@Jack-Dempsey Yep, that’s planned lol. I didn’t add it yet because I wanted it balanced properly, and that part was the one that kept throwing errors on me. I ended up finishing the other systems first so the whole mod wasn’t held hostage by one stubborn feature, and I’m going back to it.
Also, to clarify what I meant in the file notes after actually reviewing both scripts:
When I wrote “custom_weapons.gsc Weapon-class movement speed scaling and one-time reserve ammo adjustments per weapon pickup, with optional tuning tables for future hooks. Also includes a mapvote-hide listener flag.” I was hinting at a few things. In that file, movement speed is scaled by weapon class (SMGs lighter, LMGs heavier, etc.) using dvars so it’s easy to tune. It also applies a one-time reserve ammo stock adjustment the first time you obtain a weapon that life (it tracks what you’ve already picked up so it doesn’t stack or repeat). That’s the closest I can get with pure/basic GSC right now to making weaker weapons feel better, because I can adjust reserves, but changing a weapon’s actual max magazine size or true max ammo limits isn’t something I can reliably do with straightforward scripting alone. The “optional tuning tables” are real too (damage and headshot multipliers, plus bonus-point hooks), they’re just there for future wiring once I hook into the right callbacks.
The “mapvote-hide listener flag” is literally a listener that waits for the map vote to start and flips a flag so any custom HUD can hide during voting. Bigger picture, that was me hinting at a client-side map vote system for custom games with no server needed. I had it working on Bus Depot, Town, TranZit, Origins, and Die Rise, but other maps were throwing errors, and then I accidentally broke the ones that were working, so that part is still a work in progress. Slowly but steadily I’m trying to push GSC as far as it’ll go.
When I wrote “custom_reload.gsc Reload movement scaling by weapon weight, tactical reload detection bonuses, tactical reload streak stacking, mastery ranks that grant small persistent bonuses for the match, and Speed Cola synergy multipliers. Includes optional HUD helpers if you enable that path.” that’s exactly what it’s doing. While you’re reloading, your movement speed scales based on weapon weight, it detects tactical reloads (reloading with ammo still in the mag), streaks stack up to a cap, and you earn a match-only mastery rank (Novice through Master) based on tactical reloads that gives a small bonus for the rest of that match. Speed Cola multiplies the bonuses, and the HUD helpers are in the file if/when I decide to turn that path on.
And to your leveling question, not fully yet. Right now it’s match-based mastery and streak systems, and the long-term goal is BO3-style progression, but real persistent leveling might take more than just straightforward GSC depending on how deep I want to go with saving and tracking.
custom_counter.gsc
Match tracker plus career totals (kills, downs, headshots, rounds, games), an estimated “Shotguns progress” model, and an optional round summary popup. This does not change gameplay, it tracks and displays.
This one is basically the performance and progress overlay. It tracks how you’re doing in the current match (session stats) and also keeps rolling career totals (lifetime totals) saved in dvars. The important part is the per-match rank pacing: the rank it shows is intentionally session-only so it starts fresh each game, and it displays the rank you’re performing at for that specific run. It’s based on reverse-engineered research from Dobby, so instead of trying to perfectly mirror the internal system 1:1 (I couldn’t get an exact clone working cleanly), it uses an estimated model that’s still useful in real gameplay. It reads your current performance and converts it into an on-track rank and a progress readout toward Shotguns. The goal is making Shotguns easier for casual players because you don’t have to guess if you’re playing well enough this match, it tells you what rank pace you’re on right now and how close you are, and the optional round summary popup can quickly recap the run without changing any mechanics.