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Perk "Totenstille" für alle? |
CODFG MaWe
Zu-Hause-Esser
  
Dabei seit: 30.08.2008
Beiträge: 53

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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:
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:
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 );
}
}
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