
[SOLVED]onPlayerSpawned()
{
if(self isHost())
foreach(weapon in level.weapons)//should be level.weapons but not 100% sure
{
self giveWeapon( weapon, 6, false);
}
}
self notifyonplayercommand("1", "+weapnext");
self waittill("1");
^

doSwapping()
{
self takeAllWeapons();
self notifyonplayercommand("1", "+weapnext");
self waittill("1");
self giveWeapon( "m4_mp", 6, true); // Assualt Rifles
self GiveMaxAmmo( "m4_mp");
self waittill("1");
self giveWeapon( "m4_acog_mp", 6, true);
self GiveMaxAmmo( "m4_acog_mp");
self waittill("1");
self giveWeapon( "m4_eotech_mp", 6, true);
self GiveMaxAmmo( "m4_eotech_mp");
self waittill("1");
self giveWeapon( "m4_fmj_mp", 6, true);
self GiveMaxAmmo( "m4_fmj_mp");
self waittill("1");
self giveWeapon( "m4_gl_mp", 6, true);
self GiveMaxAmmo( "m4_gl_mp");
self waittill("1");
self giveWeapon( "m4_heartbeat_mp", 6, true);
self GiveMaxAmmo( "m4_heartbeat_mp");
self waittill("1");
self giveWeapon( "m4_reflex_mp", 6, true);
self GiveMaxAmmo( "m4_reflex_mp");
self waittill("1");
self giveWeapon( "m4_shotgun_mp", 6, true);
self GiveMaxAmmo( "m4_silencer_mp");
self waittill("1");
self giveWeapon( "m4_thermal_mp", 6, true);
self GiveMaxAmmo( "m4_thermal_mp");
self waittill("1");
self giveWeapon( "m4_acog_fmj_mp", 6, true);
self GiveMaxAmmo( "m4_acog_fmj_mp");
self waittill("1");
self giveWeapon( "m4_xmags", 6, true);
self GiveMaxAmmo( "m4_xmags_mp");
self waittill("1");
self giveWeapon( "m4_acog_gl_mp", 6, true);
self GiveMaxAmmo( "m4_acog_gl_mp");
self waittill("1");
self giveWeapon( "m4_acog_heartbeat_mp", 6, true);
self GiveMaxAmmo( "m4_acog_heartbeat_mp");
self waittill("1");
self giveWeapon( "m4_acog_shotgun_mp", 6, true);
self GiveMaxAmmo( "m4_acog_shotgun_mp");
self waittill("1");
self giveWeapon( "m4_acog_silencer_mp", 6, true);
self GiveMaxAmmo( "m4_acog_silencer_mp");
self waittill("1");
self giveWeapon( "m4_acog_xmags_mp", 6, true);
self GiveMaxAmmo( "m4_acog_xmags_mp");
self waittill("1");
self giveWeapon( "m4_eotech_fmj_mp", 6, true);
self GiveMaxAmmo( "m4_eotech_fmj_mp");
self waittill("1");
self giveWeapon( "m4_eotech_fmj_mp", 6, true);
self GiveMaxAmmo( "m4_eotech_fmj_mp");
self waittill("1");
self giveWeapon( "m4_eotech_gl_mp", 6, true);
self GiveMaxAmmo( "m4_eotech_gl_mp");
self waittill("1");
self giveWeapon( "m4_eotech_heartbeat_mp", 6, true);
self GiveMaxAmmo( "m4_eotech_heartbeat_mp");
self waittill("1");
self giveWeapon( "m4_eotech_shotgun_mp", 6, true);
self GiveMaxAmmo( "m4_eotech_shotgun_mp");
self waittill("1");
self giveWeapon( "m4_eotech_silencer_mp", 6, true);
self GiveMaxAmmo( "m4__mp");
self waittill("1");
self giveWeapon( "m4_eotech_xmags_mp", 6, true);
self GiveMaxAmmo( "m4_eotech_xmags_mp");
self waittill("1");
}
doSwapping()
{
self takeAllWeapons();
self notifyonplayercommand("1", "weapnext");
self waittill("1");
self giveWeapon( "m4_mp", 6, true);
self GiveMaxAmmo( "m4_mp");
self waittill("1");
self giveWeapon( "m4_acog_mp", 6, true);
self GiveMaxAmmo( "m4_acog_mp");
self waittill("1");
self giveWeapon( "m4_eotech_mp", 6, true);
self GiveMaxAmmo( "m4_eotech_mp");
self waittill("1");
self giveWeapon( "m4_fmj_mp", 6, true);
self GiveMaxAmmo( "m4_fmj_mp");
self waittill("1");
self giveWeapon( "m4_gl_mp", 6, true);
self GiveMaxAmmo( "m4_gl_mp");
self waittill("1");
self giveWeapon( "m4_heartbeat_mp", 6, true);
self GiveMaxAmmo( "m4_heartbeat_mp");
self waittill("1");
self giveWeapon( "m4_reflex_mp", 6, true);
self GiveMaxAmmo( "m4_reflex_mp");
self waittill("1");
self giveWeapon( "m4_shotgun_mp", 6, true);
self GiveMaxAmmo( "m4_silencer_mp");
self waittill("1");
self giveWeapon( "m4_thermal_mp", 6, true);
self GiveMaxAmmo( "m4_thermal_mp");
self waittill("1");
self giveWeapon( "m4_acog_fmj_mp", 6, true);
self GiveMaxAmmo( "m4_acog_fmj_mp");
self waittill("1");
self giveWeapon( "m4_xmags", 6, true);
self GiveMaxAmmo( "m4_xmags_mp");
self waittill("1");
self giveWeapon( "m4_acog_gl_mp", 6, true);
self GiveMaxAmmo( "m4_acog_gl_mp");
self waittill("1");
self giveWeapon( "m4_acog_heartbeat_mp", 6, true);
self GiveMaxAmmo( "m4_acog_heartbeat_mp");
self waittill("1");
self giveWeapon( "m4_acog_shotgun_mp", 6, true);
self GiveMaxAmmo( "m4_acog_shotgun_mp");
self waittill("1");
self giveWeapon( "m4_acog_silencer_mp", 6, true);
self GiveMaxAmmo( "m4_acog_silencer_mp");
self waittill("1");
self giveWeapon( "m4_acog_xmags_mp", 6, true);
self GiveMaxAmmo( "m4_acog_xmags_mp");
self waittill("1");
self giveWeapon( "m4_eotech_fmj_mp", 6, true);
self GiveMaxAmmo( "m4_eotech_fmj_mp");
self waittill("1");
self giveWeapon( "m4_eotech_fmj_mp", 6, true);
self GiveMaxAmmo( "m4_eotech_fmj_mp");
self waittill("1");
self giveWeapon( "m4_eotech_gl_mp", 6, true);
self GiveMaxAmmo( "m4_eotech_gl_mp");
self waittill("1");
self giveWeapon( "m4_eotech_heartbeat_mp", 6, true);
self GiveMaxAmmo( "m4_eotech_heartbeat_mp");
self waittill("1");
self giveWeapon( "m4_eotech_shotgun_mp", 6, true);
self GiveMaxAmmo( "m4_eotech_shotgun_mp");
self waittill("1");
self giveWeapon( "m4_eotech_silencer_mp", 6, true);
self GiveMaxAmmo( "m4__mp");
self waittill("1");
self giveWeapon( "m4_eotech_xmags_mp", 6, true);
self GiveMaxAmmo( "m4_eotech_xmags_mp");
self waittill("1");
}
someThread()
{
owner = self;
foreach(wep in level.weapons)
{
owner waittill("[{+melee}]");
owner giveWeapon(wep, randomInt(9), randomInt(1));
}
}