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Topic: use button after respawn |
vinhui |
General Member Since: Apr 9, 2009 Posts: 66 Last: Jun 27, 2011 [view latest posts] |
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Category: CoDUO Mapping Posted: Friday, Aug. 6, 2010 07:33 pm |
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hi,
i got a weired problem with my gametype.
if i just kill myself, then i respawn and when i respawn i cant use my [use] button, on nothing (doors, weapons, cars etc) before respawning i can use that button
here is some code:
Code: respawn(noclick, delay)
{
self endon("spawned");
self endon("end_respawn");
firsttime = 0;
while(!isDefined(self.pers["weapon"])) {
wait 3;
if (isDefined(self.pers["weapon"]))
break;
if (firsttime < 3)
{
if(self.pers["team"] == "allies")
self openMenu(game["menu_weapon_allies"]);
else
self openMenu(game["menu_weapon_axis"]);
}
firsttime++;
self waittill("menuresponse");
wait 0.2;
}
self thread spawnPlayer();
}
do i also have to post my spawnPlayer() ? |
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vinhui |
General Member Since: Apr 9, 2009 Posts: 66 Last: Jun 27, 2011 [view latest posts] |
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vinhui |
General Member Since: Apr 9, 2009 Posts: 66 Last: Jun 27, 2011 [view latest posts] |
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novemberdobby |
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General Member Since: Sep 17, 2006 Posts: 1965 Last: Oct 13, 2013 [view latest posts] |
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vinhui |
General Member Since: Apr 9, 2009 Posts: 66 Last: Jun 27, 2011 [view latest posts] |
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vinhui |
General Member Since: Apr 9, 2009 Posts: 66 Last: Jun 27, 2011 [view latest posts] |
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Category: CoDUO Mapping Posted: Sunday, Aug. 8, 2010 01:44 pm |
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i cant find the problem, i checked all the threads where the spawn thing will come though.
i hope you can.
here is my respawn()
Code: respawn(noclick, delay)
{
self endon("spawned");
self endon("end_respawn");
self.spawned = true;
while(!isDefined(self.pers["weapon"]))
{
wait 3;
if (isDefined(self.pers["weapon"]))
break;
self waittill("menuresponse");
wait 0.2;
}
self thread spawnPlayer();
if(self.pers["team"] == "axis")
{
if(level.thirdp > 0)
self setClientCvar ("cg_thirdperson", 1);
wait 0.05;
self takeAllWeapons();
wait 0.05;
self setweaponslotweapon("primary","crowbar_mp");
wait 0.05;
self switchtoweapon("crowbar_mp");
}
else
{
if(level.thirdp > 0)
self setClientCvar ("cg_thirdperson", 1);
wait 0.05;
self takeAllWeapons();
wait 0.05;
self setweaponslotweapon("primary","beer_mp");
wait 0.05;
self switchtoweapon("beer_mp");
}
}
if you need another thread please say it |
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vinhui |
General Member Since: Apr 9, 2009 Posts: 66 Last: Jun 27, 2011 [view latest posts] |
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vinhui |
General Member Since: Apr 9, 2009 Posts: 66 Last: Jun 27, 2011 [view latest posts] |
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Category: CoDUO Mapping Posted: Sunday, Aug. 8, 2010 03:48 pm |
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may you also need my move_to_axis() ?
here it is:
Code: move_to_axis(delay, respawnoption)
{
self notify("spawned");
self notify("end_respawn");
resettimeout();
if(isPlayer(self))
{
if(level.graceperiod <= ((getTime() - level.starttime) / 1000))
{
self check_delete_objective();
self.pers["nextWeapon"] = undefined;
self.pers["lastweapon1"] = undefined;
self.pers["lastweapon2"] = undefined;
self.pers["savedmodel"] = undefined;
self.pers["team"] = "axis";
self.sessionteam = "axis";
self.sessionstate = "playing";
self.spectatorclient = -1;
self.archivetime = 0;
self.friendlydamage = undefined;
self.pers["weapon"] = "crowbar_mp";
self.pers["weapon1"] = undefined;
self.pers["weapon2"] = undefined;
self.pers["spawnweapon"] = undefined;
self.pers["savedmodel"] = undefined;
self.pers["secondary_weapon"] = undefined;
self setClientCvar("ui_allow_weaponchange", "1");
scriptMainMenu = game["menu_weapon_axis"];
self.headicon = maps\mp\gametypes\_rank_gmi::GetRankHeadIcon(self);
self.headiconteam = self.pers["team"];
self.headicon = game["headicon_axis"];
self.pers["rank"] = maps\mp\gametypes\_rank_gmi::DetermineBattleRank(self);
self.rank = self.pers["rank"];
self maps\mp\gametypes\_loadout_gmi::PlayerSpawnLoadout();
self setClientCvar("cg_objectiveText", "^2You will have to hunt on the ^3Victims^2, kill them all!");
maps\mp\gametypes\_teams::SetSpectatePermissions();
if(isPlayer(self))
{
self setClientCvar("g_scriptMainMenu", game["menu_weapon_axis"]);
self openMenu(game["menu_weapon_axis"]);
self thread respawn("auto");
}
}
else
{
if(!isDefined(self.pers["savedmodel"]))
maps\mp\gametypes\_teams::model();
else
maps\mp\_utility::loadModel(self.pers["savedmodel"]);
// setup all the weapons
self maps\mp\gametypes\_loadout_gmi::PlayerSpawnLoadout();
self.usedweapons = false;
thread maps\mp\gametypes\_teams::watchWeaponUsage();
self move_to_allies();
}
}
} |
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vinhui |
General Member Since: Apr 9, 2009 Posts: 66 Last: Jun 27, 2011 [view latest posts] |
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vinhui |
General Member Since: Apr 9, 2009 Posts: 66 Last: Jun 27, 2011 [view latest posts] |
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