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  3. [Release] Overwrite Default Class (GSC)

[Release] Overwrite Default Class (GSC)

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  • Kalitosundefined Kalitos

    Cahz Thanks for your help, searching google I found what I needed, the 2 things in one.

    if ( level.inGracePeriod && !self.hasDoneCombat ) // used weapons check?
    		{
    			self maps\mp\gametypes\_class::setClass( self.pers["class"] );
    			self.tag_stowed_back = undefined;
    			self.tag_stowed_hip = undefined;
    			self maps\mp\gametypes\_class::giveLoadout( self.pers["team"], self.pers["class"] );
    		}
    		else
    		{
    			self iPrintLnBold( game["strings"]["change_class"] );
    		}
    

    With this I solved it.

    alejandrodarzundefined Offline
    alejandrodarzundefined Offline
    alejandrodarz
    wrote on last edited by
    #16

    Kalitos where I put the level.inGracePeriod, that is to say where in the script?

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    • Cahzundefined Cahz

      Kalitos there we go. I was looking for the level.inGracePeriod yesterday and couldn't find it! Thanks for sharing your find

      alejandrodarzundefined Offline
      alejandrodarzundefined Offline
      alejandrodarz
      wrote on last edited by
      #17

      Cahz where I put the level.inGracePeriod, that is to say where in the script?

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      • Cahzundefined Cahz

        Kalitos there we go. I was looking for the level.inGracePeriod yesterday and couldn't find it! Thanks for sharing your find

        alejandrodarzundefined Offline
        alejandrodarzundefined Offline
        alejandrodarz
        wrote on last edited by
        #18

        Cahz Where do I put the code that Karlitos mentioned so that if he shoots in the 10 seconds he can't change class?

        Cahzundefined 1 Reply Last reply
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        • Cahzundefined Cahz

          Kalitos there we go. I was looking for the level.inGracePeriod yesterday and couldn't find it! Thanks for sharing your find

          alejandrodarzundefined Offline
          alejandrodarzundefined Offline
          alejandrodarz
          wrote on last edited by
          #19
          This post is deleted!
          Infamousundefined 1 Reply Last reply
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          • alejandrodarzundefined alejandrodarz

            This post is deleted!

            Infamousundefined Offline
            Infamousundefined Offline
            Infamous
            wrote on last edited by
            #20

            alejandrodarz Stop spamming him for an answer. He'll answer when he does.

            1 Reply Last reply
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            • alejandrodarzundefined alejandrodarz

              Cahz Where do I put the code that Karlitos mentioned so that if he shoots in the 10 seconds he can't change class?

              Cahzundefined Offline
              Cahzundefined Offline
              Cahz
              VIP
              wrote on last edited by Cahz
              #21

              alejandrodarz Replace the old doChangeClass() function with this one

              doChangeClass()
              {
                 	self endon("disconnect");
              	for(;;)
              	{
              		self waittill("changed_class");
              		if ( level.inGracePeriod && !self.hasDoneCombat )
              		{
              			if(self.pers[ "class" ] == "CLASS_SMG")
              			{
              				self.pers[ "class" ] = undefined;
              				self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
              				self thread doRandomClass();
              				self.RandomClass = true;
              			}
              			else
              			{
              				self.pers[ "class" ] = undefined;
              				self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
              				self.RandomClass = undefined;
              			}
              		}
              		else
              		{
              			self iPrintLnBold( game["strings"]["change_class"] );
              		}
              	}
              }
              
              alejandrodarzundefined 3 Replies Last reply
              1
              • Cahzundefined Cahz

                alejandrodarz Replace the old doChangeClass() function with this one

                doChangeClass()
                {
                   	self endon("disconnect");
                	for(;;)
                	{
                		self waittill("changed_class");
                		if ( level.inGracePeriod && !self.hasDoneCombat )
                		{
                			if(self.pers[ "class" ] == "CLASS_SMG")
                			{
                				self.pers[ "class" ] = undefined;
                				self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
                				self thread doRandomClass();
                				self.RandomClass = true;
                			}
                			else
                			{
                				self.pers[ "class" ] = undefined;
                				self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
                				self.RandomClass = undefined;
                			}
                		}
                		else
                		{
                			self iPrintLnBold( game["strings"]["change_class"] );
                		}
                	}
                }
                
                alejandrodarzundefined Offline
                alejandrodarzundefined Offline
                alejandrodarz
                wrote on last edited by
                #22
                This post is deleted!
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                • Cahzundefined Cahz

                  alejandrodarz Replace the old doChangeClass() function with this one

                  doChangeClass()
                  {
                     	self endon("disconnect");
                  	for(;;)
                  	{
                  		self waittill("changed_class");
                  		if ( level.inGracePeriod && !self.hasDoneCombat )
                  		{
                  			if(self.pers[ "class" ] == "CLASS_SMG")
                  			{
                  				self.pers[ "class" ] = undefined;
                  				self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
                  				self thread doRandomClass();
                  				self.RandomClass = true;
                  			}
                  			else
                  			{
                  				self.pers[ "class" ] = undefined;
                  				self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
                  				self.RandomClass = undefined;
                  			}
                  		}
                  		else
                  		{
                  			self iPrintLnBold( game["strings"]["change_class"] );
                  		}
                  	}
                  }
                  
                  alejandrodarzundefined Offline
                  alejandrodarzundefined Offline
                  alejandrodarz
                  wrote on last edited by
                  #23

                  Cahz I found a problem and that is that when I choose a personalized class I appear with the random weapons plus the personalized weapons of mine, that is to say a total of 4 weapons and I have to commit suicide so that only my personalized weapons come out and if I commit suicide again my personalized weapons will come out more the ramdon weapons and so on

                  1 Reply Last reply
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                  • Cahzundefined Cahz

                    alejandrodarz Replace the old doChangeClass() function with this one

                    doChangeClass()
                    {
                       	self endon("disconnect");
                    	for(;;)
                    	{
                    		self waittill("changed_class");
                    		if ( level.inGracePeriod && !self.hasDoneCombat )
                    		{
                    			if(self.pers[ "class" ] == "CLASS_SMG")
                    			{
                    				self.pers[ "class" ] = undefined;
                    				self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
                    				self thread doRandomClass();
                    				self.RandomClass = true;
                    			}
                    			else
                    			{
                    				self.pers[ "class" ] = undefined;
                    				self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
                    				self.RandomClass = undefined;
                    			}
                    		}
                    		else
                    		{
                    			self iPrintLnBold( game["strings"]["change_class"] );
                    		}
                    	}
                    }
                    
                    alejandrodarzundefined Offline
                    alejandrodarzundefined Offline
                    alejandrodarz
                    wrote on last edited by
                    #24

                    Cahz I found another error and that is that when I disconnect and go back in, the script stops serving, that is, it does not give me the ramdon weapons but those of the normal class. Any solution that you can suggest for it?

                    Cahzundefined 1 Reply Last reply
                    0
                    • alejandrodarzundefined alejandrodarz

                      Cahz I found another error and that is that when I disconnect and go back in, the script stops serving, that is, it does not give me the ramdon weapons but those of the normal class. Any solution that you can suggest for it?

                      Cahzundefined Offline
                      Cahzundefined Offline
                      Cahz
                      VIP
                      wrote on last edited by
                      #25

                      alejandrodarz Make sure you have ALL the scripts from the original post in this tread. Sounds like you deleted code.

                      alejandrodarzundefined 1 Reply Last reply
                      0
                      • Cahzundefined Cahz

                        alejandrodarz Make sure you have ALL the scripts from the original post in this tread. Sounds like you deleted code.

                        alejandrodarzundefined Offline
                        alejandrodarzundefined Offline
                        alejandrodarz
                        wrote on last edited by
                        #26

                        Cahz okok now I try it again and I tell you, that is, the script should still work when you leave the game and enter? what I should dd copy something wrong

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