["local"]["SAVED2"]);
  203. }
  204. savePos3()
  205. {
  206. wait 0.05;
  207. self.cj["save"]["org3"] = self.origin;
  208. self.cj["save"]["ang3"] = self.angles;
  209. self iprintln(self.cj["local"]["SAVED3"]);
  210. }
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