Team Deathmatch with restrictions
#1
Can someone please make a mod thats regular team deathmatch, but replaces stuns with flash, removes noob tubes, removes death streaks, removes last stand? Or teach me how to do it. Thank you!
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#2
To do this youll need to modify _class.gsc ( Clean file: http://pastebin.com/nt3nBMUR )

To remove deathstreaks youll need to delete all this part of the code

Code:
// only give the deathstreak for the initial spawn for this life. if ( loadoutDeathStreak != "specialty_null" && getTime() == self.spawnTime ) { deathVal = int( tableLookup( "mp/perkTable.csv", 1, loadoutDeathStreak, 6 ) ); if ( self getPerkUpgrade( loadoutPerk1 ) == "specialty_rollover" || self getPerkUpgrade( loadoutPerk2 ) == "specialty_rollover" || self getPerkUpgrade( loadoutPerk3 ) == "specialty_rollover" ) deathVal -= 1; if ( self.pers["cur_death_streak"] == deathVal ) { self thread maps\mp\perks\_perks::givePerk( loadoutDeathStreak ); self thread maps\mp\gametypes\_hud_message::splashNotify( loadoutDeathStreak ); } else if ( self.pers["cur_death_streak"] > deathVal ) { self thread maps\mp\perks\_perks::givePerk( loadoutDeathStreak ); } }

To remove the other last stand (perk 3) find this in _class and remove the line "case "specialty_pistoldeath"":

Code:
isValidPerk3( refString ) { switch ( refString ) { case "specialty_extendedmelee": case "specialty_bulletaccuracy": case "specialty_localjammer": case "specialty_heartbreaker": case "specialty_detectexplosive": case "specialty_pistoldeath": //remove this line return true; default: assertMsg( "Replacing invalid perk3: " + refString ); return false; } }

And to remove GL you can do it similar to the previous, see what I comment:

Code:
isValidAttachment( refString ) { switch ( refString ) { case "none": case "acog": case "reflex": case "silencer": case "grip": case "gl": //remove this line case "akimbo": case "thermal": case "shotgun": case "heartbeat": case "fmj": case "rof": case "xmags": case "eotech": case "tactical": return true; default: assertMsg( "Replacing invalid equipment weapon: " + refString ); return false; } } isValidSecondary( refString ) { switch ( refString ) { case "beretta": case "usp": case "deserteagle": case "coltanaconda": case "glock": case "beretta393": case "pp2000": case "tmp": case "m79": //remove this line, its thumper case "rpg": //rpg case "at4": //at4 case "stinger": case "javelin": case "ranger": case "model1887": case "striker": case "aa12": case "m1014": case "spas12": case "onemanarmy": //DONT remove this line, or mod will crash :D return true; default: assertMsg( "Replacing invalid secondary weapon: " + refString ); return false; } }

I am not really sure if removing this single line will also solve GL problem, but it could remove shotgun attachment too, use this if the other doesnt work:

Code:
self _SetActionSlot( 3, "altMode" );

For replacing stun with flash search for this lines, I hope this works:

Code:
// Secondary Offhand offhandSecondaryWeapon = loadoutOffhand + "_mp"; if ( loadoutOffhand == "flash_grenade" ) self SetOffhandSecondaryClass( "flash" ); else self SetOffhandSecondaryClass( "smoke" ); self giveWeapon( offhandSecondaryWeapon ); if( loadOutOffhand == "smoke_grenade" ) self setWeaponAmmoClip( offhandSecondaryWeapon, 1 ); else if( loadOutOffhand == "flash_grenade" ) self setWeaponAmmoClip( offhandSecondaryWeapon, 2 ); else if( loadOutOffhand == "concussion_grenade" ) self setWeaponAmmoClip( offhandSecondaryWeapon, 2 ); else self setWeaponAmmoClip( offhandSecondaryWeapon, 1 );

Change the previous to ( I have added 3 lines after // Secondary Offhand ):

Code:
// Secondary Offhand if( loadoutOffhand == "concussion_grenade" ) offhandSecondaryWeapon = "flash_grenade_mp"; else offhandSecondaryWeapon = loadoutOffhand + "_mp"; if ( loadoutOffhand == "flash_grenade" ) self SetOffhandSecondaryClass( "flash" ); else self SetOffhandSecondaryClass( "smoke" ); self giveWeapon( offhandSecondaryWeapon ); if( loadOutOffhand == "smoke_grenade" ) self setWeaponAmmoClip( offhandSecondaryWeapon, 1 ); else if( loadOutOffhand == "flash_grenade" ) self setWeaponAmmoClip( offhandSecondaryWeapon, 2 ); else if( loadOutOffhand == "concussion_grenade" ) self setWeaponAmmoClip( offhandSecondaryWeapon, 2 ); else self setWeaponAmmoClip( offhandSecondaryWeapon, 1 );
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#3
Thank you, this answers a lot of my questions as well!

I'm running 6 servers off of 1 set of files, in order to do changes like this for only a few servers, I will need to use a different set of files, yes?
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#4
(12-26-2014, 16:25)soothaa Wrote: Thank you, this answers a lot of my questions as well!

I'm running 6 servers off of 1 set of files, in order to do changes like this for only a few servers, I will need to use a different set of files, yes?

In the servers where you want these changes put the _class.gsc with the modifications I said in the previous post Smile
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