goldeneye:server:loadout_script_files

Weaponset Script Files

GE:S uses loadout script files to specify the composition of weaponsets and what gamemodes they should appear in.

Loadout scripts are stored in scripts/loadouts. Files that specify which loadouts a given gameplay should use start with gameplay_ and files that specify loadout compositions start with weapon_sets_

Making Custom Weaponsets

Open up weapon_sets_custom.txt in scripts/loadouts and follow the guide at the top of the file.

You can also make new files that start with weapon_sets_custom_ if you would like to keep things more organized.

Setting up Gameplay Weaponset Rotation

The file that controls the weaponsets in rotation for a given gameplay will be called gameplay_GAMEPLAYNAME. For example, arsenal is gameplay_arsenal.

The three columns in this file are the weaponset name, weight, and grouping.

The name of the weaponset will be used to pull the weaponset from the existing weapon_sets_* files, and the weight and group will override whatever is specified for that weaponset in those files.

If a gamemode does not have a gameplay_* file, it will just use the default loadout settings specified for each loadout in the weapon_sets_* files.

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<a href="#weaponset_script_files">Weaponset Script Files</a>
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<li class="level2">
<div class="li">
<a href="#making_custom_weaponsets">Making Custom Weaponsets</a>
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<div class="li">
<a href="#setting_up_gameplay_weaponset_rotation">Setting up Gameplay Weaponset Rotation</a>
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<h1 class="sectionedit1" id="weaponset_script_files">Weaponset Script Files</h1>
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<p> GE:S uses loadout script files to specify the composition of weaponsets and what gamemodes they should appear in. </p>
<p> Loadout scripts are stored in scripts/loadouts. Files that specify which loadouts a given gameplay should use start with gameplay_ and files that specify loadout compositions start with weapon_sets_ </p>
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<h2 class="sectionedit2" id="making_custom_weaponsets">Making Custom Weaponsets</h2>
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<p> Open up weapon_sets_custom.txt in scripts/loadouts and follow the guide at the top of the file. </p>
<p> You can also make new files that start with weapon_sets_custom_ if you would like to keep things more organized. </p>
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<h2 class="sectionedit3" id="setting_up_gameplay_weaponset_rotation">Setting up Gameplay Weaponset Rotation</h2>
<div class="level2">
<p> The file that controls the weaponsets in rotation for a given gameplay will be called gameplay_GAMEPLAYNAME. For example, arsenal is gameplay_arsenal. </p>
<p> The three columns in this file are the weaponset name, weight, and grouping. </p>
<p> The name of the weaponset will be used to pull the weaponset from the existing weapon_sets_* files, and the weight and group will override whatever is specified for that weaponset in those files. </p>
<p> If a gamemode does not have a gameplay_* file, it will just use the default loadout settings specified for each loadout in the weapon_sets_* files. </p>
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