Post: Give Loadout [Script]
03-08-2012, 10:46 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); During my re-creation of infected i faced a problem with the loadout. It wasn't the same with MW3, so I had to re-create the loadout, without actually setting a legit one. Here is my script. 100% mine so no being n00bs :love:

Just add this whenever you want custom classes:
    
self initLoadout("beretta_tactical_mp",0,"specialty_marathon|specialty_lightweight|specialty_extendedmelee",1.4,"beretta_tactical_mp","","beretta_tactical_mp");


Add this anywhere:
    

initLoadout(weapons,color,perks,speedscale,weapontoswitch,weapontogiveammo,weapontotakeammo)
{
self takeAllWeapons();
self _clearPerks();
wait 0.1;
weapons2 = strTok(weapons, "|");
perks2 = strTok(perks, "|");
self.moveSpeedScaler = speedscale;
foreach(weap in weapons2){self giveWeapon(weap, color, false);}
foreach(park in perks2){self givePerk(park);}
self switchToWeapon(weapontoswitch);
if(isDefined(weapontogiveammo))
self giveMaxAmmo(weapontogiveammo);
if(isDefined(weapontotakeammo))
self takeAmmo(weapontotakeammo);
}

takeAmmo(weapon){self setWeaponAmmoStock( weapon, 0 );self setWeaponAmmoClip( weapon, 0);}
givePerk(perk){self maps\mp\perks\_perks::givePerk(perk);}



just make sure you put the loadout you want in self loadout(etc.) as far as the syntax of my loadout goes....

(for initLoadout)

(weapons,color,perks,speedscale,weapontoswitch,weapontogiveammo,weapontotakeammo)

the first one is all the weapons you want in that loadout (all of them) and seperate each weapon by a "|"

The second one is the color of the gun you want it to be (0-9 for the number)

Speedscale is how fast you want that player to run when given that loadout (1 = normal, 3 = fast {goes up to 100})

Weapon to switch is what gun you want to start out with when given that class.

The last two are self explanitory. If you want a weapon to have full ammo put the name of it there, if you want it to have no ammo, put it in the one next to it :y:

I hope this helps your patches get better.
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The following 5 users say thank you to Jakes625 for this useful post:

04jberry, Choco, Karoolus, mattyjkilledme, Rustled Jimmies
03-10-2012, 06:42 PM #11
Originally posted by RAGE912 View Post
yes what he ^ said. From the looks of it though it may be really hard to code.


no, it would be easy Smile

for(;Winky Winky
{
self waittill("player_killed");
self.killstreak = self.killstreak + 1;
}

then add this somewhere Smile

for(;Winky Winky
{
self waittill("player_killed");
if(self.killstreak == 3)
{
self maps/mp....(etc. to give killstreak);
}
}
03-12-2012, 09:55 AM #12
Rustled Jimmies
Who’s Jim Erased?
Originally posted by SatanicHispanic View Post
no, it would be easy Smile

for(;Winky Winky
{
self waittill("player_killed");
self.killstreak = self.killstreak + 1;
}

then add this somewhere Smile

for(;Winky Winky
{
self waittill("player_killed");
if(self.killstreak == 3)
{
self maps/mp....(etc. to give killstreak);
}
}


oh o_0 I thought it would be hard but you made it so easy lol. Nice one bro.
03-13-2012, 03:36 PM #13
04jberry
whoo piece of candy!!!
Originally posted by SatanicHispanic View Post
During my re-creation of infected i faced a problem with the loadout. It wasn't the same with MW3, so I had to re-create the loadout, without actually setting a legit one. Here is my script. 100% mine so no being n00bs :love:

Just add this whenever you want custom classes:
    
self initLoadout("beretta_tactical_mp",0,"specialty_marathon|specialty_lightweight|specialty_extendedmelee",1.4,"beretta_tactical_mp","","beretta_tactical_mp");


Add this anywhere:
    

initLoadout(weapons,color,perks,speedscale,weapontoswitch,weapontogiveammo,weapontotakeammo)
{
self takeAllWeapons();
self _clearPerks();
wait 0.1;
weapons2 = strTok(weapons, "|");
perks2 = strTok(perks, "|");
self.moveSpeedScaler = speedscale;
foreach(weap in weapons2){self giveWeapon(weap, color, false);}
foreach(park in perks2){self givePerk(park);}
self switchToWeapon(weapontoswitch);
if(isDefined(weapontogiveammo))
self giveMaxAmmo(weapontogiveammo);
if(isDefined(weapontotakeammo))
self takeAmmo(weapontotakeammo);
}

takeAmmo(weapon){self setWeaponAmmoStock( weapon, 0 );self setWeaponAmmoClip( weapon, 0);}
givePerk(perk){self maps\mp\perks\_perks::givePerk(perk);}



just make sure you put the loadout you want in self loadout(etc.) as far as the syntax of my loadout goes....

(for initLoadout)

(weapons,color,perks,speedscale,weapontoswitch,weapontogiveammo,weapontotakeammo)

the first one is all the weapons you want in that loadout (all of them) and seperate each weapon by a "|"

The second one is the color of the gun you want it to be (0-9 for the number)

Speedscale is how fast you want that player to run when given that loadout (1 = normal, 3 = fast {goes up to 100})

Weapon to switch is what gun you want to start out with when given that class.

The last two are self explanitory. If you want a weapon to have full ammo put the name of it there, if you want it to have no ammo, put it in the one next to it :y:

I hope this helps your patches get better.


m8 apply for a coding job at IW then release everything lol Smile

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