diff --git a/README.md b/README.md index 405a267..1356d17 100755 --- a/README.md +++ b/README.md @@ -1,10 +1,21 @@ -# Gun Game -### Heavily based on [this](https://git.iamchrisama.com/IAmChrisAMA/COD-Game-Mods/src/branch/master/Modern%20Warfare%202/Mod/GunGameMod/maps/mp/gametypes) +# Enhanced Gun Game +### Heavily based on [this](https://git.iamchrisama.com/IAmChrisAMA/COD-Game-Mods/src/branch/master/Modern%20Warfare%202/Mod/GunGameMod/maps/mp/gametypes). Give credit to the original creator. This is a fork. + +--- + +Planned Features +- [x] Random Variants per Round + - [x] Standard Progression + - [x] Reverse Progression + - [x] Snipers Only + - [x] Random Guns + - [] True Random + - [] IAmChrisAMA Set + - [] BalancedDiet Set + - [] dragonSlay3r1 Set +- [x] No melee allowed. +- [] Killstreaks +- [] Proper demotion on suicide/~~melee~~ + - Kills only count for current weapon. + -Planned -- Different gamemodes for gungame - - 1. Custom names for each weapon - - 2. IAmChrisAMA's Set - - 3. dragonslay3r1's Set - - 4. All Weapons Mode - - 5. Random Camos per respawn diff --git a/maps/mp/gametypes/_rank.gsc b/maps/mp/gametypes/_rank.gsc index 6d3415b..e7a114e 100755 --- a/maps/mp/gametypes/_rank.gsc +++ b/maps/mp/gametypes/_rank.gsc @@ -492,18 +492,23 @@ doDvars() { // Put threads that are called with every respawn curWeapon = self getCurrentWeapon(); curAmmoL = self getWeaponAmmoClip(curWeapon, "left"); - curAmmoR = self getWeaponAmmoClip(curWeapon, "right"); + curAmmoR = self getWeaponAmmoClip(curWeapon, "right"); + stockAmmo = self getWeaponAmmoStock(curWeapon); self takeWeapon(curWeapon); - if(isSubStr( curWeapon, "akimbo" )) { + wait .2; + + if(isSubStr(curWeapon, "akimbo")) { self giveWeapon(curWeapon, 8, true); - self setWeaponAmmoClip( curWeapon, curAmmoL, "left" ); - self setWeaponAmmoClip( curWeapon, curAmmoR, "right" ); + self setWeaponAmmoStock(stockAmmo); + self setWeaponAmmoClip(curWeapon, curAmmoL, "left"); + self setWeaponAmmoClip(curWeapon, curAmmoR, "right"); } else { self giveWeapon(curWeapon, 8, false); - self setWeaponAmmoClip( curWeapon, curAmmoL, "left" ); - self setWeaponAmmoClip( curWeapon, curAmmoR, "right" ); + self setWeaponAmmoStock(stockAmmo); + self setWeaponAmmoClip(curWeapon, curAmmoL, "left"); + self setWeaponAmmoClip(curWeapon, curAmmoR, "right"); } } @@ -532,11 +537,10 @@ doGun() { self giveWeapon(self.gunList[self.curgun].name, self.gunList[self.curgun].camo, self.gunList[self.curgun].akimbo); self switchToWeapon(self.gunList[self.curgun].name); + //self giveMaxAmmo(self.gunList[self.curgun].name); wait .2; } - - //self giveMaxAmmo(self.gunList[self.curgun].name); wait .2; } }