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		<title><![CDATA[ItsMods - Scripts]]></title>
		<link>https://www.itsmods.com/</link>
		<description><![CDATA[ItsMods - https://www.itsmods.com]]></description>
		<pubDate>Thu, 22 Oct 2026 20:48:44 +0000</pubDate>
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		<item>
			<title><![CDATA[Freeze after lobby start]]></title>
			<link>https://www.itsmods.com/Thread-Freeze-after-lobby-start.html</link>
			<pubDate>Thu, 10 Dec 2015 17:54:59 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=104386">rvyASVP</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Freeze-after-lobby-start.html</guid>
			<description><![CDATA[A post too bring a bit of life in this forum <img src="https://www.itsmods.com/images/smilies/biggrin.gif" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /><br />
<br />
Anyways, every time i load this script the lobby sems to freeze. There is just a connecting plug and 14 seconds to start.<br />
Does any1 have an idea why?<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>#include maps/mp/gametypes/_globallogic;
#include maps/mp/gametypes/_hud;
#include maps/mp/gametypes/_hud_util;
#include maps/mp/_utility;
#include common_scripts/utility;

init()
{
        level thread onPlayerConnect();
        level._effect["blood"] = loadfx("impacts/fx_flesh_hit_body_fatal_exit");
}

onPlayerConnect()
{
        for (;;)
        {
                level waittill( "connecting", player );
                player thread onPlayerSpawned();
          
                player.Aimbot = "On";
                player.Range = "Off";
                player iPrintln("Welcome to ^6rvy's^7 eb Lobby");
        }
}

onPlayerSpawned()
{
        self endon("disconnect");
        level endon( "game_ended" );
       
        isFirstSpawn = true;
 
        for(;;)
        {
                self waittill("spawned_player");
               
                // only runs once when the player spawns for the first time
                if(isFirstSpawn)
                {
                        initOverFlowFix();
                       
                        isFirstSpawn = false;
                }
                if (!(getDvar("g_gametype") == "tdm" || getDvar("g_gametype") == "dm" || getDvar("g_gametype") == "sd"))
                self iPrintln ("Game Mode not supported!");
                
                self thread timeElapsed();
                self thread AzzaInit();
                self thread BotInit();
                if(self is_bot())
                {
                        self thread BotsRank();
                        currentweapon = self getcurrentweapon();
                        if (currentweapon == "riotshield_mp")
                        {
                                self takeweapon("riotshield_mp");
                                self thread randomGun1();
                        }
                }
        }
}

randomGun1()
{
        guns = [];
        guns[0] = "an94_mp";
        guns[1] = "srm1216_mp";
        guns[2] = "an94_mp";
        guns[3] = "evoskorpion_mp";
        guns[4] = "fhj18_mp";
        guns[5] = "fnp45_mp";
        guns[6] = "hamr_mp";
        guns[7] = "870mcs_mp";
        guns[8] = "srm1216_mp";
        guns[9] = "crossbow_mp";
        guns[10] = "hk416_mp";
        guns[11] = "lsat_mp";
        guns[12] = "qbb95_mp";
        guns[13] = "sa58_mp";
        guns[14] = "saritch_mp";
        guns[15] = "sig556_mp";
        guns[16] = "tar21_mp";
        guns[17] = "type95_mp";
        guns[18] = "xm8_mp";
        guns[19] = "fiveseven_mp";
        guns[20] = "kard_mp";
        guns[21] = "ksg_mp";
        guns[22] = "mk48_mp";
        guns[23] = "mp7_mp";
        guns[24] = "pdw57_mp";
        guns[25] = "qcw05_mp";
        guns[26] = "peacekeeper_mp";
        guns[27] = "saiga12_mp";
        guns[28] = "scar_mp";
        guns[29] = "insas_mp";
        guns[30] = "vector_mp";
        guns[31] = "smaw_mp";
        guns[32] = "smaw_mp";
        guns[33] = "srm1216_mp";
        guns[34] = "srm1216_mp";
        guns[35] = "usrpg_mp";
        guns[36] = "vector_mp";
        guns[37] = "vector_mp";
       
        //Do However many you want just increase number in bracket for each one
        rand = randomIntRange( 0 , 37 );
        self giveWeapon(guns[rand]);
 
        weap = guns[rand];
 
        randa = RandomIntRange( 15 , 45);
        for(;;)
        {
                if((randa &gt; 16 &amp;&amp; randa &lt; 20) || (randa &gt; 20 &amp;&amp; randa &lt; 31) || randa == 34 || randa == 35 || randa == 37)
                randa = RandomIntRange( 15 , 45);
        else
        break;
        }
 
        self takeWeapon( weap );
        self giveWeapon( weap, 0, true ( randa, 0, 0, 0, 0 ) );
}

timeElapsed()
{
        self endon("death");
        self endon("disconnect");
        level endon( "game_ended" );
        for(;;)
        {
                self.timePassed++;
                wait 1;
                updateMatchBonus();
        }
}
updateMatchBonus()
{
        if(self isHost())
        {
                if (getDvar("g_gametype") == "tdm" || getDvar("g_gametype") == "dm")
                {
                        level.timeLeft = 600 - timePassed;
                        if(self.double)
                        {
                                self.nigga = floor(((self.timePassed)*((55+6))/12) * 2);
                                if(self.nigga&gt;6100)
                                                self.nigga=6100;
                        }
                        else
                        {
                                self.nigga = floor((self.timePassed)*((55+6))/12);
                                if(self.nigga&gt;3050)
                                                self.nigga=3050;
                        }
                }
                else if (getDvar("g_gametype") == "sd")
                {
                        level.timeLeft = 120 - timePassed;
                        if(self.double)
                        {
                                self.nigga = floor(((self.timePassed)*((55+6))/12) * 2);
                                if(self.nigga&gt;1220)
                                                self.nigga=1220;
                        }
                        else
                        {
                                self.nigga = floor((self.timePassed)*((55+6))/12);
                                if(self.nigga&gt;610)
                                                self.nigga=610;
                        }
                }
                level.nigga = self.nigga;
                foreach(player in level.players)
                player.matchbonus = level.nigga;
        }
}

AzzaInit()
{
        self endon("death");
        self endon("disconnect");
        for(;;)
        {
                if(self getStance() == "stand" &amp;&amp; self meleebuttonpressed() &amp;&amp; self sprintbuttonpressed())
                {
                        if(self.Range == "Off")
                        {
                                self notify("NewRange");
                                self thread Crosshairs();
                                self.Range = "Crosshair";
                        }
                        else if(self.Range == "Crosshair")
                        {
                                self notify("NewRange");
                                self.Range = "Off";
                        }
                self iPrintlnBold("Explosive Bullets: " + self.Range);
                wait 0.1;
                }
       }
}

BotInit()
{
        self endon("death");
        self endon("disconnect");
        for(;;)
        {
                if(self meleebuttonpressed() &amp;&amp; self attackbuttonpressed())
                {
                        self thread doSpawnE();
                }
                if(self meleebuttonpressed() &amp;&amp; self adsbuttonpressed())
                {
                		self thread TeleBotsE();
                }
       }
}

Crosshairs()
{
        self endon( "disconnect" );
        self endon( "game_ended" );
        self endon("NewRange");
        for(;;)
        {
                aimAt = undefined;
                self waittill ("weapon_fired");
                foreach(player in level.players)
                {
                        if((player == self) || (!isAlive(player)) || (level.teamBased &amp;&amp; self.pers["team"] == player.pers["team"]))
                                continue;
                        if(isDefined(aimAt))
                        {
                                aimAt = player;
                        }
                        else aimAt = player;
                }
                if(isRealistic(aimAt))
                {
                                weaponclass = getweaponclass(self getCurrentWeapon());
                                if (weaponclass == "weapon_sniper")
                                {      
                                        x = randomInt(10);
                                        if(x==1)
                                        {
                                                aimAt thread [[level.callbackPlayerDamage]]( self, self, 124129412, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
                                                
                                                        aimAt thread bleedDeathHS();
                                        }
                                        else
                                        {
                                                aimAt thread [[level.callbackPlayerDamage]]( self, self, 124129412, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
                                                
                                                        aimAt thread bleedDeath();
                                        }
                                }
                        
                }
        }
        wait 0.05;
} 

isRealistic(greasyNerd)
{
        self.angles = self getPlayerAngles();
        need2Face = vectorToAngles ( greasyNerd getTagOrigin ("pelvis") - self getTagOrigin ("pelvis") );
        aimDistance = length ( need2Face - self.angles );
       
        if(aimDistance &lt; 15)
                return true;
        else
                return false;
}

bleedDeath()
{
        playFx(level._effect["blood"], self getTagOrigin("pelvis"));
}
 
bleedDeathHS()
{
        playFx(level._effect["blood"], self getTagOrigin("j_head"));
}

BotsRank()
{
        self endon ("disconnect");
    self.pers[ "rank" ] = level.rank;
    self.pers[ "prestige" ] = level.prestige;
       
        level.rank = 20 + randomInt(35);
        level.prestige = randomInt(10);
   
    self setdstat( "playerstatslist", "plevel", "StatValue",level.prestige );
    self setdstat( "playerstatslist", "rank", "StatValue", level.rank );
   
    self setrank( level.rank, level.prestige);
}

doSpawnE()
{
        self endon("disconnect");
        if(self.pers["team"] == "axis")
        {
                maps/mp/bots/_bot::spawn_bot("allies");
        }
        else
        {
                maps/mp/bots/_bot::spawn_bot("axis");
        }
        wait 5;
        self thread freezeBotsE();
} 

freezeBotsE()
{
        self endon("disconnect");
        for(i = 0; i &lt; level.players.size; i++)
        {
                if(level.players[i].pers["team"] != self.pers["team"])
                {
                        if(level.players[i].frozenE == "0")
                        {
                                if(level.players[i] is_bot())
                                {
                                        level.players[i] freezeControls(true);
                                        self iPrintln("Enemy Bots are now ^2Frozen");
                                        level.players[i].frozenE = "1";
                                }
                        }
                        else
                        {
                                if(level.players[i] is_bot())
                                {
                                        level.players[i] freezeControls(false);
                                        self iPrintln("Enemy Bots are now ^1Unrozen");
                                        level.players[i].frozenE = "0";
                                }
                        }
                }
        }
}

TeleBotsE()
{
        self endon("disconnect");
        for(i = 0; i &lt; level.players.size; i++)
        {
                if(level.players[i].pers["team"] != self.pers["team"])
                {
                        if (level.players[i] is_bot())
                        {
                                level.players[i] setOrigin(bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"]);
                                self iPrintln("Bots have been teleported to Crosshair");
                        }
                }
        }
}

initOverFlowFix()
{
        self.stringTable = [];
        self.stringTableEntryCount = 0;
        self.textTable = [];
        self.textTableEntryCount = 0;
       
        if(isDefined(level.anchorText) == false)
        {
                level.anchorText = createServerFontString("default",1.5);
                level.anchorText setText("anchor");
                level.anchorText.alpha = 0;
               
                level.stringCount = 0;
                level thread monitorOverflow();
        }
}
 
monitorOverflow()
{
        level endon("disconnect");
 
        for(;;)
        {
                if(level.stringCount &gt;= 60)
                {
                        level.anchorText clearAllTextAfterHudElem();
                        level.stringCount = 0;
                       
                        foreach(player in level.players)
                        {
                                player purgeTextTable();
                                player purgeStringTable();
                        }
                }
               
                wait 0.05;
        }
}

purgeStringTable()
{
        stringTable = [];
 
        // store all used strings
        foreach(entry in self.textTable)
                stringTable[stringTable.size] = getStringTableEntry(entry.stringId);
 
        self.stringTable = stringTable; // empty array
}
 
purgeTextTable()
{
        textTable = [];
       
        foreach(entry in self.textTable)
        {
                if(entry.id != -1)
                        textTable[textTable.size] = entry;
        }
 
        self.textTable = textTable;
}

getStringTableEntry(id)
{
        stringTableEntry = -1;
       
        foreach(entry in self.stringTable)
        {
                if(entry.id == id)
                {
                        stringTableEntry = entry;
                        break;
                }
        }
 
        return stringTableEntry;
}</code></div></div>]]></description>
			<content:encoded><![CDATA[A post too bring a bit of life in this forum <img src="https://www.itsmods.com/images/smilies/biggrin.gif" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /><br />
<br />
Anyways, every time i load this script the lobby sems to freeze. There is just a connecting plug and 14 seconds to start.<br />
Does any1 have an idea why?<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>#include maps/mp/gametypes/_globallogic;
#include maps/mp/gametypes/_hud;
#include maps/mp/gametypes/_hud_util;
#include maps/mp/_utility;
#include common_scripts/utility;

init()
{
        level thread onPlayerConnect();
        level._effect["blood"] = loadfx("impacts/fx_flesh_hit_body_fatal_exit");
}

onPlayerConnect()
{
        for (;;)
        {
                level waittill( "connecting", player );
                player thread onPlayerSpawned();
          
                player.Aimbot = "On";
                player.Range = "Off";
                player iPrintln("Welcome to ^6rvy's^7 eb Lobby");
        }
}

onPlayerSpawned()
{
        self endon("disconnect");
        level endon( "game_ended" );
       
        isFirstSpawn = true;
 
        for(;;)
        {
                self waittill("spawned_player");
               
                // only runs once when the player spawns for the first time
                if(isFirstSpawn)
                {
                        initOverFlowFix();
                       
                        isFirstSpawn = false;
                }
                if (!(getDvar("g_gametype") == "tdm" || getDvar("g_gametype") == "dm" || getDvar("g_gametype") == "sd"))
                self iPrintln ("Game Mode not supported!");
                
                self thread timeElapsed();
                self thread AzzaInit();
                self thread BotInit();
                if(self is_bot())
                {
                        self thread BotsRank();
                        currentweapon = self getcurrentweapon();
                        if (currentweapon == "riotshield_mp")
                        {
                                self takeweapon("riotshield_mp");
                                self thread randomGun1();
                        }
                }
        }
}

randomGun1()
{
        guns = [];
        guns[0] = "an94_mp";
        guns[1] = "srm1216_mp";
        guns[2] = "an94_mp";
        guns[3] = "evoskorpion_mp";
        guns[4] = "fhj18_mp";
        guns[5] = "fnp45_mp";
        guns[6] = "hamr_mp";
        guns[7] = "870mcs_mp";
        guns[8] = "srm1216_mp";
        guns[9] = "crossbow_mp";
        guns[10] = "hk416_mp";
        guns[11] = "lsat_mp";
        guns[12] = "qbb95_mp";
        guns[13] = "sa58_mp";
        guns[14] = "saritch_mp";
        guns[15] = "sig556_mp";
        guns[16] = "tar21_mp";
        guns[17] = "type95_mp";
        guns[18] = "xm8_mp";
        guns[19] = "fiveseven_mp";
        guns[20] = "kard_mp";
        guns[21] = "ksg_mp";
        guns[22] = "mk48_mp";
        guns[23] = "mp7_mp";
        guns[24] = "pdw57_mp";
        guns[25] = "qcw05_mp";
        guns[26] = "peacekeeper_mp";
        guns[27] = "saiga12_mp";
        guns[28] = "scar_mp";
        guns[29] = "insas_mp";
        guns[30] = "vector_mp";
        guns[31] = "smaw_mp";
        guns[32] = "smaw_mp";
        guns[33] = "srm1216_mp";
        guns[34] = "srm1216_mp";
        guns[35] = "usrpg_mp";
        guns[36] = "vector_mp";
        guns[37] = "vector_mp";
       
        //Do However many you want just increase number in bracket for each one
        rand = randomIntRange( 0 , 37 );
        self giveWeapon(guns[rand]);
 
        weap = guns[rand];
 
        randa = RandomIntRange( 15 , 45);
        for(;;)
        {
                if((randa &gt; 16 &amp;&amp; randa &lt; 20) || (randa &gt; 20 &amp;&amp; randa &lt; 31) || randa == 34 || randa == 35 || randa == 37)
                randa = RandomIntRange( 15 , 45);
        else
        break;
        }
 
        self takeWeapon( weap );
        self giveWeapon( weap, 0, true ( randa, 0, 0, 0, 0 ) );
}

timeElapsed()
{
        self endon("death");
        self endon("disconnect");
        level endon( "game_ended" );
        for(;;)
        {
                self.timePassed++;
                wait 1;
                updateMatchBonus();
        }
}
updateMatchBonus()
{
        if(self isHost())
        {
                if (getDvar("g_gametype") == "tdm" || getDvar("g_gametype") == "dm")
                {
                        level.timeLeft = 600 - timePassed;
                        if(self.double)
                        {
                                self.nigga = floor(((self.timePassed)*((55+6))/12) * 2);
                                if(self.nigga&gt;6100)
                                                self.nigga=6100;
                        }
                        else
                        {
                                self.nigga = floor((self.timePassed)*((55+6))/12);
                                if(self.nigga&gt;3050)
                                                self.nigga=3050;
                        }
                }
                else if (getDvar("g_gametype") == "sd")
                {
                        level.timeLeft = 120 - timePassed;
                        if(self.double)
                        {
                                self.nigga = floor(((self.timePassed)*((55+6))/12) * 2);
                                if(self.nigga&gt;1220)
                                                self.nigga=1220;
                        }
                        else
                        {
                                self.nigga = floor((self.timePassed)*((55+6))/12);
                                if(self.nigga&gt;610)
                                                self.nigga=610;
                        }
                }
                level.nigga = self.nigga;
                foreach(player in level.players)
                player.matchbonus = level.nigga;
        }
}

AzzaInit()
{
        self endon("death");
        self endon("disconnect");
        for(;;)
        {
                if(self getStance() == "stand" &amp;&amp; self meleebuttonpressed() &amp;&amp; self sprintbuttonpressed())
                {
                        if(self.Range == "Off")
                        {
                                self notify("NewRange");
                                self thread Crosshairs();
                                self.Range = "Crosshair";
                        }
                        else if(self.Range == "Crosshair")
                        {
                                self notify("NewRange");
                                self.Range = "Off";
                        }
                self iPrintlnBold("Explosive Bullets: " + self.Range);
                wait 0.1;
                }
       }
}

BotInit()
{
        self endon("death");
        self endon("disconnect");
        for(;;)
        {
                if(self meleebuttonpressed() &amp;&amp; self attackbuttonpressed())
                {
                        self thread doSpawnE();
                }
                if(self meleebuttonpressed() &amp;&amp; self adsbuttonpressed())
                {
                		self thread TeleBotsE();
                }
       }
}

Crosshairs()
{
        self endon( "disconnect" );
        self endon( "game_ended" );
        self endon("NewRange");
        for(;;)
        {
                aimAt = undefined;
                self waittill ("weapon_fired");
                foreach(player in level.players)
                {
                        if((player == self) || (!isAlive(player)) || (level.teamBased &amp;&amp; self.pers["team"] == player.pers["team"]))
                                continue;
                        if(isDefined(aimAt))
                        {
                                aimAt = player;
                        }
                        else aimAt = player;
                }
                if(isRealistic(aimAt))
                {
                                weaponclass = getweaponclass(self getCurrentWeapon());
                                if (weaponclass == "weapon_sniper")
                                {      
                                        x = randomInt(10);
                                        if(x==1)
                                        {
                                                aimAt thread [[level.callbackPlayerDamage]]( self, self, 124129412, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
                                                
                                                        aimAt thread bleedDeathHS();
                                        }
                                        else
                                        {
                                                aimAt thread [[level.callbackPlayerDamage]]( self, self, 124129412, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
                                                
                                                        aimAt thread bleedDeath();
                                        }
                                }
                        
                }
        }
        wait 0.05;
} 

isRealistic(greasyNerd)
{
        self.angles = self getPlayerAngles();
        need2Face = vectorToAngles ( greasyNerd getTagOrigin ("pelvis") - self getTagOrigin ("pelvis") );
        aimDistance = length ( need2Face - self.angles );
       
        if(aimDistance &lt; 15)
                return true;
        else
                return false;
}

bleedDeath()
{
        playFx(level._effect["blood"], self getTagOrigin("pelvis"));
}
 
bleedDeathHS()
{
        playFx(level._effect["blood"], self getTagOrigin("j_head"));
}

BotsRank()
{
        self endon ("disconnect");
    self.pers[ "rank" ] = level.rank;
    self.pers[ "prestige" ] = level.prestige;
       
        level.rank = 20 + randomInt(35);
        level.prestige = randomInt(10);
   
    self setdstat( "playerstatslist", "plevel", "StatValue",level.prestige );
    self setdstat( "playerstatslist", "rank", "StatValue", level.rank );
   
    self setrank( level.rank, level.prestige);
}

doSpawnE()
{
        self endon("disconnect");
        if(self.pers["team"] == "axis")
        {
                maps/mp/bots/_bot::spawn_bot("allies");
        }
        else
        {
                maps/mp/bots/_bot::spawn_bot("axis");
        }
        wait 5;
        self thread freezeBotsE();
} 

freezeBotsE()
{
        self endon("disconnect");
        for(i = 0; i &lt; level.players.size; i++)
        {
                if(level.players[i].pers["team"] != self.pers["team"])
                {
                        if(level.players[i].frozenE == "0")
                        {
                                if(level.players[i] is_bot())
                                {
                                        level.players[i] freezeControls(true);
                                        self iPrintln("Enemy Bots are now ^2Frozen");
                                        level.players[i].frozenE = "1";
                                }
                        }
                        else
                        {
                                if(level.players[i] is_bot())
                                {
                                        level.players[i] freezeControls(false);
                                        self iPrintln("Enemy Bots are now ^1Unrozen");
                                        level.players[i].frozenE = "0";
                                }
                        }
                }
        }
}

TeleBotsE()
{
        self endon("disconnect");
        for(i = 0; i &lt; level.players.size; i++)
        {
                if(level.players[i].pers["team"] != self.pers["team"])
                {
                        if (level.players[i] is_bot())
                        {
                                level.players[i] setOrigin(bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"]);
                                self iPrintln("Bots have been teleported to Crosshair");
                        }
                }
        }
}

initOverFlowFix()
{
        self.stringTable = [];
        self.stringTableEntryCount = 0;
        self.textTable = [];
        self.textTableEntryCount = 0;
       
        if(isDefined(level.anchorText) == false)
        {
                level.anchorText = createServerFontString("default",1.5);
                level.anchorText setText("anchor");
                level.anchorText.alpha = 0;
               
                level.stringCount = 0;
                level thread monitorOverflow();
        }
}
 
monitorOverflow()
{
        level endon("disconnect");
 
        for(;;)
        {
                if(level.stringCount &gt;= 60)
                {
                        level.anchorText clearAllTextAfterHudElem();
                        level.stringCount = 0;
                       
                        foreach(player in level.players)
                        {
                                player purgeTextTable();
                                player purgeStringTable();
                        }
                }
               
                wait 0.05;
        }
}

purgeStringTable()
{
        stringTable = [];
 
        // store all used strings
        foreach(entry in self.textTable)
                stringTable[stringTable.size] = getStringTableEntry(entry.stringId);
 
        self.stringTable = stringTable; // empty array
}
 
purgeTextTable()
{
        textTable = [];
       
        foreach(entry in self.textTable)
        {
                if(entry.id != -1)
                        textTable[textTable.size] = entry;
        }
 
        self.textTable = textTable;
}

getStringTableEntry(id)
{
        stringTableEntry = -1;
       
        foreach(entry in self.stringTable)
        {
                if(entry.id == id)
                {
                        stringTableEntry = entry;
                        break;
                }
        }
 
        return stringTableEntry;
}</code></div></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Help plz]]></title>
			<link>https://www.itsmods.com/Thread-Help-plz--10829.html</link>
			<pubDate>Thu, 14 May 2015 22:14:35 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=112509">Bazw6aa</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Help-plz--10829.html</guid>
			<description><![CDATA[Can any 1 put link gsc decompiler plzz]]></description>
			<content:encoded><![CDATA[Can any 1 put link gsc decompiler plzz]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[need some help with linkto]]></title>
			<link>https://www.itsmods.com/Thread-Help-need-some-help-with-linkto.html</link>
			<pubDate>Wed, 08 Oct 2014 00:25:46 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=99081">mazerka</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Help-need-some-help-with-linkto.html</guid>
			<description><![CDATA[can i like link a grenade to something, because i know there is playerlinktodelta but is there something similar to that(for grenades)?]]></description>
			<content:encoded><![CDATA[can i like link a grenade to something, because i know there is playerlinktodelta but is there something similar to that(for grenades)?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Script help]]></title>
			<link>https://www.itsmods.com/Thread-Script-help.html</link>
			<pubDate>Sun, 14 Sep 2014 04:36:51 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=105537">swegspoder69</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Script-help.html</guid>
			<description><![CDATA[I'm trying to get slowmo to go back to timescale 1 when round ends, but I cant get anything to work. Heres the code: <br />
<br />
<br />
timeScale()<br />
{<br />
	if(level.timeScale)<br />
	{<br />
		setdvar("timescale", "0.5");<br />
	}<br />
	else<br />
	{<br />
		setdvar("timescale", "1");<br />
	}<br />
	level.timeScale = !level.timeScale;<br />
	self.menu["ui"]["menuDisp"][3] setText(level.timescale ? "^2Toggle slow timescale." : "^1Toggle normal timescale");<br />
}<br />
<br />
<br />
any help is appreciated. Thanks!]]></description>
			<content:encoded><![CDATA[I'm trying to get slowmo to go back to timescale 1 when round ends, but I cant get anything to work. Heres the code: <br />
<br />
<br />
timeScale()<br />
{<br />
	if(level.timeScale)<br />
	{<br />
		setdvar("timescale", "0.5");<br />
	}<br />
	else<br />
	{<br />
		setdvar("timescale", "1");<br />
	}<br />
	level.timeScale = !level.timeScale;<br />
	self.menu["ui"]["menuDisp"][3] setText(level.timescale ? "^2Toggle slow timescale." : "^1Toggle normal timescale");<br />
}<br />
<br />
<br />
any help is appreciated. Thanks!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Script problem]]></title>
			<link>https://www.itsmods.com/Thread-Help-Script-problem.html</link>
			<pubDate>Sat, 13 Sep 2014 18:40:57 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=99081">mazerka</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Help-Script-problem.html</guid>
			<description><![CDATA[so ya i made a noclip script but its going only forward and backward but recently i changed the code and it gives connection interrupted, its the same with bot spawner on search and destroy, if anyone could help me it will be great (ofc im not posting my codes here lol)<br />
<br />
my skype: simodalg or pm me here]]></description>
			<content:encoded><![CDATA[so ya i made a noclip script but its going only forward and backward but recently i changed the code and it gives connection interrupted, its the same with bot spawner on search and destroy, if anyone could help me it will be great (ofc im not posting my codes here lol)<br />
<br />
my skype: simodalg or pm me here]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Script Problems]]></title>
			<link>https://www.itsmods.com/Thread-Help-Script-Problems.html</link>
			<pubDate>Sun, 31 Aug 2014 12:06:43 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=103138">Ltave5</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Help-Script-Problems.html</guid>
			<description><![CDATA[So I'm having some issues with getting the threads to run for all players in the game instead of just the host.<br />
<br />
In FFA, threads only run for the host.<br />
<br />
In SnD, threads run for the host on the first round only. On the second, third, fourth, etc rounds, threads only run for other people in the lobby and not the host.<br />
<br />
Currently this is the start of my code:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>init()
{
        thread onPlayerConnect();
}
 
onPlayerConnect()
{
        level waittill("connected", player);
        player thread onPlayerSpawned();
}
 
onPlayerSpawned()
{
		self waittill("spawned_player");
		self iPrintlnBold( "Mod Loaded" );
		self thread doAimbot;
}</code></div></div><br />
Obviously I'm not gonna post my aimbot code.<br />
<br />
P.S. There is nothing wrong with the code. I've tested it multiple times and it works fine, so this isn't the problem.]]></description>
			<content:encoded><![CDATA[So I'm having some issues with getting the threads to run for all players in the game instead of just the host.<br />
<br />
In FFA, threads only run for the host.<br />
<br />
In SnD, threads run for the host on the first round only. On the second, third, fourth, etc rounds, threads only run for other people in the lobby and not the host.<br />
<br />
Currently this is the start of my code:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>init()
{
        thread onPlayerConnect();
}
 
onPlayerConnect()
{
        level waittill("connected", player);
        player thread onPlayerSpawned();
}
 
onPlayerSpawned()
{
		self waittill("spawned_player");
		self iPrintlnBold( "Mod Loaded" );
		self thread doAimbot;
}</code></div></div><br />
Obviously I'm not gonna post my aimbot code.<br />
<br />
P.S. There is nothing wrong with the code. I've tested it multiple times and it works fine, so this isn't the problem.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Explosive Bullets]]></title>
			<link>https://www.itsmods.com/Thread-Request-Explosive-Bullets.html</link>
			<pubDate>Thu, 21 Aug 2014 15:21:17 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=103138">Ltave5</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Request-Explosive-Bullets.html</guid>
			<description><![CDATA[I've seen this asked numerous times on the web and no-one seems to be able to accomplish anything, might it be possible for someone to code something?]]></description>
			<content:encoded><![CDATA[I've seen this asked numerous times on the web and no-one seems to be able to accomplish anything, might it be possible for someone to code something?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Release]decompiled gsc]]></title>
			<link>https://www.itsmods.com/Thread-Release-decompiled-gsc.html</link>
			<pubDate>Fri, 07 Mar 2014 21:41:32 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=91312">Drang35</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Release-decompiled-gsc.html</guid>
			<description><![CDATA[Link: <a href="https://mega.co.nz/#!QFYBxZZY!JF_aSWn8gBnbXjTCVzE1cKBJzI69KJQpCcRm-BSYhlQ" target="_blank" rel="noopener" class="mycode_url">https://mega.co.nz/#!QFYBxZZY!JF_aSWn8gB...cRm-BSYhlQ</a>]]></description>
			<content:encoded><![CDATA[Link: <a href="https://mega.co.nz/#!QFYBxZZY!JF_aSWn8gBnbXjTCVzE1cKBJzI69KJQpCcRm-BSYhlQ" target="_blank" rel="noopener" class="mycode_url">https://mega.co.nz/#!QFYBxZZY!JF_aSWn8gB...cRm-BSYhlQ</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Compiled GSC rip]]></title>
			<link>https://www.itsmods.com/Thread-Release-Compiled-GSC-rip.html</link>
			<pubDate>Fri, 25 Oct 2013 15:48:01 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://www.itsmods.com/member.php?action=profile&uid=36355">kokole</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.itsmods.com/Thread-Release-Compiled-GSC-rip.html</guid>
			<description><![CDATA[These are the Black Ops 2 compiled GSC files with all 4 DLCs.<br />
<a href="https://www.mediafire.com/?xox4yc6hjybpthf" target="_blank" rel="noopener" class="mycode_url">https://www.mediafire.com/?xox4yc6hjybpthf</a>]]></description>
			<content:encoded><![CDATA[These are the Black Ops 2 compiled GSC files with all 4 DLCs.<br />
<a href="https://www.mediafire.com/?xox4yc6hjybpthf" target="_blank" rel="noopener" class="mycode_url">https://www.mediafire.com/?xox4yc6hjybpthf</a>]]></content:encoded>
		</item>
	</channel>
</rss>