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  3. [Release] Overwrite Default Class (GSC)

[Release] Overwrite Default Class (GSC)

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  • 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
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            • Cahzundefined Cahz

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

              alejandrodarzundefined Offline
              alejandrodarzundefined Offline
              alejandrodarz
              wrote on last edited by
              #19
              This post is deleted!
              Infamousundefined 1 Reply Last reply
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              • alejandrodarzundefined alejandrodarz

                This post is deleted!

                Infamousundefined Offline
                Infamousundefined Offline
                Infamous
                wrote on last edited by
                #20

                alejandrodarz Stop spamming him for an answer. He'll answer when he does.

                1 Reply Last reply
                1
                • alejandrodarzundefined alejandrodarz

                  Cahz Where do I put the code that Karlitos mentioned so that if he shoots in the 10 seconds he can't change class?

                  Cahzundefined Offline
                  Cahzundefined Offline
                  Cahz
                  VIP
                  wrote on last edited by Cahz
                  #21

                  alejandrodarz Replace the old doChangeClass() function with this one

                  doChangeClass()
                  {
                     	self endon("disconnect");
                  	for(;;)
                  	{
                  		self waittill("changed_class");
                  		if ( level.inGracePeriod && !self.hasDoneCombat )
                  		{
                  			if(self.pers[ "class" ] == "CLASS_SMG")
                  			{
                  				self.pers[ "class" ] = undefined;
                  				self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
                  				self thread doRandomClass();
                  				self.RandomClass = true;
                  			}
                  			else
                  			{
                  				self.pers[ "class" ] = undefined;
                  				self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
                  				self.RandomClass = undefined;
                  			}
                  		}
                  		else
                  		{
                  			self iPrintLnBold( game["strings"]["change_class"] );
                  		}
                  	}
                  }
                  
                  alejandrodarzundefined 3 Replies Last reply
                  1
                  • Cahzundefined Cahz

                    alejandrodarz Replace the old doChangeClass() function with this one

                    doChangeClass()
                    {
                       	self endon("disconnect");
                    	for(;;)
                    	{
                    		self waittill("changed_class");
                    		if ( level.inGracePeriod && !self.hasDoneCombat )
                    		{
                    			if(self.pers[ "class" ] == "CLASS_SMG")
                    			{
                    				self.pers[ "class" ] = undefined;
                    				self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
                    				self thread doRandomClass();
                    				self.RandomClass = true;
                    			}
                    			else
                    			{
                    				self.pers[ "class" ] = undefined;
                    				self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
                    				self.RandomClass = undefined;
                    			}
                    		}
                    		else
                    		{
                    			self iPrintLnBold( game["strings"]["change_class"] );
                    		}
                    	}
                    }
                    
                    alejandrodarzundefined Offline
                    alejandrodarzundefined Offline
                    alejandrodarz
                    wrote on last edited by
                    #22
                    This post is deleted!
                    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

                            1 Reply Last reply
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