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Bjarne BZR
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by Bjarne BZR » Tue Feb 03, 2004 11:13 pm
Is it possible to control respawning in any more axact way than activating/deactivating spawns during play?
What I want to do is:
1) Force players to respawn within X seconds.
2) Prevent players from respawning within Y seconds.
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bdbodger
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by bdbodger » Wed Feb 04, 2004 8:05 am
isn't respawn time set when you start a mp game ?
jv_map
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by jv_map » Wed Feb 04, 2004 11:03 am
I think you can set
g_forcerespawn 1
Bjarne BZR
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by Bjarne BZR » Wed Feb 04, 2004 7:46 pm
Hmm... yes... forcerespawn rings a bell
So if I set that from my script I should all be set then... is there a
..as well?
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jv_map
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by jv_map » Wed Feb 04, 2004 7:56 pm
g_respawntime maybe
omniscient
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by omniscient » Thu Feb 05, 2004 1:10 am
cant u do something like
local.respawn == 1
wait 2
local.respawn == 0
if(local.respawn == 1){
dm_respawning 1
else
dm_respawning 0
}
well, that kind of idea, i bet that scripting is wrong.
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by jv_map » Thu Feb 05, 2004 5:26 pm
Yeah you can do that too, but it's hard to get it to work correctly.. especially as you need at least 2 players for testing all the time
Bjarne BZR
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by Bjarne BZR » Thu Feb 05, 2004 6:38 pm
A thought: Coulden't you set forcerespawn and then just freeze the player X seconds at respawn by using the thread parameter on all info_player_XXX spawnpoints to call a timed freeezing thread when respawning?
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jv_map
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by jv_map » Thu Feb 05, 2004 8:08 pm
Nope, I don't think the 'thread' property of spawn positions works
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by Bjarne BZR » Thu Feb 05, 2004 8:22 pm
That figures...
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