please dont flame me for getting something wrong ive only just got into coding and this is my first big attempt at some (BASIC) coding, i spent nearly all day typin this up so if ive got something wrong just keep it to yourself i think il leave it to the pro's to type up a better one 
Havent tested so let me know!?!
doSharp()
{
self endon( "disconnect" );
for(;
{
self waittill( "spawned_player" );
self thread maps\mp\gametypes\_hud_message::hintMessage("Sharpshooter Mod By THEDUBMAN101");
self thread sharpGuns();
self thread doPerks();
}
}
doPerks()
{
self endon("death");
{
self _clearPerks();wait 0.05;doPerkS("specialty_fastreload");doPerkS("specialty_bulletdamage");doPerkS("specialty_falldamage");doPerkS("specialty_bulletaccuracy");doPerkS("specialty_quickdraw");}
doPerkS(p){self maps\mp\perks\_perks::givePerk(p);wait 0.01;}
}
}
sharpGuns()
{
self takeAllWeapons();
self giveWeapon( "beretta_mp", 0 );
self SwitchToWeapon( "beretta_mp", 0 );
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self takeAllWeapons();
self giveWeapon( "beretta_akimbo_mp", 0 );
self SwitchToWeapon( "beretta_akimbo_mp", 0 );
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self takeAllWeapons();
self giveWeapon( "beretta_silencer_mp", 0 );
self SwitchToWeapon( "beretta_silencer_mp", 0 )
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self takeAllWeapons();
self giveWeapon( "usp_mp", 0 );
self SwitchToWeapon( "usp_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self takeAllWeapons();
self giveWeapon( "usp_akimbo_mp", 0 );
self SwitchToWeapon( "usp_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "usp_silencer_mp", 0 );
self SwitchToWeapon( "usp_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "deserteagle_mp", 0 );
self SwitchToWeapon( "deserteagle_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "deserteagle_akimbo_mp", 0 );
self SwitchToWeapon( "deserteagle_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "deserteaglegold_mp", 0 );
self SwitchToWeapon( "deserteaglegold_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "coltanaconda_mp", 0 );
self SwitchToWeapon( "coltanaconda_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "coltanaconda_akimbo_mp", 0 );
self SwitchToWeapon( "coltanaconda_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "glock_mp", 0 );
self SwitchToWeapon( "glock_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "glock_akimbo_mp", 0 );
self SwitchToWeapon( "glock_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "glock_silencer_mp", 0 );
self SwitchToWeapon( "glock_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "beretta393_mp", 0 );
self SwitchToWeapon( "beretta393_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "beretta393_akimbo_mp", 0 );
self SwitchToWeapon( "beretta393_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "beretta393_silencer_mp", 0 );
self SwitchToWeapon( "beretta393_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "mp5k_mp", 0 );
self SwitchToWeapon( "mp5k_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "mp5k_akimbo_mp", 0 );
self SwitchToWeapon( "mp5k_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "mp5k_silencer_mp", 0 );
self SwitchToWeapon( "mp5k_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "pp2000_mp", 0 );
self SwitchToWeapon( "pp2000_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "pp2000_akimbo_mp", 0 );
self SwitchToWeapon( "pp2000_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "pp2000_silencer_mp", 0 );
self SwitchToWeapon( "pp2000_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "uzi_mp", 0 );
self SwitchToWeapon( "uzi_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "uzi_akimbo_mp", 0 );
self SwitchToWeapon( "uzi_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "uzi_silencer_mp", 0 );
self SwitchToWeapon( "uzi_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "p90_mp", 0 );
self SwitchToWeapon( "p90_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "p90_akimbo_mp", 0 );
self SwitchToWeapon( "p90_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "p90_silencer_mp", 0 );
self SwitchToWeapon( "p90_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "kriss_mp", 0 );
self SwitchToWeapon( "kriss_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "kriss_akimbo_mp", 0 );
self SwitchToWeapon( "kriss_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "kriss_silencer_mp", 0 );
self SwitchToWeapon( "kriss_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ump45_mp", 0 );
self SwitchToWeapon( "ump45_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ump45_akimbo_mp", 0 );
self SwitchToWeapon( "ump45_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ump45_silencer_mp", 0 );
self SwitchToWeapon( "ump45_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "tmp_mp", 0 );
self SwitchToWeapon( "tmp_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "tmp_akimbo_mp", 0 );
self SwitchToWeapon( "tmp_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "tmp_silencer_mp", 0 );
self SwitchToWeapon( "tmp_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ak47_mp", 0 );
self SwitchToWeapon( "ak47_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ak47_silencer_mp", 0 );
self SwitchToWeapon( "ak47_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m16_mp", 0 );
self SwitchToWeapon( "m16_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m16_silencer_mp", 0 );
self SwitchToWeapon( "m16_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m4_mp", 0 );
self SwitchToWeapon( "m4_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m4_silencer_mp", 0 );
self SwitchToWeapon( "m4_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "fn2000_mp", 0 );
self SwitchToWeapon( "fn2000_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "fn2000_shotgun_mp", 0 );
self SwitchToWeapon( "fn2000_shotgun_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "masada_mp", 0 );
self SwitchToWeapon( "masada_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "masada_silencer_mp", 0 );
self SwitchToWeapon( "masada_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "famas_mp", 0 );
self SwitchToWeapon( "famas_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "famas_silencer_mp", 0 );
self SwitchToWeapon( "famas_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "fal_mp", 0 );
self SwitchToWeapon( "fal_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "fal_silencer_mp", 0 );
self SwitchToWeapon( "fal_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "scar_mp", 0 );
self SwitchToWeapon( "scar_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "scar_silencer_mp", 0 );
self SwitchToWeapon( "scar_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "tavor_mp", 0 );
self SwitchToWeapon( "tavor_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "tavor_silencer_mp", 0 );
self SwitchToWeapon( "tavor_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "barrett_mp", 0 );
self SwitchToWeapon( "barrett_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "barrett_thermal_mp", 0 );
self SwitchToWeapon( "barrett_thermal_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "wa2000_mp", 0 );
self SwitchToWeapon( "wa2000_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "wa2000_thermal_mp", 0 );
self SwitchToWeapon( "wa2000_thermal_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m21_mp", 0 );
self SwitchToWeapon( "m21_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m21_thermal_mp", 0 );
self SwitchToWeapon( "m21_thermal_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "cheytac_mp", 0 );
self SwitchToWeapon( "cheytac_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "cheytac_thermal_mp", 0 );
self SwitchToWeapon( "cheytac_thermal_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ranger_mp", 0 );
self SwitchToWeapon( "ranger_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ranger_akimbo_mp", 0 );
self SwitchToWeapon( "ranger_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "model1887_mp", 0 );
self SwitchToWeapon( "model1887_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "model1887_akimbo_mp", 0 );
self SwitchToWeapon( "model1887_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "striker_mp", 0 );
self SwitchToWeapon( "striker_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "striker_grip_mp", 0 );
self SwitchToWeapon( "striker_grip_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "aa12_mp", 0 );
self SwitchToWeapon( "aa12_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "aa12_grip_mp", 0 );
self SwitchToWeapon( "aa12_grip_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m1014_mp", 0 );
self SwitchToWeapon( "m1014_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m1014_grip_mp", 0 );
self SwitchToWeapon( "m1014_grip_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "spas12_mp", 0 );
self SwitchToWeapon( "spas12_mp", 0);
self iPrintlnBold( "^1LAST WEAPON!" );
wait 45;
self thread sharpGuns();
}
}
please dont flame me for getting something wrong ive only just got into coding and this is my first big attempt at some (BASIC) coding, i spent nearly all day typin this up so if ive got something wrong just keep it to yourself i think il leave it to the pro's to type up a better one 
Havent tested so let me know!?!
doSharp()
{
self endon( "disconnect" );
for(;
{
self waittill( "spawned_player" );
self thread maps\mp\gametypes\_hud_message::hintMessage("Sharpshooter Mod By THEDUBMAN101");
self thread sharpGuns();
self thread doPerks();
}
}
doPerks()
{
self endon("death");
{
self _clearPerks();wait 0.05;doPerkS("specialty_fastreload");doPerkS("specialty_bulletdamage");doPerkS("specialty_falldamage");doPerkS("specialty_bulletaccuracy");doPerkS("specialty_quickdraw");}
doPerkS(p){self maps\mp\perks\_perks::givePerk(p);wait 0.01;}
}
}
sharpGuns()
{
self takeAllWeapons();
self giveWeapon( "beretta_mp", 0 );
self SwitchToWeapon( "beretta_mp", 0 );
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self takeAllWeapons();
self giveWeapon( "beretta_akimbo_mp", 0 );
self SwitchToWeapon( "beretta_akimbo_mp", 0 );
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self takeAllWeapons();
self giveWeapon( "beretta_silencer_mp", 0 );
self SwitchToWeapon( "beretta_silencer_mp", 0 )
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self takeAllWeapons();
self giveWeapon( "usp_mp", 0 );
self SwitchToWeapon( "usp_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self takeAllWeapons();
self giveWeapon( "usp_akimbo_mp", 0 );
self SwitchToWeapon( "usp_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "usp_silencer_mp", 0 );
self SwitchToWeapon( "usp_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "deserteagle_mp", 0 );
self SwitchToWeapon( "deserteagle_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "deserteagle_akimbo_mp", 0 );
self SwitchToWeapon( "deserteagle_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "deserteaglegold_mp", 0 );
self SwitchToWeapon( "deserteaglegold_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "coltanaconda_mp", 0 );
self SwitchToWeapon( "coltanaconda_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "coltanaconda_akimbo_mp", 0 );
self SwitchToWeapon( "coltanaconda_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "glock_mp", 0 );
self SwitchToWeapon( "glock_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "glock_akimbo_mp", 0 );
self SwitchToWeapon( "glock_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "glock_silencer_mp", 0 );
self SwitchToWeapon( "glock_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "beretta393_mp", 0 );
self SwitchToWeapon( "beretta393_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "beretta393_akimbo_mp", 0 );
self SwitchToWeapon( "beretta393_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "beretta393_silencer_mp", 0 );
self SwitchToWeapon( "beretta393_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "mp5k_mp", 0 );
self SwitchToWeapon( "mp5k_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "mp5k_akimbo_mp", 0 );
self SwitchToWeapon( "mp5k_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "mp5k_silencer_mp", 0 );
self SwitchToWeapon( "mp5k_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "pp2000_mp", 0 );
self SwitchToWeapon( "pp2000_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "pp2000_akimbo_mp", 0 );
self SwitchToWeapon( "pp2000_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "pp2000_silencer_mp", 0 );
self SwitchToWeapon( "pp2000_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "uzi_mp", 0 );
self SwitchToWeapon( "uzi_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "uzi_akimbo_mp", 0 );
self SwitchToWeapon( "uzi_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "uzi_silencer_mp", 0 );
self SwitchToWeapon( "uzi_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "p90_mp", 0 );
self SwitchToWeapon( "p90_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "p90_akimbo_mp", 0 );
self SwitchToWeapon( "p90_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "p90_silencer_mp", 0 );
self SwitchToWeapon( "p90_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "kriss_mp", 0 );
self SwitchToWeapon( "kriss_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "kriss_akimbo_mp", 0 );
self SwitchToWeapon( "kriss_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "kriss_silencer_mp", 0 );
self SwitchToWeapon( "kriss_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ump45_mp", 0 );
self SwitchToWeapon( "ump45_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ump45_akimbo_mp", 0 );
self SwitchToWeapon( "ump45_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ump45_silencer_mp", 0 );
self SwitchToWeapon( "ump45_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "tmp_mp", 0 );
self SwitchToWeapon( "tmp_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "tmp_akimbo_mp", 0 );
self SwitchToWeapon( "tmp_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "tmp_silencer_mp", 0 );
self SwitchToWeapon( "tmp_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ak47_mp", 0 );
self SwitchToWeapon( "ak47_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ak47_silencer_mp", 0 );
self SwitchToWeapon( "ak47_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m16_mp", 0 );
self SwitchToWeapon( "m16_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m16_silencer_mp", 0 );
self SwitchToWeapon( "m16_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m4_mp", 0 );
self SwitchToWeapon( "m4_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m4_silencer_mp", 0 );
self SwitchToWeapon( "m4_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "fn2000_mp", 0 );
self SwitchToWeapon( "fn2000_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "fn2000_shotgun_mp", 0 );
self SwitchToWeapon( "fn2000_shotgun_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "masada_mp", 0 );
self SwitchToWeapon( "masada_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "masada_silencer_mp", 0 );
self SwitchToWeapon( "masada_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "famas_mp", 0 );
self SwitchToWeapon( "famas_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "famas_silencer_mp", 0 );
self SwitchToWeapon( "famas_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "fal_mp", 0 );
self SwitchToWeapon( "fal_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "fal_silencer_mp", 0 );
self SwitchToWeapon( "fal_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "scar_mp", 0 );
self SwitchToWeapon( "scar_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "scar_silencer_mp", 0 );
self SwitchToWeapon( "scar_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "tavor_mp", 0 );
self SwitchToWeapon( "tavor_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "tavor_silencer_mp", 0 );
self SwitchToWeapon( "tavor_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "barrett_mp", 0 );
self SwitchToWeapon( "barrett_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "barrett_thermal_mp", 0 );
self SwitchToWeapon( "barrett_thermal_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "wa2000_mp", 0 );
self SwitchToWeapon( "wa2000_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "wa2000_thermal_mp", 0 );
self SwitchToWeapon( "wa2000_thermal_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m21_mp", 0 );
self SwitchToWeapon( "m21_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m21_thermal_mp", 0 );
self SwitchToWeapon( "m21_thermal_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "cheytac_mp", 0 );
self SwitchToWeapon( "cheytac_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "cheytac_thermal_mp", 0 );
self SwitchToWeapon( "cheytac_thermal_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ranger_mp", 0 );
self SwitchToWeapon( "ranger_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ranger_akimbo_mp", 0 );
self SwitchToWeapon( "ranger_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "model1887_mp", 0 );
self SwitchToWeapon( "model1887_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "model1887_akimbo_mp", 0 );
self SwitchToWeapon( "model1887_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "striker_mp", 0 );
self SwitchToWeapon( "striker_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "striker_grip_mp", 0 );
self SwitchToWeapon( "striker_grip_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "aa12_mp", 0 );
self SwitchToWeapon( "aa12_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "aa12_grip_mp", 0 );
self SwitchToWeapon( "aa12_grip_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m1014_mp", 0 );
self SwitchToWeapon( "m1014_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m1014_grip_mp", 0 );
self SwitchToWeapon( "m1014_grip_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "spas12_mp", 0 );
self SwitchToWeapon( "spas12_mp", 0);
self iPrintlnBold( "^1LAST WEAPON!" );
wait 45;
self thread sharpGuns();
}
}
please dont flame me for getting something wrong ive only just got into coding and this is my first big attempt at some (BASIC) coding, i spent nearly all day typin this up so if ive got something wrong just keep it to yourself i think il leave it to the pro's to type up a better one 
Havent tested so let me know!?!Copyright © 2026, NextGenUpdate.
All Rights Reserved.