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Archive › Old Forum Threads › Help › Scripting Help › Round start pause
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closedRound start pause
Started by Hell Phoenix on 07-10-2006, 03:43 PM
H Hell Phoenix
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07-10-2006, 03:43 PM #1

Anyone know if its possible to tell if you are in the round start freeze? I couldnt find any info on it for dod.

Wilson [29th ID]
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07-10-2006, 10:41 PM #2

Actually there's a more simple way to do it.rnrn

public reset_hud(id)rn     set_user_maxspeed(id, 600.0)
rnrnThis will make it so that every time the client spawns it sets the speed of the client to 600 - it includes the initial round with the pausing. It will still say "Platoon, Move Out and Stay Low!" but by that time the whole team is long out of their spawn :)rnrnEDIT: This is assuming you'd like to get rid of the round start pause. I realised later that you might want to do something else. Hope this helps.

diamond-optic
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07-10-2006, 10:48 PM #3

well if he is.. you might have brought up a good point...nndoes it stop you from moving until the roundstart msg goes off..? i cant recall of the top of my head...nnbut if so you can catch the roundstate msg to determine when the round ended/new round is starting and then use the roundstart msg to determine when the freeze time is over...

H Hell Phoenix
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07-10-2006, 11:00 PM #4

Im trying to detect when it is because Im using things in my chicken plugin that bypass it (one being maxspeed). Also, I found if I chicken someone during this time, they never spawn.rnrnSo I need to figure out how to find out when its in the freeze time so I dont allow using the commands at that time.rnrnDiamond-optic...how would I catch the roundstart message?

diamond-optic
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07-10-2006, 11:03 PM #5

theres 2 for each team...nn

register_event("TextMsg","roundstart_allies1","bc","1=3","2=#game_roundstart_allie1")n register_event("TextMsg","roundstart_allies2","bc","1=3","2=#game_roundstart_allie2")nnregister_event("TextMsg","roundstart_brits1","bc","1=3","2=#game_roundstart_brit1")n register_event("TextMsg","roundstart_brits2","bc","1=3","2=#game_roundstart_brit2")nnregister_event("TextMsg","roundstart_axis1","bc","1=3","2=#game_roundstart_axis1")n register_event("TextMsg","roundstart_axis2","bc","1=3","2=#game_roundstart_axis2")
H Hell Phoenix
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07-10-2006, 11:19 PM #6

Cool...I will give it a shot. Whats the difference between the 2 for each team? I mean do both fire at round start or does only 1?

diamond-optic
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07-10-2006, 11:34 PM #7

well i think its one or the other, this is what prints the text in the chat.... so they are different from each other..nnbut now that i think of it.. i think they arent server wide.. or team wide or whatever..nnlike one guy on allies might get one of them while another guy on allies gets the other one.. so now im not sure if its useful or not...

Wilson [29th ID]
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07-13-2006, 11:35 AM #8

Actually, in dod_english.txt it says:rnrn

game_roundstart_allie1rngame_roundstart_allie2rngame_roundstart_brit1rngame_roundstart_brit2rngame_roundstart_axis1rngame_roundstart_axis2
rnrnThe difference between the two is random - whether it says "Platoon, move out and stay low!" or "Squad, charge your weapons we're moving up!" at the beginning of the round.

H Hell Phoenix
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07-13-2006, 01:26 PM #9

Well I guess its a moot point because I cant find anything to hook when a team wins =/rnrnAnyone know of anything?

diamond-optic
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07-13-2006, 09:05 PM #10
']Actually, in dod_english.txt it says:nn
game_roundstart_allie1ngame_roundstart_allie2ngame_roundstart_brit1ngame_roundstart_brit2ngame_roundstart_axis1ngame_roundstart_axis2
nThe difference between the two is random - whether it says "Platoon, move out and stay low!" or "Squad, charge your weapons we're moving up!" at the beginning of the round.
nthats what i said....nnnand for the roundend... try:nn
register_event("RoundState", "round_message", "a", "1=3", "1=4", "1=5")
nif:n1=3 -> allies wonn1=4 -> axis wonn1=5 -> draw

H Hell Phoenix
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07-14-2006, 12:28 AM #11

diamond-optic...did I ever tell you that your my hero? Your everything I wish I could be.....rnrnThank you buddy...worked like a charm =D

diamond-optic
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07-14-2006, 12:31 AM #12

only thing that might cuase a problem is that initial freeze time when the map starts.. cuase theres no round end event to pick up on...

H Hell Phoenix
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07-14-2006, 12:42 AM #13

Yeah I figured that out. I just set the var to true at map/plugin load until the roundstart is sent which hooks it off again. Works swell! Thanks again diamond!

diamond-optic
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07-14-2006, 12:44 AM #14

hehee glad i could help

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