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Home › Forum › MultiPlayer Game Hacks & Cheats › Call of Duty Hacks & Cheats › Call of Duty 6 - Modern Warfare 2 (MW2) Hacks › Call of Duty Modern Warfare 2 Server / GSC Modding › Tank Killstreak V1

Tank Killstreak V1

Posts 1–11 of 11 · Page 1 of 1
Yamato
Yamato
Tank Killstreak V1
Good afternoon

Today Rendflex and me, we are going to release the Tank killstreak V1, we are making a new V2, with improved sistems and optimized. About driving sistem, we had one but after testing I found that it crashes after sometime, so I putted SetModel, . Aiming sistem is good.

You have 2 weapons:

Cannon, you press Right click to aim and you get a ac130 sight, shot and you get an accurate shot.

Turret, if you press R you get a cool mgturret to shot "infantry", you can only fire it during 7 seconds, then it dissapears(like a overheating, we are improving that too, we nearly finished that part)

I hope that you like it, it took lot of time to find model, I made at the end a code to find models and found it. :P. We made this for our zombie mod V2, we´ll do release next weekend, so it has an aspect of a box, we´ll make in Tank V2 a linking sistem, we wanted to release this soon so the code is not very good, is in Alpha stage. You can make a killstreak with this, a box(what he have) or make a Tank.gsc like we did, :P. Remember to precache in init the model: vehicle_m1a1_abrams_dmg



Code:
Tank(pos, angle)
{
	tank = spawn("script_model", pos );
	tank setModel("vehicle_m1a1_abrams_dmg");
	tank.angles = angle;
	tank Solid();
	tank CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
	tank.headIcon = newHudElem();
	tank.headIcon.x = tank.origin[0];
	tank.headIcon.y = tank.origin[1];
	tank.headIcon.z = tank.origin[2] + 50;
	tank.headIcon.alpha = 0.85;
	tank.headIcon setShader( "cardicon_tank_01", 2,2 );
	tank.headIcon setWaypoint( true, true, false );
              trigger = spawn( "trigger_radius", pos, 0, 50, 50 );
              trigger.angles = angle;
	trigger thread TankThink(pos, angle);
	wait 0.01;
}

TankThink(pos, angle) 
{ 
    self endon("disconnect"); 
    tank = spawn("script_model", pos );
    tank setModel("vehicle_m1a1_abrams_dmg");
    tank.angles = angle;
    tank Solid();
    tank CloneBrushmodelToScriptmodel( level.airDropCrateCollision );


        while(1) 
        { 
                self waittill( "trigger", player );  
                if(player.tank != 1)     
                if(Distance(pos, Player.origin) <= 75){
                Player setLowerMessage("activate", "Press ^3[{+activate}]^7 to Drive Tank [^31750^7]" );}
                if(Distance(pos, Player.origin) >50){
                Player ClearLowerMessage("activate", 1);}
                if(Distance(pos, Player.origin) <= 75 && player.tank != 1 && player.cash >= 1750 && player useButtonPressed())
                { 
                        player ClearLowerMessage("activate", 1);
                        player.cash -= 1750;
                        tank delete();
                        player thread Tanker();
                        wait 60;
                        player thread Exitted();    
                        wait 1;
                } 
                else if(Distance(pos, Player.origin) <= 75 && player.tank != 1 && player.cash <= 1750 && player useButtonPressed())
                {
                        player iPrintln("You do not have enough points!");
                        wait 1;
                }
           wait .25; 
        }   
}



Tanker()
{
        self endon ("death");
        self endon ("exitTank");

                            self setModel("vehicle_m1a1_abrams_dmg");
       	              self _clearPerks();
                            self allowJump(false);
		self DisableWeaponSwitch();
		self _disableUsability();
	              self.moveSpeedScaler = 0.6;
		self setClientDvar("cg_thirdPerson", 1); 
		self setClientDvar("cg_thirdPersonRange", "1024");
                            self thread TankAims();
                            self thread Turret();
                            self maps\mp\perks\_perks::givePerk("specialty_quieter");
}

TankAims()
{
	self endon ( "disconnect" );
	self endon ( "death" );
              self endon ("exitTank");

              self notifyOnPlayerCommand("[{+toggleads_throw}]", "+toggleads_throw");
	while(1) 
             {
                            self takeAllWeapons();
		self waittill("[{+toggleads_throw}]");
		wait 0.3;
		self setClientDvar("cg_thirdPerson", 0); 
                            self giveWeapon("ac130_40mm_mp", 0, false);
                            self switchToWeapon("ac130_40mm_mp");
                            self waittill( "weapon_fired" );
		self playSound( "bmp_fire" );
		self setClientDvar("cg_thirdPerson", 1); 
                            self takeAllWeapons();
                            self giveWeapon("ac130_40mm_mp", 0, false);
                            self switchToWeapon("ac130_40mm_mp");
		wait 0.0005; 
             }
}

Turret()
{
    self endon ( "disconnect" );
    self endon ( "death" );
    self endon ("exitTank");

              self EnableLinkTo();
              self notifyOnPlayerCommand( "T", "+reload");  

              for (;;)                 
              { 
                        self waittill( "T" );
                        Turret = spawnTurret( "misc_turret", self.origin+(50,0,50), "pavelow_minigun_mp" ); 
                        Turret LinkTo("self");
                        Turret setModel( "weapon_minigun" );
                        Turret.angles = self.angles;
                        Turret MakeUsable();
                        Turret useby(self);
                        Turret EnableLinkTo();
                        self PlayerLinkTo( Turret, 0.5 );
                        wait 7;
                        Turret delete();
                        self Unlink(Turret);
              }
}

ChangeAppearance(Type,MyTeam)
{
	ModelType=[];
	ModelType[0]="GHILLIE";
	ModelType[1]="SNIPER";
	ModelType[2]="LMG";
	ModelType[3]="ASSAULT";
	ModelType[4]="SHOTGUN";
	ModelType[5]="SMG";
	ModelType[6]="RIOT";
	if(Type==7){MyTeam=randomint(2);Type=randomint(7);  }
	team=get_enemy_team(self.team);if(MyTeam)team=self  .team;
	self detachAll();
	[[game[team+"_model"][ModelType[Type]]]]();
}

Exitted()
{
                            self thread ChangeAppearance(5,1);
		self setClientDvar("cg_thirdPerson", 0); 
                            self giveWeapon("ump45_mp");
                            self giveWeapon("spas12_mp");
                            self switchToWeapon("ump45_mp");
	              self.moveSpeedScaler = 1;
                            self allowJump(true);
                            self allowSprint(true);
                            self notify ("exitTank");
}
Thanks for reading,
#1 · edited 15y ago · 15y ago
JackSTR
JackSTR
FIX YOUR YOUTUBE LINK PLEASE!!!! DDD
#2 · 15y ago
Yamato
Yamato
Quote Originally Posted by JackSTR View Post
FIX YOUR YOUTUBE LINK PLEASE!!!! DDD
I can see it, is the same video of the preview we did
#3 · 15y ago
cgallagher21
cgallagher21
Looks good
#4 · 15y ago
LU
lucianolopes700
Where do i add this?
#5 · 15y ago
Yamato
Yamato
Quote Originally Posted by lucianolopes700 View Post
Where do i add this?
Paste it in Chaotic invasion zombie mod, in the file Boxes.gsc at the bottom. and in MapEdit.gsc, put in init():

precacheModel("vehicle_m1a1_abrams_dmg");

Then take a coordinate and spawn one,
#6 · 15y ago
NoLim1t
NoLim1t
very nice mod 9.5/10
#7 · 15y ago
rangg
rangg
omg cool man i want it please update download for mod
#8 · 15y ago
xbeatsszzx
xbeatsszzx
Nice mod man GJ.
#9 · 15y ago
IM
ImTheLastNightmare
Nice ...Very Nice ....Niceeeee lol looks good ....good job
#10 · 15y ago
DE
Decobez
very usefull thread man... GJ
#11 · 15y ago
Posts 1–11 of 11 · Page 1 of 1

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