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  3. [Release] Overwrite Default Class (GSC)

[Release] Overwrite Default Class (GSC)

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  • 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
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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
            #17

            Cahz where I put the level.inGracePeriod, that is to say where in the script?

            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
              #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
              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
                #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!
                      1 Reply Last reply
                      0
                      • 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
                        0
                        • 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
                          0
                          • alejandrodarzundefined alejandrodarz

                            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 Offline
                            Cahzundefined Offline
                            Cahz
                            VIP
                            wrote on last edited by
                            #25

                            alejandrodarz Make sure you have ALL the scripts from the original post in this tread. Sounds like you deleted code.

                            alejandrodarzundefined 1 Reply Last reply
                            0
                            • Cahzundefined Cahz

                              alejandrodarz Make sure you have ALL the scripts from the original post in this tread. Sounds like you deleted code.

                              alejandrodarzundefined Offline
                              alejandrodarzundefined Offline
                              alejandrodarz
                              wrote on last edited by
                              #26

                              Cahz okok now I try it again and I tell you, that is, the script should still work when you leave the game and enter? what I should dd copy something wrong

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