Scavenger Ressuply like in MW2
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I was looking for a script about having the same function of the Scavenger perk in Cod: Mw2, where you can ressuply the primary and secondary weapon (except for launchers), and ressuply the lethal and tactical grenades, but the function of ressuply grenades was deleted in Mw3, so for that, I made a .gsc script for IW5, this for have the same function in Scavenger.
With it, the player can ressuply his primary and secondary weapon, even now if the player has launchers, it would ressuply it too, and it will ressuply the lethal and tactical grenades now (except for tactical insertion of course), so I let the script i made now that you can put it in your scripts folder in IW5 and enjoy the scavenger like in Mw2.
I give you the code above to just copy, create a .gsc file in the scripts folder, paste the code and play IW5 with the new function.
#include maps\mp\_utility; Init() { InitScavengerResupply(); } InitScavengerResupply() { level thread OnPlayerConnect(); } OnPlayerConnect() { for(;;) { level waittill("connected", player); player thread OnPlayerSpawned(); } } OnPlayerSpawned() { self endon("disconnect"); for(;;) { self waittill("changed_kit"); // Check if the player has the Scavenger perk if (self HasPerk("specialty_scavenger")) { self thread OnScavengerPickup(); } } } OnScavengerPickup() { self endon("disconnect"); self endon("death"); for (;;) { self waittill("scavenger_pickup"); self GiveMaxAmmo(); if (self HasWeapon(self GetCurrentOffhand())) { self GiveMaxAmmo(self GetCurrentOffhand()); } if (self GetWeaponAmmoStock("frag_grenade_mp") < 1) { self SetWeaponAmmoStock("frag_grenade_mp", 1); } if (self GetWeaponAmmoStock("semtex_mp") < 1) { self SetWeaponAmmoStock("semtex_mp", 1); } if (self GetWeaponAmmoStock("throwingknife_mp") < 1) { self SetWeaponAmmoStock("throwingknife_mp", 1); } if (self GetWeaponAmmoStock("bouncingbetty_mp") < 1) { self SetWeaponAmmoStock("bouncingbetty_mp", 1); } if (self GetWeaponAmmoStock("claymore_mp") < 1) { self SetWeaponAmmoStock("claymore_mp", 1); } if (self GetWeaponAmmoStock("c4_mp") < 1) { self SetWeaponAmmoStock("c4_mp", 1); } if (self GetWeaponAmmoStock("flash_grenade_mp") < 1) { self SetWeaponAmmoStock("flash_grenade_mp", 1); } if (self GetWeaponAmmoStock("concussion_grenade_mp") < 1) { self SetWeaponAmmoStock("concussion_grenade_mp", 1); } if (self GetWeaponAmmoStock("scrambler_mp") < 1) { self SetWeaponAmmoStock("scrambler_mp", 1); } if (self GetWeaponAmmoStock("emp_grenade_mp") < 1) { self SetWeaponAmmoStock("emp_grenade_mp", 1); } if (self GetWeaponAmmoStock("smoke_grenade_mp") < 1) { self SetWeaponAmmoStock("smoke_grenade_mp", 1); } if (self GetWeaponAmmoStock("trophy_mp") < 1) { self SetWeaponAmmoStock("trophy_mp", 1); } if (self GetWeaponAmmoStock("portable_radar_mp") < 1) { self SetWeaponAmmoStock("portable_radar_mp", 1); } self thread ResupplyLaunchers(); } } ResupplyLaunchers() { launchers = [ "m320_mp", "rpg_mp", "iw5_smaw_mp", "stinger_mp", "xm25_mp", "javelin_mp" ]; for (i = 0; i < launchers.size; i++) { weapon = launchers[i]; if (self HasWeapon(weapon)) { self GiveMaxAmmo(weapon); } } }