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Hi everyone. I was working on my menu and made these arrays. I need them and thought they might be useful to someone. I have basically categorised the weapons & perks so that you don't have to type them all out all the time. Ifits useful to someone, all good, it not meh...its here anyways :yes:
Admittedly I think I just did the maps "just because"...can't think why you would use it but hey

maybe in an if statement?
if(map == level.MapArray[0]) I dunno...
Weapons - probably the most useful
ReturnWeaponArray(category)
{
level.WeaponArray["All"][0] = "tar21_mp";
level.WeaponArray["All"][1] = "type95_mp";
level.WeaponArray["All"][2] = "sig556_mp";
level.WeaponArray["All"][3] = "sa58_mp";
level.WeaponArray["All"][4] = "hk416_mp";
level.WeaponArray["All"][5] = "scar_mp";
level.WeaponArray["All"][6] = "saritch_mp";
level.WeaponArray["All"][7] = "xm8_mp";
level.WeaponArray["All"][8] = "an94_mp";
level.WeaponArray["All"][9] = "peacekeeper_mp";
level.WeaponArray["All"][10] = "870mcs_mp";
level.WeaponArray["All"][11] = "saiga12_mp";
level.WeaponArray["All"][12] = "ksg_mp";
level.WeaponArray["All"][13] = "srm1216_mp";
level.WeaponArray["All"][14] = "mk48_mp";
level.WeaponArray["All"][15] = "qbb95_mp";
level.WeaponArray["All"][16] = "lsat_mp";
level.WeaponArray["All"][17] = "hamr_mp";
level.WeaponArray["All"][18] = "mp7_mp";
level.WeaponArray["All"][19] = "pdw57_mp";
level.WeaponArray["All"][20] = "vector_mp";
level.WeaponArray["All"][21] = "insas_mp";
level.WeaponArray["All"][22] = "qcw05_mp";
level.WeaponArray["All"][23] = "evoskorpion_mp";
level.WeaponArray["All"][24] = "svu_mp";
level.WeaponArray["All"][25] = "dsr50_mp";
level.WeaponArray["All"][26] = "ballista_mp";
level.WeaponArray["All"][27] = "as50_mp";
level.WeaponArray["All"][28] = "fiveseven_mp";
level.WeaponArray["All"][29] = "fnp45_mp";
level.WeaponArray["All"][30] = "beretta93r_mp";
level.WeaponArray["All"][31] = "judge_mp";
level.WeaponArray["All"][32] = "kard_mp";
level.WeaponArray["All"][33] = "smaw_mp";
level.WeaponArray["All"][34] = "usrpg_mp";
level.WeaponArray["All"][35] = "fhj18_mp";
level.WeaponArray["All"][36] = "crossbow_mp";
level.WeaponArray["All"][37] = "knife_ballistic_mp";
level.WeaponArray["All"][38] = "knife_held_mp";
level.WeaponArray["All"][39] = "frag_grenade_mp";
level.WeaponArray["All"][40] = "hatchet_mp";
level.WeaponArray["All"][41] = "sticky_grenade_mp";
level.WeaponArray["All"][42] = "satchel_charge_mp";
level.WeaponArray["All"][43] = "bouncingbetty_mp";
level.WeaponArray["All"][44] = "claymore_mp";
level.WeaponArray["All"][45] = "flash_grenade_mp";
level.WeaponArray["All"][46] = "smoke_center_mp";
level.WeaponArray["All"][47] = "concussion_grenade_mp";
level.WeaponArray["All"][48] = "emp_grenade_mp";
level.WeaponArray["All"][49] = "sensor_grenade_mp";
level.WeaponArray["All"][50] = "pda_hack_mp";
level.WeaponArray["All"][51] = "tactical_insertion_mp";
level.WeaponArray["All"][52] = "proximity_grenade_mp";
level.WeaponArray["Assault Rifle"][0] = "tar21_mp";
level.WeaponArray["Assault Rifle"][1] = "type95_mp";
level.WeaponArray["Assault Rifle"][2] = "sig556_mp";
level.WeaponArray["Assault Rifle"][3] = "sa58_mp";
level.WeaponArray["Assault Rifle"][4] = "hk416_mp";
level.WeaponArray["Assault Rifle"][5] = "scar_mp";
level.WeaponArray["Assault Rifle"][6] = "saritch_mp";
level.WeaponArray["Assault Rifle"][7] = "xm8_mp";
level.WeaponArray["Assault Rifle"][8] = "an94_mp";
level.WeaponArray["Assault Rifle"][9] = "peacekeeper_mp";
level.WeaponArray["Shotgun"][0] = "870mcs_mp";
level.WeaponArray["Shotgun"][1] = "saiga12_mp";
level.WeaponArray["Shotgun"][2] = "ksg_mp";
level.WeaponArray["Shotgun"][3] = "srm1216_mp";
level.WeaponArray["LMG"][0] = "mk48_mp";
level.WeaponArray["LMG"][1] = "qbb95_mp";
level.WeaponArray["LMG"][2] = "lsat_mp";
level.WeaponArray["LMG"][3] = "hamr_mp";
level.WeaponArray["SMG"][0] = "mp7_mp";
level.WeaponArray["SMG"][1] = "pdw57_mp";
level.WeaponArray["SMG"][2] = "vector_mp";
level.WeaponArray["SMG"][3] = "insas_mp";
level.WeaponArray["SMG"][4] = "qcw05_mp";
level.WeaponArray["SMG"][5] = "evoskorpion_mp";
level.WeaponArray["Sniper"][0] = "svu_mp";
level.WeaponArray["Sniper"][1] = "dsr50_mp";
level.WeaponArray["Sniper"][2] = "ballista_mp";
level.WeaponArray["Sniper"][3] = "as50_mp";
level.WeaponArray["Pistol"][0] = "fiveseven_mp";
level.WeaponArray["Pistol"][1] = "fnp45_mp";
level.WeaponArray["Pistol"][2] = "beretta93r_mp";
level.WeaponArray["Pistol"][3] = "judge_mp";
level.WeaponArray["Pistol"][4] = "kard_mp";
level.WeaponArray["Launcher"][0] = "smaw_mp";
level.WeaponArray["Launcher"][1] = "usrpg_mp";
level.WeaponArray["Launcher"][2] = "fhj18_mp";
level.WeaponArray["Special"][0] = "crossbow_mp";
level.WeaponArray["Special"][1] = "knife_ballistic_mp";
level.WeaponArray["Special"][2] = "knife_held_mp";
level.WeaponArray["Lethal"][0] = "frag_grenade_mp";
level.WeaponArray["Lethal"][1] = "hatchet_mp";
level.WeaponArray["Lethal"][2] = "sticky_grenade_mp";
level.WeaponArray["Lethal"][3] = "satchel_charge_mp";
level.WeaponArray["Lethal"][4] = "bouncingbetty_mp";
level.WeaponArray["Lethal"][5] = "claymore_mp";
level.WeaponArray["Tactical"][0] = "flash_grenade_mp";
level.WeaponArray["Tactical"][1] = "smoke_center_mp";
level.WeaponArray["Tactical"][2] = "concussion_grenade_mp";
level.WeaponArray["Tactical"][3] = "emp_grenade_mp";
level.WeaponArray["Tactical"][4] = "sensor_grenade_mp";
level.WeaponArray["Tactical"][5] = "pda_hack_mp";
level.WeaponArray["Tactical"][6] = "tactical_insertion_mp";
level.WeaponArray["Tactical"][7] = "proximity_grenade_mp";
return level.WeaponArray[category];
}
Perks
ReturnPerkArray(category)
{
level.PerkArray["All"][0] = "specialty_armorpiercing";
level.PerkArray["All"][1] = "specialty_armorvest";
level.PerkArray["All"][2] = "specialty_bulletaccuracy";
level.PerkArray["All"][3] = "specialty_bulletdamage";
level.PerkArray["All"][4] = "specialty_bulletflinch";
level.PerkArray["All"][5] = "specialty_bulletpenetration";
level.PerkArray["All"][6] = "specialty_deadshot";
level.PerkArray["All"][7] = "specialty_delayexplosive";
level.PerkArray["All"][8] = "specialty_detectexplosive";
level.PerkArray["All"][9] = "specialty_disarmexplosive";
level.PerkArray["All"][10] = "specialty_earnmoremomentum";
level.PerkArray["All"][11] = "specialty_explosivedamage";
level.PerkArray["All"][12] = "specialty_extraammo";
level.PerkArray["All"][13] = "specialty_fallheight";
level.PerkArray["All"][14] = "specialty_fastads";
level.PerkArray["All"][15] = "specialty_fastequipmentuse";
level.PerkArray["All"][16] = "specialty_fastladderclimb";
level.PerkArray["All"][17] = "specialty_fastmantle";
level.PerkArray["All"][18] = "specialty_fastmeleerecovery";
level.PerkArray["All"][19] = "specialty_fastreload";
level.PerkArray["All"][20] = "specialty_fasttoss";
level.PerkArray["All"][21] = "specialty_fastweaponswitch";
level.PerkArray["All"][22] = "specialty_finalstand";
level.PerkArray["All"][23] = "specialty_fireproof";
level.PerkArray["All"][24] = "specialty_flakjacket";
level.PerkArray["All"][25] = "specialty_flashprotection";
level.PerkArray["All"][26] = "specialty_gpsjammer";
level.PerkArray["All"][27] = "specialty_grenadepulldeath";
level.PerkArray["All"][28] = "specialty_healthregen";
level.PerkArray["All"][29] = "specialty_holdbreath";
level.PerkArray["All"][30] = "specialty_immunecounteruav";
level.PerkArray["All"][31] = "specialty_immuneemp";
level.PerkArray["All"][32] = "specialty_immunemms";
level.PerkArray["All"][33] = "specialty_immunenvthermal";
level.PerkArray["All"][34] = "specialty_immunerangefinder";
level.PerkArray["All"][35] = "specialty_killstreak";
level.PerkArray["All"][36] = "specialty_longersprint";
level.PerkArray["All"][37] = "specialty_loudenemies";
level.PerkArray["All"][38] = "specialty_marksman";
level.PerkArray["All"][39] = "specialty_movefaster";
level.PerkArray["All"][40] = "specialty_nomotionsensor";
level.PerkArray["All"][41] = "specialty_noname";
level.PerkArray["All"][42] = "specialty_nottargetedbyairsupport";
level.PerkArray["All"][42] = "specialty_nokillstreakreticle";
level.PerkArray["All"][43] = "specialty_nottargettedbysentry";
level.PerkArray["All"][44] = "specialty_pin_back";
level.PerkArray["All"][45] = "specialty_pistoldeath";
level.PerkArray["All"][46] = "specialty_proximityprotection";
level.PerkArray["All"][47] = "specialty_quickrevive";
level.PerkArray["All"][48] = "specialty_quieter";
level.PerkArray["All"][49] = "specialty_reconnaissance";
level.PerkArray["All"][50] = "specialty_rof";
level.PerkArray["All"][51] = "specialty_scavenger";
level.PerkArray["All"][52] = "specialty_showenemyequipment";
level.PerkArray["All"][53] = "specialty_stunprotection";
level.PerkArray["All"][54] = "specialty_shellshock";
level.PerkArray["All"][55] = "specialty_sprintrecovery";
level.PerkArray["All"][56] = "specialty_showonradar";
level.PerkArray["All"][57] = "specialty_stalker";
level.PerkArray["All"][58] = "specialty_twogrenades";
level.PerkArray["All"][59] = "specialty_twoprimaries";
level.PerkArray["All"][60] = "specialty_unlimitedsprint";
level.PerkArray["All"][61] = "specialty_additionalprimaryweapon";
level.PerkArray["Lightweight"][0] = "specialty_movefaster";
level.PerkArray["Lightweight"][1] = "specialty_fallheight";
level.PerkArray["Flak Jacket"][0] = "specialty_flakjacket";
level.PerkArray["Blind Eye"][0] = "specialty_nottargetedbyairsupport";
level.PerkArray["Hardline"][0] = "specialty_earnmoremomentum";
level.PerkArray["Ghost"][0] = "specialty_showonradar";
level.PerkArray["Hard Wired"][0] = "specialty_immunecounteruav";
level.PerkArray["Hard Wired"][1] = "specialty_immuneemp";
level.PerkArray["Scavenger"][0] = "specialty_scavenger";
level.PerkArray["Cold Blooded"][0] = "specialty_immunenvthermal";
level.PerkArray["Cold Blooded"][1] = "specialty_noname";
level.PerkArray["Cold Blooded"][2] = "specialty_immunerangefinder";
level.PerkArray["Cold Blooded"][3] = "specialty_nokillstreakreticle";
level.PerkArray["Cold Blooded"][4] = "specialty_nomotionsensor";
level.PerkArray["Cold Blooded"][5] = "specialty_immunemms";
level.PerkArray["Fast Hands"][0] = "specialty_fastweaponswitch";
level.PerkArray["Fast Hands"][1] = "specialty_pin_back";
level.PerkArray["Fast Hands"][2] = "specialty_fasttoss";
level.PerkArray["Fast Hands"][3] = "specialty_fastequipmentuse";
level.PerkArray["Toughness"][0] = "specialty_bulletflinch";
level.PerkArray["Dexterity"][0] = "specialty_fastladderclimb";
level.PerkArray["Dexterity"][1] = "specialty_fastmantle";
level.PerkArray["Dexterity"][2] = "specialty_fastmeleerecovery";
level.PerkArray["Dexterity"][3] = "specialty_sprintrecovery";
level.PerkArray["Engineer"][0] = "specialty_showenemyequipment";
level.PerkArray["Engineer"][1] = "specialty_delayexplosive";
level.PerkArray["Dead Silence"][0] = "specialty_quieter";
level.PerkArray["Extreme Conditioning"][0] = "specialty_unlimitedsprint";
level.PerkArray["Tactical Mask"][0] = "specialty_stunprotection";
level.PerkArray["Tactical Mask"][1] = "specialty_proximityprotection";
level.PerkArray["Tactical Mask"][2] = "specialty_flashprotection";
level.PerkArray["Awareness"][0] = "specialty_loudenemies";
level.PerkArray["Zombies"][0] = "specialty_armorvest";//Juggernog
level.PerkArray["Zombies"][1] = "specialty_rof";//Double-Tap
level.PerkArray["Zombies"][2] = "specialty_fastreload";//Speed Cola
level.PerkArray["Zombies"][3] = "specialty_detectexplosive";//PHD Flopper
level.PerkArray["Zombies"][4] = "specialty_bulletaccuracy";//DeadShot
level.PerkArray["Zombies"][5] = "specialty_extraammo";//Mule Kick
level.PerkArray["Zombies"][6] = "specialty_longersprint";//Staminup
return level.PerkArray[category];
}
Maps
Map Array
ReturnMapArray()
{
level.MapArray[0] = "mp_la";
level.MapArray[1] = "mp_dockside";
level.MapArray[2] = "mp_carrier";
level.MapArray[3] = "mp_drone";
level.MapArray[4] = "mp_express";
level.MapArray[5] = "mp_hijacked";
level.MapArray[6] = "mp_overflow";
level.MapArray[7] = "mp_nightclub";
level.MapArray[8] = "mp_raid";
level.MapArray[9] = "mp_slums";
level.MapArray[10] = "mp_village";
level.MapArray[11] = "mp_turbine";
level.MapArray[12] = "mp_socotra";
level.MapArray[13] = "mp_nuketown_2020";
level.MapArray[14] = "mp_downhill";
level.MapArray[15] = "mp_mirage";
level.MapArray[16] = "mp_hydro";
level.MapArray[17] = "mp_skate";
level.MapArray[18] = "mp_concert";
level.MapArray[19] = "mp_magma";
level.MapArray[20] = "mp_vertigo";
level.MapArray[21] = "mp_studio";
level.MapArray[22] = "mp_uplink";
level.MapArray[23] = "mp_bridge";
level.MapArray[24] = "mp_castaway";
level.MapArray[25] = "mp_paintball";
level.MapArray[26] = "mp_dig";
level.MapArray[27] = "mp_frostbite";
level.MapArray[28] = "mp_pod";
level.MapArray[29] = "mp_magma";
level.MapArray[30] = "mp_takeoff";
return level.MapArray;
}
GetMap Function
GetMap()
{
if(getdvar("mapname") == "mp_la") map = "Aftermath";
else if(getdvar("mapname") == "mp_dockside") map = "Cargo";
else if(getdvar("mapname") == "mp_carrier") map = "Carrier";
else if(getdvar("mapname") == "mp_drone") map = "Drone";
else if(getdvar("mapname") == "mp_express") map = "Express";
else if(getdvar("mapname") == "mp_hijacked") map = "Hijacked";
else if(getdvar("mapname") == "mp_meltdown")map = "Meltdown";
else if(getdvar("mapname") == "mp_overflow") map = "Overflow";
else if(getdvar("mapname") == "mp_nightclub ") map = "Plaza";
else if(getdvar("mapname") == "mp_raid") map = "Raid";
else if(getdvar("mapname") == "mp_slums") map = "Slums";
else if(getdvar("mapname") == "mp_village ") map = "Standoff";
else if(getdvar("mapname") == "mp_turbine") map = "Turbine";
else if(getdvar("mapname") == "mp_socotra") map = "Yemen";
else if(getdvar("mapname") == "mp_nuketown_2020") map = "Nuketown";
else if(getdvar("mapname") == "mp_hydro") map = "Hydro";
else if(getdvar("mapname") == "mp_skate") map = "Grind";
else if(getdvar("mapname") == "mp_downhill") map = "Downhill";
else if(getdvar("mapname") == "mp_mirage") map = "Mirage";
else if(getdvar("mapname") == "mp_concert") map = "Encore";
else if(getdvar("mapname") == "mp_magma") map = "Magma";
else if(getdvar("mapname") == "mp_studio") map = "Studio";
else if(getdvar("mapname") == "mp_vertigo") map = "Vertigo";
else if(getdvar("mapname") == "mp_castaway") map = "Cove";
else if(getdvar("mapname") == "mp_bridge") map = "Detour";
else if(getdvar("mapname") == "mp_paintball") map = "Rush";
else if(getdvar("mapname") == "mp_uplink") map = "Uplink";
else if(getdvar("mapname") == "mp_dig") map = "Dig";
else if(getdvar("mapname") == "mp_frostbite") map = "Frost";
else if(getdvar("mapname") == "mp_pod") map = "Pod";
else if(getdvar("mapname") == "mp_takeoff") map = "Takeoff";
return map;
}
for example, if you wanted to put all the pistols in an array, instead of typing
fiveseven_mp, fnp45_mp, etc, all you have to type is
ReturnWeaponArray(Pistol)
Anyways, hope I made someones life easier