here's a little tip for ya nuggets
in order to streamline ur counting (only prints time left (not allies win in), i fixed ya up:
95% sure this works-it works fine for me, but i had to adapt for the global script, so i may have lost something in the process
//*********************\\
// king of the hill MP \\
// version 1.0 NUGGETS \\
//*********************\\
main level.hold_time level.prevent_time:
level.allied_clock = 0
level.axis_clock = 0
level.allied_counters = 0
level.axis_counters = 0
level.repeat_message_allied = 0
level.repeat_message_axis = 0
level waittill spawn
thread the_clocks
//level waittill roundstart
level.repeat_message_allied = 0 // just to make sure
level.repeat_message_axis = 0
//while (1)
// {iprintlnbold_noloc "allies " level.allied_counters " axis " level.axis_counters
// wait 1}
end
im_here:
local.player = parm.other
if (local.player.dmteam == "allies")
{if (local.player.were_counting == 0 )
{iprintlnbold_noloc "ally started to count"
level.allied_counters++
local.player.were_counting = 1
local.player thread ally_here_to_help
local.player.prev_team = "allies"
local.player thread team_swap_check}}
if (local.player.dmteam == "axis")
{if ( local.player.were_counting == 0 )
{level.axis_counters++
local.player.were_counting = 1
local.player.prev_team = "axis"
local.player thread team_swap_check}}
end
ive_gone:
local.player = parm.other
if (local.player.were_counting == 1)
{if (local.player.dmteam == "allies")
{level.allied_counters--
level.repeat_message_allied = 0}
if (local.player.dmteam == "axis")
{level.axis_counters--
level.repeat_message_axis = 0}}
local.player.were_counting = 0
local.player.i_died = 0
end
ally_here_to_help:
while (self.were_counting == 1)
{if !(isAlive self)
{if (self.i_died == 0)
{level.allied_counters--
level.repeat_message_allied = 0
self.i_died = 1
self.were_counting = 0
self stufftext "Get your ass back in there!"}}
wait 1}
end
axis_here_to_help:
while (self.were_counting == 1)
{if !(isAlive self)
{if (self.i_died == 0)
{level.axis_counters--
level.repeat_message_axis = 0
self.i_died = 1
self.were_counting = 0
self stufftext "Get your ass back in there!"}}
wait 1}
end
the_clocks:
while (1)
{if ((level.allied_counters == 0) && (level.axis_counters == 0))
{level.allied_clock = 0
level.axis_clock = 0
level.team_in = "no-one"
wait 1}
if ((level.allied_counters > 0) && (level.axis_counters == 0))
{level.team_in = "allies"
thread is_it_over
level.axis_clock = 0
if (level.repeat_message_allies == 0)
{
thread nwtr_nuggets/nwtr_hudprints.scr::hudprint "Allies will take control in" 1 0 0 1 "flash" 1
level.repeat_message_allies = 1
}
wait .7
thread nwtr_nuggets/nwtr_hudprints.scr::hudprint (level.hold_time - level.allied_clock) 1 0 0 2 "flash" 1
level.allied_clock++
wait .3}
if ((level.allied_counters == 0) && (level.axis_counters > 0))
{level.team_in = "axis"
thread is_it_over
level.allied_clock = 0
if (level.repeat_message_axis == 0)
{thread nwtr_nuggets/nwtr_hudprints.scr::hudprint "Axis will take control in" 1 0 0 1 "flash" 0
level.repeat_message_axis = 1}
wait .7
thread nwtr_nuggets/nwtr_hudprints.scr::hudprint_left level.axis_clock 1 0 0 2 "flash" 0
level.axis_clock++
wait .3}
if ((level.allied_counters > 0) && (level.axis_counters > 0))
{if (level.team_in == "no-one")
{level.double_entry = (randomint (2) + 1)
if (level.double_entry == 1)
{level.team_in = "allies"}
if (level.double_entry == 2)
{level.team_in = "axis"}}
thread is_it_over
level.allied_clock++
level.axis_clock++
thread nwtr_nuggets/nwtr_hudprints.scr::hudprint level.axis_clock 1 0 0 .75 "flash" 1
wait 1}}
end
is_it_over:
if ((level.allied_clock >= level.hold_time) && (level.axis_clock < level.prevent_time))
{teamwin allies}
if ((level.axis_clock >= level.hold_time) && (level.allied_clock < level.prevent_time))
{teamwin axis}
if (((level.allied_clock >= level.prevent_time) && (level.team_in == "axis")) || ((level.axis_clock >= level.prevent_time) && (level.team_in == "allies")))
{level.allied_clock = 0
level.axis_clock = 0
level.repeat_message_axis = 0
level.repeat_message_allies = 0}
end
team_swap_check:
while (self.were_counting == 1)
{if ((self.dmteam == "allies") && (self.prev_team == "axis"))
{level.axis_counters--
level.repeat_message_axis = 0
self.were_counting = 0
self.prev_team = "allies"}
if ((self.dmteam == "axis") && (self.prev_team == "allies"))
{level.allied_counters--
level.repeat_message_allied = 0
self.were_counting = 0
self.prev_team = "axis"}
if ((self.dmteam == "spectator") && (self.prev_team == "allies"))
{level.allied_counters--
level.repeat_message_allied = 0
self.were_counting = 0
self.prev_team = "spectator"}
if ((self.dmteam == "spectator") && (self.prev_team == "axis))
{level.axis_counters--
level.repeat_message_axis = 0
self.were_counting = 0
self.prev_team = "spectator"}
wait 1}
end
ALL CREDIT TO YOU STILL