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 );