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Posted: Tue Nov 30, 2004 2:47 pm
by agentmad007
anyway my map is not a tow and i tried to set targetnames to my info player , they are still able to spawn

.
Where the hell in tow script or tow_dm.scr it is written the comand to disable them to spawn.
Nothing in tow_map_name_script or tow_dm.scr ......
Posted: Tue Nov 30, 2004 7:15 pm
by Bjarne BZR
Maby my player scanner from the Liberation version of "The Canal" will help:
Code: Select all
player_scanner:
while (true)
{
level.allies_in_game = 0
level.axis_in_game = 0
level.allies_in_prison = 0
level.axis_in_prison = 0
for(local.i = 1; local.i <= $player.size; local.i++)
{
waitthread detect_player_status $player[local.i]
waitframe
}
waitthread test_winning_conditions
wait 1
}
end
detect_player_status local.player:
// Test if the player has spawned into the map, or are still choosing weapon
local.trigger = spawn trigger_multiple "targetname" "player_position_trigger" setthread player_exists_setthread
local.trigger.origin = local.player.origin
waitframe
waitframe
waitframe
$player_position_trigger delete
if(local.player.activated && isAlive local.player)
{
if(local.player.dmteam == allies)
{
level.allies_in_game++
if(local.player istouching $axis_prison_volume)
{
level.allies_in_prison++
}
}
else
{
if(local.player.dmteam == axis)
{
level.axis_in_game++
if(local.player istouching $allied_prison_volume)
{
level.axis_in_prison++
}
}
else
{
if(local.player.dmteam == spectator)
{
iprintln "Spectating player detected " local.player.dmteam
local.player.activated = false
}
else
{
iprintln "Undefined player detected " local.player.dmteam
local.player.activated = false
}
}
}
}
end
Get the map (with the complete script)
here.