Code:
doRandom()
{
self endon ( "disconnect" );
self endon ( "death" );
// We remove killstreaks
self maps\mp\gametypes\_class::setKillstreaks( "none", "none", "none" );
self Show();
//Press F for random class
self notifyOnPlayerCommand("activatera", "+activate");
self waittill("activatera");
wait 0.05;
switch(RandomInt(7))
{
case 0:
self takeAllWeapons();
wait 1;
self iPrintlnBold ("^1Press ^5Change weapon ^1 for weapon");
wait 1;
self giveWeapon("spas12_fmj_mp", 4, false );
self giveWeapon("famas_gl_mp", 3, false );
self switchToWeapon("famas_gl_mp");
self maps\mp\perks\_perks::givePerk( "frag_grenade_mp" );
self.moveSpeedScaler = 1.00;
setDvar("player_burstFireCooldown", "0");
wait 0.05;
self _clearPerks();
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_pistoldeath");
break;
case 1:
self takeAllWeapons();
wait 1;
self iPrintlnBold ("^1Press ^5Change weapon ^1 for weapon");
wait 1;
self giveWeapon("coltanaconda_mp", 0, false );
self giveWeapon("ump45_silencer_mp", 4, false);
self maps\mp\perks\_perks::givePerk( "semtex_mp" );
self.moveSpeedScaler = 1.00;
wait 0.05;
self _clearPerks();
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_lightweigh");
self maps\mp\perks\_perks::givePerk("specialty_heartbreaker");
self maps\mp\perks\_perks::givePerk("specialty_finalstand");
self maps\mp\perks\_perks::givePerk("specialty_pistoldeath");
break;
case 2:
self takeAllWeapons();
wait 1;
self iPrintlnBold ("^1Press ^5Change weapon ^1 for weapon");
wait 1;
self giveWeapon("at4_mp", 0, false );
self giveWeapon("sa80_grip_mp", 9, false );
self switchToWeapon("sa80_grip_mp");
self maps\mp\perks\_perks::givePerk( "semtex_mp" );
self.moveSpeedScaler = 1.00;
wait 0.05;
self _clearPerks();
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
self maps\mp\perks\_perks::givePerk("specialty_bling");
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_detectexplosive");
self maps\mp\perks\_perks::givePerk("specialty_finalstand");
self maps\mp\perks\_perks::givePerk("specialty_pistoldeath");
break;
case 3:
self takeAllWeapons();
wait 1;
self iPrintlnBold ("^1Press ^5Change weapon ^1 for weapon");
wait 1;
self giveWeapon("usp_fmj_mp", 0, false );
self giveWeapon("barrett_fmj_mp", 6, false );
self switchToWeapon("barrett_fmj_mp");
self.moveSpeedScaler = 1.00;
wait 0.05;
self _clearPerks();;
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
self maps\mp\perks\_perks::givePerk("specialty_tacticalinsertion");
self maps\mp\perks\_perks::givePerk("specialty_bling");
self maps\mp\perks\_perks::givePerk("specialty_coldblooded");
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
self maps\mp\perks\_perks::givePerk("specialty_pistoldeath");
break;
case 4:
self takeAllWeapons();
wait 1;
self iPrintlnBold ("^1Press ^5Change weapon ^1 for weapon");
wait 1;
self giveWeapon("beretta_akimbo_mp");
self giveWeapon("m4_acog_mp", 3, false);
self switchToWeapon("m4_acog_mp");
self.moveSpeedScaler = 1.00;
wait 0.05;
self _clearPerks();
self maps\mp\perks\_perks::givePerk("specialty_bling");
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_pistoldeath");
break;
case 5:
self takeAllWeapons();
wait 1;
self iPrintlnBold ("^1Press ^5Change weapon ^1 for weapon");
wait 1;
self giveWeapon("fn2000_eotech_mp", 8, false);
self giveWeapon("striker_xmags_mp", 6, false);
self switchToWeapon("fn2000_eotech_mp");
wait 0.05;
self.moveSpeedScaler = 1.00;
wait 0.05;
self _clearPerks();
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_coldblooded");
self maps\mp\perks\_perks::givePerk("specialty_scavanger");
self maps\mp\perks\_perks::givePerk("specialty_quiter");
self maps\mp\perks\_perks::givePerk("specialty_longersprint");
self maps\mp\perks\_perks::givePerk("specialty_detectexplosive");
self maps\mp\perks\_perks::givePerk("specialty_pistoldeath");
break;
case 6:
self takeAllWeapons();
wait 1;
self iPrintlnBold ("^1Press ^5Change weapon ^1 for weapon");
wait 1;
self giveWeapon("aa12_fmj_mp", 7, false );
self giveWeapon("tavor_fmj_mp", 5, false );
self switchToWeapon("tavor_fmj_mp");
self maps\mp\perks\_perks::givePerk( "frag_grenade_mp" );
self.moveSpeedScaler = 1.00;
setDvar("player_burstFireCooldown", "0");
wait 0.05;
self _clearPerks();
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_pistoldeath");
}
}
//Money/cash removed.
//Note! Remember to set the pos and angle in the mapedit file.
//If you don't know how this works. Then you need to ask again.
Semtex(pos, angle)
{
semtex_model = GetWeaponModel("semtex_mp", 0);
level.block = spawn("script_model", pos);
level.block setModel("com_plasticcase_friendly");
level.block.angles = angle;
level.block Solid();
level.semtex = spawn("script_model", pos + (0, 0, 20));
level.semtex setModel(semtex_model);
level.semtex.angles = angle; //Change if you want
//level.block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
invisblock = spawn("script_model", pos+(0,0,60));
invisblock Solid();
invisblock.angles = angle;
invisblock CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
level.block thread SemtexThink(pos, angle);
level.trigger = spawn( "trigger_radius", pos, 0, 50, 50);
level.trigger.angles = angle;
level.trigger thread SemtexThink(pos, angle);
wait 0.01;
}
SemtexThink(pos, angle)
{
self endon("disconnect");
while(1)
{
self waittill( "trigger", player );
if(Distance(pos, Player.origin) <= 75){
Player setLowerMessage("activate", "Hold ^3[{+activate}]^7 for a Semtex" );}
if(Distance(pos, Player.origin) >50){
Player ClearLowerMessage("activate", 1);}
if(Distance(pos, Player.origin) <= 75 && player.pers["team"] == "allies" && player useButtonPressed())
{
player ClearLowerMessage("activate", 1);
player notify("newWeapon");
player _giveWeapon("semtex_mp", 0, 0);
player giveMaxAmmo("semtex_mp");
level.wep = spawn("level.weapon[33]", pos+(0,5,0));
level.wep.angles = angle;
level.wep MoveTo(level.wep.origin+(0,0,50), 3);
level notify("boxend");
wait 0.1;
}
}
wait .8;
}