I created this a while ago (2-3 months ago). It is gungame style gameplay, but on any gametype (CTF, TDM, FFA, etc.). It is also compatible with Combat Training.
You can setup how many kills are required for the next gun in maps\mp\gametypes\_rampage_gungame.gsc, the
init_gungame function:
Code:
level.rampage_requiredkills = 3;
You can also change which weapons you want in the progression (as well as what order they are) in the same function. The guns are in the order they are listed, so if you want the "spas_mp" first, you would put it at the top of the list. Here is the default progression:
Code:
addGunToProgression( "python_speed_mp" );
addGunToProgression( "makarovdw_mp" );
addGunToProgression( "spas_mp" );
addGunToProgression( "ithaca_mp" );
addGunToProgression( "mp5k_mp" );
addGunToProgression( "skorpiondw_mp" );
addGunToProgression( "ak74u_mp" );
addGunToProgression( "m14_mp" );
addGunToProgression( "m16_mp" );
addGunToProgression( "famas_mp" );
addGunToProgression( "aug_mp" );
addGunToProgression( "hk21_mp" );
addGunToProgression( "m60_mp" );
addGunToProgression( "l96a1_mp" );
addGunToProgression( "wa2000_mp" );
addGunToProgression( "m202_flash_wager_mp" );
addGunToProgression( "m72_law_mp" );
addGunToProgression( "china_lake_mp" );
addGunToProgression( "crossbow_explosive_mp", "explosive_bolt_mp" );
addGunToProgression( "knife_ballistic_mp" );
This version doesn't have perks or grenades.
As for your question about the camo variables, look at raw\mp\weaponOptions.csv. It will have an index at the far left (i.e. 3) and then a lot of strings/commas. You need to use the index for each of those variables in the GiveWeapon call. So, if I wanted the weapon to have gold camo, I would use the index of 15 for the <camo>.