What's new
  • Howdy, Guest!

    We have issued a forced password reset on all user accounts, meaning you will not be able to login until this process is complete. Instructions will be displayed when you login with your previous credentials, however if for any reason you do not have access to your associated email address, you will need to contact us at [email protected].

    For more information, please read this Important Announcement

    Thank you for being awesome!

Code Black Ops II - GSC, Dumb scripts, Mob Of The Dead, Powerup Magnet, Fake Shield & More

Xeirh

Xeirh

Enthusiast
Messages
4
Reaction score
5
Points
50
Sin$
7
The last thread was in the wrong place, enjoy
#include maps\mp\zombies\_zm_weapons;
#include maps\mp\zombies\_zm_spawner;
#include maps\mp\zombies\_zm_electric_cherry;
Code:
while( true ) {
    if( isdefined( self.lives ) && self.lives < 1 ) {
        self.lives = 1;
        self setclientfieldtoplayer( "player_lives", self.lives );
    }
    wait .05;
}
Code:
while( true ) {
    if( isdefined( self.manacur ) && self.manacur < 200 ) {
        self.manacur = 200;
        n_mapped_mana = linear_map( self.manacur, 0, 200, 0, 1 );
        self setclientfieldtoplayer( "player_afterlife_mana", n_mapped_mana );
    }
    wait .05;
}
Code:
while( true ) {
    if( isdefined( self.consecutive_electric_cherry_attacks ) && self.consecutive_electric_cherry_attacks > 0 )
        self.consecutive_electric_cherry_attacks = 0;
    wait .05;
}
Code:
while( true ) { // depending on the compiler, it might not take "[]" in foreach
    foreach( tomahawk in [ "bouncing_tomahawk_zm", "upgraded_tomahawk_zm" ] )
        if( self hasweapon( tomahawk ) )
            self setweaponammostock( tomahawk, 1 );
    wait .05;
}
Code:
level.fake_shield = ( !isdefined( level.fake_shield ) ? true : undefined );
if( isdefined( level.fake_shield ) ) {
    level.shield_hint = spawn( "trigger_radius", self.origin, 0, 35, 80 );
    level.shield_hint setcursorhint( "HINT_NOICON" );
    level.shield_hint sethintstring( &"MP_GENERIC_PICKUP" );
    if( level.script == "zm_transit" ) {
        level.shield_model = spawn( "script_model", self.origin + ( 0, 0, 25 ) );
        level.shield_model setmodel( "t6_wpn_zmb_shield_world" );
        level.shield_model.angles = self.angles;
    }
    else if( level.script == "zm_prison" || level.script == "zm_tomb" ) {
        level.shield_model = spawn( "script_model", self.origin + ( 0, 0, 28 ) );
        level.script_model.angles = self.angles + vectorscale( ( 90, 1, 0 ), 90 );
        if( level.script == "zm_prison" )
            level.shield_model setmodel( "t6_wpn_zmb_shield_dlc2_dmg0_stow" );
        if( level.script == "zm_tomb" )
            level.shield_model setmodel( "t6_wpn_zmb_shield_dlc4_dmg0_stow" );
        level.shield_model rotatepitch( 270, .05 );
    }
}
else {
    level.shield_model delete();
    level.shield_hint delete();
}
Code:
while( true ) {
    foreach( powerup in level.active_powerups )
        if( distance( self.origin, powerup.origin ) < 400 )
            powerup moveto( self.origin, .5 );
    wait .05;
}
Code:
level notify( "zombie_speed" );
level endon( "zombie_speed" );
while( true ) {
    foreach( zombie in getaiarray( level.zombie_team ) ) {
        if( zombie.speed != value || !isdefined( zombie.speed_set ) ) {
            zombie.speed = value;
            zombie.speed_set = true;
            zombie set_zombie_run_cycle( value );
        }
        wait .05;
    }
}
Code:
// pretty much just loop this
foreach( zombie in getaiarray( level.zombie_team ) ) {
    if( !isdefined( zombie ) || !isalive( zombie ) || zombie.maxhealth == health )
        continue;
    zombie.maxhealth = health;
    zombie.health = zombie.maxhealth;
}
Code:
level.screecher_spawners = ( !isdefined( level.screecher_spawners ) ? getentarray( "screecher_zombie_spawner", "script_noteworthy" ) : undefined );
Code:
level.avogadro_spawners = ( !isdefined( level.avogadro_spawners) ? getentarray( "avogadro_zombie_spawner", "script_noteworthy" ) : undefined );
Code:
if( self hasweapon( weapon ) ) {
    base = get_base_name( weapon );
    if( isdefined( level.zombie_weapons[ base ] ) && isdefined( level.zombie_weapons[ base ].upgrade ) )
        upgrade = get_upgrade_weapon( base, 0 );
    else
        upgrade = get_upgrade_weapon( base, 1 );
    self takeweapon( weapon );
    self weapon_give( upgrade, true, undefined, true );
}
else
    self weapon_give( weapon, undefined, undefined, true );
Code:
while( true ) {
    self waittill( "missile_fire", missile, weapon_name );
    if( weapon_name == "usrpg_zm" )
        self playerlinkto( missile, undefined );
}
Perk Shaders
"specialty_juggernaut_zombies", "specialty_fastreload_zombies", "specialty_doubletap_zombies", "specialty_quickrevive_zombies", "specialty_additionalprimaryweapon_zombies", "specialty_ads_zombies", "specialty_divetonuke_zombies", "specialty_marathon_zombies", "specialty_vulture_zombies", "specialty_tombstone_zombies", "specialty_chugabud_zombies", "specialty_electric_cherry_zombie"
Toggle Shaders
"menu_mp_contract_expired", "menu_mp_killstreak_select"
Code:
// This just makes the skybox go spenny boi
level endon( "skybox" );
level.test = 0;
while( true ) {
    if( level.test == 180 )
        level.test = 0;
    level.test++;
    setdvar( "r_skyrotation", level.test );
    wait .02;
}
 
Top Bottom
Login
Register