[GSC] Code List

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ZionHD

Leader
Retired Staff
Nov 8, 2014
184
215
53
This is a code list for GSC. I saw it not posted on here so I thought I would post it.


Weapon List
http://pastebin.com/wEq07Yzw - Multiplayer
http://pastebin.com/aKBQg9RJ - Zombies

Model List
http://pastebin.com/qN272SpS

Materials & Vehicles List
http://pastebin.com/VY5HbZFy - Materials
http://pastebin.com/f4v5vR8g - Vehicles

Visions & Turrets List
http://pastebin.com/SM5ja1Qe - Visions
http://pastebin.com/pB6Uquig - Turrets

Sound & Dvars List
http://pastebin.com/K39KNndw - Dvars
http://pastebin.com/yYPwaT8R - Sounds

Fonts
default
bigfixed
smallfixed
objective
big
small
extrabig
extrasmall

Button Codes
if(self sprintbuttonpressed()) self iprintln("SPRINT");
if(self inventorybuttonpressed()) self iprintln("INVENTORY");
if(self secondaryoffhandbuttonpressed()) self iprintln("SECONDARY OFFHAND");
if(self fragbuttonpressed()) self iprintln("FRAG");
if(self stancebuttonpressed()) self iprintln("STANCE");
if(self jumpbuttonpressed()) self iprintln("JUMP");
if(self meleebuttonpressed()) self iprintln("MELEE");
if(self throwbuttonpressed()) self iprintln("THROW");
if(self adsbuttonpressed()) self iprintln("ADS");
if(self actionslotfourbuttonpressed()) self iprintln("ACTION SLOT FOUR");
if(self actionslotthreebuttonpressed()) self iprintln("ACTION SLOT THREE");
if(self actionslottwobuttonpressed()) self iprintln("ACTION SLOT TWO");
if(self actionslotonebuttonpressed()) self iprintln("ACTION SLOT ONE");
if(self attackbuttonpressed()) self iprintln("ATTACK");
if(self changeseatbuttonpressed()) self iprintln("CHANGE SEAT");
if(self usebuttonpressed()) self iprintln("USE");

Weapon Assets
weaponfiretime(weapon);
weaponreloadtime(weapon);
isweaponcliponly(weapon);
isweapondetonationtimed(weapon);
weaponclipsize(weapon);
weaponfuellife(weapon);
weaponissemiauto(weapon);
weaponisboltaction(weapon);
weaponisgasweapon(weapon);
weapontype(weapon);
weaponclass(weapon);
weaponmoutable(weapon);
weaponinventorytype(weapon);
weaponstartammo(weapon);
weaponmaxammo(weapon);
weaponaltweaponname(weapon);
weaponduelwieldweaponname(weapon);
weaponisduelwield(weapon);
getweaponmindamagerange(weapon);
getweaponmaxdamagerange(weapon);
getweaponmindamage(weapon);
getweaponmaxdamage(weapon);
getweaponfusetime(weapon);
getweaponexplosionradius(weapon);
getweaponprojexplosionsound(weapon);
isweaponspecificuse(weapon);
isweapondisallowedatmatchstart(weapon);
isweaponscopeoverlay(weapon);
isweaponequipment(weapon);
isweaponprimary(weapon);
getweaponfiresound(weapon_index);
getweaponfiresoundplayer(weapon_index);
getweaponpickupsoundplayer(weapon_index);
getweaponpickupsound(weapon_index);
getweaponindexfromname(weapon);
getweapondisplayname(weapon);

Text Writer
TextWriter(text, text1, icon, glow)
{
hmb=spawnstruct();
hmb.titleText=text;
hmb.notifyText=text1;
hmb.iconName=icon;
hmb.glowColor=glow;
hmb.hideWhenInMenu=true;
hmb.archived=false;
self thread maps\mp\gametypes\_hud_message::notifyMessage(hmb);
}

Weapon Projectile
<rocket_entity> = MagicBullet( <weaponBulletToSpawn>, <startOrigin>, <endOrigin>, <owner> );

Unlimited Ammo
//Call like
//self thread unlimited_ammo();

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

for(;;)
{
wait 0.1;

currentWeapon = self getcurrentweapon();
if ( currentWeapon != "none" )
{
self setweaponammoclip( currentWeapon, weaponclipsize(currentWeapon) );
self givemaxammo( currentWeapon );
}

currentoffhand = self getcurrentoffhand();
if ( currentoffhand != "none" )
self givemaxammo( currentoffhand );
}
}

God Mode
self enableInvulnerability(); // On
self disableInvulnerability(); // Off

Math Functions
randomint(max);
randomfloat(max);
randomintrange(min,max);
randomfloatrange(min,max);
sin(theta);
cos(theta);
tan(theta);
asin(theta);
acos(theta);
atan(theta);
int(value);// ToInt
float(value);// ToFloat
istring(value); //ToString
min(val1, val2);
max(val1, val2);
floor(value);//Round down
ceil(value); //Round up
sqrt(value);
pow(value, exp);
distance(start, end);
distance2D(start, end);
distanceSquared(start, end); //Comparing a^2 to b is much faster than a to sqrt(b)
distance2DSquared(start, end);
length(vector);
lengthSquared(vector);
closer(start, trueIfCloser, falseIfCloser);
vectordot(vec1, vec2);
vectorcross(vec1, vec2);
vectornormalize(vector);

Type Identifiers
isstring(obj);
isint(obj);
isfloat(obj);
isvec(obj);
isarray(obj);
isalive(obj);
isspawner(obj);
isplayer(obj);
isai(obj);
issentient(obj);
isvehicle(obj);

Check System
is_ps3();
is_xenon();
is_pc();
is_wiiu();

Game Session
sessionmodeisonlinegame();
sessionmodeisprivateonlinegame();
sessionmodeisprivate();
sessionmodeissystemlink();
sessionmodeiszombiesgame();
gamemodeismode(gamemode);
gamemodeisusingxp();
gamemodeisusingstats();
getgametypesetting(setting);
setgametypesetting(setting, value)

Changing Map
map( <mapName>, <boolKeepCurrentSettings> );
//Maps
Nuketown()
{
map( "mp_nuketown_2020", true );
}
Hijacked()
{
map( "mp_hijacked", true );
}
Express()
{
map( "mp_express", true );
}
Meltdown()
{
map( "mp_meltdown", true );
}
Drone()
{
map( "mp_drone", true );
}
Carrier()
{
map( "mp_carrier", true );
}
Overflow()
{
map( "mp_overflow", true );
}

Restart Map
map_restart( <boolKeepCurrentSettings> );

Print Text (iPrintln)
self iprintln("Text");
self iprintlnbold("Text");

Basic Typewriter
self thread maps\mp\gametypes\_hud_message::hintMessage("ConsoleCrunch", floatDuration);

Client Functions
self isthrowinggrenade();
self forcegrenadethrow();
self isfiring();
self ismeleeing();
self isswitchingweapons();
self isreloading();
self takeallweapons();
self getcurrentweapon();
self getcurrentweaponaltweapon();
self isweaponoverheating(<bool_heat>, <weapon_name>);//Both Optional Arguments
self setweaponoverheating(heatValue, overheatValue, <optional_weapon_name>);
self getcurrentoffhand();
self isusingoffhand();
self hasweapon("weapon_name");
self suicide();
self giveWeapon( "WEAPON NAME" );
self switchToWeapon( "WEAPON NAME" );
self setempjammed( < state > );
self setinfraredvision( < state > );
self cloneplayer(1);
self setmovespeedscale(2);
self Hide(); // On
self Show(); // Off

Freeze Player
self freezecontrols(true);
self freezecontrols(false);

Chnage/Modify Ammo
self setweaponammoclip( weaponname, amount );
self setweaponammostock( weaponname, amount );

Clear Perks
self clearperks();

Change Model
self setModel("modelName");

Change Vision
self useServerVisionSet(true);
self setvisionsetforplayer

Spawn Bot
self thread maps\mp\bots\_bot::spawn_bot("team");

Button Text Code
dpad-up: [{+actionslot 1}]
dpad-down: [{+actionslot 2}]
dpad-left: [{+actionslot 3}]
dpad-Right: [{+actionslot 4}]
X: [{+gostand}]
O: [{+crouch}]
Square: [{+usereload}]
Triangle: [{weapnext}]
R3: [{+melee}]
L3: [{+breath_sprint}]
R2: [{+frag}]
L2: [{+smoke}]
R1: [{+attack}]
L1: [{+toggleads_throw}]

GSC Functions
http://pastebin.com/7AN5DwFM

CSC Functions
http://pastebin.com/9i9auAXm
 

Aidan rilley

Member
Oct 13, 2016
2
0
11
I got a working code i would like to post here, havent seen it anywhere so i thought I'd share it.

if(player isHost())
{
self endon( "disconnect" );
level endon( "gameresponse", "host_migration_begin" );
level endon( "gameresponse", "host_migration_countdown_begin");
if(!IsDefined(level.hostmigration) || !level.hostmigrationtimer || !level.timerpausetime || !level.migrationtimerpausetime || !level.hostmigrationreturnedplayercount || !level.sethostmigrationstatus || !level.hostmigrationcontrolsfrozen)
{
setDvar("hostmigration", "0");
setdvar("lobbyMigrate_disabled", "1");
setdvar("lobby_mergingEnabled", "1");
level waittill( "gameresponse", "host_migration_begin");
level waittill( "gameresponse", "host_migration_countdown_begin");
level.hostmigration = false;
level.hostmigrationtimer = false;
level.timerpausetime = false;
level.migrationtimerpausetime = false;
level.hostmigrationreturnedplayercount = false;
level.sethostmigrationstatus = false;
level.hostmigrationcontrolsfrozen = false;
level waittill( "gameresponse", "host_migration_end" );
level waittill( "gameresponse", "host_migration_countdown_end");
while(IsDefined(level.hostmigration))
{
setDvar("hostmigration", "0");
setdvar("lobbyMigrate_disabled", "1");
setdvar("lobby_mergingEnabled", "1");
level waittill( "gameresponse", "host_migration_begin");
level waittill( "gameresponse", "host_migration_countdown_begin");
level.hostmigration = false;
level.hostmigrationtimer = false;
level.timerpausetime = false;
level.migrationtimerpausetime = false;
level.hostmigrationreturnedplayercount = false;
level.sethostmigrationstatus = false;
level.hostmigrationcontrolsfrozen = false;
level waittill( "gameresponse", "host_migration_end" );
level waittill( "gameresponse", "host_migration_countdown_end");
}
}
}
else
{

}

add to you your code and hook it like force host.
 
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