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CS2D Scripts every round equip weaponsevery round equip weapons
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rounds = 0 randomnumber = nil random_rounds ={ [1] = {"Knife", "x"}; [2] = {"AWP", "35"}; } addhook("startround_prespawn", "_st_pre") addhook("spawn", "_spawn") function _st_pre() 	rounds = rounds + 1 	if rounds == 2 then randomize() rounds = 0 end end function randomize() 	randomnumber = math.random(1, #random_rounds) 	msg (random_rounds[randomnumber][1].." round!") end function _spawn(p) 	if randomnumber ~= nil then return random_rounds[randomnumber][2] end end
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rounds = 0 addhook("startround","_start") function _start(mode) 	if rounds < 10 then 		rounds = rounds + 1 	elseif rounds == 10 then 		--equip players-- 	else 		rounds = 0 	end end
Talented Doge good script
Kirito2K Good as well
Louie good
Guys I need a custom rounds. I want to choose which weapons and this hard thing to strip after finish rounds strip weapons from random round. I hope so u understand me
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randomnumber = nil endofround = false grenades = {51, 52, 53, 54, 72, 73, 75, 76, 86, 89} WTFround_speedmod = true WTFround_speedmod_value = 25 Rushround_speedmod_value = 15 weapons_hns = {10, 11} -------------------------------------------------- addhook("spawn", "_spawn") addhook("startround_prespawn", "_start_pre") addhook("endround", "_end") addhook("buy", "_buy") addhook("second", "_sec") addhook("walkover", "_walk") if allow_reload_server then addhook("serveraction", "_sva") end -------------------------------------------------- random_rounds ={ [1] = {"Knife", "x"}; [2] = {"AWP", "35, 51"}; [3] = {"M3", "10, 53"}; [4] = {"WTF", "45, 83", 1}; [5] = {"Melee", "69, 78, 85"}; [6] = {"Pistol", "1, 2, 3, 4, 5, 6"}; [7] = {"One Shot Deagle", "3" , 2}; [8] = {"Build the Base", "74", 3}; [9] = {"Flame everywhere", "73"}; [10] = {"Grenades", "51, 52, 53, 54, 72, 73, 75, 76, 86, 89"}; [11] = {"Rush", "21, 23", 4}; [12] = {"Hide and seek", "84", 5}; [13] = {"Standard", "32, 3, 51, 58", 6} } -------------------------------------------------- server_presettings = { {"sv_gamemode", "0"}; {"mp_deathdrop", "4"}; {"mp_postspawn", "5"}; {"mp_hud", "73"}; {"mp_dispenser_money", "1000"}; {"mp_building_limit", "turret", "100"}; {"sv_fow", "0"}; {"mp_wpndmg", "Deagle", "34"} } -------------------------------------------------- for _, func in pairs (server_presettings) do if func[3] then parse (func[1].." "..func[2].." "..func[3]) else parse (func[1].." "..func[2]) end end function _end() endofround = true if randomnumber ~= nil then if random_rounds[randomnumber][1] == 'One Shot Deagle' then deagle_damage() elseif random_rounds[randomnumber][1] == 'Guard the Base' then parse("mp_hud 73") elseif random_rounds[randomnumber][1] == 'Standard' or random_rounds[randomnumber][1] == 'Hide and seek' then parse("sv_fow 0") end end for i = 1, 32 do parse("setarmor "..i.." 0") parse("speedmod "..i.." 0") for _, id in pairs(playerweapons(i)) do if id ~= 55 and id ~= 50 then parse("strip "..i.." "..id) end end end end function randomnow() randomnumber = math.random(1, #random_rounds) msg ('\169'..color_code['red']..random_rounds[randomnumber][1]..'\169'..color_code['yellow'].." round!") end function _sec() if endofround == false then for _, id in pairs(player(0, "tableliving")) do 		if randomnumber == 9 then 			parse ("equip "..id.." 73") 		elseif randomnumber == 10 then 			for _, wpn in ipairs (grenades) do 				parse ("equip "..id.." "..wpn) 			end 		end end end end function _start_pre() endofround = false randomnow() if randomnumber ~= nil then 		if random_rounds[randomnumber][3] == 2 then 			extra(id, random_rounds[randomnumber][3]) 		elseif random_rounds[randomnumber][3] == 3 then 			parse("mp_hud 91") 		end end if random_rounds[randomnumber][1] == 'Hide and seek' then msg ("\169"..color_code['red'].."Terrorists are seekers while \169"..color_code['light blue'].."Counter-terrorists are hiders!") end end function _spawn(id) if randomnumber ~= nil and random_rounds[randomnumber][3] ~= nil and random_rounds[randomnumber][3] ~= 2 then extra(id, random_rounds[randomnumber][3]) end if randomnumber ~= nil then return random_rounds[randomnumber][2] end end function _buy(id) msg2(id, "\169"..color_code['red'].."You can't buy anything!@C") return 1 end function extra(p, i) if i == 1 then if WTFround_speedmod then parse("speedmod "..p.." "..WTFround_speedmod_value) end elseif i == 2 then deagle_damage() elseif i == 3 then build_base (p) elseif i == 4 then parse ("speedmod "..p.." "..Rushround_speedmod_value) elseif i == 5 then hnsround (p) parse ("sv_fow 1") elseif i == 6 then parse ("sv_fow 1") end end function deagle_damage() if itemtype(3, "dmg") ~= 999 then parse("mp_wpndmg Deagle 999") else parse("mp_wpndmg Deagle 34") end end function build_base (p) parse ("setmoney "..p.." 16000") end function _walk() if endofround then return 1 end end function hnsround(p) if player(p, "team") == 1 then local random_weapon = math.random(1, #weapons_hns) parse ("equip "..p.." "..weapons_hns[random_weapon]) end end
Just look at this maybe, but this script isn't counting rounds, it randomize every rounds.
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