Exemplo n.º 1
0
 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);
         }
     });
 }
Exemplo n.º 2
0
 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);
             }
         }
     }
 }
Exemplo n.º 3
0
 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);
 }
Exemplo n.º 4
0
        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 "";
        }
Exemplo n.º 5
0
 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);
 }
Exemplo n.º 6
0
 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);
 }
Exemplo n.º 7
0
        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;
                }
            }
        }