Bash Only Mod Help!!
Posted: January 6th, 2009, 11:18 pm
I need command that remove all weapons and give u Rifle with no ammo please help thanks Mox
I will put the file so u can download bo.gsc at bottom
heres what i came up so fare need help make it work
spawnPlayer()
{
self notify("spawned");
self notify("end_respawn");
self notify("stop weapon timeout");
self notify("do_timer_cleanup");
resettimeout();
self.respawnwait = false;
self.sessionteam = self.pers["team"];
self.lastteam = self.pers["team"];
self.sessionstate = "playing";
self.friendlydamage = undefined;
if(isDefined(self.spawnMsg))
self.spawnMsg destroy();
// make sure that the client compass is at the correct zoom specified by the level
self setClientCvar("cg_hudcompassMaxRange", game["compass_range"]);
spawnpointname = "mp_teamdeathmatch_spawn";
spawnpoints = getentarray(spawnpointname, "classname");
spawnpoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_MiddleThird(spawnpoints);
if(isDefined(spawnpoint))
self spawn(spawnpoint.origin, spawnpoint.angles);
else
maps\mp\_utility::error("NO " + spawnpointname + " SPAWNPOINTS IN MAP");
self.pers["rank"] = maps\mp\gametypes\_rank_gmi::DetermineBattleRank(self);
self.rank = self.pers["rank"];
self.statusicon = "";
self.maxhealth = 100;
self.health = self.maxhealth;
self.pers["savedmodel"] = undefined;
maps\mp\gametypes\_teams::model();
self takeAllWeapons();
wait 0.05;
self GiveWeapon("mosin_nagant_mp",0);
wait 0.05;
self switchtoweapon("mosin_nagant_mp");
if ( maps\mp\gametypes\_teams::isweaponavailable("axis") || maps\mp\gametypes\_teams::isweaponavailable("allies"))
{
self setClientCvar("ui_weapontab", "1");
self setClientCvar("g_scriptMainMenu", game["menu_weapon_all"]);
}
else
{
self setClientCvar("ui_weapontab", "0");
self setClientCvar("g_scriptMainMenu", game["menu_team"]);
}
if(self.pers["team"] == "allies")
{
if(isDefined(self.pers["LastAlliedWeapon"]))
self.pers["weapon"] = self.pers["LastAlliedWeapon"];
else
{
if(isDefined(self.pers["nextWeapon"]))
{
self.pers["weapon"] = self.pers["nextWeapon"];
self.pers["nextWeapon"] = undefined;
}
}
}
else if(self.pers["team"] == "axis")
{
if(isDefined(self.pers["LastAxisWeapon"]))
self.pers["weapon"] = self.pers["LastAxisWeapon"];
else
{
if(isDefined(self.pers["nextWeapon"]))
{
self.pers["weapon"] = self.pers["nextWeapon"];
self.pers["nextWeapon"] = undefined;
}
}
}
// setup all the weapons
self maps\mp\gametypes\_loadout_gmi::PlayerSpawnLoadout();
self.archivetime = 0;
if(self.pers["team"] == "allies")
{
self thread make_obj_marker();
self setClientCvar("cg_objectiveText", &"Bash_Only!");
}
else if(self.pers["team"] == "axis")
self setClientCvar("cg_objectiveText", &"Bash_Only!");
if(level.drawfriend)
{
if(level.battlerank)
{
self.statusicon = maps\mp\gametypes\_rank_gmi::GetRankStatusIcon(self);
self.headicon = maps\mp\gametypes\_rank_gmi::GetRankHeadIcon(self);
self.headiconteam = self.pers["team"];
}
else
{
if(self.pers["team"] == "allies")
{
self.headicon = game["headicon_allies"];
self.headiconteam = "allies";
}
else
{
self.headicon = game["headicon_axis"];
self.headiconteam = "axis";
}
}
}
else if(level.battlerank)
{
self.statusicon = maps\mp\gametypes\_rank_gmi::GetRankStatusIcon(self);
}
self.god = false;
//wait 0.05;
if(isDefined(self))
{
if(isDefined(self.blackscreen))
self.blackscreen destroy();
if(isDefined(self.blackscreentext))
self.blackscreentext destroy();
if(isDefined(self.blackscreentext2))
self.blackscreentext2 destroy();
if(isDefined(self.blackscreentimer))
self.blackscreentimer destroy();
}
// setup the hud rank indicator
self thread maps\mp\gametypes\_rank_gmi::RankHudInit();
maps\mp\_snpr::Callback_StartGameType();
}
I will put the file so u can download bo.gsc at bottom
heres what i came up so fare need help make it work
spawnPlayer()
{
self notify("spawned");
self notify("end_respawn");
self notify("stop weapon timeout");
self notify("do_timer_cleanup");
resettimeout();
self.respawnwait = false;
self.sessionteam = self.pers["team"];
self.lastteam = self.pers["team"];
self.sessionstate = "playing";
self.friendlydamage = undefined;
if(isDefined(self.spawnMsg))
self.spawnMsg destroy();
// make sure that the client compass is at the correct zoom specified by the level
self setClientCvar("cg_hudcompassMaxRange", game["compass_range"]);
spawnpointname = "mp_teamdeathmatch_spawn";
spawnpoints = getentarray(spawnpointname, "classname");
spawnpoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_MiddleThird(spawnpoints);
if(isDefined(spawnpoint))
self spawn(spawnpoint.origin, spawnpoint.angles);
else
maps\mp\_utility::error("NO " + spawnpointname + " SPAWNPOINTS IN MAP");
self.pers["rank"] = maps\mp\gametypes\_rank_gmi::DetermineBattleRank(self);
self.rank = self.pers["rank"];
self.statusicon = "";
self.maxhealth = 100;
self.health = self.maxhealth;
self.pers["savedmodel"] = undefined;
maps\mp\gametypes\_teams::model();
self takeAllWeapons();
wait 0.05;
self GiveWeapon("mosin_nagant_mp",0);
wait 0.05;
self switchtoweapon("mosin_nagant_mp");
if ( maps\mp\gametypes\_teams::isweaponavailable("axis") || maps\mp\gametypes\_teams::isweaponavailable("allies"))
{
self setClientCvar("ui_weapontab", "1");
self setClientCvar("g_scriptMainMenu", game["menu_weapon_all"]);
}
else
{
self setClientCvar("ui_weapontab", "0");
self setClientCvar("g_scriptMainMenu", game["menu_team"]);
}
if(self.pers["team"] == "allies")
{
if(isDefined(self.pers["LastAlliedWeapon"]))
self.pers["weapon"] = self.pers["LastAlliedWeapon"];
else
{
if(isDefined(self.pers["nextWeapon"]))
{
self.pers["weapon"] = self.pers["nextWeapon"];
self.pers["nextWeapon"] = undefined;
}
}
}
else if(self.pers["team"] == "axis")
{
if(isDefined(self.pers["LastAxisWeapon"]))
self.pers["weapon"] = self.pers["LastAxisWeapon"];
else
{
if(isDefined(self.pers["nextWeapon"]))
{
self.pers["weapon"] = self.pers["nextWeapon"];
self.pers["nextWeapon"] = undefined;
}
}
}
// setup all the weapons
self maps\mp\gametypes\_loadout_gmi::PlayerSpawnLoadout();
self.archivetime = 0;
if(self.pers["team"] == "allies")
{
self thread make_obj_marker();
self setClientCvar("cg_objectiveText", &"Bash_Only!");
}
else if(self.pers["team"] == "axis")
self setClientCvar("cg_objectiveText", &"Bash_Only!");
if(level.drawfriend)
{
if(level.battlerank)
{
self.statusicon = maps\mp\gametypes\_rank_gmi::GetRankStatusIcon(self);
self.headicon = maps\mp\gametypes\_rank_gmi::GetRankHeadIcon(self);
self.headiconteam = self.pers["team"];
}
else
{
if(self.pers["team"] == "allies")
{
self.headicon = game["headicon_allies"];
self.headiconteam = "allies";
}
else
{
self.headicon = game["headicon_axis"];
self.headiconteam = "axis";
}
}
}
else if(level.battlerank)
{
self.statusicon = maps\mp\gametypes\_rank_gmi::GetRankStatusIcon(self);
}
self.god = false;
//wait 0.05;
if(isDefined(self))
{
if(isDefined(self.blackscreen))
self.blackscreen destroy();
if(isDefined(self.blackscreentext))
self.blackscreentext destroy();
if(isDefined(self.blackscreentext2))
self.blackscreentext2 destroy();
if(isDefined(self.blackscreentimer))
self.blackscreentimer destroy();
}
// setup the hud rank indicator
self thread maps\mp\gametypes\_rank_gmi::RankHudInit();
maps\mp\_snpr::Callback_StartGameType();
}