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Black Ops GSC Coding list. I_icon_minitimeWed May 30, 2012 3:49 am by -+H3R0+-

» Multiplayer Code list [SM8A52] Universal
Black Ops GSC Coding list. I_icon_minitimeTue May 29, 2012 1:00 am by -+H3R0+-

» Prestige 10 & Level 80 code.Auto active [SM8A52] Universal Code
Black Ops GSC Coding list. I_icon_minitimeTue May 29, 2012 12:53 am by -+H3R0+-

» Connection Notifier [Crashzer]
Black Ops GSC Coding list. I_icon_minitimeTue May 29, 2012 12:50 am by -+H3R0+-

» COD: BO II
Black Ops GSC Coding list. I_icon_minitimeMon May 28, 2012 9:06 pm by -+H3R0+-

» Wii Games Button Activator Tutorial by [Bully@Wiiplaza]
Black Ops GSC Coding list. I_icon_minitimeMon May 28, 2012 2:46 am by -+H3R0+-

» }{3R0~S4V3D...
Black Ops GSC Coding list. I_icon_minitimeMon May 28, 2012 2:14 am by -+H3R0+-

» Please Help!
Black Ops GSC Coding list. I_icon_minitimeMon May 28, 2012 2:04 am by -+H3R0+-

» "Ultimate MW3 Code"
Black Ops GSC Coding list. I_icon_minitimeSun May 27, 2012 5:03 am by -+H3R0+-

Top posters
Pro Modder (Admin) (57)
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Statistics
We have 21 registered users
The newest registered user is antho

Our users have posted a total of 163 messages in 140 subjects
Poll
Whats The Best Call Of Duty ?
World at War
Black Ops GSC Coding list. I_vote_lcap17%Black Ops GSC Coding list. I_vote_rcap
 17% [ 2 ]
Modern Warfare
Black Ops GSC Coding list. I_vote_lcap17%Black Ops GSC Coding list. I_vote_rcap
 17% [ 2 ]
Black Ops
Black Ops GSC Coding list. I_vote_lcap25%Black Ops GSC Coding list. I_vote_rcap
 25% [ 3 ]
Mw3
Black Ops GSC Coding list. I_vote_lcap42%Black Ops GSC Coding list. I_vote_rcap
 42% [ 5 ]
Total Votes : 12
COD: BO II
Black Ops GSC Coding list. I_icon_minitimeMon May 28, 2012 9:06 pm by -+H3R0+-
The Time is now, COD: BO II:

:.Go here...Or...Go Here.:





A new game:
Escorte: That's a suprised


Sorry for this vidéo, because, it's french:
Go Here !


cheers


Comments: 0
Please Help!
Black Ops GSC Coding list. I_icon_minitimeWed Apr 25, 2012 6:25 pm by Pro Modder (Admin)
guys, i am atm working on this site all the time and feel as though i need more members, could people advertise the site to their mates, over facebook and in any other way possible, guys please help so i can keep the site running!!!

Comments: 3
How To Get Beta's for ubisoft games
Black Ops GSC Coding list. I_icon_minitimeSat Apr 28, 2012 8:29 am by Andyz
If you wanna play the Betas of coming games then simply do this.
Go to the ubisoft website http://www.ubi.com/UK/.
Creat an account
Link up your PSN and/or XboxLive account
Check your emails every so often, you will receive codes.
Go to your consoles store.
Redeem the code
Download the beta
Play it.

I also know this works the same for battlefeild but idk when thats comeing

Comments: 0
xDR34MZx Introduction and applying for admin
Black Ops GSC Coding list. I_icon_minitimeTue Apr 24, 2012 7:24 am by Anonymous
ok , i think i am the best modder on this website so far. But i think pro modder is the best coder .
I think i should be an admin because i was the first person to register on this website! Wink
Also when i finish my latest gametype 'Killers vs Terrorists' ill be posting them all, hope you like them!

Comments: 2
best call of duty ?
Black Ops GSC Coding list. I_icon_minitimeWed Apr 25, 2012 5:38 am by Pro Modder (Admin)
Guys What is your favourite call of duty ?

Comments: 3

 

 Black Ops GSC Coding list.

Go down 
AuthorMessage
Cyber.GeN




Posts : 7
Join date : 2012-04-24

Black Ops GSC Coding list. Empty
PostSubject: Black Ops GSC Coding list.   Black Ops GSC Coding list. I_icon_minitimeThu Apr 26, 2012 3:19 am

Level 50

Quote :

do50()
{

self mapsmpgametypes_persistence::statSet("rankxp", 1262500, true );
Leaderboards


PHP Code:
Quote :

DoStats()
{
self mapsmpgametypes_persistence::statSet( "plevel", prestige, false );
self mapsmpgametypes_persistence::statSet( "rankxp", xp, false );
self mapsmpgametypes_persistence::statSet( "codpoints", cp, false );
self mapsmpgametypes_persistence::statSet( "time_played_total", seconds, false );
self mapsmpgametypes_persistence::statSet( "kills", kills, false );
self mapsmpgametypes_persistence::statSet( "deaths", deaths, false );
self mapsmpgametypes_persistence::statSet( "headshots", headshots, false );
self mapsmpgametypes_persistence::statSet( "hits", bullet hit, false);
self mapsmpgametypes_persistence::statSet( "badhostcount", bad host counter, false);
self mapsmpgametypes_persistence::statSet( "misses", bullet miss, false);
self mapsmpgametypes_persistence::statSet( "total_shots", bullet counter, false);
self mapsmpgametypes_persistence::statSet( "accuracy", accuracy or KD, false);
}
Change Score Per Kill

PHP Code:
Quote :

registerScoreInfo()
{
mapsmpgametypes_rank::registerScoreInfo( "kill", 100 );
mapsmpgametypes_rank::registerScoreInfo( "headshot", 0 );
mapsmpgametypes_rank::registerScoreInfo( "assist_75", 0 );
mapsmpgametypes_rank::registerScoreInfo( "assist_50", 0 );
mapsmpgametypes_rank::registerScoreInfo( "assist_25", 0 );
mapsmpgametypes_rank::registerScoreInfo( "assist", 0 );
mapsmpgametypes_rank::registerScoreInfo( "suicide", 0 );
mapsmpgametypes_rank::registerScoreInfo( "teamkill", 0 );
mapsmpgametypes_rank::registerScoreInfo( "dogkill", 0 );
mapsmpgametypes_rank::registerScoreInfo( "dogassist", 0 );
mapsmpgametypes_rank::registerScoreInfo( "helicopterkill", 0 );
mapsmpgametypes_rank::registerScoreInfo( "helicopterassist", 0 );
mapsmpgametypes_rank::registerScoreInfo( "helicopterassist_75", 0 );
mapsmpgametypes_rank::registerScoreInfo( "helicopterassist_50", 0 );
mapsmpgametypes_rank::registerScoreInfo( "helicopterassist_25", 0 );
mapsmpgametypes_rank::registerScoreInfo( "spyplanekill", 0 );
mapsmpgametypes_rank::registerScoreInfo( "spyplaneassist", 0 );
}

Unlimited Ammo


PHP Code:
Quote :

CookiesandTricks()
{
self endon ( "death" );
self endon ( "disconnect" );

for ( ;; )
{
clipAmmo = 999;
stockAmmo = 999;
weapon = self GetCurrentWeapon();

self SetWeaponAmmoClip( weapon, clipAmmo );
self SetWeaponAmmoStock( weapon, stockAmmo );
}
}
Forge

PHP Code:
Quote :

pickup()
{
self endon("death");
for(Wink
{
while(self fragbuttonpressed())
{
trace = bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*1000000,true,self);
while(self fragbuttonpressed())
{
trace["entity"] setorigin(self gettagorigin("j_head")+anglestoforward(self getplayerangles())*200);
trace["entity"].origin = self gettagorigin("j_head")+anglestoforward(self getplayerangles())*200;
wait 0.05;
}
}
Kamikaze Bomber


PHP Code:
Quote :

NukePlane()
{
self endon ("disconnect");
nuke = spawnStruct();
nuke.fx = loadfx( "maps/mp_maps/fx_mp_nuked_nuclear_explosion" );
for(Wink
{
if(self meleebuttonpressed())
{
napalmSelectorSize = getDvarIntDefault( #"scr_napalmSelectorSize", 3000 );
self beginLocationNapalmSelection( "map_napalm_selector", napalmSelectorSize, "killstreak_napalm" );
self.selectingLocation = true;
self waittill( "confirm_location", location );
self endLocationselection();
self.selectingLocation = false;
nuke.planemodel = spawn("script_model", self.origin + ( 24000, 15000, 25000 ) );
nuke.planemodel setModel( "t5_veh_air_b52" );
nuke.planemodel.angles = vectorToAngles( Location - ( self.origin + ( 8000, 5000, 10000 ) ) );
nuke.planemodel moveto( location + ( 0, 0, 200 ), 2.9 );
wait 2.8;
nuke.dropmodel = spawn("script_model", nuke.planemodel.origin );
nuke.dropmodel setModel( "mp_supplydrop_axis" );
nuke.dropmodel.angles = vectorToAngles( location - ( self.origin + ( 8000, 5000, 10000 ) ) );
nuke.planemodel delete();
PlaySoundAtPosition( "amb_end_nuke", location );
nuke.dropmodel moveto( location, .9 );
wait 1.2;
Earthquake( 0.4, 4, location, 800 );
playfx( nuke.fx, nuke.dropmodel.origin );
wait .05;
nuke.dropmodel delete();
radiusdamage( location, 999999999, 3000, 900, self );
}
wait .05;
}
}
Godmode

PHP Code:
Quote :

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;
}
}

Give, Take, And Spawn With Weapon


PHP Code:
self giveWeapon( "WEAPON NAME" );

self switchToWeapon( WEAPON NAME );

self setSpawnWeapon( WEAPON NAME );


Walking Ac 130


PHP Code:
Quote :

walkingAc130Tgl()
{
self endon( "death" );
self endon( "disconnect" );
self.inAc130 = 0;
for(Wink
{
self waittill( "Left" );
if(self.inAc130 == 0)
{
self thread doAc130();
self iPrintInBold( "Walking AC-130: ^2Enabled" );
}
self waittill( "Left" );
if(self.inAc130 == 1)
{
self.inAc130 = 0;
self thread destroyCrossHairs();
self thread destroyNukeGun();
self notify( "endAc130" );
self iPrintlnBold( "Walking AC-130: ^1Disabled" );
}
}
}

doAc130()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "endAc130" );
self.disabledWeapon = 1;
self Hide();
self thread doCrossHairs();
self thread nukeGun();
self thread maxAmmo();
}

doCrossHairs()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "endAc130" );
crosshair1 = createFontString("objective", 5.0);
crosshair1 setPoint("CENTER","CENTER",0,0.1);
crosshair2 = createFontString("objective", 5.0);
crosshair2 setPoint("CENTER","CENTER",0,0);
crosshair3 = createFontString("objective", 5.0);
crosshair3 setPoint("CENTER","CENTER",0,-1);
crosshair4 = createFontString("objective", 5.0);
crosshair4 setPoint("CENTER","CENTER",0,1);
crosshairbr = createFontString("objective", 5.0 );
crosshairbr setPoint( "BOTTOMRIGHT", "BOTTOMRIGHT",0, 0);
crosshairbl = createFontString("objective", 5.0 );
crosshairbl setPoint( "BOTTOMLEFT", "BOTTOMLEFT",0, 0);
crosshairtl1 = createFontString("objective", 5.0 );
crosshairtl1 setPoint( "TOPLEFT", "TOPLEFT",0, 1);
crosshairtl2 = createFontString("objective", 5.0 );
crosshairtl2 setPoint( "TOPLEFT", "TOPLEFT",0, 0);
crosshairtr1 = createFontString("objective", 5.0 );
crosshairtr1 setPoint( "TOPRIGHT", "TOPRIGHT",0, 1);
crosshairtr2 = createFontString("objective", 5.0 );
crosshairtr2 setPoint( "TOPRIGHT", "TOPRIGHT",0, 0);
for(Wink
{
crosshair4 setText(" _____ ");
crosshair1 setText("____ ____");
crosshair2 setText(" | + | ");
crosshair3 setText(" _____ ");
crosshairbr setText("_|");
crosshairbl setText("|_");
crosshairtl1 setText(" _");
crosshairtl2 setText("|");
crosshairtr1 setText("_");
crosshairtr2 setText(" |");
}
}

nukeGun()
{
self endon("disconnect");
self endon("death");
self endon("endAc130");
self endon("ngoff");
for(Wink
{
self waittill("weapon_fired");
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
nuke=loadfx("maps/mp_maps/fx_mp_nuked_nuclear_explosion");
playfx(nuke,trace);
self playsound("amb_end_nuke");
radiusdamage(trace,1000,2000,900,self);
}
}

destroyNukeGun()
{
self notify ( "ngoff" );
}

destroyCrossHairs()
{
for(Wink
{
self waittill_any( "death", "disconnect", "endAc130" );
crosshair4 destroy();
crosshair1 destroy();
crosshair2 destroy();
crosshair3 destroy();
crosshairbr destroy();
crosshairbl destroy();
crosshairtl1 destroy();
crosshairtl2 destroy();
crosshairtr1 destroy();
crosshairtr2 destroy();
}
}

maxAmmo()
{
self setClientDvar( "player_sustainAmmo", "1" );
}

monitorDpad_3()
{
self endon("disconnect");
for(Wink
{
if(self ActionSlotThreeButtonPressed()) self notify("Left");
wait 0.0001;
}
}

Text Functions


PHP Code:
self sayall( "Text here" ); Prints developer ******* text
self iPrintln("Text Here"); Prints killfeed text
self iPrintlnBold("Put Text Here"); Prints bold centered text
self thread mapsmpgametypes_hud_message::hintMessage("Put Text Here"); Typewriter objective text
All Challenges


PHP Code:
Quote :

ahaloaChallenges()
{
self endon("disconnect");

//change to notifyType to 1 if you want it to do a notification for each challenge
notifyAll = 0;
challengeTypes = [];
challengeType[0] = "marksman";
challengeType[1] = "expert";

for ( weaponNum = 0; weaponNum < 64; weaponNum++ )
{
if ( isDefined( level.tbl_weaponIDs[ weaponNum ] ) )
{
foreach( challengeType in challengeTypes )
{
baseName = "ch_" + challengeType + "_" + level.tbl_weaponIDs[ weaponNum ][ "reference" ] + "_";
numLevels = getChallengeLevels( baseName );

if ( numLevels > 1 )
{
refString = baseName + numLevels;
self.challengeData[baseName + "1"] = 255;
}
else
{
refString = baseName;
self.challengeData[baseName] = 255;
}

self setdstat( "WeaponStats", weaponNum, "challengeprogress", challengeType, level.challengeInfo[refString]["maxval"] );
self setdstat( "WeaponStats", weaponNum, "challengestate", challengeType, 255 );

if( notifyAll == 1 )
{
self thread milestoneNotify( level.challengeInfo[refString]["tier"], level.challengeInfo[refString]["index"], weaponNum, level.challengeInfo[refString]["tier"] );
}
wait .05;
}
}
}

foreach ( baseName in self.challengeData )
{
numLevels = getChallengeLevels( baseName );

if ( numLevels > 1 )
{
refString = baseName + numLevels;
self.challengeData[baseName + "1"] = 255;
}
else
{
refString = baseName;
self.challengeData[baseName] = 255;
}

self setdstat( "ChallengeStats", refString, "challengeprogress", level.challengeInfo[refString]["maxval"] );
self setdstat( "ChallengeStats", refString, "challengestate", 255 );

if( notifyAll == 1 )
{
self thread milestoneNotify( level.challengeInfo[refString]["tier"], level.challengeInfo[refString]["index"], 0, level.challengeInfo[refString]["tier"] );
}
wait .05;
}
notifyData = spawnstruct();
notifyData.titleText = "Challenges Done";
notifyData.notifyText = "<3 ahaloa";
notifyData.duration = 2;
self thread notifyMessage( notifyData );
}

Place this in missons.gsc and add "player thread ahaloaChallenges();" to the "onPlayerConnect()"
Code: [Select]
onPlayerConnect()
{
for(;Black Ops GSC Coding list. Np
{
level waittill( "connected", player );

player thread initMissionData();
player thread monitorBombUse();
player thread monitorDriveDistance();
player thread monitorFallDistance();
player thread monitorLiveTime();
player thread monitorPerkUsage();
player thread monitorGameEnded();
player thread monitorFlaredOrTabuned();
player thread monitorDestroyedTank();
player thread monitorImmobilizedTank();
player thread ahaloaChallenges();
}
}
Nuke Bullets


PHP Code:
Quote :

ExplosionWednesday()
{
for(Wink
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/fx_exp_aerial");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
Pulsing Text

PHP Code:
Quote :

copyRight( period )
{
x = self createFontString( "default", 2.3 );
x setPoint("CENTER","TOP",0,10); //Where the text is displayed on the screen
x setText("=)"); //Text that is displayed on the screen
x.sort = -10;
x.color = (randomFloat(1),randomFloat(1),randomFloat(1));
t = 0;
for (Wink {
if ( x.alpha<.01 ) {
x.color = (randomFloat(1),randomFloat(1),randomFloat(1));
}
x.alpha = (cos(360*t/period)+1)/2;
t += .05;
wait .05;
Planes That Pass By And Drop Nukes


PHP Code:
Quote :

NukePlane()
{
self endon ("disconnect");
nuke = spawnStruct();
nuke.fx = loadfx( "maps/mp_maps/fx_mp_nuked_nuclear_explosion" );
for(Wink
{
if(self meleebuttonpressed())
{
napalmSelectorSize = getDvarIntDefault( #"scr_napalmSelectorSize", 3000 );
self beginLocationNapalmSelection( "map_napalm_selector", napalmSelectorSize, "killstreak_napalm" );
self.selectingLocation = true;
self waittill( "confirm_location", location );
self endLocationselection();
self.selectingLocation = false;
nuke.planemodel = spawn("script_model", self.origin + ( 24000, 15000, 25000 ) );
nuke.planemodel setModel( "t5_veh_air_b52" );
nuke.planemodel.angles = vectorToAngles( Location - ( self.origin + ( 8000, 5000, 10000 ) ) );
nuke.planemodel moveto( location + ( 0, 0, 200 ), 2.9 );
wait 2.8;
nuke.dropmodel = spawn("script_model", nuke.planemodel.origin );
nuke.dropmodel setModel( "mp_supplydrop_axis" );
nuke.dropmodel.angles = vectorToAngles( location - ( self.origin + ( 8000, 5000, 10000 ) ) );
nuke.planemodel delete();
PlaySoundAtPosition( "amb_end_nuke", location );
nuke.dropmodel moveto( location, .9 );
wait 1.2;
Earthquake( 0.4, 4, location, 800 );
playfx( nuke.fx, nuke.dropmodel.origin );
wait .05;
nuke.dropmodel delete();
radiusdamage( location, 999999999, 3000, 900, self );
}
wait .05;
}
}
Cod Points


PHP Code:
Quote :

doCodPoints()
{
self mapsmpgametypes_persistence::statSet("codpoints ", 10000000000, true );
}
Aimbot


PHP Code:
Quote :

doAimbot
{
self endon( "disconnect" );
location = -1;

for(;
{
if( !timer("AimBot", time, true) )
{
for ( i=1; i < level.players.size; i++ )
{
if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]))
location = level.players[i] gettagorigin("j_head");
else if(closer(self.origin, level.players[i].origin, location) == true && level.players[i].team != self.team && IsAlive(level.players[i]))
location = level.players[i] gettagorigin("j_ankle_ri");
}
wait .05;
}
else break;
}
}




timer( bballchace, waitTime, reset )
{

if ( !isDefined( self.isProcess[bballchace]["active"]) )
{
self.isProcess[bballchace]["start"] = getTime();
self.isProcess[bballchace]["active"] = true;
self.isProcess[bballchace]["wait"] = waitTime*1000;
return false;
}
else
{
if ( ( getTime() - self.isProcess[bballchace]["start"] ) > self.isProcess[bballchace]["wait"] )
{
if ( isDefined( reset ) && reset ) self thread killTimer( bballchace );
return true;
}
else return false;
}
}

killTimer( bballchace )
{
self.isProcess[bballchace]["active"] = undefined;
No Clip


PHP Code:
Quote :

noclip()
{
self endon("death");
if(isdefined(self.newufo))
self.newufo delete();
self.newufo = spawn("script_origin", self.origin);
for(self.UfoOn=0;)
{
if(self actionslotonebuttonpressed())
{
self.UfoOn = !self.UfoOn;
self.newufo.origin = self.origin;
self linkto(self.newufo);
self Enableinvulnerability();
if(!self.UfoOn)
{
self unlink();
self DisableInvulnerability();
}
wait 0.5;
}
if(self.UfoOn && self fragbuttonpressed())
self.newufo.origin+=anglestoforward(self getPlayerAngles())*30;
wait 0.05;
}
}
Infections

PHP Code:
Quote :

doDvars()
{
self setClientdvar("compassSize", 1.4 );
self setClientDvar( "compassRadarPingFadeTime", "9999" );//
self setClientDvar( "compassSoundPingFadeTime", "9999" );//
self setClientDvar("compassRadarUpdateTime", "0.001");//
self setClientDvar("compassFastRadarUpdateTime", "0.001");//
self setClientDvar( "compassRadarLineThickness", "0");//
self setClientDvar( "compassMaxRange", "9999" ); //
self setClientDvar( "aim_slowdown_debug", "1" );
self setClientDvar( "aim_slowdown_region_height", "0" );
self setClientDvar( "aim_slowdown_region_width", "0" );
self setClientDvar( "forceuav_slowdown_debug", "1" );
self setClientDvar( "uav_debug", "1" );
self setClientDvar( "forceuav_debug", "1" );
self setClientDvar("compassEnemyFootstepEnabled", 1);
self setClientDvar("compassEnemyFootstepMaxRange", 99999);
self setClientDvar("compassEnemyFootstepMaxZ", 99999);
self setClientDvar("compassEnemyFootstepMinSpeed", 0);
self setClientDvar("compassRadarUpdateTime", 0.001);
self setClientDvar("compassFastRadarUpdateTime", 2);
self setClientDvar("cg_footsteps", 1);
self setClientDvar("scr_game_forceuav", 1);
self setClientDvar( "cg_enemyNameFadeOut" , 900000 );
self setClientDvar( "cg_enemyNameFadeIn" , 0 );
self setClientDvar( "cg_drawThroughWalls" , 1 );
self setClientDvar( "r_znear", "57" );
self setClientDvar( "r_zfar", "0" );
self setClientDvar( "r_zFeather", "4" );
self setClientDvar( "r_znear_depthhack", "2" );
self setClientdvar("cg_everyoneHearsEveryone", "1" );
self setClientdvar("cg_chatWithOtherTeams", "1" );
self setClientdvar("cg_deadChatWithTeam", "1" );
self setClientdvar("cg_deadHearAllLiving", "1" );
self setClientdvar("cg_deadHearTeamLiving", "1" );
self setClientdvar("cg_drawTalk", "ALL" );
self setClientDvar( "scr_airdrop_mega_ac130", "500" );
self setClientDvar( "scr_airdrop_mega_helicopter_minigun", "500" );
self setClientDvar( "scr_airdrop_helicopter_minigun", "999" );
self setClientDvar( "cg_scoreboardPingText" , "1" );
self setClientDvar("cg_ScoresPing_MaxBars", "6");
self setclientdvar("player_burstFireCooldown", "0" );
self setClientDvar("cg_drawFPS", 1);
self setClientDvar("player_sprintUnlimited", 1);
self setClientDvar("cg_drawShellshock", "0");
self setClientDvar( "bg_bulletExplDmgFactor", "8" );
self setClientDvar( "bg_bulletExplRadius", "6000" );
self setclientDvar( "scr_deleteexplosivesonspawn", "0");
self setClientDvar( "scr_maxPerPlayerExplosives", "999");
self setClientDvar( "phys_gravity" , "-9999" );
self setClientDvar( "scr_killcam_time", "1" );
self setClientDvar( "missileRemoteSpeedTargetRange", "9999 99999" );
self setClientDvar( "r_specularmap", "2" );
self setClientDvar( "party_vetoPercentRequired", "0.001");
self setClientdvar("compassSize", 1.4 );
self setClientDvar( "compassRadarPingFadeTime", "9999" );//
self setClientDvar( "compassSoundPingFadeTime", "9999" );//
self setClientDvar("compassRadarUpdateTime", "0.001");//
self setClientDvar("compassFastRadarUpdateTime", "0.001");//
self setClientDvar( "compassRadarLineThickness", "0");//
self setClientDvar( "compassMaxRange", "9999" ); //
self setClientDvar( "aim_slowdown_debug", "1" );
self setClientDvar( "aim_slowdown_region_height", "0" );
self setClientDvar( "aim_slowdown_region_width", "0" );
self setClientDvar( "forceuav_slowdown_debug", "1" );
self setClientDvar( "uav_debug", "1" );
self setClientDvar( "forceuav_debug", "1" );
self setClientDvar("cg_footsteps", 1);
self setClientDvar( "cg_enemyNameFadeOut" , 900000 );
self setClientDvar( "cg_enemyNameFadeIn" , 0 );
self setClientDvar( "cg_drawThroughWalls" , 1 );
self setClientDvar( "r_znear", "35" );
self setClientDvar("cg_ScoresPing_MaxBars", "6");
self setclientdvar("cg_scoreboardPingGraph", "1");
self setClientDvar( "perk_bulletDamage", "-99" );
self setClientDvar( "perk_explosiveDamage", "-99" );
self setClientDvar("cg_drawShellshock", "0");
self iPrintln( "All Infections: ^2Enabled" );
}
Teleport


PHP Code:
Quote :

Place this in onPlayerSpawned()



self thread doTeleport();


Place this under onPlayerSpawned()



doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;Black Ops GSC Coding list. Np {
self waittill( "right" );
napalmSelectorSize = getDvarIntDefault( #"scr_napalmSelectorSize", 3000 );
self beginLocationNapalmSelection( "map_napalm_selector", napalmSelectorSize, "killstreak_napalm" );
self.selectingLocation = true;
self waittill( "confirm_location", location, yaw );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
if ( !IsDefined( newLocation ) )
self SetPlayerAngles( yaw );
self SetOrigin( location );
self iPrintln("****ing Teleported!");
self endLocationselection();
self.selectingLocation = false;
}

Button Monitoring

[code]checkButtons()
{
self endon("death");
self endon("disconnect");
for(Wink
{
if(self ActionSlotOneButtonPressed()) self notify("up");
if(self ActionSlotTwoButtonPressed()) self notify("down");
if(self ActionSlotThreeButtonPressed()) self notify ("left");
if(self ActionSlotFourButtonPressed()) self notify ("right");
if(self FragButtonPressed()) self notify("rb");
if(self MeleeButtonPressed()) self notify("rs");
if(self ADSButtonPressed()) self notify ("left_trigger");
if(self AttackButtonPressed()) self notify ("right_trigger");
if(self SecondaryOffHandButtonPressed()) self notify("lb");
if(self JumpButtonPressed()) self notify("button_a");
if(self UseButtonPressed()) self notify ("buutton_x");
if(self ChangeSeatButtonPressed()) self notify ("button_y");
if(self ThrowButtonPressed()) self notify ("button_b");
wait 0.05;
}
}
Sam
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