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launchers_weapons_rewards 1.0.1
- Add WeaponIsValid to only start the reward loop if the spawn weapon is a launcher - Update README
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@ -5,6 +5,7 @@ Scripts that give the players different weapons or perks depending on their curr
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## launchers_weapons_rewards.gsc
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Gives the player a new weapon every time he reaches a new tier.
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`WeaponIsValid()` ensures that the rewards are only given if the player's spawn weapon is a launcher.
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If the player reaches the last tier the loop restarts allowing players to get tiers several time per life if they ever get enough kills.
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For example with this script if you get 50 kills in a row you would get the AC130 105mm two times.
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This is how the script is configured
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@ -34,8 +34,6 @@ OnPlayerSpawned()
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{
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self waittill("spawned_player");
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print(self.name);
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if (isDefined(self.pers["isBot"]))
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{
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if (self.pers["isBot"])
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@ -48,15 +46,6 @@ OnPlayerSpawned()
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}
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}
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ReplaceWeapon(new_weapon)
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{
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self TakeAllWeapons();
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self GiveWeapon(new_weapon);
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self GiveWeapon("semtex_mp"); // Found in dsr files
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self GiveWeapon("flare_mp"); // Tactical insertion - found in common_mp.ff
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self SetSpawnWeapon(new_weapon); // This gives the weapon without playing the animation
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}
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WeaponReward()
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{
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self endon ("disconnect");
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@ -64,11 +53,14 @@ WeaponReward()
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spawn_weapon = self GetCurrentWeapon();
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while(true)
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if (WeaponIsValid(spawn_weapon))
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{
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weapon_rewards = [[5, "m320_mp"], [10, "rpg_mp"], [15, "ac130_40mm_mp"], [25, "ac130_105mm_mp"], [35, spawn_weapon]]; // [kills_required, weapon_reward]
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CheckWeaponReward(weapon_rewards);
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wait 0.01;
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while(true)
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{
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weapon_rewards = [[5, "m320_mp"], [10, "rpg_mp"], [15, "ac130_40mm_mp"], [25, "ac130_105mm_mp"], [35, spawn_weapon]]; // [kills_required, weapon_reward]
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CheckWeaponReward(weapon_rewards);
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wait 0.01;
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}
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}
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}
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@ -95,6 +87,34 @@ CheckWeaponReward(weapon_rewards)
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}
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}
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ReplaceWeapon(new_weapon)
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{
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self TakeAllWeapons();
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self GiveWeapon(new_weapon);
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self GiveWeapon("semtex_mp"); // Found in dsr files
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self GiveWeapon("flare_mp"); // Tactical insertion - found in common_mp.ff
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self SetSpawnWeapon(new_weapon); // This gives the weapon without playing the animation
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}
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WeaponIsValid(weapon)
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{
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switch (weapon)
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{
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case "iw5_smaw_mp":
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return true;
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case "rpg_mp":
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return true;
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case "m320_mp":
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return true;
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case "xm25_mp":
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return true;
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case "javelin_mp":
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return true;
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default:
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return false;
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}
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}
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// Allow the AC-130 kills to be counted in player.pers["cur_kill_streak"]
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WhitelistKillstreaksInKillsCount( weapon )
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{
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