Perk "Totenstille" für alle?

CODFG MaWe
Hallo Jungs und Mädels,

wir haben einen GunGame-Server am Laufen, und um ein wenig mehr
Pepp reinzubringen war die Überlegung jedem Spieler Totenstille zu
geben ....

Das Problem: beim GunGame gibt es ja keine Klassen, jedem Spieler wird
die zu verwendende Waffe ja vorgeschrieben, also kann man auch keine
Perks auswählen ...

Gibt es eine Möglichkeit diesen Perk direkt in die .cfg aufzunehmen?
Wenn ja, wie müsste der Befehl lauten?

set perk_allow_specialty_quieter "1"
set perk_allow_specialty_quieter 1
set perk_specialty_quieter 1
set specialty_quieter "1"
set specialty_quieter 1

hab ich alles schon probiert ...ohne Erfolg Augen rollen
Puma
Da es ja ein Mod ist, wird die Sache bestimmt auch per Mod geregelt, also nicht in der cfg.

Musst dann wohl mal in Mod selber nachsehen und schauen ob es änderbar ist.
CODFG MaWe
Du meinst in dem Fall die Mod-IWD?
Davon hab ich leider keine Ahnung ...

Das müsste wohl hier irgendwo rein kommen, oder?


Set_Sequence()
{
game["gg_weaps"] = [];
game["gg_weaps"][0] = "none";

weapons = level.gg_weapon_sequence;
explode = strTok( weapons, "," );

if( explode.size > 1)
{
for( nn = 0 ; nn < explode.size ; nn++ )
{
this_weapon = explode[ nn ] + "_mp";

if( Validate_Weapon( this_weapon ) )
game["gg_weaps"][game["gg_weaps"].size] = this_weapon;
}
}
else
{
// Pistols
game["gg_weaps"][game["gg_weaps"].size] = "beretta_mp";
game["gg_weaps"][game["gg_weaps"].size] = "usp_mp";
game["gg_weaps"][game["gg_weaps"].size] = "colt45_mp";
game["gg_weaps"][game["gg_weaps"].size] = "deserteagle_mp";

// Shotguns
game["gg_weaps"][game["gg_weaps"].size] = "winchester1200_mp";
game["gg_weaps"][game["gg_weaps"].size] = "m1014_mp";

// Smgs
game["gg_weaps"][game["gg_weaps"].size] = "mp5_mp";
game["gg_weaps"][game["gg_weaps"].size] = "skorpion_mp";
game["gg_weaps"][game["gg_weaps"].size] = "uzi_mp";
game["gg_weaps"][game["gg_weaps"].size] = "ak74u_mp";
game["gg_weaps"][game["gg_weaps"].size] = "p90_mp";

// Assault Rifles
game["gg_weaps"][game["gg_weaps"].size] = "m16_mp";
game["gg_weaps"][game["gg_weaps"].size] = "ak47_mp";
game["gg_weaps"][game["gg_weaps"].size] = "m4_mp";
game["gg_weaps"][game["gg_weaps"].size] = "g3_mp";
game["gg_weaps"][game["gg_weaps"].size] = "g36c_mp";
game["gg_weaps"][game["gg_weaps"].size] = "m14_mp";
game["gg_weaps"][game["gg_weaps"].size] = "mp44_mp";

// Heavy Guns
game["gg_weaps"][game["gg_weaps"].size] = "saw_mp";
game["gg_weaps"][game["gg_weaps"].size] = "rpd_mp";
game["gg_weaps"][game["gg_weaps"].size] = "m60e4_mp";

// Snipers
game["gg_weaps"][game["gg_weaps"].size] = "m40a3_mp";
game["gg_weaps"][game["gg_weaps"].size] = "m21_mp";
game["gg_weaps"][game["gg_weaps"].size] = "dragunov_mp";
game["gg_weaps"][game["gg_weaps"].size] = "remington700_mp";
game["gg_weaps"][game["gg_weaps"].size] = "barrett_mp";

game["gg_weaps"][game["gg_weaps"].size] = "frag_grenade_mp";
game["gg_weaps"][game["gg_weaps"].size] = "knife_mp";
/* Other
game["gg_weaps"][game["gg_weaps"].size] = "c4_mp";
game["gg_weaps"][game["gg_weaps"].size] = "rpg_mp";
game["gg_weaps"][game["gg_weaps"].size] = "claymore_mp";
*/
}
}

//TODO: Allow attachments?
Validate_Weapon( weapon )
{
value = false;

switch ( weapon )
{
case "beretta_mp":
case "usp_mp":
case "colt45_mp":
case "deserteagle_mp":
case "winchester1200_mp":
case "m1014_mp":
case "mp5_mp":
case "skorpion_mp":
case "uzi_mp":
case "ak74u_mp":
case "p90_mp":
case "m16_mp":
case "ak47_mp":
case "m4_mp":
case "g3_mp":
case "g36c_mp":
case "m14_mp":
case "mp44_mp":
case "saw_mp":
case "rpd_mp":
case "m60e4_mp":
case "m40a3_mp":
case "m21_mp":
case "dragunov_mp":
case "remington700_mp":
case "barrett_mp":
case "c4_mp":
case "rpg_mp":
case "claymore_mp":
case "frag_grenade_mp":
case "knife_mp":
value = true;
break;
default:
value = false;
break;
}

return value;
}

Give_New_Weapon()
{
self TakeAllWeapons();
self ClearPerks();

mylevel = self.pers["gg_level"];
myweapon = game["gg_weaps"][ mylevel ];

if( !isDefined( myweapon ) )
return;

if( level.gg_second_weapon != "" && Validate_Weapon( level.gg_second_weapon+"_mp" ) )
second_weapon = level.gg_second_weapon+"_mp";
else
second_weapon = "c4_mp";

if( myweapon == "frag_grenade_mp" )
{
self gungame\utility:Zunge raus laySoundOnPlayers( "gg_nade_level" );

if( isSubStr( level.gg_second_weapon_levels, "frag" ) )
myweapon = second_weapon;
else
myweapon = "c4_mp";

ammo = int( level.gg_ammo_frag );

if( level.gg_dont_cook_frags )
{
self giveWeapon( "frag_no_cook_mp" );
self setWeaponAmmoClip( "frag_no_cook_mp", ammo );
self switchToOffhand( "frag_no_cook_mp" );
}
else
{
self giveWeapon( "frag_grenade_mp" );
self setWeaponAmmoClip( "frag_grenade_mp", ammo );
self switchToOffhand( "frag_grenade_mp" );
}

if( myweapon == "c4_mp" )
{
self giveWeapon( myweapon );
self setWeaponAmmoClip( myweapon, 0 );
self setWeaponAmmoStock( myweapon, 0 );
}
else
{
self giveWeapon( myweapon );
self giveMaxAmmo( myweapon );
}
self SetSpawnWeapon( myweapon );
}
else if( myweapon == "knife_mp" )
{
self gungame\utility:Zunge raus laySoundOnPlayers( "gg_knife_level" );

if( isSubStr( level.gg_second_weapon_levels, "knife" ) )
myweapon = second_weapon;
else
myweapon = "c4_mp";

if( myweapon == "c4_mp" )
{
self giveWeapon( myweapon );
self setWeaponAmmoClip( myweapon, 0 );
self setWeaponAmmoStock( myweapon, 0 );
}
else
{
self giveWeapon( myweapon );
self giveMaxAmmo( myweapon );
}
self SetSpawnWeapon( myweapon );
}
else if( myweapon == "c4_mp" )
{
if( isSubStr( level.gg_second_weapon_levels, "c4" ) )
second_weapon = second_weapon;
else
second_weapon = "c4_mp";

ammo = int( level.gg_ammo_c4 );

if( second_weapon != "c4_mp" )
{
self giveWeapon( second_weapon );
self giveMaxAmmo( second_weapon );
}

self giveWeapon( myweapon );
self setWeaponAmmoClip( myweapon, ammo );
//self setWeaponAmmoStock( myweapon, 0 );
self SetSpawnWeapon( myweapon );
}
else if( myweapon == "rpg_mp" )
{
if( isSubStr( level.gg_second_weapon_levels, "rpg" ) )
second_weapon = second_weapon;
else
second_weapon = "c4_mp";

ammo = int( level.gg_ammo_rpg );

self giveWeapon( myweapon );
self setWeaponAmmoClip( myweapon, 0 );
self setWeaponAmmoStock( myweapon, ammo );

if( second_weapon != "c4_mp" )
{
self giveWeapon( second_weapon );
self giveMaxAmmo( second_weapon );
}
self SetSpawnWeapon( myweapon );
}
else
{
if( isSubStr( level.gg_second_weapon_levels, "other" ) )
second_weapon = second_weapon;
else
second_weapon = "c4_mp";

if( second_weapon != "c4_mp" )
{
self giveWeapon( second_weapon );
self giveMaxAmmo( second_weapon );
}

self giveWeapon( myweapon );
self giveMaxAmmo( myweapon );
self SetSpawnWeapon( myweapon );
}
}

Reload_Weapon()
{
mylevel = self.pers["gg_level"];
myweapon = game["gg_weaps"][mylevel];

if ( !self hasWeapon( myweapon ) )
{
if( level.gg_turbo )
self Give_New_Weapon();

return;
}

if( myweapon == "frag_grenade_mp" )
{
ammo = int( level.gg_ammo_frag );

if( level.gg_dont_cook_frags )
self setWeaponAmmoClip( "frag_no_cook_mp", ammo );
else
self setWeaponAmmoClip( "frag_grenade_mp", ammo );
}
else if( myweapon == "c4_mp" )
{
ammo = int( level.gg_ammo_c4 );
self setWeaponAmmoClip( myweapon, ammo );
}
else if( myweapon == "rpg_mp" )
{
ammo = int( level.gg_ammo_rpg );
// self setWeaponAmmoClip( myweapon, 1 );
self setWeaponAmmoStock( myweapon, ammo );
}
else
{
self giveMaxAmmo( myweapon );
self SetWeaponAmmoClip( myweapon, 300 );
}
}