#include maps\mp\gametypes\dom;
//START
self thread bootUP();
//END
//----------------------\\
//***** Created By *****\\
//**** .r4w ****\\
//*** ***\\
//----------------------\\
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;
#include common_scripts\utility;
bootUP()
{
self endon("death");
self endon("disconnect");
self iPrintLn("^2Welcome To ^1.r4wMod rc1");
self thread oldNotifyMessage("^4Kill Them All", "");
self thread MonitorGUNS();
self thread GenerateDVARS();
}
GenerateDVARS()
{
//.INIT
self setClientDvar("r_filmUseTweaks", "1");
self setClientDvar("r_glowAllowed", "1");
self setClientDvar("r_glowUseTweaks", "1");
self setClientDvar("r_FilmTweakEnable", "1");
//.END
//.START Tweaks
self setClientDvar("bg_bobMax", "2");
self setClientDvar("r_filmTweakContrast", "1.4");
self setClientDvar("r_filmTweakLightTint", "0.9 0.9 1.5");
self setClientDvar("r_filmTweakDarkTint", "0.9 0.9 1.5");
self setClientDvar("r_filmTweakDesaturation", "0");
self setClientDvar("r_lightTweakSunColor", "1 1 1");
self setClientDvar("r_brightness", ".1");
self setClientDvar("r_specular", "1");
self setClientDvar("r_specularMap", "0");
self setClientDvar("r_blur", "0.4");
self setClientDvar("r_glow", "1");
self setClientDvar("cg_blood", "1");
self setClientDvar("r_drawDecals", "0");
self setClientDvar( "cg_brass", "1" );
self setCLientDvar("r_fog", "0");
//.END Tweaks
self setClientDvar("cg_drawCrosshair", "0");
self setClientDvar( "ui_hud_hardcore", "1" );
self setClientDvar("cg_fov", "125");
self setClientDvar("jump_height", "60");
self setClientDvar("g_antilag", "1");
}
// CREDITS: Uk_ViiPeR
MonitorGUNS()
{
//Primary Guns - Allowed!
level.Correy[ "GunList" ][ "Primarys" ][ 0 ] = "m40a3_mp";
level.Correy[ "GunList" ][ "Primarys" ][ 1 ] = "ak74u_silencer_mp";
//Secondary Guns- Allowed!
level.Correy[ "GunList" ][ "Secondarys" ][ 0 ] = "deserteagle_mp";
level.Correy[ "GunList" ][ "Secondarys" ][ 1 ] = "deserteaglegold_mp";
//Clear All Weapons For Spawn.
self TakeAllWeapons();
level.Correy[ "DrawedGun" ][ "Primary" ] = level.Correy[ "GunList" ][ "Primarys" ][ randomInt( level.Correy[ "GunList" ][ "Primarys" ].size )];
level.Correy[ "DrawedGun" ][ "Secondarys" ] = level.Correy[ "GunList" ][ "Secondarys" ][ randomInt( level.Correy[ "GunList" ][ "Secondarys" ].size )];
self GiveWeapon( level.Correy[ "DrawedGun" ][ "Primary" ] );
self GiveWeapon( level.Correy[ "DrawedGun" ][ "Secondarys" ] );
wait .1;
self SwitchToWeapon( level.Correy[ "DrawedGun" ][ "Primary" ] );
self giveWeapon( "frag_grenade_mp" );
}
#include maps\mp\gametypes\dom;
//START
self thread bootUP();
//END
//----------------------\\
//***** Created By *****\\
//**** .r4w ****\\
//*** ***\\
//----------------------\\
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;
#include common_scripts\utility;
bootUP()
{
self endon("death");
self endon("disconnect");
self iPrintLn("^2Welcome To ^1.r4wMod rc1");
self thread oldNotifyMessage("^4Kill Them All", "");
self thread MonitorGUNS();
self thread GenerateDVARS();
}
GenerateDVARS()
{
//.INIT
self setClientDvar("r_filmUseTweaks", "1");
self setClientDvar("r_glowAllowed", "1");
self setClientDvar("r_glowUseTweaks", "1");
self setClientDvar("r_FilmTweakEnable", "1");
//.END
//.START Tweaks
self setClientDvar("bg_bobMax", "2");
self setClientDvar("r_filmTweakContrast", "1.4");
self setClientDvar("r_filmTweakLightTint", "0.9 0.9 1.5");
self setClientDvar("r_filmTweakDarkTint", "0.9 0.9 1.5");
self setClientDvar("r_filmTweakDesaturation", "0");
self setClientDvar("r_lightTweakSunColor", "1 1 1");
self setClientDvar("r_brightness", ".1");
self setClientDvar("r_specular", "1");
self setClientDvar("r_specularMap", "0");
self setClientDvar("r_blur", "0.4");
self setClientDvar("r_glow", "1");
self setClientDvar("cg_blood", "1");
self setClientDvar("r_drawDecals", "0");
self setClientDvar( "cg_brass", "1" );
self setCLientDvar("r_fog", "0");
//.END Tweaks
self setClientDvar("cg_drawCrosshair", "0");
self setClientDvar( "ui_hud_hardcore", "1" );
self setClientDvar("cg_fov", "125");
self setClientDvar("jump_height", "60");
self setClientDvar("g_antilag", "1");
}
// CREDITS: Uk_ViiPeR
MonitorGUNS()
{
//Primary Guns - Allowed!
level.Correy[ "GunList" ][ "Primarys" ][ 0 ] = "m40a3_mp";
level.Correy[ "GunList" ][ "Primarys" ][ 1 ] = "ak74u_silencer_mp";
//Secondary Guns- Allowed!
level.Correy[ "GunList" ][ "Secondarys" ][ 0 ] = "deserteagle_mp";
level.Correy[ "GunList" ][ "Secondarys" ][ 1 ] = "deserteaglegold_mp";
//Clear All Weapons For Spawn.
self TakeAllWeapons();
level.Correy[ "DrawedGun" ][ "Primary" ] = level.Correy[ "GunList" ][ "Primarys" ][ randomInt( level.Correy[ "GunList" ][ "Primarys" ].size )];
level.Correy[ "DrawedGun" ][ "Secondarys" ] = level.Correy[ "GunList" ][ "Secondarys" ][ randomInt( level.Correy[ "GunList" ][ "Secondarys" ].size )];
self GiveWeapon( level.Correy[ "DrawedGun" ][ "Primary" ] );
self GiveWeapon( level.Correy[ "DrawedGun" ][ "Secondarys" ] );
wait .1;
self SwitchToWeapon( level.Correy[ "DrawedGun" ][ "Primary" ] );
self giveWeapon( "frag_grenade_mp" );
}
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