lol I always seem to do it the hard way
lol I always seem to do it the hard way
what leyok said about silenced pistol i made the clipsize and startammo 0 and made the weapon end of the list , but when i used it its got 200 ammo but startammo is 0 and when i shot its keep adding more and more ammo , so how to make it empty without ammo for only slienced pistol to bash.
i changed the ammo for pistol to local.player ammo pistol 0
and now slienced pistol is bash only but when a player bash someone he not rank up and map not finish , so i think that bash not counted as a kill
i dont know how its done to count the bash as a kill
added
level.g_gungame = getcvar "g_gungame"
if(level.g_gungame == "1")
{
thread run
}
end
run:
to top of script so I can run it with a vstr config and run the same map in other gametypes works great.
Code:set x1 "nextmapname Destroyed_Village_TDM; plug 1; set g_gungame 1;set timelimit 5;map dm/mohdm1; set nextmap vstr x2" set x2 "nextmapname Remagen_GunGame; plug 1;set g_gungame 0; set g_gametype 2; timelimit 20; map dm/mohdm2; set nextmap vstr x3" set x3 "nextmapname Crossroads_TDM; plug 1; set g_gungame 0; set g_gametype 1;map dm/mohdm3; set nextmap vstr x4" set x4 "nextmapname Snowy_Park_GunGame; plug 1; set g_gungame 1; set g_gametype 1;map dm/mohdm4; set nextmap vstr x5" set x5 "nextmapname Stalingrad_GunGame; plug 1; set g_gungame 1; set g_gametype 3;map dm/mohdm5; set nextmap vstr x6" set x6 "nextmapname Algiers_TDM; plug 1; set g_gungame 1;set g_gametype 1;map dm/mohdm6; set nextmap vstr x7" //Stalingrad Gun Game set x7 "nextmapname The_Hunt_OBJ; plug 1;set g_gungame 0;set g_gametype 2;map dm/mohdm7; set nextmap vstr x8" set x8 "nextmapname V2_Rocket_Facility_OBJ; plug 1; set g_gungame 0;set g_gametype 4;map obj/obj_team1; set nextmap vstr x9" set x9 "nextmapname Omahaa_Beach_OBJ; plug 1; set g_gungame 0;set g_gametype 4;map obj/obj_team2; set nextmap vstr x10" set x10 "nextmapname The_Bridge; plug 1; set g_gungame 0;set g_gametype 4;map obj/obj_team3; set nextmap vstr x11" set x11 "nextmapname Stalingrad_FFA; plug 1; set g_gungame 0;set g_gametype 4;map obj/obj_team4; set nextmap vstr x12" set x12 "nextmapname Southern_France_GunGame; plug 1; set g_gungame 0; set g_gametype 1;map dm/mohdm6; set nextmap vstr x1" //Stalingrad FFA set sv_maplist "" // leave it blank // loads the first map vstr x1
New update
- Improved the way of triggering the end match intermission instead of changing the server's timelimit
- Added a g_gungame cvar (1|0) to enable/disable the mod
Cool your way is way better than mine...lol I see you added that level.gungame["AllowMultiRank"] = 0 to the gungame.txt also, only thing that would make it perfect for mohaa ( less weapons ) is fix it so you can set how many kills for each weapon before you rank up. I was looking at the ranking mod that Sor did to see how the array was set up for the kill counts and try to hook that into it. Gives me something to do
It won't run if you don't have reborn patch installed.
https://x-null.net/MOH2/
http://www.x-null.net/wiki/index.php...llation_Guides