My collection of IW5 scripts
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Resxt it is possible in this script to change gun after 2 kills not 1
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Medison should be doable by editing several parts of the script, especially around
level.gun_game_weapons_amount
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Resxt Can you please do it in this file because I don't really understand what needs to be edited https://drive.google.com/file/d/19FFdNBL3-2R98Yv2dwT1qgE3rLqX1Go6/view?usp=sharing
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Resxt Sorry if I'm bothering you with all this, how to add specialist streak in this script and make zero damage knife?
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Resxt Regarding the knife, I already found your script, disable damage
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Resxt by the way deepseek able to edit script and it works great (i mean about 2 kills)
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Medison I forgot about this sorry, so all good now?
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Resxt Nothing to be sorry about and yeah 2 kills works great
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Resxt if you are interested in seeing how ai edit your script here the screen, left is original script
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Resxt can you please help what i need too edit here i want specialist streak, i tried to edit myself but nothing works correctly
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Medison try this
Replace with the perks you want
self.pers["gamemodeLoadout"]["loadoutStreakType"] = "specialist" self.pers["gamemodeLoadout"]["loadoutKillstreak1"] = "specialty_scavenger_ks" self.pers["gamemodeLoadout"]["loadoutKillstreak2"] = "specialty_quieter_ks" self.pers["gamemodeLoadout"]["loadoutKillstreak3"] = "specialty_longersprint_ks"
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Resxt its not working
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Resxt nevermind i find out how to fix in this line
self.pers["gamemodeLoadout"]["loadoutStreakType"] = "specialist"
should be
self.pers["gamemodeLoadout"]["loadoutStreakType"] = "streaktype_specialist"; thanks a lot for the tip -
Resxt did you know why am i have no weapon? also i cant even knife
Maybe deepseek wrote bad code for 2 kills change weaponOnPlayerKill()
{
self endon("disconnect");for (;;) { self waittill("killed_enemy"); // Increment the kill counter self.pers["gun_game_kill_counter"]++; // Check if the player has reached 2 kills if (self.pers["gun_game_kill_counter"] >= 2) { // Reset the kill counter self.pers["gun_game_kill_counter"] = 0; // Update the score and weapon index self.pers["previous_score"] = (self.pers["previous_score"] + 50); // Prevent multi kills from giving score multiple times. This way our score is always equal to our current weapon index self.score = self.pers["previous_score"]; self.pers["score"] = self.pers["previous_score"]; if (self.score == (50 * level.gun_game_weapons_amount) - 50) // If we are at the last weapon { SetGameLimits(level.gun_game_weapons_amount); // Change the score limit (originally at 0 to prevent a multi kill bug) to one kill from now } self.pers["gun_game_current_index"]++; self.pers["gun_game_current_weapon"] = level.gun_game_current_game_weapons[self.pers["gun_game_current_index"]]; if (self.pers["gun_game_current_index"] < level.gun_game_weapons_amount) { GiveGunGameWeapon(false); if (self.pers["gun_game_current_index"] == (level.gun_game_weapons_amount - 1)) // last weapon obtained { maps\mp\_utility::playsoundonplayers("mp_enemy_obj_captured"); } else { self playlocalsound("mp_war_objective_taken"); } } else { self.pers["gun_game_current_index"] = (level.gun_game_weapons_amount - 1); // Reset the index to max weapon index. This is so that we don't display Weapon: 19/18 for example } } }
}