// the purpose of this script is basically just to provide methods that are used in modified burnmeter and boost_store scripts to get custom items to work global function InitialiseArenaLoadouts global function PopulateArenaLoadouts global function GetArenaLoadoutForRoundCount global function GetArenaLoadoutItemAsBurnReward global function GetCashBoostForRoundCount #if SERVER global function GivePlayerArenaLoadoutItem #endif const int ABILITY_ROUND = 2 const int CRATE_ROUND = 4 const int TITAN_ROUND = 7 struct { array tier0Weapons array tier1Weapons array antiTitanWeapons BoostStoreData droppodRespawn BoostStoreData titanBattery BoostStoreData titanfall } file void function InitialiseArenaLoadouts() { BoostStoreData g2Data = { itemRef="mp_weapon_g2", modesAllowed="arena", cost=75, ... } file.tier0Weapons.append( g2Data ) BoostStoreData flatlineData = { itemRef="mp_weapon_vinson", modesAllowed="arena", cost=125, ... } file.tier0Weapons.append( flatlineData ) BoostStoreData wingmanData = { itemRef="mp_weapon_wingman", modesAllowed="arena", cost=50, ... } file.tier0Weapons.append( wingmanData ) BoostStoreData respawnData = { itemRef="droppodRespawn", modesAllowed="arena", cost=50, ... } file.tier0Weapons.append( respawnData ) #if SERVER SetBoostPurchaseCallback( GivePlayerArenaLoadoutItem ) #endif } array function PopulateArenaLoadouts() { return GetArenaLoadoutForRoundCount( 0 ) } array function GetArenaLoadoutForRoundCount( int round ) { return file.tier0Weapons } BurnReward function GetArenaLoadoutItemAsBurnReward( string itemRef ) { BurnReward reward reward.ref = itemRef reward.localizedName = itemRef return reward } bool function ArenaLoadoutItemIsWeapon( string item ) { if ( item.find( "mp_weapon" ) == 0 ) return true return false } int function GetCashBoostForRoundCount( int round ) { if ( round == 0 ) return 150 if ( round < 4 ) return 250 return 350 } #if SERVER void function GivePlayerArenaLoadoutItem( entity player, BoostStoreData item ) { if ( ArenaLoadoutItemIsWeapon( item.itemRef ) ) { array mods // apply mods //if ( item.itemRef = "mp_weapon_wingman" ) player.GiveWeapon( item.itemRef, mods ) player.SetActiveWeaponByName( item.itemRef ) return } } #endif