What happened to camo swap ? why does it not work on new update (also why even update)

4rings
Posts
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Camo swap broken in update -
Spawntrap bullet pen (Better than ORION)With this script you can hit many more variations of traps. For whatever reason this script seems to 'penetrate' more than normal ones I have experienced.
Test at your own will.
init()
{
// Maximize bullet penetration settings
setDvar("bullet_penetration_enabled", 1); // Enable penetration
setDvar("perk_bulletPenetrationMultiplier", 50); // Extreme penetration boost
setDvar("penetrationCount", 20); // Pierce many surfaces
setDvar("penetration_depth", 500); // Deep penetration distance
setDvar("bullet_ricochet_enabled", 0); // No ricochet, just penetration// Boost damage for one-shot kills setDvar("player_meleeDamageMultiplier", 100); // Melee boost setDvar("player_bulletDamageMultiplier", 100); // Bullet damage boost level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;;)
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}onPlayerSpawned()
{
self endon("disconnect");for(;;) { self waittill("spawned_player"); self thread setupWallbangOneShot(); }
}
setupWallbangOneShot()
{
self endon("death");
self endon("disconnect");// Apply FMJ-like perk for max penetration (specialty_bulletpenetration is valid in BO2) self setPerk("specialty_bulletpenetration"); // Ensure one-shot kills by monitoring damage self thread monitorDamage();
}
monitorDamage()
{
self endon("death");
self endon("disconnect");while (true) { self waittill("damage", amount, attacker, direction_vec, point, type); if (isDefined(attacker) && attacker != self && type != "MOD_MELEE") { // Use doDamage to apply lethal damage self doDamage(9999, self.origin, attacker, attacker, "none", "MOD_RIFLE_BULLET", 0); } wait 0.05; }
}