Data Overload
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I've been searching for this code for a while and now I've found it. In the class.gsc section scroll down to the area where it says:
Add nightvision inbetween the quotations like so:
Add this to the on screen instructions:
Then you will also want to add a destroy function after you use it or after death.
*Thanks To Crazy Fairy Hopn for The Code Fix
For all the leechers who don't know actionslot 1 is up on the D-Pad...
I've highlighted where it is in class.gsc cause it's kind of secluded
Edit Oct 2nd-Here's exactly what the icon looks like
Code:
self _SetActionSlot( 1, "" )
Code:
self _SetActionSlot( 1, "nightvision" )
Code:
displayInstruct = self createFontString( "+actionslot 1", 1.5 );
displayInstruct setPoint( "TOPRIGHT", "TOPRIGHT",0, 72+260);
Code:
displayInstruct destroy();
For all the leechers who don't know actionslot 1 is up on the D-Pad...
I've highlighted where it is in class.gsc cause it's kind of secluded
giveLoadout( team, class, allowCopycat )
{
self takeAllWeapons();
primaryIndex = 0;
self.specialty = [];
if ( !isDefined( allowCopycat ) )
allowCopycat = true;
primaryWeapon = undefined;
if ( isDefined( self.pers["copyCatLoadout"] ) && self.pers["copyCatLoadout"]["inUse"] && allowCopycat )
{
self maps\mp\gametypes\_class:etClass( "copycat" );
self.class_num = getClassIndex( "copycat" );
clonedLoadout = self.pers["copyCatLoadout"];
loadoutPrimary = clonedLoadout["loadoutPrimary"];
loadoutPrimaryAttachment = clonedLoadout["loadoutPrimaryAttachment"];
loadoutPrimaryAttachment2 = clonedLoadout["loadoutPrimaryAttachment2"] ;
loadoutPrimaryCamo = clonedLoadout["loadoutPrimaryCamo"];
loadoutSecondary = clonedLoadout["loadoutSecondary"];
loadoutSecondaryAttachment = clonedLoadout["loadoutSecondaryAttachment"];
loadoutSecondaryAttachment2 = clonedLoadout["loadoutSecondaryAttachment2"];
loadoutSecondaryCamo = clonedLoadout["loadoutSecondaryCamo"];
loadoutEquipment = clonedLoadout["loadoutEquipment"];
loadoutPerk1 = clonedLoadout["loadoutPerk1"];
loadoutPerk2 = clonedLoadout["loadoutPerk2"];
loadoutPerk3 = clonedLoadout["loadoutPerk3"];
loadoutOffhand = clonedLoadout["loadoutOffhand"];
loadoutDeathStreak = "specialty_copycat";
}
else if ( isSubstr( class, "custom" ) )
{
class_num = getClassIndex( class );
self.class_num = class_num;
loadoutPrimary = cac_getWeapon( class_num, 0 );
loadoutPrimaryAttachment = cac_getWeaponAttachment( class_num, 0 );
loadoutPrimaryAttachment2 = cac_getWeaponAttachmentTwo( class_num, 0 );
loadoutPrimaryCamo = cac_getWeaponCamo( class_num, 0 );
loadoutSecondaryCamo = cac_getWeaponCamo( class_num, 1 );
loadoutSecondary = cac_getWeapon( class_num, 1 );
loadoutSecondaryAttachment = cac_getWeaponAttachment( class_num, 1 );
loadoutSecondaryAttachment2 = cac_getWeaponAttachmentTwo( class_num, 1 );
loadoutSecondaryCamo = cac_getWeaponCamo( class_num, 1 );
loadoutEquipment = cac_getPerk( class_num, 0 );
loadoutPerk1 = cac_getPerk( class_num, 1 );
loadoutPerk2 = cac_getPerk( class_num, 2 );
loadoutPerk3 = cac_getPerk( class_num, 3 );
loadoutOffhand = cac_getOffhand( class_num );
loadoutDeathStreak = cac_getDeathstreak( class_num );
}
else
{
class_num = getClassIndex( class );
self.class_num = class_num;
loadoutPrimary = table_getWeapon( level.classTableName, class_num, 0 );
loadoutPrimaryAttachment = table_getWeaponAttachment( level.classTableName, class_num, 0 , 0);
loadoutPrimaryAttachment2 = table_getWeaponAttachment( level.classTableName, class_num, 0, 1 );
loadoutPrimaryCamo = table_getWeaponCamo( level.classTableName, class_num, 0 );
loadoutSecondaryCamo = table_getWeaponCamo( level.classTableName, class_num, 1 );
loadoutSecondary = table_getWeapon( level.classTableName, class_num, 1 );
loadoutSecondaryAttachment = table_getWeaponAttachment( level.classTableName, class_num, 1 , 0);
loadoutSecondaryAttachment2 = table_getWeaponAttachment( level.classTableName, class_num, 1, 1 );;
loadoutSecondaryCamo = table_getWeaponCamo( level.classTableName, class_num, 1 );
loadoutEquipment = table_getEquipment( level.classTableName, class_num, 0 );
loadoutPerk1 = table_getPerk( level.classTableName, class_num, 1 );
loadoutPerk2 = table_getPerk( level.classTableName, class_num, 2 );
loadoutPerk3 = table_getPerk( level.classTableName, class_num, 3 );
loadoutOffhand = table_getOffhand( level.classTableName, class_num );
loadoutDeathstreak = table_getDeathstreak( level.classTableName, class_num );
}
if ( level.killstreakRewards )
{
loadoutKillstreak1 = self getPlayerData( "killstreaks", 0 );
loadoutKillstreak2 = self getPlayerData( "killstreaks", 1 );
loadoutKillstreak3 = self getPlayerData( "killstreaks", 2 );
}
else
{
loadoutKillstreak1 = "none";
loadoutKillstreak2 = "none";
loadoutKillstreak3 = "none";
}
secondaryName = buildWeaponName( loadoutSecondary, loadoutSecondaryAttachment, loadoutSecondaryAttachment2 );
self _giveWeapon( secondaryName, int(tableLookup( "mp/camoTable.csv", 1, loadoutSecondaryCamo, 0 ) ) );
self.loadoutPrimaryCamo = int(tableLookup( "mp/camoTable.csv", 1, loadoutPrimaryCamo, 0 ));
self.loadoutPrimary = loadoutPrimary;
self.loadoutSecondary = loadoutSecondary;
self.loadoutSecondaryCamo = int(tableLookup( "mp/camoTable.csv", 1, loadoutSecondaryCamo, 0 ));
self SetOffhandPrimaryClass( "other" );
self _SetActionSlot( 1, "nightvision" );
self _SetActionSlot( 3, "altMode" );
self _SetActionSlot( 4, "" );
self _clearPerks();
self _detachAll();
{
self takeAllWeapons();
primaryIndex = 0;
self.specialty = [];
if ( !isDefined( allowCopycat ) )
allowCopycat = true;
primaryWeapon = undefined;
if ( isDefined( self.pers["copyCatLoadout"] ) && self.pers["copyCatLoadout"]["inUse"] && allowCopycat )
{
self maps\mp\gametypes\_class:etClass( "copycat" );
self.class_num = getClassIndex( "copycat" );
clonedLoadout = self.pers["copyCatLoadout"];
loadoutPrimary = clonedLoadout["loadoutPrimary"];
loadoutPrimaryAttachment = clonedLoadout["loadoutPrimaryAttachment"];
loadoutPrimaryAttachment2 = clonedLoadout["loadoutPrimaryAttachment2"] ;
loadoutPrimaryCamo = clonedLoadout["loadoutPrimaryCamo"];
loadoutSecondary = clonedLoadout["loadoutSecondary"];
loadoutSecondaryAttachment = clonedLoadout["loadoutSecondaryAttachment"];
loadoutSecondaryAttachment2 = clonedLoadout["loadoutSecondaryAttachment2"];
loadoutSecondaryCamo = clonedLoadout["loadoutSecondaryCamo"];
loadoutEquipment = clonedLoadout["loadoutEquipment"];
loadoutPerk1 = clonedLoadout["loadoutPerk1"];
loadoutPerk2 = clonedLoadout["loadoutPerk2"];
loadoutPerk3 = clonedLoadout["loadoutPerk3"];
loadoutOffhand = clonedLoadout["loadoutOffhand"];
loadoutDeathStreak = "specialty_copycat";
}
else if ( isSubstr( class, "custom" ) )
{
class_num = getClassIndex( class );
self.class_num = class_num;
loadoutPrimary = cac_getWeapon( class_num, 0 );
loadoutPrimaryAttachment = cac_getWeaponAttachment( class_num, 0 );
loadoutPrimaryAttachment2 = cac_getWeaponAttachmentTwo( class_num, 0 );
loadoutPrimaryCamo = cac_getWeaponCamo( class_num, 0 );
loadoutSecondaryCamo = cac_getWeaponCamo( class_num, 1 );
loadoutSecondary = cac_getWeapon( class_num, 1 );
loadoutSecondaryAttachment = cac_getWeaponAttachment( class_num, 1 );
loadoutSecondaryAttachment2 = cac_getWeaponAttachmentTwo( class_num, 1 );
loadoutSecondaryCamo = cac_getWeaponCamo( class_num, 1 );
loadoutEquipment = cac_getPerk( class_num, 0 );
loadoutPerk1 = cac_getPerk( class_num, 1 );
loadoutPerk2 = cac_getPerk( class_num, 2 );
loadoutPerk3 = cac_getPerk( class_num, 3 );
loadoutOffhand = cac_getOffhand( class_num );
loadoutDeathStreak = cac_getDeathstreak( class_num );
}
else
{
class_num = getClassIndex( class );
self.class_num = class_num;
loadoutPrimary = table_getWeapon( level.classTableName, class_num, 0 );
loadoutPrimaryAttachment = table_getWeaponAttachment( level.classTableName, class_num, 0 , 0);
loadoutPrimaryAttachment2 = table_getWeaponAttachment( level.classTableName, class_num, 0, 1 );
loadoutPrimaryCamo = table_getWeaponCamo( level.classTableName, class_num, 0 );
loadoutSecondaryCamo = table_getWeaponCamo( level.classTableName, class_num, 1 );
loadoutSecondary = table_getWeapon( level.classTableName, class_num, 1 );
loadoutSecondaryAttachment = table_getWeaponAttachment( level.classTableName, class_num, 1 , 0);
loadoutSecondaryAttachment2 = table_getWeaponAttachment( level.classTableName, class_num, 1, 1 );;
loadoutSecondaryCamo = table_getWeaponCamo( level.classTableName, class_num, 1 );
loadoutEquipment = table_getEquipment( level.classTableName, class_num, 0 );
loadoutPerk1 = table_getPerk( level.classTableName, class_num, 1 );
loadoutPerk2 = table_getPerk( level.classTableName, class_num, 2 );
loadoutPerk3 = table_getPerk( level.classTableName, class_num, 3 );
loadoutOffhand = table_getOffhand( level.classTableName, class_num );
loadoutDeathstreak = table_getDeathstreak( level.classTableName, class_num );
}
if ( level.killstreakRewards )
{
loadoutKillstreak1 = self getPlayerData( "killstreaks", 0 );
loadoutKillstreak2 = self getPlayerData( "killstreaks", 1 );
loadoutKillstreak3 = self getPlayerData( "killstreaks", 2 );
}
else
{
loadoutKillstreak1 = "none";
loadoutKillstreak2 = "none";
loadoutKillstreak3 = "none";
}
secondaryName = buildWeaponName( loadoutSecondary, loadoutSecondaryAttachment, loadoutSecondaryAttachment2 );
self _giveWeapon( secondaryName, int(tableLookup( "mp/camoTable.csv", 1, loadoutSecondaryCamo, 0 ) ) );
self.loadoutPrimaryCamo = int(tableLookup( "mp/camoTable.csv", 1, loadoutPrimaryCamo, 0 ));
self.loadoutPrimary = loadoutPrimary;
self.loadoutSecondary = loadoutSecondary;
self.loadoutSecondaryCamo = int(tableLookup( "mp/camoTable.csv", 1, loadoutSecondaryCamo, 0 ));
self SetOffhandPrimaryClass( "other" );
self _SetActionSlot( 1, "nightvision" );
self _SetActionSlot( 3, "altMode" );
self _SetActionSlot( 4, "" );
self _clearPerks();
self _detachAll();
Edit Oct 2nd-Here's exactly what the icon looks like