fixed readme

master
Chris Nutter 2024-06-06 10:08:29 -07:00
parent dae9ff4eea
commit f7754874d0
2 changed files with 32 additions and 17 deletions

View File

@ -1,10 +1,21 @@
# Gun Game # 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) ### 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

View File

@ -493,15 +493,20 @@ doDvars() { // Put threads that are called with every respawn
curWeapon = self getCurrentWeapon(); curWeapon = self getCurrentWeapon();
curAmmoL = self getWeaponAmmoClip(curWeapon, "left"); curAmmoL = self getWeaponAmmoClip(curWeapon, "left");
curAmmoR = self getWeaponAmmoClip(curWeapon, "right"); curAmmoR = self getWeaponAmmoClip(curWeapon, "right");
stockAmmo = self getWeaponAmmoStock(curWeapon);
self takeWeapon(curWeapon); self takeWeapon(curWeapon);
wait .2;
if(isSubStr(curWeapon, "akimbo")) { if(isSubStr(curWeapon, "akimbo")) {
self giveWeapon(curWeapon, 8, true); self giveWeapon(curWeapon, 8, true);
self setWeaponAmmoStock(stockAmmo);
self setWeaponAmmoClip(curWeapon, curAmmoL, "left"); self setWeaponAmmoClip(curWeapon, curAmmoL, "left");
self setWeaponAmmoClip(curWeapon, curAmmoR, "right"); self setWeaponAmmoClip(curWeapon, curAmmoR, "right");
} else { } else {
self giveWeapon(curWeapon, 8, false); self giveWeapon(curWeapon, 8, false);
self setWeaponAmmoStock(stockAmmo);
self setWeaponAmmoClip(curWeapon, curAmmoL, "left"); self setWeaponAmmoClip(curWeapon, curAmmoL, "left");
self setWeaponAmmoClip(curWeapon, curAmmoR, "right"); 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 giveWeapon(self.gunList[self.curgun].name, self.gunList[self.curgun].camo, self.gunList[self.curgun].akimbo);
self switchToWeapon(self.gunList[self.curgun].name); self switchToWeapon(self.gunList[self.curgun].name);
//self giveMaxAmmo(self.gunList[self.curgun].name);
wait .2; wait .2;
} }
//self giveMaxAmmo(self.gunList[self.curgun].name);
wait .2; wait .2;
} }
} }