Hi there,
Two years ago I used a GSC script (credit mostly to Resxt) to remove spawn protection and the visual effects of the MOAB for playing against bots.
For some reason I don't understand, a side-effect of running this script was that Scavenger behaved as it did in MW2, and resupplied secondary weapons, lethals, and tacticals with each pickup. I haven't changed this script at all, but when running the game now, two years later, on an updated version of Plutonium, Scavenger works as it did in MW3, resupplying only the primary weapon.
As a Javelin addict on MW2 who much preferred Scavenger's ability to resupply it, is there any way to restore this behavior with a GSC script? I did a search of the forums and found nothing. I've attached the script, which shouldn't have had any effect but somehow did.
Thanks for the help.
#include maps\mp\_utility;
#include maps\mp\killstreaks\_nuke;
Init()
{
level.killstreakSpawnShield = 0;
}
main()
{
replacefunc(maps\mp\killstreaks\_nuke::nukeVision, ::disableNukeVision);
replacefunc(maps\mp\killstreaks\_nuke::nukeEffects, ::disableNukeEffects);
}
disableNukeVision()
{
}
disableNukeEffects()
{
level endon( "nuke_cancelled" );
setdvar( "ui_bomb_timer", 0 );
foreach ( var_1 in level.players )
{
var_2 = anglestoforward( var_1.angles );
var_2 = ( var_2[0], var_2[1], 0 );
var_2 = vectornormalize( var_2 );
var_3 = 5000;
var_4 = spawn( "script_model", var_1.origin + var_2 * var_3 );
var_4 setmodel( "tag_origin" );
var_4.angles = ( 0, var_1.angles[1] + 180, 90 );
var_4 thread nukeEffect( var_1 );
}
}