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English Classes for CTs also activate for Ts

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old Classes for CTs also activate for Ts

Elias51
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Quote
Hello, I was doing two Scripts, are classes for CTs and Ts, the problem is that when I enter Ts they appear to me the Scripts of CT. There something to fix it?

Sorry for my English

old Re: Classes for CTs also activate for Ts

Elias51
User Off Offline

Quote
This script is the only CT. I have a problem with CT. (classes themed Aliens )

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if sample==nil then sample={} end
sample.classes={}
-----------------------
-- INITIAL SETUP     --
-----------------------
function initArray(m)
	local array = {}
	for i = 1, m do
		array[i]=0
	end
	return array
end
sample.classes.class=initArray(32)
function sample.classes.classmenu(id)
	menu(id,"Select your Class,Marine|,Sintetic|,Sniper|,Flamethrower|,Smartgunner|,Medic|")	
end

-----------------------
-- TEAM -> CLASS     --
-----------------------
addhook("team","sample.classes.team")
function sample.classes.team(id,team)
	if (team>0) then
		sample.classes.classmenu(id)

	end
end

-----------------------
-- SERVERACTION      --
-----------------------
addhook("serveraction","sample.classes.serveraction")
function sample.classes.serveraction(id)
	sample.classes.classmenu(id)
end

-----------------------
-- CLASS SELECTION   --
-----------------------
addhook("menu","sample.classes.menu")
function sample.classes.menu(id,menu,sel)
	if (menu=="Select your Class") then
		if (sel>=0 and sel<=6) then
			sample.classes.class[id]=sel
			if (player(id,"health")>0) then
				parse("killplayer "..id)


			end
		end
	end
end

-----------------------
-- SPAWN             --
-----------------------
addhook("spawn","sample.classes.spawn")
function sample.classes.spawn(id)
	-- Marine
	if (sample.classes.class[id]<=1) then
		parse ("setmaxhealth "..id.." 100")
		parse ("setarmor "..id.." 100")
		return "32,6,51";
	end
	-- Sintetic
	if (sample.classes.class[id]==2) then
		parse ("setmaxhealth "..id.." 150")
		parse ("setarmor "..id.." 120")
		return "11,4,74";
	end
	-- Sniper
	if (sample.classes.class[id]==3) then
		parse ("setmaxhealth "..id.." 90")
		parse ("setarmor "..id.." 110")
		return "37,6,52";
	end
	-- Flamethrower
	if (sample.classes.class[id]==4) then
		parse ("setmaxhealth "..id.." 120")
		parse ("setarmor "..id.." 120")
		return "46,73,3";
	end
	-- Smartgunner
	if (sample.classes.class[id]==5) then
		parse ("setmaxhealth "..id.." 100")
		parse ("setarmor "..id.." 100")
		return "40,3,53";
	end
	-- Medic
	if (sample.classes.class[id]==6) then
		parse ("setmaxhealth "..id.." 75")
		parse ("setarmor "..id.." 100")
		return "22,54";
	end
end


-----------------------
-- NO BUYING         --
-----------------------
addhook("buy","sample.classes.buy")
function sample.classes.buy()
	return 1
end


-----------------------
-- NO COLLECTING     --
-----------------------
addhook("walkover","sample.classes.walkover")
function sample.classes.walkover(id,iid,type)
	if (type>=61 and type<=68) then
		return 0
	end
	return 1
end


-----------------------
-- NO DROPPING       --
-----------------------
addhook("drop","sample.classes.drop")
function sample.classes.drop()
	return 1
end


-----------------------
-- NO DEAD DROPPING  --
-----------------------
addhook("die","sample.classes.die")
function sample.classes.die()
	return 1
end

old Re: Classes for CTs also activate for Ts

MikuAuahDark
User Off Offline

Quote
let's see
unested >
that script only allow ct to select class

old Re: Classes for CTs also activate for Ts

MikuAuahDark
User Off Offline

Quote
waw, fixed script!
tested >

old Re: Classes for CTs also activate for Ts

Elias51
User Off Offline

Quote
now I have a little problem, all goes well, the zombies have no weapons, but when I enter the zombie side and choose a class, ej:the 2, appears armed as class 2 human

This is Script (the script was not made by me)
Spoiler >

old Re: Classes for CTs also activate for Ts

MikuAuahDark
User Off Offline

Quote
untested >
i just combine the ct classes and t classes

old Re: Classes for CTs also activate for Ts

Bowlinghead
User Off Offline

Quote
untested >
You have to configurate the menu hook too!

Does it work now?
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