public void usedBox(Entity box, Entity player) { if (player.GetField<string>("sessionteam") == "axis") return; if (box.GetField<string>("state").Equals("inuse") && box.GetField<Entity>("player").Equals(player)) { player.TakeWeapon(player.CurrentWeapon); string name = Utilities.BuildWeaponName(weaponNames[box.GetField<int>("giveweapon")], "", "", 0, 0); player.GiveWeapon(name); player.SwitchToWeaponImmediate(name); box.GetField<Entity>("weaponent").Call("delete"); box.SetField("_destroyed", true); box.SetField("state", "idle"); return; } if (!box.GetField<string>("state").Equals("idle")) return; box.SetField("state", "inuse"); Entity weapon = Call<Entity>("spawn", "script_model", new Parameter(new Vector3(box.Origin.X, box.Origin.Y, box.Origin.Z + 10))); box.SetField("weaponent", new Parameter(weapon)); weapon.Call("setmodel", weaponModels[0]); int timecount = 0; int weapnum = 0; OnInterval(50, () => { weapnum = _rng.Next(weaponModels.Length); weapon.Call("setmodel", weaponModels[weapnum]); Vector3 origin = weapon.Origin; weapon.Call("moveto", new Parameter(new Vector3(origin.X, origin.Y, origin.Z + 0.37f)), .05f); // moveto timecount++; if (timecount == 60) return false; return true; }); AfterDelay(3000, () => { box.SetField("state", "waiting"); box.SetField("giveweapon", weapnum); weapon.Call("moveto", new Parameter(new Vector3(box.Origin.X, box.Origin.Y, box.Origin.Z + 10)), 10); // moveto box.SetField("player", new Parameter(player)); }); AfterDelay(13000, () => { if (box.GetField<string>("state") != "idle") { if (!box.GetField<bool>("_destroyed")) { weapon.Call("delete"); box.SetField("state", "idle"); } box.SetField("_destroyed", false); } }); }
public void usedMysteryBox(Entity box, Entity player) { if (player.IsAlive && (Utility.GetPlayerTeam(player) != "axis")) { if (player.CurrentWeapon.Contains("killstreak") || player.CurrentWeapon.Contains("airdrop")) { return; } if (player.GetField<int>("inf2_money") < 500) { player.Call("iprintln", new Parameter[] { "^1Mystery box need $500." }); return; } else { player.SetField("inf2_money", player.GetField<int>("inf2_money") - 500); Weapon weapon = Weapon.GetRandomWeapon(); if (player.HasWeapon(weapon.Text)) { if (weapon.Text == "defaultweapon_mp") { player.Call("setweaponammoclip", weapon.Text, 0); player.Call("setweaponammostock", weapon.Text, 0); } else { player.Call("givemaxammo", new Parameter[] { weapon.Text }); } player.SwitchToWeapon(weapon.Text); player.Call("iprintlnbold", weapon.Name); Call("iprintln", player.Name + " buy weapon - " + weapon.Name); } else { if (player.GetField<string>("secondweapon") != "none") { if (player.GetField<string>("firstweapon") == player.CurrentWeapon) { player.SetField("firstweapon", weapon.Text); } else if (player.GetField<string>("secondweapon") == player.CurrentWeapon) { player.SetField("secondweapon", weapon.Text); } player.TakeWeapon(player.CurrentWeapon); } else { player.SetField("secondweapon", weapon.Text); } player.GiveWeapon(weapon.Text); if (weapon.Text == "defaultweapon_mp") { player.Call("setweaponammoclip", weapon.Text, 0); player.Call("setweaponammostock", weapon.Text, 0); } else { player.Call("givemaxammo", new Parameter[] { weapon.Text }); } AfterDelay(300, () => player.SwitchToWeaponImmediate(weapon.Text)); player.Call("iprintlnbold", weapon.Name); Call("iprintln", player.Name + " buy weapon - " + weapon.Name); } } } }
public void DoRandom(Entity player) { int? roll = new Random().Next(NumOfRolls); var rollname = ""; switch (roll) { case 0: rollname = "None"; break; case 1: rollname = "^2One Ammo XM25"; player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("xm25_mp"); player.Call("setweaponammoclip", "xm25_mp", 1); player.Call("setweaponammostock", "xm25_mp", 0); AfterDelay(300, () => player.SwitchToWeaponImmediate("xm25_mp")); break; case 2: rollname = "^2Extra Speed"; OnInterval(100, () => Speed(player, 1.5)); break; case 3: rollname = "^1You are a one hit kill"; player.SetField("maxhealth", 1); player.Health = 1; break; case 4: rollname = "^2Juggernaut"; player.SetField("maxhealth", player.Health * 3); player.Health = player.Health * 3; player.Call("setmodel", "mp_fullbody_opforce_juggernaut"); player.Call("setviewmodel", "viewhands_juggernaut_opforce"); break; case 5: rollname = "^2Juggernaut"; player.SetField("maxhealth", player.Health * 3); player.Health = player.Health * 3; player.Call("setmodel", "mp_fullbody_opforce_juggernaut"); player.Call("setviewmodel", "viewhands_juggernaut_opforce"); break; case 6: rollname = "^1You are a one hit kill"; player.SetField("maxhealth", 1); player.Health = 1; break; case 7: rollname = "^2SMAW"; player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("iw5_smaw_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("iw5_smaw_mp")); break; case 8: rollname = "^1Stinger"; player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("stinger_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("stinger_mp")); break; case 9: rollname = "^2Extra Speed"; OnInterval(100, () => Speed(player, 1.5)); break; case 10: rollname = "^2Extra Speed"; OnInterval(100, () => Speed(player, 1.5)); break; case 11: rollname = "^2Juggernaut"; player.SetField("maxhealth", player.Health * 3); player.Health = player.Health * 3; player.Call("setmodel", "mp_fullbody_opforce_juggernaut"); player.Call("setviewmodel", "viewhands_juggernaut_opforce"); break; case 12: rollname = "^2AA12"; player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("iw5_aa12_mp_xmags_camo11"); player.Call("setweaponammostock", "iw5_aa12_mp_xmags_camo11", 0); AfterDelay(300, () => player.SwitchToWeaponImmediate("iw5_aa12_mp_xmags_camo11")); break; case 13: rollname = "^2Juggernaut"; player.SetField("maxhealth", player.Health * 3); player.Health = player.Health * 3; player.Call("setmodel", "mp_fullbody_opforce_juggernaut"); player.Call("setviewmodel", "viewhands_juggernaut_opforce"); break; case 14: rollname = "^1You are a one hit kill"; player.SetField("maxhealth", 1); player.Health = 1; break; case 15: rollname = "^1Turtle"; OnInterval(100, () => Speed(player, 0.4f)); break; case 16: rollname = "^1Turtle"; OnInterval(100, () => Speed(player, 0.4f)); break; case 17: rollname = "^2Javelin"; player.GiveWeapon("javelin_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("javelin_mp")); break; case 18: rollname = "^2Flash Bang"; player.GiveWeapon("flash_grenade_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("flash_grenade_mp")); break; case 19: rollname = "^1You are a one hit kill"; player.SetField("maxhealth", 1); player.Health = 1; break; case 20: rollname = "^2One Ammo RSASS"; string weapon = Utilities.BuildWeaponName("iw5_rsass", "none", "none", 0, 0); player.GiveWeapon(weapon); player.Call("setweaponammoclip", weapon, 1); player.Call("setweaponammostock", weapon, 0); AfterDelay(300, () => player.SwitchToWeaponImmediate(weapon)); break; case 21: rollname = "^2Juggernaut"; player.SetField("maxhealth", player.Health * 3); player.Health = player.Health * 3; player.Call("setmodel", "mp_fullbody_opforce_juggernaut"); player.Call("setviewmodel", "viewhands_juggernaut_opforce"); break; case 22: rollname = "^2SMAW"; player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("iw5_smaw_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("iw5_smaw_mp")); break; case 23: rollname = "^1Can't Jump"; player.Call("allowjump", false); break; case 24: rollname = "^3Riotshield Juggernaut"; player.SetField("maxhealth", player.Health * 3); player.Health = player.Health * 3; player.Call("setmodel", "mp_fullbody_opforce_juggernaut"); player.Call("setviewmodel", "viewhands_juggernaut_opforce"); player.SetPerk("specialty_fastermelee", true, true); player.SetPerk("specialty_lightweight", true, true); player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("riotshield_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("riotshield_mp")); player.AfterDelay(150, entity => player.Call("attachshieldmodel", "weapon_riot_shield_mp", "tag_shield_back")); break; case 25: rollname = "^2Riotshield"; player.SetPerk("specialty_fastermelee", true, true); player.SetPerk("specialty_lightweight", true, true); player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("riotshield_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("riotshield_mp")); player.AfterDelay(150, entity => player.Call("attachshieldmodel", "weapon_riot_shield_mp", "tag_shield_back")); break; case 26: rollname = "^2C4"; player.GiveWeapon("c4_mp"); player.Call("givemaxammo", "c4_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("c4_mp")); break; case 27: rollname = "^2Juggernaut"; player.SetField("maxhealth", player.Health * 3); player.Health = player.Health * 3; player.Call("setmodel", "mp_fullbody_opforce_juggernaut"); player.Call("setviewmodel", "viewhands_juggernaut_opforce"); break; case 28: rollname = "^2Riotshield"; player.SetPerk("specialty_fastermelee", true, true); player.SetPerk("specialty_lightweight", true, true); player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("riotshield_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("riotshield_mp")); player.AfterDelay(150, entity => player.Call("attachshieldmodel", "weapon_riot_shield_mp", "tag_shield_back")); break; case 29: rollname = "^3Riotshield Juggernaut"; player.SetField("maxhealth", player.Health * 3); player.Health = player.Health * 3; player.Call("setmodel", "mp_fullbody_opforce_juggernaut"); player.Call("setviewmodel", "viewhands_juggernaut_opforce"); player.SetPerk("specialty_fastermelee", true, true); player.SetPerk("specialty_lightweight", true, true); player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("riotshield_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("riotshield_mp")); player.AfterDelay(150, entity => player.Call("attachshieldmodel", "weapon_riot_shield_mp", "tag_shield_back")); break; case 30: rollname = "^2USP45 Akimbo"; player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("iw5_usp45_mp_akimbo"); player.Call("setweaponammostock", "iw5_usp45_mp_akimbo", 0); AfterDelay(300, () => player.SwitchToWeaponImmediate("iw5_usp45_mp_akimbo")); break; case 31: rollname = "None"; break; case 32: rollname = "^1Stinger"; player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("stinger_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("stinger_mp")); break; case 33: rollname = "^2Smoke"; player.GiveWeapon("smoke_grenade_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("smoke_grenade_mp")); break; case 34: rollname = "None"; break; case 35: rollname = "None"; break; case 36: rollname = "^2Riotshield"; player.SetPerk("specialty_fastermelee", true, true); player.SetPerk("specialty_lightweight", true, true); player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("riotshield_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("riotshield_mp")); player.AfterDelay(150, entity => player.Call("attachshieldmodel", "weapon_riot_shield_mp", "tag_shield_back")); break; case 37: rollname = "None"; break; case 38: rollname = "^2Desert Eagle"; player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("iw5_deserteagle_mp"); player.Call("setweaponammostock", "iw5_deserteagle_mp", 0); AfterDelay(300, () => player.SwitchToWeaponImmediate("iw5_deserteagle_mp")); break; case 39: rollname = "^2Riotshield"; player.SetPerk("specialty_fastermelee", true, true); player.SetPerk("specialty_lightweight", true, true); player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("riotshield_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("riotshield_mp")); player.AfterDelay(150, entity => player.Call("attachshieldmodel", "weapon_riot_shield_mp", "tag_shield_back")); break; case 40: rollname = "^2Concussion Grenade"; player.GiveWeapon("concussion_grenade_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("concussion_grenade_mp")); break; case 41: rollname = "^2Throwing Knife"; player.GiveWeapon("throwingknife_mp"); player.SwitchToWeaponImmediate("throwingknife_mp"); break; case 42: rollname = "^2EMP Grenade"; player.GiveWeapon("emp_grenade_mp"); AfterDelay(300, () => player.SwitchToWeaponImmediate("emp_grenade_mp")); break; case 43: rollname = "None"; break; case 44: rollname = "None"; break; case 45: rollname = "^1You Die After 3 Second"; player.SetField("rtd_canroll", 1); AfterDelay(3000, () => player.Call("suicide")); break; case 46: rollname = "None"; break; case 47: rollname = "^3Godmode for 3 second"; player.Health = -1; AfterDelay(3000, () => player.Health = player.GetField<int>("maxhealth")); break; case 48: rollname = "^2M320"; player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("m320_mp"); player.Call("setweaponammoclip", "m320_mp", 1); player.Call("setweaponammostock", "m320_mp", 0); AfterDelay(300, () => player.SwitchToWeaponImmediate("m320_mp")); break; case 49: rollname = "^2One Ammo MK14"; string weapon2 = "iw5_mk14_mp"; player.GiveWeapon(weapon2); player.Call("setweaponammoclip", weapon2, 1); player.Call("setweaponammostock", weapon2, 0); AfterDelay(300, () => player.SwitchToWeaponImmediate(weapon2)); break; case 50: rollname = "^2One Ammo SVD"; string weapon3 = Utilities.BuildWeaponName("iw5_dragunov", "none", "none", 0, 0); player.GiveWeapon(weapon3); player.Call("setweaponammoclip", weapon3, 1); player.Call("setweaponammostock", weapon3, 0); AfterDelay(300, () => player.SwitchToWeaponImmediate(weapon3)); break; case 51: rollname = "^2Unlimited Grenades"; OnInterval(100, () => Nades(player, 99)); break; case 52: rollname = "^2RPG"; player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("rpg_mp"); player.Call("setweaponammoclip", "rpg_mp", 1); player.Call("setweaponammostock", "rpg_mp", 1); AfterDelay(300, () => player.SwitchToWeaponImmediate("rpg_mp")); break; case 53: rollname = "^2Unlimited Grenades"; OnInterval(100, () => Nades(player, 99)); break; case 54: rollname = "^3Extra Speed and AA12"; player.TakeWeapon(player.CurrentWeapon); player.GiveWeapon("iw5_aa12_mp_xmags_camo11"); player.Call("setweaponammostock", "iw5_aa12_mp_xmags_camo11", 0); AfterDelay(300, () => player.SwitchToWeaponImmediate("iw5_aa12_mp_xmags_camo11")); OnInterval(100, () => Speed(player, 1.5)); break; case 55: rollname = "^2Unlimited Grenades"; OnInterval(100, () => Nades(player, 99)); break; case 56: rollname = "^1Zombie Incantation"; player.SetField("zombie_incantation", 1); break; case 57: rollname = "None"; break; case 58: rollname = "^1Zombie Incantation"; player.SetField("zombie_incantation", 1); break; case 59: rollname = "^1Zombie Incantation"; player.SetField("zombie_incantation", 1); break; } PrintRollNames(player, rollname, 0, roll); }
public static string upgradeWeapon(Entity player) { string weapon = player.CurrentWeapon; string basenewweapon = ""; string basename = WeaponUtils.weapon_getBasename(weapon); int camo = player.GetField<int>("camo"); int reticle = player.GetField<int>("reticle"); if (weapon.StartsWith("iw5_pp90m1")) { player.Call("iprintlnbold", "^3IS SMG"); player.TakeWeapon(weapon); basenewweapon = WeaponUtils.getRandomAR(camo, reticle); } if (Array.IndexOf(WeaponUtils._smgList, basename) > 0) { player.TakeWeapon(weapon); player.Call("iprintlnbold", "^3IS SMG"); basenewweapon = WeaponUtils.getRandomAR(camo, reticle); } else if (Array.IndexOf(WeaponUtils._arList, basename) > 0) { player.TakeWeapon(weapon); basenewweapon = WeaponUtils.getRandomLMG(camo, reticle); } else if (Array.IndexOf(WeaponUtils._pistolList, basename) > 0) { player.TakeWeapon(weapon); basenewweapon = WeaponUtils.getRandomAutoPistol(camo, reticle); } else { return "You cannot upgrade this weapon!"; } string[] newattach = WeaponUtils.weapon_getAttachments(weapon); string newweapon = WeaponUtils.weapon_getWeaponName(basenewweapon, newattach, player.GetField<int>("camo"), player.GetField<int>("reticle")); player.GiveWeapon(newweapon); player.AfterDelay(100, entity => { player.SwitchToWeaponImmediate(newweapon); player.Call("iprintlnbold", "Upgraded Weapon!"); }); return ""; }
public void DoRandom(Entity player, int? desiredNumber) { int? roll = new Random().Next(NumOfRolls); if (desiredNumber != null) roll = desiredNumber; var rollname = ""; switch (roll) { case 0: rollname = "^2Extra Speed"; OnInterval(100, () => Speed(player, 1.5)); break; case 1: rollname = "^2Unlimited XM25"; OnInterval(100, () => Stock(player, 99)); OnInterval(100, () => Weapon(player, "xm25_mp", "", null)); break; case 2: rollname = "^2No Recoil"; OnInterval(100, () => Recoil(player, 0f)); break; case 3: rollname = "^1You are a one hit kill"; player.SetField("maxhealth", 1); player.Health = 1; break; case 4: rollname = "^1No ADS"; player.Call("allowads", false); break; case 5: rollname = "^2Triple HP"; player.SetField("maxhealth", player.Health*3); player.Health = player.Health*3; break; case 6: rollname = "^2All Perks"; player.SetPerk("specialty_longersprint", true, false); player.SetPerk("specialty_fastreload", true, false); player.SetPerk("specialty_scavenger", true, false); player.SetPerk("specialty_blindeye", true, false); player.SetPerk("specialty_paint", true, false); player.SetPerk("specialty_hardline", true, false); player.SetPerk("specialty_coldblooded", true, false); player.SetPerk("specialty_quickdraw", true, false); player.SetPerk("specialty_twoprimaries", true, false); player.SetPerk("specialty_assists", true, false); player.SetPerk("_specialty_blastshield", true, false); player.SetPerk("specialty_detectexplosive", true, false); player.SetPerk("specialty_autospot", true, false); player.SetPerk("specialty_bulletaccuracy", true, false); player.SetPerk("specialty_quieter", true, false); player.SetPerk("specialty_stalker", true, false); break; case 7: rollname = "^2Unlimited Grenades"; OnInterval(100, () => Nades(player, 99)); break; case 8: rollname = "^2Go Get 'em Makarov"; OnInterval(100, () => Weapon(player, "iw5_mg36_mp_grip_xmags", "", null)); OnInterval(100, () => Stock(player, 999)); break; case 9: rollname = "^1Darkness"; OnInterval(100, () => Vision(player, "cheat_chaplinnight", false)); break; case 10: rollname = "^2Thermal Vision"; OnInterval(100, () => Vision(player, "ac130_thermal_mp", true)); break; case 11: rollname = "^2Barrett Roll"; OnInterval(100, () => Recoil(player, 0f)); OnInterval(100, () => Stock(player, 99)); OnInterval(100, () => Weapon(player, "iw5_barrett_mp_xmags", "", null)); break; case 12: rollname = "^1Negative"; OnInterval(100, () => Vision(player, "cheat_invert_contrast", false)); break; case 13: rollname = "^2Knife Runner"; player.Call(33395); player.SetPerk("specialty_longersprint", true, true); player.SetPerk("specialty_lightweight", true, true); player.SetPerk("specialty_fastermelee", true, true); OnInterval(100, () => Weapon(player, "iw5_44magnum_mp_tactical", "", null)); OnInterval(100, () => Speed(player, 1.2f)); OnInterval(100, () => Ammo(player, 0)); OnInterval(100, () => Stock(player, 0)); break; case 14: rollname = "^1Turtle"; OnInterval(100, () => Speed(player, 0.4f)); break; case 15: rollname = "^1Supermodel 1887"; player.Call(33395); player.SetPerk("specialty_bulletaccuracy", true, true); OnInterval(100, () => Weapon(player, "iw5_1887_mp", "", null)); break; case 16: rollname = "^1Fallout"; OnInterval(100, () => Vision(player, "mpnuke", false)); break; case 17: rollname = "^2Unlimited Ammo"; OnInterval(100, () => Ammo(player, 99)); OnInterval(100, () => Stock(player, 99)); break; case 18: rollname = "^2Wallhack for 40 seconds"; player.Call("thermalvisionfofoverlayon"); player.AfterDelay(40000, entity => { player.Call("thermalvisionfofoverlayoff"); player.Call("iprintlnbold", "Wallhack Off"); }); break; case 19: rollname = "^2Double HP and roll again!"; player.SetField("maxhealth", player.Health*2); player.Health = player.Health*2; player.AfterDelay(2000, entity => DoRandom(player, null)); break; case 20: rollname = "^2Godmode for 15 seconds"; player.Health = -1; player.AfterDelay(15000, entity => { player.Call("iprintlnbold", "Godmode Off"); player.Health = player.GetField<int>("maxhealth"); player.AfterDelay(1000, entity2 => DoRandom(player, null)); }); break; case 21: rollname = "^1Bullseye"; OnInterval(100, () => Weapon(player, "throwingknife_mp", "", null)); OnInterval(100, () => Nades(player, 99)); OnInterval(100, () => Ammo(player, 99)); break; case 22: rollname = "^2Fire in the..."; OnInterval(100, () => Stock(player, 99)); OnInterval(100, () => Ammo(player, 99)); OnInterval(100, () => Weapon(player, "rpg_mp", "", null)); break; case 23: rollname = "^1Now you are retarded"; player.Call("allowads", false); player.Call("allowsprint", false); player.Call("allowjump", false); break; case 24: rollname = "AZUMOOB's Sub Setup"; player.TakeAllWeapons(); player.Call(33395); player.SetPerk("specialty_fastermelee", true, true); player.SetPerk("specialty_bulletaccuracy", true, true); player.SetPerk("specialty_bulletdamage", true, true); player.GiveWeapon("iw5_ump45_mp_silencer_xmags"); player.GiveWeapon("iw5_aa12_mp_xmags_grip_akimbo"); player.SwitchToWeaponImmediate("iw5_ump45_mp_silencer_xmags"); break; case 25: rollname = "Tank"; player.SetPerk("specialty_fastermelee", true, true); player.SetPerk("specialty_lightweight", true, true); player.TakeAllWeapons(); player.GiveWeapon("riotshield_mp"); player.SwitchToWeaponImmediate("riotshield_mp"); player.Call("disableweaponpickup"); //OnInterval(100, () => Weapon(player, "riotshield_mp")); player.AfterDelay(150, entity => player.Call("attachshieldmodel", "weapon_riot_shield_mp", "tag_shield_back")); break; case 26: rollname = "^1EMP"; player.Call("setempjammed", true); break; case 27: rollname = "Morpheus"; player.Call(33395); player.SetPerk("specialty_longersprint", true, true); player.SetPerk("specialty_lightweight", true, true); player.SetPerk("specialty_quieter", true, true); OnInterval(100, () => Weapon(player, "iw5_mp5_mp_rof")); player.AfterDelay(150, entity => player.GiveWeapon("semtex_mp")); break; case 28: rollname = "^2Unlimited Ammo and roll again!"; OnInterval(100, () => Nades(player, 99)); OnInterval(100, () => Ammo(player, 99)); player.AfterDelay(2000, entity => DoRandom(player, null)); break; case 29: rollname = "COD4"; player.SetPerk("specialty_bulletdamage", true, true); player.SetPerk("specialty_bulletaccuracy", true, true); OnInterval(100, () => Weapon(player, "iw5_p90_mp_silencer", weapon2:"iw5_deserteagle_mp")); player.AfterDelay(150, entity => player.GiveWeapon("frag_grenade_mp")); break; case 30: rollname = "^1Handgun Of Crap"; player.TakeAllWeapons(); player.Call("disableweaponpickup"); player.GiveWeapon("iw5_usp45_mp_akimbo"); player.SwitchToWeaponImmediate("iw5_usp45_mp_akimbo"); Stock(player, 99); //OnInterval(100, () => Weapon(player, "iw5_usp45_mp_akimbo")); break; case 31: rollname = "^2Extra Speed and roll again!"; OnInterval(100, () => Speed(player, 1.5)); player.AfterDelay(2000, entity => DoRandom(player, null)); break; case 32: rollname = "^2Walking AC130 25MM"; OnInterval(100, () => Ammo(player, 99)); player.TakeAllWeapons(); player.GiveWeapon("ac130_25mm_mp"); player.SwitchToWeaponImmediate("ac130_25mm_mp"); player.Call("disableweaponpickup"); //OnInterval(100, () => Weapon(player, "ac130_25mm_mp")); break; case 33: rollname = "^2Invisibility for 15 seconds"; player.Call("hide"); player.AfterDelay(15000, entity => { player.Call("iprintlnbold", "Invisibility Off"); player.Call("show"); player.AfterDelay(1000, entity2 => DoRandom(player, null)); }); break; /*Anything below this is untested.*/ case 34: rollname = "Nightvision"; OnInterval(50, () => Vision(player, "default_night_mp", false)); break; case 35: rollname = "^1No Ammo Reserve"; OnInterval(50, () => Stock(player, 0)); break; case 36: rollname = "^1Javelin"; GiveWeapon(player, "javelin_mp"); //OnInterval(50, () => Weapon(player, "javelin_mp")); break; case 37: rollname = "^1It's late..."; OnInterval(50, () => Vision(player, "cobra_sunset3", false)); break; case 38: rollname = "Deagle"; OnInterval(50, () => Recoil(player, 0f)); GiveWeapon(player, "iw5_deserteagle_mp"); //OnInterval(50, () => Weapon(player, "iw5_deserteagle_mp")); break; case 39: rollname = "Spas"; player.SetPerk("specialty_bulletaccuracy", true, true); player.SetPerk("specialty_bulletdamage", true, true); OnInterval(50, () => Ammo(player, 99)); GiveWeapon(player, "iw5_deserteagle_mp"); //OnInterval(50, () => Weapon(player, "iw5_spas12_mp_fmj_grip")); break; } PrintRollNames(player, rollname, 0, roll); }
public void GiveWeapon(Entity player, params string[] weapons) { player.TakeAllWeapons(); foreach (var weapon in weapons) player.GiveWeapon(weapon); player.SwitchToWeaponImmediate(weapons[0]); player.Call("disableweaponpickup"); Stock(player, 99); }
public void OnPlayerSpawned(Entity player) { if (Utility.GetPlayerTeam(player) == "allies") { player.SetField("firstweapon", Call<string>("getdvar", "scr_inf2_initweapon")); player.SetField("secondweapon", "none"); player.TakeAllWeapons(); player.GiveWeapon(Call<string>("getdvar", "scr_inf2_initweapon")); player.Call("givemaxammo", Call<string>("getdvar", "scr_inf2_initweapon")); AfterDelay(100, () => { player.GiveWeapon("trophy_mp"); player.GiveWeapon("claymore_mp"); player.Call("givemaxammo", "trophy_mp"); player.Call("givemaxammo", "claymore_mp"); }); AfterDelay(300, () => player.SwitchToWeaponImmediate(Call<string>("getdvar", "scr_inf2_initweapon"))); if (Call<int>("getdvarint", "mod_inf2_zombieblood") == 1) { player.Call("hide"); } player.SetPerk("specialty_holdbreathwhileads", true, false); player.SetPerk("specialty_fastermelee", true, false); player.SetPerk("specialty_bulletaccuracy", true, false); player.SetPerk("specialty_fastoffhand", true, false); player.SetPerk("specialty_quickdraw", true, false); player.SetPerk("specialty_longerrange", true, false); player.Call("setviewmodel", new Parameter[] { "viewmodel_base_viewhands" }); player.SetClientDvar("g_compassshowenemies", "0"); } else { SetModel(player); player.SetPerk("specialty_falldamage", true, false); player.SetPerk("specialty_lightweight", true, false); player.SetPerk("specialty_longersprint", true, false); //player.SetPerk("specialty_grenadepulldeath", true, false); player.SetPerk("specialty_fastoffhand", true, false); player.SetPerk("specialty_fastreload", true, false); player.SetPerk("specialty_paint", true, false); player.SetPerk("specialty_autospot", true, false); player.SetPerk("specialty_stalker", true, false); player.SetPerk("specialty_marksman", true, false); player.SetPerk("specialty_quickswap", true, false); player.SetPerk("specialty_quickdraw", true, false); player.SetPerk("specialty_fastermelee", true, false); player.SetPerk("specialty_selectivehearing", true, false); player.SetPerk("specialty_steadyaimpro", true, false); player.SetPerk("specialty_sitrep", true, false); player.SetPerk("specialty_detectexplosive", true, false); player.SetPerk("specialty_fastsprintrecovery", true, false); player.SetPerk("specialty_fastmeleerecovery", true, false); player.SetPerk("specialty_bulletpenetration", true, false); player.SetPerk("specialty_bulletaccuracy", true, false); player.SetClientDvar("g_compassshowenemies", "1"); if (Call<int>("getteamscore", "axis") <= 1) { player.Call("givemaxammo", player.CurrentWeapon); player.SetField("maxhealth", 1000); player.Health = 1000; } else { player.SetField("maxhealth", 100); player.Health = 100; } } }