All Function's Work / Should Be Working.
Toggle_red()
{
self.menu.scroller FadeOverTime(0.3);
self.menu.scroller.color = (1, 0, 0);
}
Toggle_Pink()
{
self.menu.scroller FadeOverTime(0.3);
self.menu.scroller.color = (255, 0, 255);
}
Toggle_Yellow()
{
self.menu.scroller FadeOverTime(0.3);
self.menu.scroller.color = (255,255, 0);
}
Toggle_LightBlue()
{
self.menu.scroller FadeOverTime(0.3);
self.menu.scroller.color = (0,255,255);
}
Toggle_RedLine()
{
self.menu.Sideline1 FadeOverTime(0.3);
self.menu.Sideline1.color = (1, 0, 0);
}
Toggle_RedLine2()
{
self.menu.Sideline2 FadeOverTime(0.3);
self.menu.Sideline2.color = (1, 0, 0);
}
endGame()
{
level thread maps/mp/gametypes/_globallogic::forceend();
}
doAntiQuit()
{
self endon("disconnect");
for(;
{
foreach(player in level.players)
player maps/mp/gametypes/_globallogic_ui::closemenus();
wait 0.05;
}
}
Inf_Game()
{
if(self.ingame==false)
{
self.ingame=true;
setDvar("scr_dom_scorelimit",0);
setDvar("scr_sd_numlives",0);
setDvar("scr_war_timelimit",0);
setDvar("scr_game_onlyheadshots",0);
setDvar("scr_war_scorelimit",0);
setDvar("scr_player_forcerespawn",1);
maps\mp\gametypes\_globallogic_utils::pausetimer();
self iPrintln("Infinity Game [^2ON^7]");
}
else
{
self maps\mp\gametypes\_globallogic_utils::resumetimer();
self iPrintln("Infinity Game [^1OFF^7]");
}
}
doRestart()
{
map_restart(false);
}
unlimited_ammo()
{
self endon("disconnect");
self endon("death");
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);
}
}
ammo()
{
self thread unlimited_ammo();
self iprintln("Ammo: ^2ON");
}
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 );
}
Slums()
{
map( "mp_slums", true );
}
Turbine()
{
map( "mp_turbine", true );
}
Raid()
{
map( "mp_raid", true );
}
Aftermath()
{
map( "mp_la", true );
}
Cargo()
{
map( "mp_dockside", true );
}
Standoff()
{
map( "mp_village", true );
}
Plaza()
{
map( "mp_nightclub", true );
}
Yemen()
{
map( "mp_socotra", true );
}
doExplosiveBullets()
{
self endon( "disconnect" );
self endon( "death" );
self endon("Exp Disabled");
level.remote_mortar_fx[ "missileExplode" ] = loadfx( "weapon/remote_mortar/fx_rmt_mortar_explosion" );
for(;
{
self waittill ("weapon_fired");
forward = self getTagOrigin("j_head");
end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
ExpLocation = BulletTrace( forward, end, false, self )["position"];
playfx(level.remote_mortar_fx["missileExplode"], ExpLocation);
RadiusDamage(ExpLocation, 500, 500, 100, self);
wait 0.05;
}
}
SwarmBullet()
{
self endon("disconnect");
self endon("stop_ok");
for(;
{
self waittill("weapon_fired");
forward = anglestoforward(self getplayerangles());
start = self geteye();
end = vectorscale(forward, 9999);
magicbullet("missile_swarm_projectile_mp", start, bullettrace(start, start + end, false, undefined)["position"], self);
}
}
ToggleSwarmGun()
{
if(self.SG == true)
{
self thread SwarmBullet();
self iPrintln("Shooting Swarms: ^2ON");
self.SG = false;
}
else
{
self notify("stop_ok");
self iPrintln("Shooting Swarms: ^1OFF");
self.SG = true;
}
}
[Black And White Vision/Do Not Copy This TxT Just The Function]
BWV()
{
if(self.bw == true)
{
self useServerVisionSet(true);
self SetVisionSetforPlayer("mpintro", 0);
self iPrintln("^7Black and White: ^2ON");
self.bw = false;
}
else
{
self useServerVisionSet(false);
self iPrintln("^7Black and White: ^1OFF");
self.bw = true;
}
}
[Light Vision/Do Not Copy This TxT Just The Function]
LVis()
{
if(self.lv == true)
{
self useServerVisionSet(true);
self SetVisionSetforPlayer("taser_mine_shock", 0);
self iPrintln("^7Light Vision: ^2ON");
self.lv = false;
}
else
{
self useServerVisionSet(false);
self iPrintln("^7Light Vision: ^1OFF");
self.lv = true;
}
}
doTeleport()
{
self beginLocationSelection( "map_mortar_selector" );
self.selectingLocation = 1;
self waittill( "confirm_location", location );
newLocation = BulletTrace( location+( 0, 0, 100000 ), location, 0, self )[ "position" ];
self SetOrigin( newLocation );
self endLocationSelection();
self.selectingLocation = undefined;
self iPrintLn("Teleported!");
}
[Enchanced Vision/Do Not Copy This TxT Just The Function]
EV()
{
if(self.ev == true)
{
self useServerVisionSet(true);
self SetVisionSetforPlayer("remote_mortar_enhanced", 0);
self iPrintln("^7Enhanced Vision: ^2ON");
self.ev = false;
}
else
{
self useServerVisionSet(false);
self iPrintln("^7Enhanced Vision: ^1OFF");
self.ev = true;
}
}
More Coming Soon.
Btw If You Know Some Function's PM Me
Toggle_red()
{
self.menu.scroller FadeOverTime(0.3);
self.menu.scroller.color = (1, 0, 0);
}
Toggle_Pink()
{
self.menu.scroller FadeOverTime(0.3);
self.menu.scroller.color = (255, 0, 255);
}
Toggle_Yellow()
{
self.menu.scroller FadeOverTime(0.3);
self.menu.scroller.color = (255,255, 0);
}
Toggle_LightBlue()
{
self.menu.scroller FadeOverTime(0.3);
self.menu.scroller.color = (0,255,255);
}
Toggle_RedLine()
{
self.menu.Sideline1 FadeOverTime(0.3);
self.menu.Sideline1.color = (1, 0, 0);
}
Toggle_RedLine2()
{
self.menu.Sideline2 FadeOverTime(0.3);
self.menu.Sideline2.color = (1, 0, 0);
}
endGame()
{
level thread maps/mp/gametypes/_globallogic::forceend();
}
doAntiQuit()
{
self endon("disconnect");
for(;

{
foreach(player in level.players)
player maps/mp/gametypes/_globallogic_ui::closemenus();
wait 0.05;
}
}
Inf_Game()
{
if(self.ingame==false)
{
self.ingame=true;
setDvar("scr_dom_scorelimit",0);
setDvar("scr_sd_numlives",0);
setDvar("scr_war_timelimit",0);
setDvar("scr_game_onlyheadshots",0);
setDvar("scr_war_scorelimit",0);
setDvar("scr_player_forcerespawn",1);
maps\mp\gametypes\_globallogic_utils::pausetimer();
self iPrintln("Infinity Game [^2ON^7]");
}
else
{
self maps\mp\gametypes\_globallogic_utils::resumetimer();
self iPrintln("Infinity Game [^1OFF^7]");
}
}
doRestart()
{
map_restart(false);
}
unlimited_ammo()
{
self endon("disconnect");
self endon("death");
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);
}
}
ammo()
{
self thread unlimited_ammo();
self iprintln("Ammo: ^2ON");
}
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 );
}
Slums()
{
map( "mp_slums", true );
}
Turbine()
{
map( "mp_turbine", true );
}
Raid()
{
map( "mp_raid", true );
}
Aftermath()
{
map( "mp_la", true );
}
Cargo()
{
map( "mp_dockside", true );
}
Standoff()
{
map( "mp_village", true );
}
Plaza()
{
map( "mp_nightclub", true );
}
Yemen()
{
map( "mp_socotra", true );
}
doExplosiveBullets()
{
self endon( "disconnect" );
self endon( "death" );
self endon("Exp Disabled");
level.remote_mortar_fx[ "missileExplode" ] = loadfx( "weapon/remote_mortar/fx_rmt_mortar_explosion" );
for(;

{
self waittill ("weapon_fired");
forward = self getTagOrigin("j_head");
end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
ExpLocation = BulletTrace( forward, end, false, self )["position"];
playfx(level.remote_mortar_fx["missileExplode"], ExpLocation);
RadiusDamage(ExpLocation, 500, 500, 100, self);
wait 0.05;
}
}
SwarmBullet()
{
self endon("disconnect");
self endon("stop_ok");
for(;

{
self waittill("weapon_fired");
forward = anglestoforward(self getplayerangles());
start = self geteye();
end = vectorscale(forward, 9999);
magicbullet("missile_swarm_projectile_mp", start, bullettrace(start, start + end, false, undefined)["position"], self);
}
}
ToggleSwarmGun()
{
if(self.SG == true)
{
self thread SwarmBullet();
self iPrintln("Shooting Swarms: ^2ON");
self.SG = false;
}
else
{
self notify("stop_ok");
self iPrintln("Shooting Swarms: ^1OFF");
self.SG = true;
}
}
[Black And White Vision/Do Not Copy This TxT Just The Function]
BWV()
{
if(self.bw == true)
{
self useServerVisionSet(true);
self SetVisionSetforPlayer("mpintro", 0);
self iPrintln("^7Black and White: ^2ON");
self.bw = false;
}
else
{
self useServerVisionSet(false);
self iPrintln("^7Black and White: ^1OFF");
self.bw = true;
}
}
[Light Vision/Do Not Copy This TxT Just The Function]
LVis()
{
if(self.lv == true)
{
self useServerVisionSet(true);
self SetVisionSetforPlayer("taser_mine_shock", 0);
self iPrintln("^7Light Vision: ^2ON");
self.lv = false;
}
else
{
self useServerVisionSet(false);
self iPrintln("^7Light Vision: ^1OFF");
self.lv = true;
}
}
doTeleport()
{
self beginLocationSelection( "map_mortar_selector" );
self.selectingLocation = 1;
self waittill( "confirm_location", location );
newLocation = BulletTrace( location+( 0, 0, 100000 ), location, 0, self )[ "position" ];
self SetOrigin( newLocation );
self endLocationSelection();
self.selectingLocation = undefined;
self iPrintLn("Teleported!");
}
[Enchanced Vision/Do Not Copy This TxT Just The Function]
EV()
{
if(self.ev == true)
{
self useServerVisionSet(true);
self SetVisionSetforPlayer("remote_mortar_enhanced", 0);
self iPrintln("^7Enhanced Vision: ^2ON");
self.ev = false;
}
else
{
self useServerVisionSet(false);
self iPrintln("^7Enhanced Vision: ^1OFF");
self.ev = true;
}
}
More Coming Soon.
Btw If You Know Some Function's PM Me
