local MyGamemode = MyGamemode or {} --Create An Overall Table For Our Gamemode --Set The Value Of The Table To Itself --Or --If It Has No Value Set The Value To An Empty Table --Make A Custom Function In Our Table function MyGamemode.PlayerInitialSpawn( Ply ) --Add A Variable To Our Player Entity Ply.SpawnEquipment = {} Ply.SpawnEquipment.Weapons = {} --Insert A Custom Value To The Table table.insert( Ply.SpawnEquipment.Weapons, "weapon_crowbar" ) --Example Of Clearing The Table And Adding New Weapons table.Empty( Ply.SpawnEquipment.Weapons ) --Insert A Different Weapon table.insert( Ply.SpawnEquiment.Weapons, "weapon_ar2" ) --And Another table.insert( Ply.SpawnEquiment.Weapons, "weapon_pistol" ) end --Hook Into The GM:PlayerInitialSpawn() hook.Add( "PlayerInitialSpawn", "MyCustomInitalspawnFunction", MyGamemode.PlayerInitialSpawn ) --Give The Player Their Spawn Equipment --Override The PlayerLoadout Function So ONLY Our Equipment Is Given function GM:PlayerLoadout( Ply ) local Equipment = Ply.SpawnEquipment --Make Sure Equipment Is Not nil if ( Equipment != nil ) Then local Weapons = Equipment.Weapons --Make Sure Weapons Is Not nil if ( Weapons != nil ) then --Loop Through Our Weapons Table --k == Table Key, 1,2,3,4,5.. --v == Table Value for k,v in pairs(Weapons) do --Give The player Each Weapon In The Equipment Table Ply:Give( v ) end end end end