init()
{
level thread onPlayerConnect();
}
onPlayerConnect()
{
for( ; ; )
{
level waittill( "connected", player );
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon( "disconnect" );
for( ; ; )
{
self waittill( "spawned_player" );
}
}
onPlayerSpawned()
{
self endon( "disconnect" );
for( ; ; )
{
self waittill( "spawned_player" );
self takeAllWeapons(); //takes all your weapons
self clearPerks(); //removes all your perks
}
}
#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;
init()
{
level thread onPlayerConnect();
}
onPlayerConnect()
{
for( ; ; )
{
level waittill( "connected", player );
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon( "disconnect" );
for( ; ; )
{
self waittill( "spawned_player" );
self takeAllWeapons(); //takes all your weapons
self clearPerks(); //removes all your perks
self thread TutorialThread(); //execute the thread we wanted to make
}
}
TutorialThread()
{
self PingPlayer(); // Red ! on radar for your teammates, the effect finishes after a few seconds
}
TutorialThread()
{
self PingPlayer(); //red ! on radar for your teammates, the effect finishes after a few seconds
wait ( 0.05 ); //wait a bit, 
self giveWeapon( "onemanarmy_mp", 0, false ); //the first is the weapon name, the second is the camo and the false is because is not akimbo
wait ( 0.05 ); //wait to remove bugs
self switchToWeapon( "onemanarmy_mp", 0, false ); //switch to it
}
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