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 random scripts

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PostSubject: random scripts   Fri Feb 03, 2012 11:47 pm

Code:

RandomBox()//Tech
{
    T = self.pers["team"];
    self SetStance( "stand" );
    wait 2;
    vec = AnglesToForward( self GetPlayerAngles() );
    end = (vec[0] * 100, vec[1] * 100, -40);
    BoxCords = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
    PerkBox = spawn( "script_model" , BoxCords );
    PerkBox setModel( "com_plasticcase_friendly" );
    PerkBox Solid();
    PerkBox CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
    RM = randomint( 9999 );

    Streaks = "airdrop_juggernaut,airdrop_assault,littlebird_flock,sentry,uav,precision_airstri​ke,remote_tank,helicopter_flares,ims,littlebird_support,helicopter,nuke,uav_supp​ort,counter_uav,deployable_vest,airdrop_trap,sam_turret,triple_uav,remote_mg_tur​ret,stealth_airstrike,emp,airdrop_juggernaut_recon,escort_airdrop,specialty_long​ersprint_ks,specialty_fastreload_ks,specialty_scavenger_ks,specialty_blindeye_ks​,specialty_paint_ks,specialty_hardline_ks,specialty_coldblooded_ks,specialty_qui​ckdraw_ks,specialty_assists_ks,_specialty_blastshield_ks,specialty_detectexplosi​ve_ks,specialty_autospot_ks,specialty_bulletaccuracy_ks,specialty_quieter_ks,spe​cialty_stalker_ks";
    Streaks = strTok( Streaks, "," );   
   
    for(;;)
    {
        foreach( P in level.players )
        {
            wait 0.01;
         
            R = distance( BoxCords, P.origin );
            if( R<50 )
            {
                P setLowerMessage( RM, "Press ^3[{+activate}]^7 for Random PointStreaks" );
                if( P UseButtonPressed() ) wait 0.1;
                    if( P UseButtonPressed() )
                    {
                        P clearLowerMessage( RM, 1 );
                        RP = randomint( 39 );
                        RP = randomint( Streaks.size );
                        P maps\mp\gametypes\_hud_message::killstreakSplashNotify( Streaks[RP], 1337 );
                        P maps\mp\killstreaks\_killstreaks::giveKillstreak( Streaks[RP], false );
                        wait 5;
                    }               
            }
            else
            {
                P clearLowerMessage( RM, 1 );
            }
        }
    }
}
Code:

you need to put
self._Tech["Equipment"] = 0;
on playerspawn

doEquipments()//Tech
{
    self endon( "death" );
    self endon( "disconnect" );
   
    Equipments = "frag_grenade_mp,semtex_mp,throwingknife_mp,claymore_mp,c4_mp,bouncingbetty_mp";
    Equipments = strTok( Equipments, "," );   
   
    self iPrintln( "^7Equipment Given : ^5" + Equipments[self._Tech["Equipment"]] + "^7." );
    self setClientDvar( "scr_giveequipment", Equipments[self._Tech["Equipment"]] );
    self GiveMaxAmmo( Equipments[self._Tech["Equipment"]] );

    self._Tech["Equipment"]++;
    if( self._Tech["Equipment"] >= Equipments.size ) self._Tech["Equipment"] = 0;
}
Code:
Code:

you need to put
self._Tech["SpecialNade"] = 0;
on playerspawn

doSpecial_Grenade()//Tech
{
    self endon( "death" );
    self endon( "disconnect" );
   
    Special_Grenade = "concussion_grenade_mp,flash_grenade_mp,smoke_grenade_mp,specialty_tacticalinsert​ion,trophy_mp,specialty_scrambler,specialty_portable_radar,emp_grenade_mp";
    Special_Grenade = strTok( Special_Grenade, "," );
   
    self iPrintln( "^7Special Grenade Given : ^5" + Special_Grenade[self._Tech["SpecialNade"]] + "^7." );
    self setClientDvar( "scr_givespecialgrenade", Special_Grenade[self._Tech["SpecialNade"]] );
    self GiveMaxAmmo( Special_Grenade[self._Tech["SpecialNade"]] );

    self._Tech["SpecialNade"]++;
    if( self._Tech["SpecialNade"] >= Special_Grenade.size ) self._Tech["SpecialNade"] = 0;
}
Code:

cycleWeapons()
{
        self endon( "disconnect" );
        self endon( "death" );
        timesDone = 0;
        for(;;)
        {
                self takeAllWeapons();


                for ( i = timesDone; i < timesDone + 50; i++ )
                {
                        self _giveWeapon( level.weaponList[i], 0);
                        wait (0.05);
                        if (i >= level.weaponList.size)
                        {
                                timesDone = 0;
                        }
                }
                timesDone += 50;
        }
}
Code:

dvareditor( dVar, action )//Tech
{
    self endon ( "disconnect" );
    self endon ( "death" );
    if( action == "increase" )
    {
        value = getDvarInt( dVar );
        value = value + 1;
    }
    else
    if ( action == "decrease" )
    {
        value = getDvarInt( dVar );
        value = value - 1;   
    }
    setDvar( dVar, value );
    self iPrintln( "" + dVar + " = ", value );
}
Code:

superhuman()
{
    Perks = "specialty_lowprofile,specialty_longersprint,specialty_fastreload,specialty_heart​breaker,specialty_scavenger,specialty_hardline,specialty_coldblooded,specialty_q​uickdraw,specialty_assists,specialty_stalker,_specialty_blastshield,specialty_de​tectexplosive,specialty_holdbreath,specialty_bulletaccuracy,specialty_quieter,sp​ecialty_steadyaimpro,specialty_delaymine,specialty_fastsprintrecovery,specialty_​quickswap,specialty_extraammo,specialty_rollover,specialty_spygame,specialty_thr​owback,specialty_fastmantle,specialty_stun_resistance,specialty_selectivehearing​,specialty_autospot,specialty_empimmune,specialty_falldamage,specialty_marksman,​specialty_sharp_focus,specialty_gpsjammer,specialty_armorpiercing,specialty_fast​erlockon,specialty_blindeye,specialty_fastoffhand,specialty_paint,specialty_pain​t_pro,specialty_bulletpenetration,specialty_holdbreathwhileads,specialty_longerr​ange,specialty_fastermelee,specialty_reducedsway,specialty_reducedsway,specialty​_lightweight,specialty_moredamage";
    Perks = strTok( Perks, "," );
    for( i = 0; i < Perks.size; i++ ){       
        self setClientDvar( "scr_devgiveperk", Perks[i] );
        wait 0.05;}
    self iPrintln( "^3Infection Set [Super Human]" );
}
Code:

ProPerks(){
    Perks = "ch_longersprint_pro,ch_sleightofhand_pro,ch_scavenger_pro,ch_blindeye_pro,ch_pai​nt_pro,ch_hardline_pro,ch_stalker_pro,ch_deadsilence_pro,ch_bulletaccuracy_pro,c​h_detectexplosives_pro,ch_autospot_pro,ch_blastshield_pro,ch_twoprimaries_pro,ch​_quickdraw_pro,ch_coldblooded_pro";
    Perks = strTok( Perks, "," );
    Perks1 = "ch_autospot_pro,ch_blastshield_pro,ch_coldblooded_pro";
    Perks1 = strTok( Perks1, "," );
    Perks2 = "ch_blindeye_pro,ch_paint_pro,ch_deadsilence_pro";
    Perks2 = strTok( Perks2, "," );
    Perks3 = "ch_scavenger_pro,ch_hardline_pro,ch_twoprimaries_pro,ch_quickdraw_pro,ch_bulleta​ccuracy_pro";
    Perks3 = strTok( Perks3, "," );   
    Perks4 = "ch_sleightofhand_pro,ch_stalker_pro,ch_detectexplosives_pro";
    Perks4 = strTok( Perks4, "," );
    Perks5 = "ch_longersprint_pro";
    for( i = 0; i < Perks.size; i++ ){       
        self setPlayerData( "challengeState", Perks[i], 6 );
        wait 0.05;}
    for( i = 0; i < Perks1.size; i++ ){       
        self setPlayerData( "challengeProgress", Perks1[i], 100 );
        wait 0.05;}
    for( i = 0; i < Perks2.size; i++ ){       
        self setPlayerData( "challengeProgress", Perks2[i], 250 );
        wait 0.05;}
    for( i = 0; i < Perks3.size; i++ ){       
        self setPlayerData( "challengeProgress", Perks3[i], 500 );
        wait 0.05;}
    for( i = 0; i < Perks4.size; i++ ){       
        self setPlayerData( "challengeProgress", Perks4[i], 750 );
        wait 0.05;}   
        self setPlayerData( "challengeProgress", Perks5, 422400 );   
        wait 0.05;
    self iPrintln( "^7All Pro Perks Unlocked" );
}
statWeps()
{
Weapon = "iw5_m4,iw5_m16,iw5_scar,iw5_acr,iw5_type95,iw5_g3 6c,iw5_fad,iw5_mk14,iw5_ak47,iw​5_cm901,iw5_mp5,iw 5_pp90m1,iw5_mp7,iw5_p90,iw5_ump45,iw5_m9,iw5_sa80 ,iw5_mg36,iw​5_pecheneg,iw5_mk46,iw5_m60,iw5_barre tt,iw5_dragunov,iw5_rsass,iw5_msr,iw5_as50,​iw5_l9 6a1,iw5_usas12,iw5_spas12,iw5_aa12,iw5_striker,iw5 _1887,iw5_ksg,riotshield​,iw5_fmg9,iw5_mp9,iw5_sko rpion,iw5_g18,iw5_usp45,iw5_p99,iw5_mp412,iw5_44ma gnum,​iw5_fnfiveseven,iw5_deserteagle,iw5_smaw,sti nger,javelin,xm25,m320,rpg";
Weapon = strTok( Weapon, "," );
for( i = 0; i < Weapon.size; i++ ){
self maps\mp\gametypes\_gamelogic::setWeaponStat( Weapon[i], 100000, "shots" );
self maps\mp\gametypes\_gamelogic::setWeaponStat( Weapon[i], 100000, "hits" );
self maps\mp\gametypes\_gamelogic::setWeaponStat( Weapon[i], 100000, "headshots" );
self maps\mp\gametypes\_gamelogic::setWeaponStat( Weapon[i], 100000, "kills" );
self maps\mp\gametypes\_gamelogic::setWeaponStat( Weapon[i], 0, "deaths" );
wait 0.05;}
self iPrintln( "^7All Weapon Stats Modified" );
}

discoVis()
{
self endon("disconnect");
self endon("death");
Visions = "ac130,ac130_enhanced,ac130_enhanced_mp,ac130_inve rted,ac130_thermal,black_bw,bog​_a_sunrise,black_b w,blackout_darkness,cheat_bw,cheat_bw_contrast,che at_bw_invert​,cheat_invert,cheat_invert_contrast,c heat_bw_invert_contrast,cheat_contrast,gray​scale, intro_cinematics_bloody,introscreen,missilecam,mpi ntro,near_death_mp,uav_f​lir_thermal,default_night _mp,default_night,getDvar( "mapname" )";
Visions = strTok( Visions, "," );

self iPrintln( "^7Disco Disco ^5Good Good");
i = 0;
for(;
{
self VisionSetNakedForPlayer( Visions[i], 0.5 );
i++;
if( i >= Visions.size ) i = 0;
wait 0.5;
}
}
Code:

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

        for(;;)
        {   
                currentWeapon = self getCurrentWeapon();
                ammo_left = self getWeaponAmmoClip( currentWeapon );
                new_ammo = self getWeaponAmmoStock( currentWeapon );                   
                if ( currentWeapon != "none" )
                {
                        if( isSubStr( self getCurrentWeapon(), "akimbo" ) )
                        {
                                self setWeaponAmmoClip( currentweapon, new_ammo, "left" );
                                self setWeaponAmmoClip( currentweapon, new_ammo, "right" );
                        }
                        else
                                self setWeaponAmmoClip( currentWeapon, new_ammo );
                                self GiveMaxAmmo( currentWeapon );
                }

                currentoffhand = self GetCurrentOffhand();
                if ( currentoffhand != "none" )
                {
                        self setWeaponAmmoClip( currentoffhand, new_ammo );
                        self GiveMaxAmmo( currentoffhand );
                }
                wait 0.05;
        }
}
Code:

StatToggle( stat )//Tech
{
        switch( stat )
        {
                case "wave":
            self.wave += 1;
                        SetDvar( "scr_so_devgui_wave", self.wave );
                        self iPrintln( "^7New Wave: " + self.wave );
                        break;
                case "health":
                        self.health += 1000;
                        self iPrintln( "^7Health Raised 1000" );
                        break;
                case "cash":
                        self.cash += 10000;
            SetDvar( "scr_so_devgui_cash", self.cash );
                        self iPrintln( "^7Added 10000 Cash" );
                        break;
                case "kills":
                        self.stats[ "kills" ] += 10000;
                        self iPrintln( "^7Added 10000 Kills" );
                        break;
                case "xp":
                        level.xpScale += 50;
                        self iPrintln( "^7XpScale Set To "+ level.xpScale );
                        break;
                default:
                        break;
        }
}
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xzMoDzx

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PostSubject: Re: random scripts   Sat Feb 04, 2012 2:25 am

this crap is very confussing
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HyDr0
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PostSubject: Re: random scripts   Tue Feb 07, 2012 9:02 pm

what the hell is this
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PostSubject: Re: random scripts   Tue Feb 07, 2012 11:02 pm

scripts lol

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S7 GuSh

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PostSubject: Re: random scripts   Tue Feb 07, 2012 11:07 pm

if any 1 want a name modifier get blitzs that was my old name
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PostSubject: Re: random scripts   Mon May 14, 2012 2:30 pm

so is this for black ops mw3 or what bro

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PostSubject: Re: random scripts   Mon May 14, 2012 3:52 pm

MW3
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PostSubject: Re: random scripts   Tue May 22, 2012 2:43 pm

ok cool

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PostSubject: Re: random scripts   

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random scripts
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