final commit for the night
parent
d576560bfc
commit
5334e09101
|
@ -3,6 +3,8 @@
|
||||||
|
|
||||||
Planned
|
Planned
|
||||||
- Different gamemodes for gungame
|
- Different gamemodes for gungame
|
||||||
1. Proper Gun Order
|
- 1. Custom names for each weapon
|
||||||
2. Launchers Only
|
- 2. IAmChrisAMA's Set
|
||||||
3. Snipers Only
|
- 3. dragonslay3r1's Set
|
||||||
|
- 4. All Weapons Mode
|
||||||
|
- 5. Random Camos per respawn
|
||||||
|
|
|
@ -18,6 +18,10 @@ initGuns() {
|
||||||
self.variantName = "Snipers Only";
|
self.variantName = "Snipers Only";
|
||||||
self thread snipersOnly();
|
self thread snipersOnly();
|
||||||
break;
|
break;
|
||||||
|
case 2:
|
||||||
|
self.variantName = ":^IAmChrisAMA's ^7Set";
|
||||||
|
self thread chrisSet();
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -196,6 +200,22 @@ snipersOnly() {
|
||||||
self.gunList[63] = createGun("cheytac_heartbeat_mp", 5, false, false);
|
self.gunList[63] = createGun("cheytac_heartbeat_mp", 5, false, false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
chrisSet() {
|
||||||
|
|
||||||
|
// WIP
|
||||||
|
|
||||||
|
self.gunList[0] = createGun("usp_akimbo_silencer_mp", 0, false, true);
|
||||||
|
self.gunList[1] = createGun("model1887_akimbo_mp", 0, false, true);
|
||||||
|
self.gunList[2] = createGun("aa12_xmags_mp", 0, true, false);
|
||||||
|
self.gunList[3] = createGun("deserteaglegold_mp", 0, false, false);
|
||||||
|
self.gunList[4] = createGun("spas12_xmags_mp", 8, false, false);
|
||||||
|
self.gunList[5] = createGun("defaultweapon_mp", 0, false, false);
|
||||||
|
self.gunList[6] = createGun("pp2000_fmj_silencer_mp", 9, false, false);
|
||||||
|
self.gunList[7] = createGun("ump45_rof_silencer_mp", 5, true, false);
|
||||||
|
self.gunList[8] = createGun("p90_eotech_xmags_mp", 0, true, false);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
// ========================================= //
|
// ========================================= //
|
||||||
|
|
||||||
createGun(gunName, camo, laserSight, akimbo) {
|
createGun(gunName, camo, laserSight, akimbo) {
|
||||||
|
@ -278,6 +298,26 @@ doDvars() { // Put threads that are called with every respawn
|
||||||
|
|
||||||
self thread snipersOnly();
|
self thread snipersOnly();
|
||||||
break;
|
break;
|
||||||
|
case 2:
|
||||||
|
self.variantName = "^:IAmChrisAMA's ^7Set";
|
||||||
|
|
||||||
|
// Sleight of Hand Pro
|
||||||
|
self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
|
||||||
|
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
|
||||||
|
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
|
||||||
|
self maps\mp\perks\_perks::givePerk("specialty_fastsprintrecovery");
|
||||||
|
|
||||||
|
// Stopping Power
|
||||||
|
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
|
||||||
|
|
||||||
|
// Steady Aim
|
||||||
|
self maps\mp\perks\_perks::givePerk("specialty_improvedholdbreath");
|
||||||
|
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
|
||||||
|
self maps\mp\perks\_perks::givePerk("specialty_holdbreath");
|
||||||
|
|
||||||
|
self thread chrisSet();
|
||||||
|
break;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if(self.firstRun) {
|
if(self.firstRun) {
|
||||||
|
@ -291,6 +331,9 @@ doDvars() { // Put threads that are called with every respawn
|
||||||
case 1:
|
case 1:
|
||||||
self thread maps\mp\gametypes\_hud_message::hintMessage("^3Snipers Only");
|
self thread maps\mp\gametypes\_hud_message::hintMessage("^3Snipers Only");
|
||||||
break;
|
break;
|
||||||
|
case 2:
|
||||||
|
self thread maps\mp\gametypes\_hud_message::hintMessage("^:IAmChrisAMA's ^3Set");
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
self.firstRun = false;
|
self.firstRun = false;
|
||||||
}
|
}
|
||||||
|
@ -372,9 +415,12 @@ doScore() {
|
||||||
}
|
}
|
||||||
|
|
||||||
setVariantType() {
|
setVariantType() {
|
||||||
|
// Set random variants
|
||||||
level.variantType = RandomInt(2);
|
level.variantType = RandomInt(2);
|
||||||
}
|
|
||||||
|
|
||||||
|
// Set specific variants
|
||||||
|
//level.variantType = 2;
|
||||||
|
}
|
||||||
|
|
||||||
// ================= //
|
// ================= //
|
||||||
// Do not edit below //
|
// Do not edit below //
|
||||||
|
|
Loading…
Reference in New Issue