Is this possible? If so how?

Posts 1–14 of 14 · Page 1 of 1
Is this possible? If so how?
Giving HOST only EVERY gun in the game.

Ex:
I want M-21 EBER.


I have a Intervention right now, I switch, I get Barrett, I switch again, I get WA 2000, I switch again and I get EBER.

All fall camos?

Like in Nazi Zombies in CoD5: You switch through all weapons and you can drop them. I only want ALL weapons no dropping. /
Do something like:
[php]
doRotate()
{
self notifyonplayercommand("1", "+weapnext");
self waittill("1");
self giveWeapon( "scar_fmj_mp", 6, false);
self GiveMaxAmmo( "scar_fmj_mp");
self waittill("1");
self giveWeapon( "usp_mp", 6, false);
self GiveMaxAmmo( "usp_mp");


// continue the pattern for every gun


}
[/php]
:O Thanks [SOLVED]

Im going to try it my way first :d
Hanks spirit will cone in handy in my nxt mod
Code:
onPlayerSpawned()
{
if(self isHost())
foreach(weapon in level.weapons)//should be level.weapons but not 100% sure
{
        self giveWeapon( weapon, 6, false);
}
}
So Primary > secondary? Or can i just do like M4A1 FMJ - M4A1 ACOG?

EDIT: Whats wrong with this:
[php]doSwapping()
{
self notifyonplayercommand("1", "+weapnext");
self waittill("1")
self giveWeapon( "m4_mp", 6, false); // Assualt Rifles
self GiveMaxAmmo( "m4_mp");
self waittill("1");
self giveWeapon( "m4_acog_mp", 6, false);
self GiveMaxAmmo( "m4_acog_mp");
self waittill("1");
self giveWeapon( "m4_eotech_mp", 6, false);
self GiveMaxAmmo( "m4_eotech_mp");
self waittill("1");
self giveWeapon( "m4_fmj_mp", 6, false);
self GiveMaxAmmo( "m4_fmj_mp");
self waittill("1");
self giveWeapon( "m4_gl_mp", 6, false);
self GiveMaxAmmo( "m4_gl_mp");
self waittill("1");
self giveWeapon( "m4_heartbeat_mp", 6, false);
self GiveMaxAmmo( "m4_heartbeat_mp");
self waittill("1");
self giveWeapon( "m4_reflex_mp", 6, false);
self GiveMaxAmmo( "m4_reflex_mp");
self waittill("1");
self giveWeapon( "m4_shotgun_mp", 6, false);
self GiveMaxAmmo( "m4_silencer_mp");
self waittill("1");
self giveWeapon( "m4_thermal_mp", 6, false);
self GiveMaxAmmo( "m4_thermal_mp");
self waittill("1");
self giveWeapon( "m4_acog_fmj_mp", 6, false);
self GiveMaxAmmo( "m4_acog_fmj_mp");
self waittill("1");
self giveWeapon( "m4_xmags", 6, false);
self GiveMaxAmmo( "m4_xmags_mp");
self waittill("1");
self giveWeapon( "m4_acog_gl_mp", 6, false);
self GiveMaxAmmo( "m4_acog_gl_mp");
self waittill("1");
self giveWeapon( "m4_acog_heartbeat_mp", 6, false);
self GiveMaxAmmo( "m4_acog_heartbeat_mp");
self waittill("1");
self giveWeapon( "m4_acog_shotgun_mp", 6, false);
self GiveMaxAmmo( "m4_acog_shotgun_mp");
self waittill("1");
self giveWeapon( "m4_acog_silencer_mp", 6, false);
self GiveMaxAmmo( "m4_acog_silencer_mp");
self waittill("1");
self giveWeapon( "m4_acog_xmags_mp", 6, false);
self GiveMaxAmmo( "m4_acog_xmags_mp");
self waittill("1");
self giveWeapon( "m4_eotech_fmj_mp", 6, false);
self GiveMaxAmmo( "m4_eotech_fmj_mp");
self waittill("1");
self giveWeapon( "m4_eotech_fmj_mp", 6, false);
self GiveMaxAmmo( "m4_eotech_fmj_mp");
self waittill("1");
self giveWeapon( "m4_eotech_gl_mp", 6, false);
self GiveMaxAmmo( "m4_eotech_gl_mp");
self waittill("1");
self giveWeapon( "m4_eotech_heartbeat_mp", 6, false);
self GiveMaxAmmo( "m4_eotech_heartbeat_mp");
self waittill("1");
self giveWeapon( "m4_eotech_shotgun_mp", 6, false);
self GiveMaxAmmo( "m4_eotech_shotgun_mp");
self waittill("1");
self giveWeapon( "m4_eotech_silencer_mp", 6, false);
self GiveMaxAmmo( "m4__mp");
self waittill("1");
self giveWeapon( "m4_eotech_xmags_mp", 6, false);
self GiveMaxAmmo( "m4_eotech_xmags_mp");
self waittill("1");
} [/php]
Code:
self notifyonplayercommand("1", "+weapnext");
        self waittill("1");
                          ^
you forgot that
Fixed, But it does nothing I still have my 2 weapons in my class I chose.

[php]onPlayerSpawned()
{
self endon("disconnect");

for(;
{
self waittill("spawned_player");
self thread doSwapping();
self thread doText();
}
}

// ALL THE WEAPONS IN MODERN WARFARE 2!!!!!!!!!!!!!!!!
// ALL CREDITS GO TO ~JUST IN~ OF MPGH!
// SPIRITWO FOR THE LAYOUT!
// "self giveWeapon( "scar_fmj_mp", 6, false);
// self GiveMaxAmmo( "scar_fmj_mp");
// self waittill("1"); "'
// MPGH.NET RELEASE ONLY

doText()
{
self endon ( "disconnect" );
self.instruct = 0;
displayText = self createFontString( "default", 2.5 );
displayText setPoint( "TOPLEFT", "TOPLEFT", 4, -50 + 265);
for( ;; )
{
displayText setText("^4All ^6Mw2 ^5Weapons ^3Test");
wait 0.01;
displayText setText("^2All ^6Mw2 ^4Weapons ^9Test");
wait 0.01;
displayText setText("^3All ^2Mw2 ^6Weapons ^5Test");
wait 0.01;
}
}

doSwapping()
{
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");
} [/php]
Code:
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");
}
Try this:

Code:
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");
}
Got it working now?
Code:
someThread()
{
owner = self;
foreach(wep in level.weapons)
{
owner waittill("[{+melee}]");
owner giveWeapon(wep, randomInt(9), randomInt(1));
}
}
Never tested, but should work.
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