1 [SC7E52] CODBO - The Ultimate Script Collection Part 1 18/8/2012, 10:58 pm
AsTrO
Zombie's Weapons
- Spoiler:
- frag_grenade_zm
claymore_zm
m1911_zm
m1911_upgraded_zm
python_zm
python_upgraded_zm
cz75_zm
cz75_upgraded_zm
m14_zm
m14_upgraded_zm
m16_zm
m16_gl_upgraded_zm
g11_lps_zm
g11_lps_upgraded_zm
famas_zm
famas_upgraded_zm
ak74u_zm
ak74u_upgraded_zm
mp5k_zm
mp5k_upgraded_zm
mp40_zm
mp40_upgraded_zm
mpl_zm
mpl_upgraded_zm
pm63_zm
pm63_upgraded_zm
spectre_zm
spectre_upgraded_zm
cz75dw_zm
cz75dw_upgraded_zm
ithaca_zm
ithaca_upgraded_zm
rottweil72_zm
rottweil72_upgraded_zm
spas_zm
spas_upgraded_zm
hs10_zm
hs10_upgraded_zm
aug_acog_zm
aug_acog_mk_upgraded_zm
galil_zm
galil_upgraded_zm
commando_zm
commando_upgraded_zm
fnfal_zm
fnfal_upgraded_zm
dragunov_zm
dragunov_upgraded_zm
l96a1_zm
l96a1_upgraded_zm
rpk_zm
rpk_upgraded_zm
hk21_zm
hk21_upgraded_zm
m72_law_zm
m72_law_upgraded_zm
china_lake_zm
china_lake_upgraded_zm
crossbow_explosive_zm
crossbow_explosive_upgraded_zm
knife_ballistic_zm
knife_ballistic_upgraded_zm
knife_ballistic_bowie_zm
knife_ballistic_bowie_upgraded_zm
zombie_cymbal_monkey
ray_gun_zm
ray_gun_upgraded_zm
thundergun_zm
thundergun_upgraded_zm
freezegun_zm
freezegun_upgraded_zm
Perks
- Spoiler:
- self setPerk("specialty_movefaster");
self setPerk("specialty_fallheight");
self setPerk("specialty_scavenger");
self setPerk("specialty_extraammo");
self setPerk("specialty_gpsjammer");
self setPerk("specialty_reconnaissance");
self setPerk("specialty_nottargetedbyai");
self setPerk("specialty_noname");
self setPerk("specialty_flakjacket");
self setPerk("specialty_explosivedamage");
self setPerk("specialty_grenadepulldeath");
self setPerk("specialty_fireproof");
self setPerk("specialty_killstreak");
self setPerk("specialty_gambler");
self setPerk("specialty_bulletpenetration");
self setPerk("specialty_bulletdamage");
self setPerk("specialty_bulletflinch");
self setPerk("specialty_shellshock");
self setPerk("specialty_holdbreath");
self setPerk("specialty_fastweaponswitch");
self setPerk("specialty_bulletaccuracy");
self setPerk("specialty_sprintrecovery");
self setPerk("specialty_fastmeleerecovery");
self setPerk("specialty_fastreload");
self setPerk("specialty_fastads");
self setPerk("specialty_twoattach");
self setPerk("specialty_twogrenades");
self setPerk("specialty_gas_mask");
self setPerk("specialty_showonradar");
self setPerk("specialty_stunprotection");
self setPerk("specialty_longersprint");
self setPerk("specialty_unlimitedsprint");
self setPerk("specialty_quieter");
self setPerk("specialty_loudenemies");
self setPerk("specialty_pistoldeath");
self setPerk("specialty_finalstand");
self setPerk("specialty_healthregen");
self setPerk("specialty_showenemyequipment");
self setPerk("specialty_nomotionsensor");
self setPerk("specialty_disarmexplosive");
self setPerk("specialty_detectexplosive");
self setPerk("specialty_delayexplosive");
specialty_twoprimaries //two primary weapons, seems not needed?
specialty_rof //Increased Rate Of Fire would make sense
specialty_pin_back
specialty_shades
specialty_fastmantle //Fast climb and hurdle over walls?
specialty_fastinteract //Less time interacting with objectives?
specialty_extramoney
specialty_copycat
specialty_armorvest //Should give armor vest, decreased bullet damage
specialty_armorpiercing //Lessens bonus given by specialty_armorvest
Zombie Models
- Spoiler:
- c_jap_takeo_fb - Takeo
c_rus_nikolai_fb - Nikolai
c_usa_dempsey_fb - Dempsey
weapon_zombie_monkey_bomb - Cymbal Monkey
zombie_wolf - Zombie Dog
c_ger_richtofen_zombie_body - Headless Richtofen
c_zom_quad_body - Quad Zombie
zombie_teddybear - Teddy Bear
zombie_skull - Insta Kill Power Up
zombie_firesale - Fire Sale Power Up
zombie_bomb - Nuke Power Up
zombie_carpenter - Carpenter Power Up
zombie_vending_packapunch_on - Pack-A-Punch
grenade_bag - Grenade Bag
Color Codes
- Spoiler:
- ^0 = Black
^1 = Red/Orange
^2 = Lime Green
^3 = Yellow
^4 = Navy Blue
^5 = Light Blue
^6 = Purple
^7 = White/Default
^8 = Black
Give/Take/Spawn With Weapon
- Spoiler:
- self giveWeapon( "WEAPON NAME" );
self switchToWeapon( "WEAPON NAMEW" );
self setSpawnWeapon( "WEAPON NAME" );
self takeAllWeapons();
Maps
- Spoiler:
- Array
map "mp_array"
loadscreen "loadscreen_mp_array"
longname "MPUI_ARRAY"
loadname "MPUI_ARRAY_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
Cracked
map "mp_cracked"
loadscreen "loadscreen_mp_cracked"
longname "MPUI_CRACKED"
loadname "MPUI_CRACKED_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
Crisis
map "mp_crisis"
loadscreen "loadscreen_mp_crisis"
longname "MPUI_CRISIS"
loadname "MPUI_CRISIS_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
Firing Range
map "mp_firingrange"
loadscreen "loadscreen_mp_firingrange"
longname "MPUI_FIRINGRANGE"
loadname "MPUI_FIRINGRANGE_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
Grid
map "mp_duga"
loadscreen "loadscreen_mp_duga"
longname "MPUI_DUGA"
loadname "MPUI_DUGA_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
Hanoi
map "mp_hanoi"
loadscreen "loadscreen_mp_hanoi"
longname "MPUI_HANOI"
loadname "MPUI_HANOI_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
Havana
map "mp_cairo"
loadscreen "loadscreen_mp_cairo"
longname "MPUI_CAIRO"
loadname "MPUI_CAIRO_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
Jungle
map "mp_havoc"
loadscreen "loadscreen_mp_havoc"
longname "MPUI_HAVOC"
loadname "MPUI_HAVOC_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
Launch
map "mp_cosmodrome"
loadscreen "loadscreen_mp_cosmodrome"
longname "MPUI_COSMODROME"
loadname "MPUI_COSMODROME_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
Nuketown
map "mp_nuked"
loadscreen "loadscreen_mp_nuked"
longname "MPUI_NUKED"
loadname "MPUI_NUKED_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
Radiaton
map "mp_radiation"
loadscreen "loadscreen_mp_radiation"
longname "MPUI_RADIATION"
loadname "MPUI_RADIATION_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
Summit
map "mp_mountain"
loadscreen "loadscreen_mp_mountain"
longname "MPUI_MOUNTAIN"
loadname "MPUI_MOUNTAIN_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
Villa
map "mp_villa"
loadscreen "loadscreen_mp_villa"
longname "MPUI_VILLA"
loadname "MPUI_VILLA_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
WMD
map "mp_russianbase"
loadscreen "loadscreen_mp_russianbase"
longname "MPUI_RUSSIANBASE"
loadname "MPUI_RUSSIANBASE_CAPS"
gametype "dm tdm sd sab dom koth twar war sur ctf vdm vtdm mini"
Class Renamers
- Spoiler:
- set customclass1 "^1eXtr3m3"
set customclass2 "^2TEXT HERE"
set customclass3 "^3TEXT HERE"
set customclass4 "^4TEXT HERE"
set customclass5 "^5TEXT HERE"
set prestigeclass1 "^6TEXT HERE"
set prestigeclass2 "^7TEXT HERE"
set prestigeclass3 "^8TEXT HERE"
set prestigeclass4 "^9TEXT HERE"
set prestigeclass5 "^0TEXT HERE"
Scoring
- Spoiler:
- egisterScoreInfo()
{
maps\mp\gametypes\_rank::registerScoreInfo( "kill", 100 );
maps\mp\gametypes\_rank::registerScoreInfo( "headshot", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "assist_75", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "assist_50", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "assist_25", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "assist", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "suicide", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "teamkill", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "dogkill", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "dogassist", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "helicopterkill", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "helicopterassist", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "helicopterassist_75", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "helicopterassist_50", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "helicopterassist_25", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "spyplanekill", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "spyplaneassist", 0 );
}
Stats
- Spoiler:
- DoStats()
{
self maps\mp\gametypes\_persistence::statSet( "plevel", prestige, false );
self maps\mp\gametypes\_persistence::statSet( "rankxp", xp, false );
self maps\mp\gametypes\_persistence::statSet( "codpoints", cp, false );
self maps\mp\gametypes\_persistence::statSet( "time_played_total", seconds, false );
self maps\mp\gametypes\_persistence::statSet( "kills", kills, false );
self maps\mp\gametypes\_persistence::statSet( "deaths", deaths, false );
self maps\mp\gametypes\_persistence::statSet( "headshots", headshots, false );
self maps\mp\gametypes\_persistence::statSet( "hits", bullet hit, false);
self maps\mp\gametypes\_persistence::statSet( "misses", bullet miss, false);
self maps\mp\gametypes\_persistence::statSet( "total_shots", bullet counter, false);
self maps\mp\gametypes\_persistence::statSet( "accuracy", accuracy or KD, false);
Text Functions
- Spoiler:
- self sayall( "Text here" ); \\Prints developer console text
self iPrintln("Text Here"); \\Prints killfeed text
self iPrintlnBold("Put Text Here"); \\Prints bold centered text
self thread maps\mp\gametypes\_hud_message::hintMessage("Put Text Here"); \\Typewriter objective text
Useful Functions
- Spoiler:
- self endon ( "condition" ); \\Function will end on condition
self waittill ( "condition" ); \\Function will execute on condition
self notify ( "condition ); \\Used to create your own conditions
\\Preset functions
self endon ( "death" ); \\Ends script on death
self endon ( "disconnect" ); \\Ends script on server disconnect
self endon ( "joined_spectators" ); \\Ends script when a player goes spectator mode
self endon ( "killed_player" ); \\Ends script when player dies
self waittill ( "spawned_player" ); \\Waits until player spawns to execute a function
self waittill ( "death" ); \\Waits until death to execute a function
self waittill ( "grenade_pullback" ); \\Waits until a grenade is thrown to execute a function
self waittill ( "sprint_begin" ); \\Waits until sprint begins to execute a function
self waittill ( "begin_firing" ); \\Waits until weapon is fired to execute a function
self waittill ( "weapon_fired" ); \\Waits until weapon is fired and will execute the function repeatedly
self waitill ( "weapon_change" ); \\Waits until a weapon swap to execute a function
Hit Locations
- Spoiler:
- static const char *g_HitLocNames[] =
{
"none",
"helmet",
"head",
"neck",
"torso_upper",
"torso_lower",
"right_arm_upper",
"left_arm_upper",
"right_arm_lower",
"left_arm_lower",
"right_hand",
"left_hand",
"right_leg_upper",
"left_leg_upper",
"right_leg_lower",
"left_leg_lower",
"right_foot",
"left_foot",
"gun",
};
Button Binds
- Spoiler:
- self AttackButtonPressed()
self UseButtonPressed()
self FragButtonPressed()
self SecondaryOffhandButtonPressed()
self AdsButtonPressed()
self MeleeButtonPressed()
Useful Extra's
- Spoiler:
- setExpFog(
, , , , , self suicide(); - kill self
self EnableInvulnerability(); - God Mode, No Hitmarkers
self DisableInvulnerability(); - Turns off god mode
self freeze_player_controls(true); - Freezes player
self freeze_player_controls(false); - Unfreezes player
self [[level.allies]](); - Changes to ally team
self [[level.axis]](); - Changes to axis team
self [[level.spectator]](); - Changes to spectator
self [[level.autoassign]](); - Auto Assigns Team
self setMoveSpeedScale(); - Changes Move Speed Scale, 1 is normal
self getMoveSpeedScale(); - Gets Current Move Speed Scale
level.prematchPeriod = 0; - Disable Beginning count down
setDvar("scr_game_killstreaks", 0); - Disable Killstreaks
setDvar("scr_game_hardpoints", 0); - Disable Hardpoints
-----------------------------------------------------------
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
------------------------------------------------------------
Scripts
- Spoiler:
- BlackBird Always On
[spoiler]for(;
{
maps\mp\_radar::setTeamSatelliteWrapper(self.pers["team"], 1);
wait 30;
}
- Spoiler:
- MonitorButtons()
{
self endon("death");
self endon("disconnect");
for(;
{
if(self ActionSlotOneButtonPressed()) self notify("pressed1");
if(self ActionSlotTwoButtonPressed()) self notify("pressed2");
if(self ActionSlotThreeButtonPressed()) self notify("pressed3");
if(self ActionSlotFourButtonPressed()) self notify("pressed4");
if(self FragButtonPressed()) self notify("pressed_frag");
if(self MeleeButtonPressed()) self notify("pressed_melee");
if(self ADSButtonPressed()) self notify ("pressed_ADS");
if(self AttackButtonPressed()) self notify ("pressed_attack");
if(self SecondaryOffHandButtonPressed()) self notify("pressed_offhand");
if(self JumpButtonPressed()) self notify("pressed_jump");
if(self UseButtonPressed()) self notify ("pressed_use");
if(self ChangeSeatButtonPressed()) self notify ("pressed_changeseat");
if(self ThrowButtonPressed()) self notify ("pressed_throw");
wait(0.05);
}
}
//######
Then you can use statements like below //
self waittill("pressed_frag");
self waittill("pressed_melee");
self waittill("pressed_attack");
self waittill("pressed_use");
Nuke Bullets
- Spoiler:
- NukeBullets()
{
for(;
{
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;
}
Text Scripts
Instructions
- Spoiler:
- doInstructions()
{
self endon( "disconnect");
Instructions = createFontString("objective", 1.6 );
Instructions setPoint( "TOPRIGHT", "TOPRIGHT",0, 72+220);
for( ;; )
{
Instructions setText("^3------Black Ops Mods------");
wait(2.0);
}
}
Pulsing Text
- Spoiler:
- 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 (; {
if ( x.alpha<.01 ) {
x.color = (randomFloat(1),randomFloat(1),randomFloat(1));
}
x.alpha = (cos(360*t/period)+1)/2;
t += .05;
wait .05;
Unlimited Ammo
- Spoiler:
- UnlimitedAmmo()
{
self endon ( "death" );
self endon ( "disconnect" );
for ( ;; )
{
clipAmmo = 999;
stockAmmo = 999;
weapon = self GetCurrentWeapon();
self SetWeaponAmmoClip( weapon, clipAmmo );
self SetWeaponAmmoStock( weapon, stockAmmo );
}
}
Unlock All ProPerks
- Spoiler:
- UnlockPro()
{
perkz = [];
perkz[1] = "PERKS_SLEIGHT_OF_HAND";
perkz[2] = "PERKS_GHOST";
perkz[3] = "PERKS_NINJA";
perkz[4] = "PERKS_HACKER";
perkz[5] = "PERKS_LIGHTWEIGHT";
perkz[6] = "PERKS_SCOUT";
perkz[7] = "PERKS_STEADY_AIM";
perkz[8] = "PERKS_DEEP_IMPACT";
perkz[9] = "PERKS_MARATHON";
perkz[10] = "PERKS_SECOND_CHANCE";
perkz[11] = "PERKS_TACTICAL_MASK";
perkz[12] = "PERKS_PROFESSIONAL";
perkz[13] = "PERKS_SCAVENGER";
perkz[14] = "PERKS_FLAK_JACKET";
perkz[15] = "PERKS_HARDLINE";
for(y=1;y<16;y++)
{
zxz0O0 = perkz[y];
for(i=0;i<3;i++)
{
self maps\mp\gametypes\_persistence::unlockItemFromChal lenge( "perkpro " + zxz0O0 + " " + i);
}
}
}