Skip to content
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Donate
Collapse

Plutonium

  1. Home
  2. BO2 Server Hosting Support
  3. Removing MMS & Target Finder Attachments [Bo2]

Removing MMS & Target Finder Attachments [Bo2]

Scheduled Pinned Locked Moved BO2 Server Hosting Support
24 Posts 7 Posters 1.3k Views
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • 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

          • 1
          • 2
          • Login

          • Don't have an account? Register

          • Login or register to search.
          • First post
            Last post
          0
          • Recent
          • Tags
          • Popular
          • Users
          • Groups
          • Donate