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  3. Removing MMS & Target Finder Attachments [Bo2]

Removing MMS & Target Finder Attachments [Bo2]

Scheduled Pinned Locked Moved BO2 Server Hosting Support
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  • B4N3undefined Offline
    B4N3undefined Offline
    B4N3 VIP
    replied to Xerxes on last edited by
    #11

    Xerxes said in Removing MMS & Target Finder Attachments [Bo2]:

    @Vexbane A third option (which is the one I suggested you to use) is to use the built in restriction system of the game:

    https://github.com/xerxes-at/T6ServerConfigs/blob/b601b1ebffb5f1356070150d046167ea35e351b0/dedicated.cfg#L185

    I have already tried that. That was the first thing I tried, but it does not work. removing // does nothing

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    • B4N3undefined Offline
      B4N3undefined Offline
      B4N3 VIP
      wrote on last edited by
      #12

      Cahz TheHiddenHour Kalitos Xerxes

      Kalitos It works now! It did not work for some reason the first time... Maybe I copied and pasted something wrong.

      Thank you guys for your time and effort helping me to figure this out.

      Kalitosundefined 1 Reply Last reply
      0
      • Kalitosundefined Offline
        Kalitosundefined Offline
        Kalitos
        replied to B4N3 on last edited by
        #13

        @Vexbane Can work. but the code does not take into account the events when the player reappears or changes class. I suggest you try the code that I put in my topic. try it and see if it's what you need.

        B4N3undefined 1 Reply Last reply
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        • Kalitosundefined Offline
          Kalitosundefined Offline
          Kalitos
          replied to Xerxes on last edited by
          #14

          Xerxes the restraint system works only for weapons. but it doesn't work with accessories. And sometimes it doesn't work with kill streaks, either.

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          • B4N3undefined Offline
            B4N3undefined Offline
            B4N3 VIP
            replied to Kalitos on last edited by B4N3
            #15

            Kalitos said in Removing MMS & Target Finder Attachments [Bo2]:

            @Vexbane Can work. but the code does not take into account the events when the player reappears or changes class. I suggest you try the code that I put in my topic. try it and see if it's what you need.

            It was working... and still is working. but the server keeps crashing and restarting itself every 10-15 mins or so. not sure why

            I did try your script, but it didnt work. I can try it again and see if I copied it wrong

            could it be a hacker that is coming in that is conflicting some how with the script that would make server crash?

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            • B4N3undefined Offline
              B4N3undefined Offline
              B4N3 VIP
              wrote on last edited by B4N3
              #16
              /*
              *	 Black Ops 2 - GSC Studio by iMCSx
              *
              *	 Creator : Kalitos
              *	 Project : Restriccion de armas
              *    Mode : Multiplayer
              *	 Date : 2020/04/05 - 13:35:30	
              *
              */	
              
              #include maps\mp\_utility;
              #include common_scripts\utility;
              #include maps\mp\gametypes\_hud_util;
              #include maps\mp\gametypes\_hud_message;
              
              
              init()
              {
              
              	level.loadoutkillstreaksenabled = false;
              	level.AttachmentRestrict="+rangefinder,+mms,";
                  level.WeaponRestrict= "";  
                  level thread onPlayerConnect();  
              	 
              }
              
              onPlayerConnect()
              {	
                  for(;;)
                  {
                      level waittill("connected", player);        
                      player thread onPlayerSpawned();
                      player thread doChangeClass();
                   }
              }
              
              onPlayerSpawned()
              {
                  self endon("disconnect");
              	level endon("game_ended");
                  for(;;)
                  {
                  	self waittill("spawned_player");    	
                  	if(!isDefined(self.isFirstSpawn))
              		{
              		self iprintln("^5Black Ops 2 - Script ^7| ^5Weapons ^7and ^5attachments ^7restriction ^5| ^7By: ^2Kalitos"); 
                     	
              		}        
              	}
              }
              
              doChangeClass()
              {
                 	self endon("disconnect");
                 	level endon("game_ended");
              	for(;;)
              	{
              		self waittill_any("changed_class", "spawned_player");				
              		if ( level.inGracePeriod && !self.hasDoneCombat ) // used weapons check?
              		{
              			//player.checkChangeClass = true;
              			changeWeaponsOnClass();
              			self notify ("change_class_complete");
              		}
              	}
              }
              
              
              getNumClass(class)
              {
              	if ( issubstr( class, "CLASS_CUSTOM" ) )
              			{				
              				switch ( class )
              				{
              					case "CLASS_CUSTOM1": 
              						class_num1=0;
              						 break;    
              					case "CLASS_CUSTOM2": 
              						class_num1=1;
              						 break;    
              					case "CLASS_CUSTOM3": 
              						class_num1=2;
              						 break;    
              					case "CLASS_CUSTOM4": 
              						class_num1=3;
              						 break;    
              					case "CLASS_CUSTOM5": 
              						class_num1=4;
              						 break;    
              					case "CLASS_CUSTOM6": 
              						class_num1=5;
              						 break;    
              					case "CLASS_CUSTOM7": 
              						class_num1=6;
              						 break;    
              					case "CLASS_CUSTOM8": 
              						class_num1=7;
              						 break;    
              					case "CLASS_CUSTOM9": 
              						class_num1=8;
              						 break;    
              					case "CLASS_CUSTOM10": 
              						class_num1=9;
              						 break;    						
              					default : 						
              						 break;    
              				}				
              				return class_num1;
              			}
              			else
              			{
              				return level.classtoclassnum[class ];
              			}
              }
              
              changeWeaponsOnClass()
              {
              	//self endon("disconnect");
              	//level endon("game_ended");
              	//self endon("round_ended");
              	self endon("change_class_complete");
              	
              		class_num1 = getNumClass(self.class);
              		weaponP = self getloadoutweapon( class_num1, "primary" );
              		weaponS = self getloadoutweapon( class_num1, "secondary" );
              		//self iprintln(weaponP + " :: " + weaponS);
              		//self getloadoutitem( class_num, "primarygrenadecount" );					
              		NWeaponP= getClearWeaponAttachment(weaponP); // Remove all attachment restrict
              		NweaponS= getClearWeaponAttachment(weaponS); // Remove all attachment restrict	
              		if(NWeaponP!=weaponP)
              		{
              			self takeWeapon(weaponP);
              			self giveWeapon(NWeaponP);
              			self switchToWeapon(NWeaponP);			
              		}
              		if(NWeaponS!=weaponS)
              		{
              			self takeWeapon(weaponS);
              			self giveWeapon(NWeaponS);
              		}else
              		{  
              			restriccionAt = strTok(level.AttachmentRestrict,",");
              			arrayWeapon = strTok(Weapon,"+");
              			if(isInArray(arrayWeapon,"+dw")) // If pistol has +dw
              			{
              				if (getWeaponClassOfArray(weaponS) == "weapon_pistol" && getSizeArrayWeaponSrTok(weaponS)==1)
              				{
              					self takeWeapon(weaponS);
              					self giveWeapon("beretta93r_mp");
              				}		
              			}
              			
              								
              		}
              }
              
              getSizeArrayWeaponSrTok(array)
              {
              	arrayWeapon = strTok(array,"+");
              	return arrayWeapon.size;
              }
              
              getWeaponClassOfArray(Weapon)
              {
              	arrayWeapon = strTok(Weapon,"+");
              	return getWeaponClass(arrayWeapon[0]);
              }
              
              getClearWeaponAttachment(Weapon)
              {
              	restriccionAt = strTok(level.AttachmentRestrict,",");
              	arrayWeapon = strTok(Weapon,"+");
              	NewWeapon = "";
              	
              	if (checkWeaponNotAllowed(Weapon)==1) // If is a weapon restrict
              		{
              			arrayWeapon[0]= getWeaponAllowed(Weapon); // Replace weapon with aleatory weapon allowed ( Same Type that weapon restrict )			
              		}
              	
              	for (j=0;j<	arrayWeapon.size; j++)
              	{
              		if(j==0) // Is the weapon
              		{
              			temp=arrayWeapon[j];
              		}else
              		{
              			temp="+"+arrayWeapon[j];
              		}
              		if(!isInArray(restriccionAt, temp))
              		{
              			NewWeapon=NewWeapon+temp;
              		}
              	}
              	
              	return NewWeapon;
              }
              
              
              checkWeaponNotAllowed(Weapon)
              {
              	restriccionWeapon = strTok(level.WeaponRestrict,",");
              	arrayWeapon = strTok(Weapon,"+");
              	if(isInArray(restriccionWeapon, arrayWeapon[0]))
              		{			
              			return 1;
              		}
              
               	return 0;
              }
              
              getWeaponAllowed(Weapon)
              {
              	restriccionWeapon = strTok(level.WeaponRestrict,",");
              	arrayWeapon = strTok(Weapon,"+");
              	arrayWeaponAllowed=WeaponsArray(getWeaponClass(arrayWeapon[0]));
              	randomWeapon= "";
              	while(true)
              	{
              		randomWeaponIndex = randomInt(arrayWeaponAllowed.size);
              		randomWeapon = arrayWeaponAllowed[randomWeaponIndex];
              		if(!isInArray(restriccionWeapon,randomWeapon))
              		{
              		 break;
              		}
              	}
              	
              	return randomWeapon;
              }
              
              WeaponsArray(category)
              {
              level.WeaponArray["All"][0] = "tar21_mp";
              level.WeaponArray["All"][1] = "type95_mp";
              level.WeaponArray["All"][2] = "sig556_mp";
              level.WeaponArray["All"][3] = "sa58_mp";
              level.WeaponArray["All"][4] = "hk416_mp";
              level.WeaponArray["All"][5] = "scar_mp";
              level.WeaponArray["All"][6] = "saritch_mp";
              level.WeaponArray["All"][7] = "xm8_mp";
              level.WeaponArray["All"][8] = "an94_mp";
              level.WeaponArray["All"][9] = "peacekeeper_mp";
              level.WeaponArray["All"][10] = "870mcs_mp";
              level.WeaponArray["All"][11] = "saiga12_mp";
              level.WeaponArray["All"][12] = "ksg_mp";
              level.WeaponArray["All"][13] = "srm1216_mp";
              level.WeaponArray["All"][14] = "mk48_mp";
              level.WeaponArray["All"][15] = "qbb95_mp";
              level.WeaponArray["All"][16] = "lsat_mp";
              level.WeaponArray["All"][17] = "hamr_mp";
              level.WeaponArray["All"][18] = "mp7_mp";
              level.WeaponArray["All"][19] = "pdw57_mp";
              level.WeaponArray["All"][20] = "vector_mp";
              level.WeaponArray["All"][21] = "insas_mp";
              level.WeaponArray["All"][22] = "qcw05_mp";
              level.WeaponArray["All"][23] = "evoskorpion_mp";
              level.WeaponArray["All"][24] = "svu_mp";
              level.WeaponArray["All"][25] = "dsr50_mp";
              level.WeaponArray["All"][26] = "ballista_mp";
              level.WeaponArray["All"][27] = "as50_mp";
              level.WeaponArray["All"][28] = "fiveseven_mp";
              level.WeaponArray["All"][29] = "fnp45_mp";
              level.WeaponArray["All"][30] = "beretta93r_mp";
              level.WeaponArray["All"][31] = "judge_mp";
              level.WeaponArray["All"][32] = "kard_mp";
              level.WeaponArray["All"][33] = "smaw_mp";
              level.WeaponArray["All"][34] = "usrpg_mp";
              level.WeaponArray["All"][35] = "fhj18_mp";
              level.WeaponArray["All"][36] = "crossbow_mp";
              level.WeaponArray["All"][37] = "knife_ballistic_mp";
              level.WeaponArray["All"][38] = "knife_held_mp";
              level.WeaponArray["All"][39] = "frag_grenade_mp";
              level.WeaponArray["All"][40] = "hatchet_mp";
              level.WeaponArray["All"][41] = "sticky_grenade_mp";
              level.WeaponArray["All"][42] = "satchel_charge_mp";
              level.WeaponArray["All"][43] = "bouncingbetty_mp";
              level.WeaponArray["All"][44] = "claymore_mp";
              level.WeaponArray["All"][45] = "flash_grenade_mp";
              level.WeaponArray["All"][46] = "smoke_center_mp";
              level.WeaponArray["All"][47] = "concussion_grenade_mp";
              level.WeaponArray["All"][48] = "emp_grenade_mp";
              level.WeaponArray["All"][49] = "sensor_grenade_mp";
              level.WeaponArray["All"][50] = "pda_hack_mp";
              level.WeaponArray["All"][51] = "tactical_insertion_mp";
              level.WeaponArray["All"][52] = "proximity_grenade_mp";
              level.WeaponArray["Assault"][0] = "tar21_mp";
              level.WeaponArray["Assault"][1] = "type95_mp";
              level.WeaponArray["Assault"][2] = "sig556_mp";
              level.WeaponArray["Assault"][3] = "sa58_mp";
              level.WeaponArray["Assault"][4] = "hk416_mp";
              level.WeaponArray["Assault"][5] = "scar_mp";
              level.WeaponArray["Assault"][6] = "saritch_mp";
              level.WeaponArray["Assault"][7] = "xm8_mp";
              level.WeaponArray["Assault"][8] = "an94_mp";
              level.WeaponArray["Assault"][9] = "peacekeeper_mp";
              level.WeaponArray["Shotgun"][0] = "870mcs_mp";
              level.WeaponArray["Shotgun"][1] = "saiga12_mp";
              level.WeaponArray["Shotgun"][2] = "ksg_mp";
              level.WeaponArray["Shotgun"][3] = "srm1216_mp";
              level.WeaponArray["LMG"][0] = "mk48_mp";
              level.WeaponArray["LMG"][1] = "qbb95_mp";
              level.WeaponArray["LMG"][2] = "lsat_mp";
              level.WeaponArray["LMG"][3] = "hamr_mp";
              level.WeaponArray["SMG"][0] = "mp7_mp";
              level.WeaponArray["SMG"][1] = "pdw57_mp";
              level.WeaponArray["SMG"][2] = "vector_mp";
              level.WeaponArray["SMG"][3] = "insas_mp";
              level.WeaponArray["SMG"][4] = "qcw05_mp";
              level.WeaponArray["SMG"][5] = "evoskorpion_mp";
              level.WeaponArray["Sniper"][0] = "svu_mp";
              level.WeaponArray["Sniper"][1] = "dsr50_mp";
              level.WeaponArray["Sniper"][2] = "ballista_mp";
              level.WeaponArray["Sniper"][3] = "as50_mp";
              level.WeaponArray["Pistol"][0] = "fiveseven_mp";
              level.WeaponArray["Pistol"][1] = "fnp45_mp";
              level.WeaponArray["Pistol"][2] = "beretta93r_mp";
              level.WeaponArray["Pistol"][3] = "judge_mp";
              level.WeaponArray["Pistol"][4] = "kard_mp";
              level.WeaponArray["Launcher"][0] = "smaw_mp";
              level.WeaponArray["Launcher"][1] = "usrpg_mp";
              level.WeaponArray["Launcher"][2] = "fhj18_mp";
              level.WeaponArray["Special"][0] = "crossbow_mp";
              level.WeaponArray["Special"][1] = "knife_ballistic_mp";
              level.WeaponArray["Special"][2] = "knife_held_mp";
              level.WeaponArray["Lethal"][0] = "frag_grenade_mp";
              level.WeaponArray["Lethal"][1] = "hatchet_mp";
              level.WeaponArray["Lethal"][2] = "sticky_grenade_mp";
              level.WeaponArray["Lethal"][3] = "satchel_charge_mp";
              level.WeaponArray["Lethal"][4] = "bouncingbetty_mp";
              level.WeaponArray["Lethal"][5] = "claymore_mp";
              level.WeaponArray["Tactical"][0] = "flash_grenade_mp";
              level.WeaponArray["Tactical"][1] = "smoke_center_mp";
              level.WeaponArray["Tactical"][2] = "concussion_grenade_mp";
              level.WeaponArray["Tactical"][3] = "emp_grenade_mp";
              level.WeaponArray["Tactical"][4] = "sensor_grenade_mp";
              level.WeaponArray["Tactical"][5] = "pda_hack_mp";
              level.WeaponArray["Tactical"][6] = "tactical_insertion_mp";
              level.WeaponArray["Tactical"][7] = "proximity_grenade_mp";
              
              if (category == "All")
              return level.WeaponArray["All"];
              else if(category == "weapon_assault")
              return level.WeaponArray["Assault"];
              else if(category == "weapon_shotgun")
              return level.WeaponArray["Shotgun"];
              else if(category == "weapon_lmg")
              return level.WeaponArray["Assault"]; //Replace with assault if you block all LMG
              else if(category == "weapon_smg")
              return level.WeaponArray["SMG"];
              else if(category == "weapon_sniper")
              return level.WeaponArray["Sniper"];
              else if(category == "weapon_pistol")
              return level.WeaponArray["Pistol"];
              else if(category == "weapon_launcher")
              return level.WeaponArray["Pistol"]; // Replace with pistol if you block all launchers
              else if(category == "weapon_special")
              return level.WeaponArray["Special"];
              else if(category == "weapon_grenade")
              return level.WeaponArray["Lethal"];
              else if(category == "Tactical")
              return level.WeaponArray["Tactical"];
              }
              
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              • B4N3undefined Offline
                B4N3undefined Offline
                B4N3 VIP
                wrote on last edited by B4N3
                #17

                Kalitos

                your "long" script is not working. The mms and target finder do not get removed. This is what happens with your long script:

                1. I start the server
                2. When I first enter the server, it works when I first spawn. There is no mms attachment., only iron sight.
                3. After I die, I spawn with the MMS.
                4. No matter how many times I die, it does not work after
                5. I close out the game, I restart,
                6. When I start playing, I spawn in with the MMS.
                7. I restart server.
                8. I spawn in with no MMS. only iron sight.
                9. The target finder I always spawn with. From start to finish, the script does not work for target finder at all in this version of the script.

                the first "shorter script" worked but was crashing the server somehow.

                Kalitosundefined 1 Reply Last reply
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                • Kalitosundefined Offline
                  Kalitosundefined Offline
                  Kalitos
                  replied to B4N3 on last edited by
                  #18

                  @Vexbane I tried it in SYD mode, it works correctly, the detail is in TDM mode, the respawned way doesn't work the same as in SYD mode, so it doesn't work.
                  This line is the problem

                  if (level.inGracePeriod &&! self.hasDoneCombat) // used weapons check?
                  

                  When you die and reappear, inGracePeriod has no time, and hasDoneCombat is not reset.

                  What in SYD mode, in each round it is as if the player reconnected and those variables are reset.

                  B4N3undefined 1 Reply Last reply
                  0
                  • B4N3undefined Offline
                    B4N3undefined Offline
                    B4N3 VIP
                    replied to Kalitos on last edited by
                    #19

                    Kalitos said in Removing MMS & Target Finder Attachments [Bo2]:

                    @Vexbane I tried it in SYD mode, it works correctly, the detail is in TDM mode, the respawned way doesn't work the same as in SYD mode, so it doesn't work.
                    This line is the problem

                    if (level.inGracePeriod &&! self.hasDoneCombat) // used weapons check?
                    

                    When you die and reappear, inGracePeriod has no time, and hasDoneCombat is not reset.

                    What in SYD mode, in each round it is as if the player reconnected and those variables are reset.

                    I am assuming SYD means search and destroy ( a game mode I never really played because of the timer ) so that actually makes a little more sense. which code are you referencing though, is that the one you made on other thread or the new shorter one? I guess i'll try to Ctrl + F on each to find it.

                    Kalitosundefined 1 Reply Last reply
                    0
                    • Kalitosundefined Offline
                      Kalitosundefined Offline
                      Kalitos
                      replied to B4N3 on last edited by
                      #20

                      @Vexbane I was finally able to get it to work in a TDM mode, I tried it a bit, doing what you mentioned.

                      /*
                      *	 Black Ops 2 - GSC Studio by iMCSx
                      *
                      *	 Creator : Kalitos
                      *	 Project : Restriccion de armas
                      *    Mode : Multiplayer
                      *	 Date : 2020/04/05 - 13:35:30	
                      *
                      */	
                      
                      #include maps\mp\_utility;
                      #include common_scripts\utility;
                      #include maps\mp\gametypes\_hud_util;
                      #include maps\mp\gametypes\_hud_message;
                      
                      
                      init()
                      {
                      
                      	level.loadoutkillstreaksenabled = false;
                      	level.AttachmentRestrict="+rangefinder,+mms";
                          level.WeaponRestrict= "mp7_mp";  
                          game["strings"]["change_class"] = undefined;
                          level thread onPlayerConnect();  
                      	 
                      }
                      
                      onPlayerConnect()
                      {	
                          for(;;)
                          {
                              level waittill("connected", player);        
                              player thread onPlayerSpawned();
                              player thread doChangeClass();
                           }
                      }
                      
                      onPlayerSpawned()
                      {
                          self endon("disconnect");
                      	level endon("game_ended");
                          for(;;)
                          {
                          	self waittill("spawned_player");    	
                          	if(!isDefined(self.isFirstSpawn))
                      		{
                      		self iprintln("^5Black Ops 2 - Script ^7| ^5Weapons ^7and ^5attachments ^7restriction ^5| ^7By: ^2Kalitos"); 
                      		self.isFirstSpawn=true;
                             	
                      		}        
                      	}
                      }
                      
                      doChangeClass()
                      {
                         	self endon("disconnect");
                         	level endon("game_ended");
                         	self.OldPrimaryWeapon="";
                         	self.OldSecondaryWeapon="";
                      	for(;;)
                      	{
                      		self waittill_any("changed_class", "spawned_player");				
                      		//if ( level.inGracePeriod && !self.hasDoneCombat ) // used weapons check?
                      		//{
                      			//self iprintln("Se ha iniciado el monitor de cambio de clase");
                      			//player.checkChangeClass = true;
                      			changeWeaponsOnClass();
                      			self notify ("change_class_complete");
                      		//}
                      		//self iprintln("Periodo de gracia : " + level.inGracePeriod + ", Ha hecho combate: " + self.hasDoneCombat);
                      	}
                      }
                      
                      
                      getNumClass(class)
                      {
                      	if ( issubstr( class, "CLASS_CUSTOM" ) )
                      			{				
                      				switch ( class )
                      				{
                      					case "CLASS_CUSTOM1": 
                      						class_num1=0;
                      						 break;    
                      					case "CLASS_CUSTOM2": 
                      						class_num1=1;
                      						 break;    
                      					case "CLASS_CUSTOM3": 
                      						class_num1=2;
                      						 break;    
                      					case "CLASS_CUSTOM4": 
                      						class_num1=3;
                      						 break;    
                      					case "CLASS_CUSTOM5": 
                      						class_num1=4;
                      						 break;    
                      					case "CLASS_CUSTOM6": 
                      						class_num1=5;
                      						 break;    
                      					case "CLASS_CUSTOM7": 
                      						class_num1=6;
                      						 break;    
                      					case "CLASS_CUSTOM8": 
                      						class_num1=7;
                      						 break;    
                      					case "CLASS_CUSTOM9": 
                      						class_num1=8;
                      						 break;    
                      					case "CLASS_CUSTOM10": 
                      						class_num1=9;
                      						 break;    						
                      					default : 						
                      						 break;    
                      				}				
                      				return class_num1;
                      			}
                      			else
                      			{
                      				return level.classtoclassnum[class ];
                      			}
                      }
                      
                      changeWeaponsOnClass()
                      {
                      	//self endon("disconnect");
                      	//level endon("game_ended");
                      	//self endon("round_ended");
                      	self endon("change_class_complete");
                      	
                      		class_num1 = getNumClass(self.class);
                      		weaponP = self getloadoutweapon( class_num1, "primary" );
                      		weaponS = self getloadoutweapon( class_num1, "secondary" );
                      		//self iprintln(weaponP + " :: " + weaponS);
                      		//self getloadoutitem( class_num, "primarygrenadecount" );	
                      		if(self.OldPrimaryWeapon!=""){
                      		self takeWeapon(self.OldPrimaryWeapon);
                      		}
                      		if(self.OldSecondaryWeapon!=""){
                      		self takeWeapon(self.OldSecondaryWeapon);
                      		}
                      		NWeaponP= getClearWeaponAttachment(weaponP,"P"); // Remove all attachment restrict
                      		NweaponS= getClearWeaponAttachment(weaponS,"S"); // Remove all attachment restrict	
                      		//self iprintln("Arma primaria: "+ self.OldPrimaryWeapon + ", Arma secundaria: " + self.OldSecondaryWeapon);
                      		//if(NWeaponP!=weaponP)
                      		//{
                      			
                      			self takeWeapon(weaponP);
                      			self giveWeapon(NWeaponP);
                      			self switchToWeapon(NWeaponP);			
                      		//}
                      		//if(NWeaponS!=weaponS)
                      		//{
                      		wait 0.50;
                      			
                      			self takeWeapon(weaponS);
                      			self giveWeapon(NWeaponS);
                      		//}else
                      		//{  
                      			restriccionAt = strTok(level.AttachmentRestrict,",");
                      			arrayWeapon = strTok(Weapon,"+");
                      			if(isInArray(arrayWeapon,"+dw")) // If pistol has +dw
                      			{
                      				if (getWeaponClassOfArray(weaponS) == "weapon_pistol" && getSizeArrayWeaponSrTok(weaponS)==1)
                      				{					
                      					self takeWeapon(weaponS);
                      					self giveWeapon("beretta93r_mp");
                      				}		
                      			}
                      			
                      								
                      		//}
                      }
                      
                      getSizeArrayWeaponSrTok(array)
                      {
                      	arrayWeapon = strTok(array,"+");
                      	return arrayWeapon.size;
                      }
                      
                      getWeaponClassOfArray(Weapon)
                      {
                      	arrayWeapon = strTok(Weapon,"+");
                      	return getWeaponClass(arrayWeapon[0]);
                      }
                      
                      getClearWeaponAttachment(Weapon,PorS)
                      {
                      	restriccionAt = strTok(level.AttachmentRestrict,",");
                      	arrayWeapon = strTok(Weapon,"+");
                      	NewWeapon = "";
                      	
                      	if (checkWeaponNotAllowed(Weapon)==1) // If is a weapon restrict
                      		{
                      			arrayWeapon[0]= getWeaponAllowed(Weapon); // Replace weapon with aleatory weapon allowed ( Same Type that weapon restrict )			
                      		}	
                      	
                      	for (j=0;j<	arrayWeapon.size; j++)
                      	{
                      		if(j==0) // Is the weapon
                      		{
                      			temp=arrayWeapon[j];
                      		}else
                      		{
                      			temp="+"+arrayWeapon[j];
                      		}
                      		if(!isInArray(restriccionAt, temp))
                      		{
                      			NewWeapon=NewWeapon+temp;
                      		}
                      	}
                      	
                      	if(PorS=="P"){
                      		self.OldPrimaryWeapon=NewWeapon;
                      	}else{
                      		self.OldSecondaryWeapon=NewWeapon;
                      	}
                      	
                      	return NewWeapon;
                      }
                      
                      
                      checkWeaponNotAllowed(Weapon)
                      {
                      	if(level.WeaponRestrict==""){
                      		return 0;
                      	}
                      	restriccionWeapon = strTok(level.WeaponRestrict,",");
                      	arrayWeapon = strTok(Weapon,"+");
                      	if(isInArray(restriccionWeapon, arrayWeapon[0]))
                      		{			
                      			return 1;
                      		}
                      
                       	return 0;
                      }
                      
                      getWeaponAllowed(Weapon)
                      {
                      	restriccionWeapon = strTok(level.WeaponRestrict,",");
                      	arrayWeapon = strTok(Weapon,"+");
                      	arrayWeaponAllowed=WeaponsArray(getWeaponClass(arrayWeapon[0]));
                      	randomWeapon= "";
                      	while(true)
                      	{
                      		randomWeaponIndex = randomInt(arrayWeaponAllowed.size);
                      		randomWeapon = arrayWeaponAllowed[randomWeaponIndex];
                      		if(!isInArray(restriccionWeapon,randomWeapon))
                      		{
                      		 break;
                      		}
                      	}
                      	
                      	return randomWeapon;
                      }
                      
                      WeaponsArray(category)
                      {
                      level.WeaponArray["All"][0] = "tar21_mp";
                      level.WeaponArray["All"][1] = "type95_mp";
                      level.WeaponArray["All"][2] = "sig556_mp";
                      level.WeaponArray["All"][3] = "sa58_mp";
                      level.WeaponArray["All"][4] = "hk416_mp";
                      level.WeaponArray["All"][5] = "scar_mp";
                      level.WeaponArray["All"][6] = "saritch_mp";
                      level.WeaponArray["All"][7] = "xm8_mp";
                      level.WeaponArray["All"][8] = "an94_mp";
                      level.WeaponArray["All"][9] = "peacekeeper_mp";
                      level.WeaponArray["All"][10] = "870mcs_mp";
                      level.WeaponArray["All"][11] = "saiga12_mp";
                      level.WeaponArray["All"][12] = "ksg_mp";
                      level.WeaponArray["All"][13] = "srm1216_mp";
                      level.WeaponArray["All"][14] = "mk48_mp";
                      level.WeaponArray["All"][15] = "qbb95_mp";
                      level.WeaponArray["All"][16] = "lsat_mp";
                      level.WeaponArray["All"][17] = "hamr_mp";
                      level.WeaponArray["All"][18] = "mp7_mp";
                      level.WeaponArray["All"][19] = "pdw57_mp";
                      level.WeaponArray["All"][20] = "vector_mp";
                      level.WeaponArray["All"][21] = "insas_mp";
                      level.WeaponArray["All"][22] = "qcw05_mp";
                      level.WeaponArray["All"][23] = "evoskorpion_mp";
                      level.WeaponArray["All"][24] = "svu_mp";
                      level.WeaponArray["All"][25] = "dsr50_mp";
                      level.WeaponArray["All"][26] = "ballista_mp";
                      level.WeaponArray["All"][27] = "as50_mp";
                      level.WeaponArray["All"][28] = "fiveseven_mp";
                      level.WeaponArray["All"][29] = "fnp45_mp";
                      level.WeaponArray["All"][30] = "beretta93r_mp";
                      level.WeaponArray["All"][31] = "judge_mp";
                      level.WeaponArray["All"][32] = "kard_mp";
                      level.WeaponArray["All"][33] = "smaw_mp";
                      level.WeaponArray["All"][34] = "usrpg_mp";
                      level.WeaponArray["All"][35] = "fhj18_mp";
                      level.WeaponArray["All"][36] = "crossbow_mp";
                      level.WeaponArray["All"][37] = "knife_ballistic_mp";
                      level.WeaponArray["All"][38] = "knife_held_mp";
                      level.WeaponArray["All"][39] = "frag_grenade_mp";
                      level.WeaponArray["All"][40] = "hatchet_mp";
                      level.WeaponArray["All"][41] = "sticky_grenade_mp";
                      level.WeaponArray["All"][42] = "satchel_charge_mp";
                      level.WeaponArray["All"][43] = "bouncingbetty_mp";
                      level.WeaponArray["All"][44] = "claymore_mp";
                      level.WeaponArray["All"][45] = "flash_grenade_mp";
                      level.WeaponArray["All"][46] = "smoke_center_mp";
                      level.WeaponArray["All"][47] = "concussion_grenade_mp";
                      level.WeaponArray["All"][48] = "emp_grenade_mp";
                      level.WeaponArray["All"][49] = "sensor_grenade_mp";
                      level.WeaponArray["All"][50] = "pda_hack_mp";
                      level.WeaponArray["All"][51] = "tactical_insertion_mp";
                      level.WeaponArray["All"][52] = "proximity_grenade_mp";
                      level.WeaponArray["Assault"][0] = "tar21_mp";
                      level.WeaponArray["Assault"][1] = "type95_mp";
                      level.WeaponArray["Assault"][2] = "sig556_mp";
                      level.WeaponArray["Assault"][3] = "sa58_mp";
                      level.WeaponArray["Assault"][4] = "hk416_mp";
                      level.WeaponArray["Assault"][5] = "scar_mp";
                      level.WeaponArray["Assault"][6] = "saritch_mp";
                      level.WeaponArray["Assault"][7] = "xm8_mp";
                      level.WeaponArray["Assault"][8] = "an94_mp";
                      level.WeaponArray["Assault"][9] = "peacekeeper_mp";
                      level.WeaponArray["Shotgun"][0] = "870mcs_mp";
                      level.WeaponArray["Shotgun"][1] = "saiga12_mp";
                      level.WeaponArray["Shotgun"][2] = "ksg_mp";
                      level.WeaponArray["Shotgun"][3] = "srm1216_mp";
                      level.WeaponArray["LMG"][0] = "mk48_mp";
                      level.WeaponArray["LMG"][1] = "qbb95_mp";
                      level.WeaponArray["LMG"][2] = "lsat_mp";
                      level.WeaponArray["LMG"][3] = "hamr_mp";
                      level.WeaponArray["SMG"][0] = "mp7_mp";
                      level.WeaponArray["SMG"][1] = "pdw57_mp";
                      level.WeaponArray["SMG"][2] = "vector_mp";
                      level.WeaponArray["SMG"][3] = "insas_mp";
                      level.WeaponArray["SMG"][4] = "qcw05_mp";
                      level.WeaponArray["SMG"][5] = "evoskorpion_mp";
                      level.WeaponArray["Sniper"][0] = "svu_mp";
                      level.WeaponArray["Sniper"][1] = "dsr50_mp";
                      level.WeaponArray["Sniper"][2] = "ballista_mp";
                      level.WeaponArray["Sniper"][3] = "as50_mp";
                      level.WeaponArray["Pistol"][0] = "fiveseven_mp";
                      level.WeaponArray["Pistol"][1] = "fnp45_mp";
                      level.WeaponArray["Pistol"][2] = "beretta93r_mp";
                      level.WeaponArray["Pistol"][3] = "judge_mp";
                      level.WeaponArray["Pistol"][4] = "kard_mp";
                      level.WeaponArray["Launcher"][0] = "smaw_mp";
                      level.WeaponArray["Launcher"][1] = "usrpg_mp";
                      level.WeaponArray["Launcher"][2] = "fhj18_mp";
                      level.WeaponArray["Special"][0] = "crossbow_mp";
                      level.WeaponArray["Special"][1] = "knife_ballistic_mp";
                      level.WeaponArray["Special"][2] = "knife_held_mp";
                      level.WeaponArray["Lethal"][0] = "frag_grenade_mp";
                      level.WeaponArray["Lethal"][1] = "hatchet_mp";
                      level.WeaponArray["Lethal"][2] = "sticky_grenade_mp";
                      level.WeaponArray["Lethal"][3] = "satchel_charge_mp";
                      level.WeaponArray["Lethal"][4] = "bouncingbetty_mp";
                      level.WeaponArray["Lethal"][5] = "claymore_mp";
                      level.WeaponArray["Tactical"][0] = "flash_grenade_mp";
                      level.WeaponArray["Tactical"][1] = "smoke_center_mp";
                      level.WeaponArray["Tactical"][2] = "concussion_grenade_mp";
                      level.WeaponArray["Tactical"][3] = "emp_grenade_mp";
                      level.WeaponArray["Tactical"][4] = "sensor_grenade_mp";
                      level.WeaponArray["Tactical"][5] = "pda_hack_mp";
                      level.WeaponArray["Tactical"][6] = "tactical_insertion_mp";
                      level.WeaponArray["Tactical"][7] = "proximity_grenade_mp";
                      
                      if (category == "All")
                      return level.WeaponArray["All"];
                      else if(category == "weapon_assault")
                      return level.WeaponArray["Assault"];
                      else if(category == "weapon_shotgun")
                      return level.WeaponArray["Shotgun"];
                      else if(category == "weapon_lmg")
                      return level.WeaponArray["Assault"]; //Replace with assault if you block all LMG
                      else if(category == "weapon_smg")
                      return level.WeaponArray["SMG"];
                      else if(category == "weapon_sniper")
                      return level.WeaponArray["Sniper"];
                      else if(category == "weapon_pistol")
                      return level.WeaponArray["Pistol"];
                      else if(category == "weapon_launcher")
                      return level.WeaponArray["Pistol"]; // Replace with pistol if you block all launchers
                      else if(category == "weapon_special")
                      return level.WeaponArray["Special"];
                      else if(category == "weapon_grenade")
                      return level.WeaponArray["Lethal"];
                      else if(category == "Tactical")
                      return level.WeaponArray["Tactical"];
                      }
                      
                      
                      
                      

                      Try it, and tell me.

                      B4N3undefined vituhdsundefined 2 Replies Last reply
                      0
                      • B4N3undefined Offline
                        B4N3undefined Offline
                        B4N3 VIP
                        replied to Kalitos on last edited by
                        #21

                        Kalitos said in Removing MMS & Target Finder Attachments [Bo2]:

                        @Vexbane I was finally able to get it to work in a TDM mode, I tried it a bit, doing what you mentioned.

                        /*
                        *	 Black Ops 2 - GSC Studio by iMCSx
                        *
                        *	 Creator : Kalitos
                        *	 Project : Restriccion de armas
                        *    Mode : Multiplayer
                        *	 Date : 2020/04/05 - 13:35:30	
                        *
                        */	
                        
                        #include maps\mp\_utility;
                        #include common_scripts\utility;
                        #include maps\mp\gametypes\_hud_util;
                        #include maps\mp\gametypes\_hud_message;
                        
                        
                        init()
                        {
                        
                        	level.loadoutkillstreaksenabled = false;
                        	level.AttachmentRestrict="+rangefinder,+mms";
                            level.WeaponRestrict= "mp7_mp";  
                            game["strings"]["change_class"] = undefined;
                            level thread onPlayerConnect();  
                        	 
                        }
                        
                        onPlayerConnect()
                        {	
                            for(;;)
                            {
                                level waittill("connected", player);        
                                player thread onPlayerSpawned();
                                player thread doChangeClass();
                             }
                        }
                        
                        onPlayerSpawned()
                        {
                            self endon("disconnect");
                        	level endon("game_ended");
                            for(;;)
                            {
                            	self waittill("spawned_player");    	
                            	if(!isDefined(self.isFirstSpawn))
                        		{
                        		self iprintln("^5Black Ops 2 - Script ^7| ^5Weapons ^7and ^5attachments ^7restriction ^5| ^7By: ^2Kalitos"); 
                        		self.isFirstSpawn=true;
                               	
                        		}        
                        	}
                        }
                        
                        doChangeClass()
                        {
                           	self endon("disconnect");
                           	level endon("game_ended");
                           	self.OldPrimaryWeapon="";
                           	self.OldSecondaryWeapon="";
                        	for(;;)
                        	{
                        		self waittill_any("changed_class", "spawned_player");				
                        		//if ( level.inGracePeriod && !self.hasDoneCombat ) // used weapons check?
                        		//{
                        			//self iprintln("Se ha iniciado el monitor de cambio de clase");
                        			//player.checkChangeClass = true;
                        			changeWeaponsOnClass();
                        			self notify ("change_class_complete");
                        		//}
                        		//self iprintln("Periodo de gracia : " + level.inGracePeriod + ", Ha hecho combate: " + self.hasDoneCombat);
                        	}
                        }
                        
                        
                        getNumClass(class)
                        {
                        	if ( issubstr( class, "CLASS_CUSTOM" ) )
                        			{				
                        				switch ( class )
                        				{
                        					case "CLASS_CUSTOM1": 
                        						class_num1=0;
                        						 break;    
                        					case "CLASS_CUSTOM2": 
                        						class_num1=1;
                        						 break;    
                        					case "CLASS_CUSTOM3": 
                        						class_num1=2;
                        						 break;    
                        					case "CLASS_CUSTOM4": 
                        						class_num1=3;
                        						 break;    
                        					case "CLASS_CUSTOM5": 
                        						class_num1=4;
                        						 break;    
                        					case "CLASS_CUSTOM6": 
                        						class_num1=5;
                        						 break;    
                        					case "CLASS_CUSTOM7": 
                        						class_num1=6;
                        						 break;    
                        					case "CLASS_CUSTOM8": 
                        						class_num1=7;
                        						 break;    
                        					case "CLASS_CUSTOM9": 
                        						class_num1=8;
                        						 break;    
                        					case "CLASS_CUSTOM10": 
                        						class_num1=9;
                        						 break;    						
                        					default : 						
                        						 break;    
                        				}				
                        				return class_num1;
                        			}
                        			else
                        			{
                        				return level.classtoclassnum[class ];
                        			}
                        }
                        
                        changeWeaponsOnClass()
                        {
                        	//self endon("disconnect");
                        	//level endon("game_ended");
                        	//self endon("round_ended");
                        	self endon("change_class_complete");
                        	
                        		class_num1 = getNumClass(self.class);
                        		weaponP = self getloadoutweapon( class_num1, "primary" );
                        		weaponS = self getloadoutweapon( class_num1, "secondary" );
                        		//self iprintln(weaponP + " :: " + weaponS);
                        		//self getloadoutitem( class_num, "primarygrenadecount" );	
                        		if(self.OldPrimaryWeapon!=""){
                        		self takeWeapon(self.OldPrimaryWeapon);
                        		}
                        		if(self.OldSecondaryWeapon!=""){
                        		self takeWeapon(self.OldSecondaryWeapon);
                        		}
                        		NWeaponP= getClearWeaponAttachment(weaponP,"P"); // Remove all attachment restrict
                        		NweaponS= getClearWeaponAttachment(weaponS,"S"); // Remove all attachment restrict	
                        		//self iprintln("Arma primaria: "+ self.OldPrimaryWeapon + ", Arma secundaria: " + self.OldSecondaryWeapon);
                        		//if(NWeaponP!=weaponP)
                        		//{
                        			
                        			self takeWeapon(weaponP);
                        			self giveWeapon(NWeaponP);
                        			self switchToWeapon(NWeaponP);			
                        		//}
                        		//if(NWeaponS!=weaponS)
                        		//{
                        		wait 0.50;
                        			
                        			self takeWeapon(weaponS);
                        			self giveWeapon(NWeaponS);
                        		//}else
                        		//{  
                        			restriccionAt = strTok(level.AttachmentRestrict,",");
                        			arrayWeapon = strTok(Weapon,"+");
                        			if(isInArray(arrayWeapon,"+dw")) // If pistol has +dw
                        			{
                        				if (getWeaponClassOfArray(weaponS) == "weapon_pistol" && getSizeArrayWeaponSrTok(weaponS)==1)
                        				{					
                        					self takeWeapon(weaponS);
                        					self giveWeapon("beretta93r_mp");
                        				}		
                        			}
                        			
                        								
                        		//}
                        }
                        
                        getSizeArrayWeaponSrTok(array)
                        {
                        	arrayWeapon = strTok(array,"+");
                        	return arrayWeapon.size;
                        }
                        
                        getWeaponClassOfArray(Weapon)
                        {
                        	arrayWeapon = strTok(Weapon,"+");
                        	return getWeaponClass(arrayWeapon[0]);
                        }
                        
                        getClearWeaponAttachment(Weapon,PorS)
                        {
                        	restriccionAt = strTok(level.AttachmentRestrict,",");
                        	arrayWeapon = strTok(Weapon,"+");
                        	NewWeapon = "";
                        	
                        	if (checkWeaponNotAllowed(Weapon)==1) // If is a weapon restrict
                        		{
                        			arrayWeapon[0]= getWeaponAllowed(Weapon); // Replace weapon with aleatory weapon allowed ( Same Type that weapon restrict )			
                        		}	
                        	
                        	for (j=0;j<	arrayWeapon.size; j++)
                        	{
                        		if(j==0) // Is the weapon
                        		{
                        			temp=arrayWeapon[j];
                        		}else
                        		{
                        			temp="+"+arrayWeapon[j];
                        		}
                        		if(!isInArray(restriccionAt, temp))
                        		{
                        			NewWeapon=NewWeapon+temp;
                        		}
                        	}
                        	
                        	if(PorS=="P"){
                        		self.OldPrimaryWeapon=NewWeapon;
                        	}else{
                        		self.OldSecondaryWeapon=NewWeapon;
                        	}
                        	
                        	return NewWeapon;
                        }
                        
                        
                        checkWeaponNotAllowed(Weapon)
                        {
                        	if(level.WeaponRestrict==""){
                        		return 0;
                        	}
                        	restriccionWeapon = strTok(level.WeaponRestrict,",");
                        	arrayWeapon = strTok(Weapon,"+");
                        	if(isInArray(restriccionWeapon, arrayWeapon[0]))
                        		{			
                        			return 1;
                        		}
                        
                         	return 0;
                        }
                        
                        getWeaponAllowed(Weapon)
                        {
                        	restriccionWeapon = strTok(level.WeaponRestrict,",");
                        	arrayWeapon = strTok(Weapon,"+");
                        	arrayWeaponAllowed=WeaponsArray(getWeaponClass(arrayWeapon[0]));
                        	randomWeapon= "";
                        	while(true)
                        	{
                        		randomWeaponIndex = randomInt(arrayWeaponAllowed.size);
                        		randomWeapon = arrayWeaponAllowed[randomWeaponIndex];
                        		if(!isInArray(restriccionWeapon,randomWeapon))
                        		{
                        		 break;
                        		}
                        	}
                        	
                        	return randomWeapon;
                        }
                        
                        WeaponsArray(category)
                        {
                        level.WeaponArray["All"][0] = "tar21_mp";
                        level.WeaponArray["All"][1] = "type95_mp";
                        level.WeaponArray["All"][2] = "sig556_mp";
                        level.WeaponArray["All"][3] = "sa58_mp";
                        level.WeaponArray["All"][4] = "hk416_mp";
                        level.WeaponArray["All"][5] = "scar_mp";
                        level.WeaponArray["All"][6] = "saritch_mp";
                        level.WeaponArray["All"][7] = "xm8_mp";
                        level.WeaponArray["All"][8] = "an94_mp";
                        level.WeaponArray["All"][9] = "peacekeeper_mp";
                        level.WeaponArray["All"][10] = "870mcs_mp";
                        level.WeaponArray["All"][11] = "saiga12_mp";
                        level.WeaponArray["All"][12] = "ksg_mp";
                        level.WeaponArray["All"][13] = "srm1216_mp";
                        level.WeaponArray["All"][14] = "mk48_mp";
                        level.WeaponArray["All"][15] = "qbb95_mp";
                        level.WeaponArray["All"][16] = "lsat_mp";
                        level.WeaponArray["All"][17] = "hamr_mp";
                        level.WeaponArray["All"][18] = "mp7_mp";
                        level.WeaponArray["All"][19] = "pdw57_mp";
                        level.WeaponArray["All"][20] = "vector_mp";
                        level.WeaponArray["All"][21] = "insas_mp";
                        level.WeaponArray["All"][22] = "qcw05_mp";
                        level.WeaponArray["All"][23] = "evoskorpion_mp";
                        level.WeaponArray["All"][24] = "svu_mp";
                        level.WeaponArray["All"][25] = "dsr50_mp";
                        level.WeaponArray["All"][26] = "ballista_mp";
                        level.WeaponArray["All"][27] = "as50_mp";
                        level.WeaponArray["All"][28] = "fiveseven_mp";
                        level.WeaponArray["All"][29] = "fnp45_mp";
                        level.WeaponArray["All"][30] = "beretta93r_mp";
                        level.WeaponArray["All"][31] = "judge_mp";
                        level.WeaponArray["All"][32] = "kard_mp";
                        level.WeaponArray["All"][33] = "smaw_mp";
                        level.WeaponArray["All"][34] = "usrpg_mp";
                        level.WeaponArray["All"][35] = "fhj18_mp";
                        level.WeaponArray["All"][36] = "crossbow_mp";
                        level.WeaponArray["All"][37] = "knife_ballistic_mp";
                        level.WeaponArray["All"][38] = "knife_held_mp";
                        level.WeaponArray["All"][39] = "frag_grenade_mp";
                        level.WeaponArray["All"][40] = "hatchet_mp";
                        level.WeaponArray["All"][41] = "sticky_grenade_mp";
                        level.WeaponArray["All"][42] = "satchel_charge_mp";
                        level.WeaponArray["All"][43] = "bouncingbetty_mp";
                        level.WeaponArray["All"][44] = "claymore_mp";
                        level.WeaponArray["All"][45] = "flash_grenade_mp";
                        level.WeaponArray["All"][46] = "smoke_center_mp";
                        level.WeaponArray["All"][47] = "concussion_grenade_mp";
                        level.WeaponArray["All"][48] = "emp_grenade_mp";
                        level.WeaponArray["All"][49] = "sensor_grenade_mp";
                        level.WeaponArray["All"][50] = "pda_hack_mp";
                        level.WeaponArray["All"][51] = "tactical_insertion_mp";
                        level.WeaponArray["All"][52] = "proximity_grenade_mp";
                        level.WeaponArray["Assault"][0] = "tar21_mp";
                        level.WeaponArray["Assault"][1] = "type95_mp";
                        level.WeaponArray["Assault"][2] = "sig556_mp";
                        level.WeaponArray["Assault"][3] = "sa58_mp";
                        level.WeaponArray["Assault"][4] = "hk416_mp";
                        level.WeaponArray["Assault"][5] = "scar_mp";
                        level.WeaponArray["Assault"][6] = "saritch_mp";
                        level.WeaponArray["Assault"][7] = "xm8_mp";
                        level.WeaponArray["Assault"][8] = "an94_mp";
                        level.WeaponArray["Assault"][9] = "peacekeeper_mp";
                        level.WeaponArray["Shotgun"][0] = "870mcs_mp";
                        level.WeaponArray["Shotgun"][1] = "saiga12_mp";
                        level.WeaponArray["Shotgun"][2] = "ksg_mp";
                        level.WeaponArray["Shotgun"][3] = "srm1216_mp";
                        level.WeaponArray["LMG"][0] = "mk48_mp";
                        level.WeaponArray["LMG"][1] = "qbb95_mp";
                        level.WeaponArray["LMG"][2] = "lsat_mp";
                        level.WeaponArray["LMG"][3] = "hamr_mp";
                        level.WeaponArray["SMG"][0] = "mp7_mp";
                        level.WeaponArray["SMG"][1] = "pdw57_mp";
                        level.WeaponArray["SMG"][2] = "vector_mp";
                        level.WeaponArray["SMG"][3] = "insas_mp";
                        level.WeaponArray["SMG"][4] = "qcw05_mp";
                        level.WeaponArray["SMG"][5] = "evoskorpion_mp";
                        level.WeaponArray["Sniper"][0] = "svu_mp";
                        level.WeaponArray["Sniper"][1] = "dsr50_mp";
                        level.WeaponArray["Sniper"][2] = "ballista_mp";
                        level.WeaponArray["Sniper"][3] = "as50_mp";
                        level.WeaponArray["Pistol"][0] = "fiveseven_mp";
                        level.WeaponArray["Pistol"][1] = "fnp45_mp";
                        level.WeaponArray["Pistol"][2] = "beretta93r_mp";
                        level.WeaponArray["Pistol"][3] = "judge_mp";
                        level.WeaponArray["Pistol"][4] = "kard_mp";
                        level.WeaponArray["Launcher"][0] = "smaw_mp";
                        level.WeaponArray["Launcher"][1] = "usrpg_mp";
                        level.WeaponArray["Launcher"][2] = "fhj18_mp";
                        level.WeaponArray["Special"][0] = "crossbow_mp";
                        level.WeaponArray["Special"][1] = "knife_ballistic_mp";
                        level.WeaponArray["Special"][2] = "knife_held_mp";
                        level.WeaponArray["Lethal"][0] = "frag_grenade_mp";
                        level.WeaponArray["Lethal"][1] = "hatchet_mp";
                        level.WeaponArray["Lethal"][2] = "sticky_grenade_mp";
                        level.WeaponArray["Lethal"][3] = "satchel_charge_mp";
                        level.WeaponArray["Lethal"][4] = "bouncingbetty_mp";
                        level.WeaponArray["Lethal"][5] = "claymore_mp";
                        level.WeaponArray["Tactical"][0] = "flash_grenade_mp";
                        level.WeaponArray["Tactical"][1] = "smoke_center_mp";
                        level.WeaponArray["Tactical"][2] = "concussion_grenade_mp";
                        level.WeaponArray["Tactical"][3] = "emp_grenade_mp";
                        level.WeaponArray["Tactical"][4] = "sensor_grenade_mp";
                        level.WeaponArray["Tactical"][5] = "pda_hack_mp";
                        level.WeaponArray["Tactical"][6] = "tactical_insertion_mp";
                        level.WeaponArray["Tactical"][7] = "proximity_grenade_mp";
                        
                        if (category == "All")
                        return level.WeaponArray["All"];
                        else if(category == "weapon_assault")
                        return level.WeaponArray["Assault"];
                        else if(category == "weapon_shotgun")
                        return level.WeaponArray["Shotgun"];
                        else if(category == "weapon_lmg")
                        return level.WeaponArray["Assault"]; //Replace with assault if you block all LMG
                        else if(category == "weapon_smg")
                        return level.WeaponArray["SMG"];
                        else if(category == "weapon_sniper")
                        return level.WeaponArray["Sniper"];
                        else if(category == "weapon_pistol")
                        return level.WeaponArray["Pistol"];
                        else if(category == "weapon_launcher")
                        return level.WeaponArray["Pistol"]; // Replace with pistol if you block all launchers
                        else if(category == "weapon_special")
                        return level.WeaponArray["Special"];
                        else if(category == "weapon_grenade")
                        return level.WeaponArray["Lethal"];
                        else if(category == "Tactical")
                        return level.WeaponArray["Tactical"];
                        }
                        
                        
                        
                        

                        Try it, and tell me.

                        Thank you, I will tomorrow, cheers

                        1 Reply Last reply
                        0
                        • CalebKappaundefined Offline
                          CalebKappaundefined Offline
                          CalebKappa
                          wrote on last edited by
                          #22

                          THANK YOU SO MUCH MUCHAS MUCHAS GRACIAS Kalitos working on a SnD server for my friends this is going to work great! If there is a way to get camos or if you add it i would love to know!

                          Kalitosundefined 1 Reply Last reply
                          0
                          • Kalitosundefined Offline
                            Kalitosundefined Offline
                            Kalitos
                            replied to CalebKappa on last edited by
                            #23

                            CalebKappa Well, if there is a way to obtain camouflages, there is, knowing how to program it, I personally was not interested in that part when carrying out the entire project. In the forum I remember reading a bit about camouflaging the main weapon, it would only be a matter of adapting it to the project.

                            1 Reply Last reply
                            0
                            • vituhdsundefined Offline
                              vituhdsundefined Offline
                              vituhds
                              replied to Kalitos on last edited by
                              #24

                              Kalitos how do I get this file into the game?

                              1 Reply Last reply
                              0

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