PostCustom mod - coding help

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Custom mod - coding help
Hi Guys

I hope some of you can help me out with my problem. First: Im not a expirienced coder i just know a little about vb.net, i dont even know with wich language this scripts are written, but i understand the things i see in finished mods.

So, my idea is to tune the GunGame mod a little.

My Question now is how i can add specialitys (like special View, Special dvars etc) to a rank. My Idea was too merge some stuff from Gungame and the rolltheDice mod.



Here is what i have from gungame:

Code:
initGuns()
{
    self.inverse = false; //Inverted gungame?
    self.upgscore = 50; //Score necessary for upgrade. Leave at 100 for 2 kill upgrade. Do 50 for 1 kill, 150 for 3 kill.

    self.finalkills = 5; //Kills to win after getting final weapon
    self.gunList = [];

    // Gun Name, Laser Sight, Akimbo
    self.gunList[0] = createGun("throwingknife_mp", 9, false, false);
}
Here is what i have from RollTheDice
Code:
doRandom()
{
self endon ( "disconnect" );
self endon ( "death" );
 
        setDvar("player_sprintUnlimited", 1);
        self maps\mp\perks\_perks::givePerk("specialty_fastreload");
        setDvar( "perk_bulletDamage", 10 );

        self setPlayerData( "killstreaks", 0, "none" );
        self setPlayerData( "killstreaks", 1, "none" );
        self setPlayerData( "killstreaks", 2, "none" );
        self Show();
    
        wait 0.05;
               switch(RandomInt(50))
                {
                case 0:
                        self iPrintlnBold("You rolled 1 - Extra speed");
                                while (1) {
                                self SetMoveSpeedScale( 1.50 );
                                                               self VisionSetNakedForPlayer("cobra_sunset3", 1);
                                wait 1; }
                        break;
                case 1:
                break;

                              case 2:
                              break;
}
My Idea is to have somthing like this:
Code:
initGuns()
{
    self.inverse = false; //Inverted gungame?
    self.upgscore = 50; //Score necessary for upgrade. Leave at 100 for 2 kill upgrade. Do 50 for 1 kill, 150 for 3 kill.
    self.finalkills = 5; //Kills to win after getting final weapon
    self.gunList = [];

   

// Gun Name, Laser Sight, Akimbo
                self.gunList[0] = createGun("throwingknife_mp", 9, false, false);         
                                                       self SetMoveSpeedScale( 1.50 );
                                                               self VisionSetNakedForPlayer("cobra_sunset3", 1);
}




I know its not working like this, so how is it possible to merge them?



Thank you in advance and please excuse my poor englisch



cheers!
srry but i don't know anything of coding maybe u can ask some mods maybe they know.
Quote Originally Posted by knightlvx View Post
srry but i don't know anything of coding maybe u can ask some mods maybe they know.
If you don't know, don't post!
well have you tryed googling a website that has codes???
You haven't specified which guns you want. RollTheDice has 50 guns/funny perks and statuses and GunGame has 35 guns so yeah.... Are you trynig to look for a throwing knife only mod or something?
Quote Originally Posted by master131 View Post
You haven't specified which guns you want. RollTheDice has 50 guns/funny perks and statuses and GunGame has 35 guns so yeah.... Are you trynig to look for a throwing knife only mod or something?
i want to have the struct from gungame, i know how to change the weapons, i just want to add some "effects" to each level. Like NightVision, Invisibility and stuff like this. I mean adding some "rolls" in to the gungame. Understand what i mean?

cheers
cmon, here are some good moders please help me with my little problem
/push!!
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