Quote Originally Posted by Tally View Post
Thanks for the heads-up. I didn't see the bit about SD gametype.

So, this instead:

Code:
Callback_PlayerConnect()
{
....
	self setClientCvar("g_scriptMainMenu", scriptMainMenu);
	
	self.pers["message_done"] = undefined;
	
	self thread welcomeMessage();
}

welcomeMessage()
{
	if( isDefined( self.pers["message_done"] ) )
		return;
	self.pers["message_done"] = true;
	
	self endon( "disconnect" );
	self endon( "death" );

	self waittill("spawned_player");

	self iprintlnbold("^4D^7obrodosli na  ^4W^7a^4RR^7io^4R^7s BigJump ^7SERVER " + self.name + " ^4!"); 
        wait 3;
	self iprintlnbold("^4L^7ijepo ^4s^7e ^4z^7abavite");
        wait 3;
	self iprintlnbold("^4P^7osjetite ^4n^7as ^4o^7pet ^4:)");

}
Even with that, onconnect is called during the fast_restart used to go to next round/halftime. Might wanna remove the = undefined thing in there. It's undefined by default, when a client connects. Set it on first spawn, then never touch it again.