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[Release] Overwrite Default Class (GSC)

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  • Cahzundefined Cahz

    Overwrite Default Class (Operative)
    Developer: @ItsCahz
    Link: https://github.com/Paintball/BO2-GSC/blob/master/overwrite_default_class.gsc

    This simple GSC can be used to overwrite the default class Operative.
    The setup the script has right now is to replace Operative with a random "trickshotting" class.

    The script simply takes the Operative default weapons, and gives you a random primary, secondary, tactical, and lethal.

    How to use:

    • Add in OnPlayerConnect
    player thread doChangeClass();
    
    • Add in OnPlayerSpawned
    if(isDefined(self.RandomClass))
        self thread doLoadout();
    
    • Just add/remove weapons from the two lists to create your random generated classes
    self.Primary = strTok("dsr50_mp+steadyaim,ballista_mp+steadyaim,svu_mp+steadyaim,as50_mp+steadyaim", ",");
    self.Secondary = strTok("dualoptic_xm8_mp,dualoptic_mk48_mp,srm1216_mp,870mcs_mp,an94_mp+gl,as50_mp+fmj,ballista_mp+fmj+is,ballista_mp+fmj,beretta93r_mp,beretta93r_dw_mp,crossbow_mp,dsr50_mp+fmj,evoskorpion_mp+sf,fiveseven_mp,knife_ballistic_mp,ksg_mp+silencer,mp7_mp+sf,pdw57_mp+silencer,peacekeeper_mp+sf,riotshield_mp,sa58_mp+sf,sa58_mp+fmj+silencer,saritch_mp+sf,saritch_mp+fmj+silencer,scar_mp+gl,svu_mp+fmj+silencer,tar21_mp+dualclip,type95_mp+dualclip,vector_mp+sf,vector_mp+rf,usrpg_mp", ",");
    
    
    Tokioundefined Offline
    Tokioundefined Offline
    Tokio
    wrote on last edited by
    #5

    Cahz This isnt yours.

    Cahzundefined 1 Reply Last reply
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    • Tokioundefined Tokio

      Cahz This isnt yours.

      Cahzundefined Offline
      Cahzundefined Offline
      Cahz
      VIP
      wrote on last edited by
      #6

      @Xttr The original idea came from one variation of the TSD mod that was super popular on Repz back many years ago.

      I just rewrote it for BO2 and posted it here.

      Kalitosundefined 2 Replies Last reply
      1
      • Cahzundefined Cahz

        @Xttr The original idea came from one variation of the TSD mod that was super popular on Repz back many years ago.

        I just rewrote it for BO2 and posted it here.

        Kalitosundefined Offline
        Kalitosundefined Offline
        Kalitos
        wrote on last edited by
        #7

        Cahz Looking thoroughly, it is a great contribution, I already tried it and it can be implemented in a SYD mode, to be able to change the default classes for others that you will personally allow to put.

        Now all that's left is to make it work that players can't choose custom classes.

        1 Reply Last reply
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        • Cahzundefined Cahz

          @Xttr The original idea came from one variation of the TSD mod that was super popular on Repz back many years ago.

          I just rewrote it for BO2 and posted it here.

          Kalitosundefined Offline
          Kalitosundefined Offline
          Kalitos
          wrote on last edited by
          #8

          Cahz Trying more your publication, I noticed a problem, when I am already half a round of the specific game SYD lets me change classes at any time, this should not happen, because if we think about this, it would give the player the option of infinite grenades just selecting the same class over and over again at any point in the round.

          Cahzundefined 1 Reply Last reply
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          • Cahzundefined Offline
            Cahzundefined Offline
            Cahz
            VIP
            wrote on last edited by
            #9
            This post is deleted!
            1 Reply Last reply
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            • Kalitosundefined Kalitos

              Cahz Trying more your publication, I noticed a problem, when I am already half a round of the specific game SYD lets me change classes at any time, this should not happen, because if we think about this, it would give the player the option of infinite grenades just selecting the same class over and over again at any point in the round.

              Cahzundefined Offline
              Cahzundefined Offline
              Cahz
              VIP
              wrote on last edited by
              #10

              Kalitos This can easily be fixed if you add another variable to check if the player should be allowed to switch classes.

              Basically what I was picturing is add a 10 second wait after spawn, then create a variable like self.ClassSwitch = false;
              and then add if(isDefined(self.ClassSwitch)) into the doChangeClass function.

              onPlayerSpawned()
              {
              	self endon("disconnect");
              	level endon("game_ended");
              	for(;;)
              	{
              		self waittill("spawned_player");
              		
              		if(isDefined(self.RandomClass))
              			self thread doLoadout();
              		self thread playerDeath();
              		wait 10;
              		self.StopClassChange = true;
              	}
              }
              
              playerDeath()
              {
              	self endon("self_died");
              	level endon("game_ended");
              	for(;;)
              	{
              		self waittill("death");
              		self.StopClassChange = undefined;
              		wait 0.05;
              		self notify("self_died");
              	}
              }
              
              doChangeClass()
              {
                 	self endon("disconnect");
              	for(;;)
              	{
              		self waittill("changed_class");
              		if ( !isDefined(self.StopClassChange) )
              		{
              			if(self.pers[ "class" ] == "CLASS_SMG")
              			{
              				self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
              				self thread doRandomClass();
              				self.RandomClass = true;
              			}
              			else
              			{
              				self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
              				self.RandomClass = undefined;
              			}
              		}
              	}
              }
              

              This will give players the full 10 seconds to decide on a class after spawn, but not allow to change mid round like you said.

              The only problem with this setup is that every time the player spawns, they have 10 seconds to change classes. But if you're trying to use this in SND, it shouldn't be an issue for you.

              Kalitosundefined 1 Reply Last reply
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              • Mr. Androidundefined Offline
                Mr. Androidundefined Offline
                Mr. Android
                Plutonium Admin
                wrote on last edited by Mr. Android
                #11

                unless you have a screenshot of another website showing the exact same code you can't really claim it's stolen.

                1 Reply Last reply
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                • Cahzundefined Cahz

                  Kalitos This can easily be fixed if you add another variable to check if the player should be allowed to switch classes.

                  Basically what I was picturing is add a 10 second wait after spawn, then create a variable like self.ClassSwitch = false;
                  and then add if(isDefined(self.ClassSwitch)) into the doChangeClass function.

                  onPlayerSpawned()
                  {
                  	self endon("disconnect");
                  	level endon("game_ended");
                  	for(;;)
                  	{
                  		self waittill("spawned_player");
                  		
                  		if(isDefined(self.RandomClass))
                  			self thread doLoadout();
                  		self thread playerDeath();
                  		wait 10;
                  		self.StopClassChange = true;
                  	}
                  }
                  
                  playerDeath()
                  {
                  	self endon("self_died");
                  	level endon("game_ended");
                  	for(;;)
                  	{
                  		self waittill("death");
                  		self.StopClassChange = undefined;
                  		wait 0.05;
                  		self notify("self_died");
                  	}
                  }
                  
                  doChangeClass()
                  {
                     	self endon("disconnect");
                  	for(;;)
                  	{
                  		self waittill("changed_class");
                  		if ( !isDefined(self.StopClassChange) )
                  		{
                  			if(self.pers[ "class" ] == "CLASS_SMG")
                  			{
                  				self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
                  				self thread doRandomClass();
                  				self.RandomClass = true;
                  			}
                  			else
                  			{
                  				self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
                  				self.RandomClass = undefined;
                  			}
                  		}
                  	}
                  }
                  

                  This will give players the full 10 seconds to decide on a class after spawn, but not allow to change mid round like you said.

                  The only problem with this setup is that every time the player spawns, they have 10 seconds to change classes. But if you're trying to use this in SND, it shouldn't be an issue for you.

                  Kalitosundefined Offline
                  Kalitosundefined Offline
                  Kalitos
                  wrote on last edited by Kalitos
                  #12

                  Cahz I thought so too. Still there is a latent problem, if within the 10 seconds that the player is given, use a grenade or shoot that, they must also block the class change.

                  Cahzundefined 1 Reply Last reply
                  0
                  • Kalitosundefined Kalitos

                    Cahz I thought so too. Still there is a latent problem, if within the 10 seconds that the player is given, use a grenade or shoot that, they must also block the class change.

                    Cahzundefined Offline
                    Cahzundefined Offline
                    Cahz
                    VIP
                    wrote on last edited by
                    #13

                    Kalitos you can easily add another function that checks if the weapon has been fired and if it has, to change self.StopClassChange to true . I'm sure that there is also another function to check if a grenade/stun has been thrown. But I personally dont need this type of script setup myself. So im not going to take the time to make it... Just recommend how it could be done

                    Kalitosundefined 1 Reply Last reply
                    0
                    • Cahzundefined Cahz

                      Kalitos you can easily add another function that checks if the weapon has been fired and if it has, to change self.StopClassChange to true . I'm sure that there is also another function to check if a grenade/stun has been thrown. But I personally dont need this type of script setup myself. So im not going to take the time to make it... Just recommend how it could be done

                      Kalitosundefined Offline
                      Kalitosundefined Offline
                      Kalitos
                      wrote on last edited by Kalitos
                      #14

                      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.

                      Cahzundefined alejandrodarzundefined 2 Replies Last reply
                      0
                      • 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.

                        Cahzundefined Offline
                        Cahzundefined Offline
                        Cahz
                        VIP
                        wrote on last edited by
                        #15

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

                        alejandrodarzundefined 3 Replies Last reply
                        1
                        • 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?

                          1 Reply Last reply
                          0
                          • 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?

                            1 Reply Last reply
                            0
                            • 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
                                  1
                                  • 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
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