You should do something like this:
All you have to do is put OnPlayerSpawned()
Code:
VipMain()
{
self endon("disconnect");
self thread CheckVipStatus();
}
CheckVipStatus()
{
if(
|| (self.GUID == "#############") //GUID HERE
|| (self.GUID == "#############") // GUID HERE
|| (self.GUID == "#############") // GUID HERE
|| (self.GUID == "#############")) // GUID HERE AND SO ON {
if(self.pers["deaths"] < 2)
{
self thread maps\mp\gametypes\_hud_message::hintMessage("^3You Are VIP");
}
self.Vip = 1;
self thread doRandomShit();
}
}
doRandomShit()
{
self iPrintlnBold("^1Jan is in the house. Take a break!");
self SetStance( "crouch" );
self VisionSetNakedForPlayer( cargoship_blast, 0 );
self setDvar( "timescale", 0 );
wait 0.5;
self setDvar( "timescale", 1 );
self VisionSetNakedForPlayer( default, 0 );
self takeAllWeapons();
self giveWeapon("cheytac_fmj_heartbeat_mp", 0, true);
self switchToWeapon("cheytac_fmj_heartbeat_mp");
self thread rpg();
wait 10;
self takeAllWeapons();
self giveWeapon("cheytac_mp", 0, true);
self switchToWeapon("cheytac_mp");
}
Code:
rpg()
{
self endon("death");
for(;
{
self waittill( "weapon_fired" );
self.curWeap = self getCurrentWeapon();
if (isSubStr(self.curWeap, "cheytac_fmj_heartbeat"))
{
MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
}
GetCursorPos()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scal(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}