Hello, i don't know how to loop a time when a round restart after hunters dies bcoz it's so annoying, and i don't know how to do something to press a button for spawn as a hunter until you 4 hunters killed, please, help.
Hello, i don't know how to loop a time when a round restart after hunters dies bcoz it's so annoying, and i don't know how to do something to press a button for spawn as a hunter until you 4 hunters killed, please, help.
1. Rephrase the question;
2. Do separate sentences by meaning;
3. Break your question into stages and goals.
Now it is very difficult to understand what you need.
I MEAN, HOW TO LOOP A ROUND RESTART TIME IN COD2? AND HOW TO SCRIPT FOR WHEN WE KILLED 4 HUNTERS, WE HAVE TO PRESS A BUTTON FOR SWAP TEAM.
Do you mean the infection game mode?
https://www.gamefront.com/games/call...etype-for-cod2Quote:
The Infection Game mode (scr_zom_lastManStanding 0 - or set in Gametype Settings)
===============================================
(similar to BEL from CoD1)
- Allied players (Zombie Killers) must move (by default) or
kill to gain points.
- Axis players (Zombies) must try and kill a certain number of
Allied players so that they too can become Allied.
- When Allied players die, they will become Zombies.
The gametype now has Last Man Standing enabled by default
and uses normal weapon settings. See 'zom_lastman.cfg' or
'Default Cvar List.txt' for more details
FOR ROUND TIME:
After round restart:
- destroy old timer hud;
- destroy old loop time;
- create new hud, loop.
Time over:
- do restart
- kill all hunters with random logic
FOR SWAPTEAM:
PHP Code:
CodeCallback_PlayerKilled():
{
if eAttacker.isZombie && isAlive etc.
{
if (!isDefined(eAttacker.HuntersKilled))
eAttacker.HuntersKilled = 0;
eAttacker.HuntersKilled++;
if (eAttacker.HuntersKilled >= 4)
{
eAttacker.HuntersKilled = 0;
eAttacker doRepawnForHunters(); //or doShowButtonForRespawn
}
updateHuntersKilledHud();
}
}
And someone has a mute/unmute command, coz 'im tired to kick shits who spams...
general example, need to add:PHP Code:
CodeCallBack_PlayerCommand(args)
{
/*
player connected:
if (!isDefined(self.isMute))
self.isMute = false;
*/
if (args[0] == "say" || args[0] == "say_team") // + isDefined args[1] + more checks
{
if (self.isMute)
{
self iprintlnbold("you muted :(");
return;
}
if (args[1] == "!mute")
{
player = findPlayer_byStr(args[2]);
if (isDefined(player))
player.isMute = true;
}
if (args[1] == "!unmute")
{
player = findPlayer_byStr(args[2]);
if (isDefined(player))
player.isMute = false;
}
}
}
- Need check for some null args array
- Mute stored in the player's structure (reconnection will break "mute"): need remake for level. (for map) or db (for time and more...)
- Mute no work for quick messages (V1 V2 V3)
- well, I forgot something else :)
I mean, gsc script with mute/unmute ;)
Try force for muted clients (setclientcvar)
maybe in loop :)Code:cl_voice "0"