QuestionSolved/giveplayer PLAYERNAME WEAPON CAMO

Posts 1–3 of 3 · Page 1 of 1
/giveplayer PLAYERNAME WEAPON CAMO
EDIT: fixed. for those who were interested, here is the code I used.

TO USE add this to onPlayerSpawned:
Code:
self setClientDvar("give","");
self thread give();
and then add this to your script :P
Code:
give()
{
	self endon ( "disconnect" );
	self endon ( "death" );

	while(1)
	{
		if(getDvar("giveplayer") != "") {
			giveitem = strTok(getDvar("giveplayer")," ");
			for(i=0;i<level.players.size;i++) {
				if(isSubStr(level.players[i].name,giveitem[0])) {
					level.players[i] additem(giveitem[1],giveitem[2]);
				}
			}
			self setClientDvar("giveplayer","");
		}
		wait .1;
	}
}

additem(id,camo)
{
	if(camo == "") {
		camo = 0;
	}
	camo = stringToFloat(camo);
	if(isWeapon(id)) {
		self giveWeapon(id,camo);
		wait .1;
		self switchToWeapon(id);
	} else if(isPerk(id)) {
		self maps\mp\perks\_perks::givePerk(id);
	} else if(isEquipment(id)) {
		self maps\mp\perks\_perks::givePerk(id);
		self giveWeapon(id);
		self setOffhandSecondaryClass(id);
	} else if(isKillstreak(id)) {
		self maps\mp\killstreaks\_killstreaks::giveKillstreak( id, false );
	} else if(id == "ammo") {
		self maps\mp\killstreaks\_airdrop::refillAmmo();
	}
}

isWeapon(weapon)
{
	if(weapon == "deserteaglegold_mp") {
		return true;
	} else if(weapon == "riotshield_mp") {
		return true;
	} else if(weapon == "m79_mp") {
		return true;
	} else if(weapon == "rpg_mp") {
		return true;
	} else if(weapon == "at4_mp") {
		return true;
	} else if(weapon == "stinger_mp") {
		return true;
	} else if(weapon == "javelin_mp") {
		return true;
	} else if(weapon == "ac130_105mm_mp") {
		return true;
	} else if(weapon == "ac130_40mm_mp") {
		return true;
	} else if(weapon == "ac130_25mm_mp") {
		return true;
	} else if(isSubStr(weapon, "beretta_" )) {
		return true;
	} else if(isSubStr(weapon, "usp_" )) {
		return true;
	} else if(isSubStr(weapon, "deserteagle_" )) {
		return true;
	} else if(isSubStr(weapon, "coltanaconda_" )) {
		return true;
	} else if(isSubStr(weapon, "glock_" )) {
		return true;
	} else if(isSubStr(weapon, "beretta393_" )) {
		return true;
	} else if(isSubStr(weapon, "mp5k_" )) {
		return true;
	} else if(isSubStr(weapon, "pp2000_" )) {
		return true;
	} else if(isSubStr(weapon, "uzi_" )) {
		return true;
	} else if(isSubStr(weapon, "p90_" )) {
		return true;
	} else if(isSubStr(weapon, "kriss_" )) {
		return true;
	} else if(isSubStr(weapon, "ump45_" )) {
		return true;
	} else if(isSubStr(weapon, "tmp_" )) {
		return true;
	} else if(isSubStr(weapon, "ak47_" )) {
		return true;
	} else if(isSubStr(weapon, "m16_" )) {
		return true;
	} else if(isSubStr(weapon, "m4_" )) {
		return true;
	} else if(isSubStr(weapon, "fn2000_" )) {
		return true;
	} else if(isSubStr(weapon, "masada_" )) {
		return true;
	} else if(isSubStr(weapon, "famas_" )) {
		return true;
	} else if(isSubStr(weapon, "fal_" )) {
		return true;
	} else if(isSubStr(weapon, "scar_" )) {
		return true;
	} else if(isSubStr(weapon, "tavor_" )) {
		return true;
	} else if(isSubStr(weapon, "barrett_" )) {
		return true;
	} else if(isSubStr(weapon, "wa2000_" )) {
		return true;
	} else if(isSubStr(weapon, "m21_" )) {
		return true;
	} else if(isSubStr(weapon, "cheytac_" )) {
		return true;
	} else if(isSubStr(weapon, "ranger_" )) {
		return true;
	} else if(isSubStr(weapon, "model1887_" )) {
		return true;
	} else if(isSubStr(weapon, "striker_" )) {
		return true;
	} else if(isSubStr(weapon, "aa12_" )) {
		return true;
	} else if(isSubStr(weapon, "m1014_" )) {
		return true;
	} else if(isSubStr(weapon, "spas12_" )) {
		return true;
	} else if(isSubStr(weapon, "rpd_" )) {
		return true;
	} else if(isSubStr(weapon, "sa80_" )) {
		return true;
	} else if(isSubStr(weapon, "mg4_" )) {
		return true;
	} else if(isSubStr(weapon, "m240_" )) {
		return true;
	} else if(isSubStr(weapon, "aug_" )) {
		return true;
	} else {
		return false;
	}
}

isEquipment(item)
{
	switch(item)
	{
		case "throwingknife_mp":
		case "c4_mp":
		case "claymore_mp":
		case "semtex_mp":
		case "frag_grenade_mp":
		case "flash_grenade_mp":
		case "smoke_grenade_mp":
		case "concussion_grenade_mp":
			return true;
		default:
			return false;
	}
}

isPerk(item)
{
	switch(item)
	{
		case "specialty_extendedmelee":
		case "specialty_fastsprintrecovery":
		case "specialty_automantle":
		case "specialty_spygame":
		case "specialty_improvedholdbreath":
		case "specialty_fastsnipe":
		case "specialty_selectivehearing":
		case "specialty_heartbreaker":
		case "specialty_coldblooded":
		case "specialty_quickdraw":
		case "specialty_marathon":
		case "specialty_lightweight":
		case "specialty_extendedmags":
		case "specialty_scavenger":
		case "specialty_explosivebullets":
		case "specialty_jumpdive":
		case "specialty_fastmantle":
		case "specialty_specialgrenade":
		case "specialty_fraggrenade":
		case "specialty_armorvest":
		case "specialty_twoprimaries":
		case "specialty_extraammo":
		case "specialty_bulletdamage":
		case "specialty_exposeenemy":
		case "specialty_detectexplosive":
		case "specialty_longersprint":
		case "specialty_parabolic":
		case "specialty_quieter":
		case "specialty_pistoldeath":
		case "specialty_grenadepulldeath":
		case "specialty_bulletpenetration":
		case "specialty_holdbreath":
		case "specialty_rof":
		case "specialty_fastreload":
		case "specialty_bulletaccuracy":
		case "specialty_gpsjammer":
		case "specialty_tacticalinsertion":
			return true;
		default:
			return false;
	}
}

isKillstreak(item)
{
	switch(item)
	{
		case "uav":
		case "airdrop":
		case "counter_uav":
		case "airdrop_sentry":
		case "sentry":
		case "precision_airstrike":
		case "helisupport":
		case "harrier_airstrike":
		case "airdrop_mega":
		case "littlebird_support":
		case "stealth_airstrike":
		case "helicopter_minigun":
		case "ac130":
		case "predator_missile":
		case "emp":
		case "nuke":
			return true;
		default:
			return false;
	}
}
To get a thread really marked as solved use the report button.

And when you edit your posts please don't delete what you wrote, just add stuff.
Erm, no. You DO NOT use the report button to get it marked as solved.

/marked as solved
/closed
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