... case "shotgun_mp": case "spas_12_mp": // Modern case "xm1014_mp": // Modern// return level.ex_wepo_smoke_stock_shot; return randomInt(1); //LAPD...
// smoke grenade loadout// 0 = weapon class (stock)// 1 = use ranksystem smoke loadout (if ranksystem enabled, otherwise 0)// 2 = fixed ammo every spawn (default)// 3 = random ammo every spawnset ex_smoke_loadout "1"set ex_smoke_loadout_hq "0"set ex_smoke_loadout_ctfb "0"// option 0 - weapon class stock smoke grenade ammo choose// min = 0, max = 9, default = 0//set ex_wepo_smoke_stock_sniper "0"//set ex_wepo_smoke_stock_rifle "0"//set ex_wepo_smoke_stock_mg "0"//set ex_wepo_smoke_stock_smg "0"set ex_wepo_smoke_stock_shot_ctfb "1"set ex_wepo_smoke_stock_shot_hq "1"//set ex_wepo_smoke_stock_rl "0"
// option 0 - stock weapon based ammo smoke grenades level.ex_wepo_smoke_stock_sniper = [[level.ex_drm]]("ex_wepo_smoke_stock_sniper", 0, 0, 9, "int"); level.ex_wepo_smoke_stock_rifle = [[level.ex_drm]]("ex_wepo_smoke_stock_rifle", 0, 0, 9, "int"); level.ex_wepo_smoke_stock_mg = [[level.ex_drm]]("ex_wepo_smoke_stock_mg", 0, 0, 9, "int"); level.ex_wepo_smoke_stock_smg = [[level.ex_drm]]("ex_wepo_smoke_stock_smg", 0, 0, 9, "int"); level.ex_wepo_smoke_stock_shot = [[level.ex_drm]]("ex_wepo_smoke_stock_shot", 1, 0, 9, "int"); level.ex_wepo_smoke_stock_rl = [[level.ex_drm]]("ex_wepo_smoke_stock_rl", 0, 0, 9, "int"); level.ex_wepo_smoke_stock_ft = [[level.ex_drm]]("ex_wepo_smoke_stock_ft", 0, 0, 9, "int");changed default to 0
Fixpack updated (fix 29, range finder script runtime errors; see first post of this thread)