fixed hintMessage not working and prevented melee spam.
parent
cc484b379c
commit
55c4968475
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@ -130,12 +130,6 @@ randomGuns() {
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snipersOnly() {
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// Also give SoH Pro
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self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
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self maps\mp\perks\_perks::givePerk("specialty_fastreload");
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self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
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self maps\mp\perks\_perks::givePerk("specialty_fastsprintrecovery");
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self.gunList[0] = createGun("cheytac_heartbeat_xmags_mp", 5, true, false);
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self.gunList[1] = createGun("barrett_acog_mp", 9, false, false);
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self.gunList[2] = createGun("barrett_thermal_xmags_mp", 6, true, false);
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@ -228,44 +222,62 @@ doBinds() { // Put persistent threads that are started once here
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}
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doDvars() { // Put threads that are called with every respawn
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// No fall damage + speed
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setDvar("g_speed", 225);
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setDvar("bg_fallDamageMaxHeight", 1);
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setDvar("bg_fallDamageMinHeight", 999);
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// Reduce melee range (useless but can't hurt)
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self setClientDvar("player_meleeRange", -1);
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self setClientDvar("player_meleeHeight", -1);
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self setClientDvar("player_meleeWidth", -1);
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// Remove all perks (for now)
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self _clearPerks();
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self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
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self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
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self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
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self maps\mp\perks\_perks::givePerk("specialty_exposeenemy");
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self maps\mp\perks\_perks::givePerk("specialty_extendedmags");
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self maps\mp\perks\_perks::givePerk("specialty_fastreload");
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self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
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self maps\mp\perks\_perks::givePerk("specialty_marathon");
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self maps\mp\perks\_perks::givePerk("specialty_quieter");
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// Remove all killstreaks (permanently)
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self maps\mp\gametypes\_class::setKillstreaks( "none", "none", "none" );
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self notifyOnPlayercommand("E", "+melee");
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switch(level.variantType) {
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case 0:
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self.variantName = "Random Guns";
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// Remove Melee
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while(true) {
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self waittill("E");
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self thread maps\mp\gametypes\_hud_message::hintMessage("No melee allowed.");
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// Marathon
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self maps\mp\perks\_perks::givePerk("specialty_marathon");
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self maps\mp\perks\_perks::givePerk("specialty_longersprint");
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self maps\mp\perks\_perks::givePerk("specialty_automantle");
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self maps\mp\perks\_perks::givePerk("specialty_fastmantle");
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curwep = self getCurrentWeapon();
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self takeWeapon(curwep);
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// Lightweight
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self maps\mp\perks\_perks::givePerk("specialty_lightweight");
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if(isSubStr( curwep, "akimbo" )) {
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self giveWeapon(curwep, 8, true);
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} else {
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self giveWeapon(curwep, 8, false);
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}
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// Steady Aim
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self maps\mp\perks\_perks::givePerk("specialty_improvedholdbreath");
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self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
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self maps\mp\perks\_perks::givePerk("specialty_holdbreath");
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self thread randomGuns();
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break;
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case 1:
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self.variantName = "Snipers Only";
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// Sleight of Hand Pro
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self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
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self maps\mp\perks\_perks::givePerk("specialty_fastreload");
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self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
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self maps\mp\perks\_perks::givePerk("specialty_fastsprintrecovery");
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// Stopping Power
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self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
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// Steady Aim
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self maps\mp\perks\_perks::givePerk("specialty_improvedholdbreath");
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self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
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self maps\mp\perks\_perks::givePerk("specialty_holdbreath");
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self thread snipersOnly();
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break;
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}
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if(self.firstRun) {
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@ -280,9 +292,32 @@ doDvars() { // Put threads that are called with every respawn
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self thread maps\mp\gametypes\_hud_message::hintMessage("^7Snipers Only");
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break;
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}
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self.firstRun = false;
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}
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self notifyOnPlayercommand("E", "+melee");
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self.didMelee = false;
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// Remove Melee
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while(true) {
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self waittill("E");
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// Prevent Melee spam
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if (self.didMelee != true) {
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self thread maps\mp\gametypes\_hud_message::hintMessage("No melee allowed.");
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self.didMelee = true;
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}
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curwep = self getCurrentWeapon();
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self takeWeapon(curwep);
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if(isSubStr( curwep, "akimbo" )) {
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self giveWeapon(curwep, 8, true);
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} else {
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self giveWeapon(curwep, 8, false);
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}
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}
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}
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doGun() {
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@ -330,7 +365,7 @@ doScore() {
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while(true) {
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scoreText setText("^:Weapon ^3" + (self.curgun + 1) + " ^2/^3 " + (self.gunList.size));
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variantText setText("^3" + (level.variantName));
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variantText setText("^3" + (self.variantName));
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wait .2;
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}
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