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Just Some Function's

TWSS_Exotic-_-

Active Poster
Active Member
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 <3
 
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