#include common_scripts\utility; #include maps\mp\_utility; #include maps\mp\gametypes\_class; Init() { SetGameLimits(); level thread OnPlayerConnect(); } OnPlayerConnect() { for(;;) { level waittill("connected", player); player thread OnPlayerSpawned(); } } OnPlayerSpawned() { self endon("disconnect"); for(;;) { self waittill("changed_kit"); self thread ReplaceKillstreaks(); self thread ReplacePerks(); self thread ReplaceWeapons("iw5_usp45_mp_tactical"); } } SetGameLimits() { kills_limit = 20; score_multiplier = 0; switch(level.gameType) { case "dm": score_multiplier = 50; break; case "war": score_multiplier = 100; break; default: score_multiplier = 50; break; } SetDvar("scr_" + level.gameType + "_scorelimit", kills_limit * score_multiplier); SetDvar("scorelimit", kills_limit * score_multiplier); } ReplaceWeapons(new_weapon) { self TakeAllWeapons(); self GiveWeapon(new_weapon); self GiveWeapon("throwingknife_mp"); self setweaponammoclip( new_weapon, 0 ); self setweaponammostock( new_weapon, 0 ); self SetSpawnWeapon(new_weapon); } ReplaceWeaponBot(new_weapon) { self TakeAllWeapons(); self GiveWeapon(new_weapon); self SetSpawnWeapon(new_weapon); // This gives the weapon without playing the animation } ReplacePerks() { self ClearPerks(); self GivePerk("specialty_fastreload", 0) // Sleight of hand self GivePerk("specialty_longersprint", 0);// Extreme conditioning self GivePerk("specialty_fastmantle", 0); // Extreme condition PRO self GivePerk("specialty_hardline", 0); // Hardline self GivePerk("specialty_stalker", 0); // Stalker self GivePerk("specialty_falldamage", 0); // Dead silence PRO } ReplaceKillstreaks() { self.pers["gamemodeLoadout"] = self cloneLoadout(); self.pers["gamemodeLoadout"]["loadoutJuggernaut"] = false; self.pers["gamemodeLoadout"]["loadoutKillstreak1"] = "specialty_scavenger_ks"; self.pers["gamemodeLoadout"]["loadoutKillstreak2"] = "none"; self.pers["gamemodeLoadout"]["loadoutKillstreak3"] = "none"; if (!isDefined(self.pers["isBot"]) || !self.pers["isBot"]) { self maps\mp\gametypes\_class::giveLoadout(self.team, "gamemode", false, true); } maps\mp\killstreaks\_killstreaks::clearKillstreaks(); }