Need help counting kills for each teams...

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puckeye
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Need help counting kills for each teams...

Post by puckeye »

Hey all,

I'm working on a timed map that when completed will change to a new map depending on which teams had killed the most ennemies...

Also I would also like to use this kill count to send messages to each teams about their performance...

Is there something like a level.axis.kills or level.team.allies.kill variable I can use?

Thanks guys

[9th??]Sgt.Maj Puckeye{Reg.9}

Edit: I forgot to mention that this is for a multiplayer map on a SH server :) Though I'm sure you'd have guessed... Also what's the best way to change maps when it's over and one side won?

We use setcvar "sv_maplist" "some map" is that the best way? Are there other ways? We also found that we most be in gametype 5 for the sv_maplist to change and actualy allow a map change...
jv_map
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Post by jv_map »

Sadly in mohaa there is no way to get the kills of a team, not even of a specific player :(

Not sure about SH...
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LeadHead
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Post by LeadHead »

there is a mp map called obj_team_zero i think and it has that... it switches from the hunt to st lo (both of which are modded)... is that what u want?
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puckeye
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Post by puckeye »

We need to be able to switch to one of two possible maps depending on the outcome of the match...

The match is timed so we need to compare total kills of each team to see who wins. We do not have a frag limit.

We tried using level.clockside = kills but it doesn't seem to work... I tested with two computers I had the allies kill the axis once and then sit the rest of the minute (least amout of time possible) It ended up as a draw.

I tried doing the same thing except that I respawned the axis member. Again a draw.

I tried having the allied kill the axis twice with and without final respawn of the axis and still a draw...

I tried having the axis kill himself (well actually dying because of an explosion) with and without respawning and always a draw...

All this was done in gametype = 5 because we found out that only in type 5 can we actaully affect a sv_maplist change, don't know why either... Would it be possible to use a map ("map") command instead with maybe a restart of some sort? It's gonna be for a tournament and we don't want to have anyone with RCON password playing and we'll most probably have the server full of players so no-one to spectate and change the maps... We could send rcon commands through autokick or some other software but then there might be a weird delay...

Anyway thanks for anything you can point me towards.
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