Round with no respawn.
by Kiel |17.SS| · 2007-04-12 · 32 replies · 20317 views · 43 downloads
From the first post
Added later in the thread
| dod_mapsettings2.sma | Plugin Source | 14 KB | 36 dl | Download Compile |
| DoD_MapSettings2.sma | Plugin Source | 14 KB | 7 dl | Download Compile |
The thread
All 33 posts from 8 people on Round with no respawn., kept as they were written.
Threads: 12
Joined: Jul 2006
I was wondering if someone could make a plugin where when you die, you stay dead until everyone on one team dies, sort of like CS.
Threads: 2
Joined: Jan 2005
You can do with without a plugin by ripping the map file and changing the following:rnrn"detect_axis_infinite" "1"rn"detect_allies_infinite" "1"rnrnto rnrn"detect_axis_infinite" "0"rn"detect_allies_infinite" "0"rnrnNot sure how easy it would be for someone to write a plugin to change the info_doddetect entity.rnrn-O-
Threads: 54
Joined: May 2005
nNot sure how easy it would be for someone to write a plugin to change the info_doddetect entity.n n-O-n nLMAOn nhttps://www.dodplugins.net/forums/showthread.php?t=294
Threads: 12
Joined: Jul 2006
So how would that be turned into rounds? So when one team dies, the round is over, and it will restart?
Threads: 37
Joined: Mar 2007
you could try it out and see ;)
Threads: 0
Joined: Apr 2007
That makes no sense... Match settings does not do that to the game Kiel is asking (As a realism gamer). Can someone create a plugin were it is split into rounds like counter strike. You die and you dont respawn untill either all Axis or all Allies are dead. Like when they all die the round restarts like the winning music is played if 1 whole team dies all flags reset. Im not talking about getting rid of all flags, and im not talking about forcing players to spectate becuase that defeats the whole object of the game. Also we want to be able to still see whats going on with your allied team.rnrnBasically you die you dont respwn, you can spec your allies, if one team dies the other team is victorious and music plays round restarts, bodies and scores go back to 0. rnrnI know it can be done. Is there anyone good enough to do it?
Threads: 54
Joined: May 2005
;5603']That makes no sense... Match settings does not do that to the game Kiel is askingn nWTF, the MapSettings plugin DOES what he wants to do... "edit" or "add" info_doddetect ... by itself without a little extra code NO it will not specifically do what you want.. but the means to alter or add that option sits neatly within that plugin...
Threads: 12
Joined: Jul 2006
How would you add that to the mapsettings plugin?
Threads: 54
Joined: May 2005
How would you add that to the mapsettings plugin?n nTest this....n n
ndod_map_alliesinfinite <2/1/-1>nSets the Give Allied team infinite respawnsnSetting to 2 NOnSetting to 1 YESnSetting to -1 ignores command and goes to map defaultndod_map_axisinfinite <2/1/-1>nSets the Give Axis team infinite respawnsnSetting to 2 NOnSetting to 1 YESnSetting to -1 ignores command and goes to map defaultndod_map_alliespawnfactor <#.#/-1>nSets the Allies Respawn delay factor (default: 1.0)nThe smaller the number the faster the respawn - Values good to as low as 0.3nSetting to -1 ignores command and goes to map defaultndod_map_axisspawnfactor <#.#/-1>nSets the Axis Respawn delay factor (default: 1.0)nThe smaller the number the faster the respawn - Values good to as low as 0.3nSetting to -1 ignores command and goes to map defaultndod_map_teamtimer <2/1/0/-1>nSets Which team wins when timer expiresnSetting to 2 AxisnSetting to 1 AlliesnSetting to 0 Neither (default)nSetting to -1 ignores command and goes to map defaultnn nIt is otherwise the same plugin as posted here (https://www.dodplugins.net/forums/showthread.php?t=294), just with the above listed additions... I have tested it outnattachment updated 12:47pm EST 5/6/07
Threads: 30
Joined: Sep 2006
Yea tats, it doesn't seem to be working for me. I put this in my amxx.cfgnn
dod_map_alliespawnfactor "0.3"ndod_map_axisspawnfactor "0.3"ndod_map_alliesinfinite "1"ndod_map_axisinifinite "1"nnAccording to it, it should let your respawn infinite times, and faster, but it doesn't let you respawn after your first death. I tried setting it to -1 to obey maps rules, and still got nada. And for some reason my respawn timer doesn't show up when this plugin is running...
Threads: 12
Joined: Jul 2006
Ahaha I love ya' Tatsu. I'm going to test it out as soon as I get the chance.
Threads: 54
Joined: May 2005
Yea i tried it again, and got the same result as you, none of the settings work.n nOK I am retarded... whemn I pieced the new code additions together.. I botched up my pasting... and mixed all sorts of shit up... I will never post another plugin I do not test first.... n nMy apologies... I am going to repost the latest code which does work, and quite well actually...n nIf you read any of my last posts about my issues with the plugin ignore them as mindless rants from an idiot who should have waited til this morning to make the changes instead of before going to bed last night.... n nanyways.. enjoy... !!n nNEW attachment in previous post...n nand oh.. I also fixed my typo on dod_map_axisinifinite .. it is now dod_map_axisinfinite
Threads: 54
Joined: May 2005
;5603']That makes no sense... Match settings does not do that to the game Kiel is asking (As a realism gamer). Can someone create a plugin were it is split into rounds like counter strike. You die and you dont respawn untill either all Axis or all Allies are dead. Like when they all die the round restarts like the winning music is played if 1 whole team dies all flags reset. Im not talking about getting rid of all flags, and im not talking about forcing players to spectate becuase that defeats the whole object of the game. Also we want to be able to still see whats going on with your allied team.n nBasically you die you dont respwn, you can spec your allies, if one team dies the other team is victorious and music plays round restarts, bodies and scores go back to 0. n nI know it can be done. Is there anyone good enough to do it?nME -- happy ?
Threads: 54
Joined: May 2005
Ahaha I love ya' Tatsu. I'm going to test it out as soon as I get the chance.nredownload the plugin since you posted this !! I have made a MAJOR change to the code that was causing it to do unpredicable things... I have tested the version I have posted since your posting... It is trouble free... n nI am sorry, it was only a matter of minutes between when you took the "bad" one and when I posted the fix...
Threads: 30
Joined: Sep 2006
just a quick question, will the round restart once the time is up, or when all players are dead, or a combo of both?
Threads: 54
Joined: May 2005
just a quick question, will the round restart once the time is up, or when all players are dead, or a combo of both?n nto be honest... it has really been a long time since I played a para style map... I think a map has to be "won" or Round End in order for players to spawn again... so I would assume that if a timer runs out... a team will win/lose/draw and everyone would respawn... If you managed to wipe out a whole team and noone was left to respawn... I would think the surviving team would then be able to "capture" whatever was left and win the map...n nSo... it is my further assumption that you can not simply play para style without some sort of objective (flags/capture/object/etc)... so removing flags and para style might cause an issue...n nbecause killing the whole other team generally does not cause Round End (in para style)... and.. people who come into a game playing para.. will not spawn until the next Round Start ...
Threads: 30
Joined: Sep 2006
works like a charm Tats. Have i ever told you i love you?
Threads: 30
Joined: Sep 2006
Hey Tats, could i request just a slight add to it. When everyone dies, can they spawn back to their original team. If it's not to much trouble.
Threads: 12
Joined: Jul 2006
Aweesome, it works! Thanks!rnrnIs there a way to make your server stay on one certain .cfg when you change maps? So if I have my server on pub.cfg and I change maps, it'll stay on pub.cfg. But when I switch it to realism.cfg, and I change maps, it'll stay on realism.cfg?
Threads: 12
Joined: Jul 2006
|= TatsuSaisei;5638']dod_map_axisinifinite <2/1/-1>rnrnThere's a typo. It's axisinfinite, and that would mess up the plugin lol.
Threads: 54
Joined: May 2005
There's a typo. It's axisinfinite, and that would mess up the plugin lol.nnoted... the typo is only in the comments now, the actual command is the correct spelling.. I edited the post here though...
Threads: 54
Joined: May 2005
Hey Tats, could i request just a slight add to it. When everyone dies, can they spawn back to their original team. If it's not to much trouble.n nWhat happens to the players ? Do they not go back to their original team ? When I was testing and died, I still showed up on my teams scoreboard... but being alone (lol) I had no way to trully test what happens after a map is "Rounded"
Threads: 54
Joined: May 2005
Aweesome, it works! Thanks!n nIs there a way to make your server stay on one certain .cfg when you change maps? So if I have my server on pub.cfg and I change maps, it'll stay on pub.cfg. But when I switch it to realism.cfg, and I change maps, it'll stay on realism.cfg?n nwell, off the top of my head I don't know ... but I can think of some ways to do it with a plugin (Don't personally know if one already exists, it would be pretty mod generic)n nSorry this wasn't much help, but I was in the thread...
Threads: 30
Joined: Sep 2006
Um people would stay dead till time ran out of the map. Like i had a 3v2 going to test it, and we all naded each other, and stayed dead. Till the mapchanged or the maptimer ran out (like on Jagd), we stayed dead.
Threads: 54
Joined: May 2005
Um people would stay dead till time ran out of the map. Like i had a 3v2 going to test it, and we all naded each other, and stayed dead. Till the mapchanged or the maptimer ran out (like on Jagd), we stayed dead.nahh.. I see what you are saying...
Threads: 12
Joined: Jul 2006
|= TatsuSaisei;5669']well, off the top of my head I don't know ... but I can think of some ways to do it with a plugin (Don't personally know if one already exists, it would be pretty mod generic)rn rnSorry this wasn't much help, but I was in the thread...rnrnOh I found out what was wrong. Nuclear Fallout adds a default command where it always ran "server.cfg" each time the map changed. I just took that out, and it now works like a charm. rnHaha, the only thing that would make this perfect, is if when everyone from one side dies, the round will end, and the team with the remaining survivors wins the round, and everyone respawns, sort of like capturing all the flags.
Threads: 12
Joined: Jul 2006
|= TatsuSaisei;5666']noted... the typo is only in the comments now, the actual command is the correct spelling.. I edited the post here though...rnrnYeah, that's what I meant. I noticed that allies wern't respawning, but axis was. So I looked through the cvars, and I noticed that spelling wasn't the same as the one in the code.
Threads: 54
Joined: May 2005
Oh I found out what was wrong. Nuclear Fallout adds a default command where it always ran "server.cfg" each time the map changed. I just took that out, and it now works like a charm. nHaha, the only thing that would make this perfect, is if when everyone from one side dies, the round will end, and the team with the remaining survivors wins the round, and everyone respawns, sort of like capturing all the flags.n nyeah, when I get some time again I will look into adding something for that... shouldnt be too hard... when a Round "starts" count the number of players per team... as a player dies, subtract one from the team count... when team count = 0 the other team wins... Round starts over...
Threads: 8
Joined: Jan 2012
|= TatsuSaisei;5679']yeah, when I get some time again I will look into adding something for that... shouldnt be too hard... when a Round "starts" count the number of players per team... as a player dies, subtract one from the team count... when team count = 0 the other team wins... Round starts over...rnrnSorry to dig up this old thread... I'm not even sure if the author visits here anymore. But, I'd be REALLY INTERESTED in this addition to dod_mapsettings2 :)
Threads: 8
Joined: Jan 2012
P.S. This has been mentioned over in the other (main) DoD_MapSettings thread ( https://www.dodplugins.net/forums/showthread.php?t=294 ), but the "dod_map_weather" option doesn't seem to do anything.rnrnThe map entities contained within any given map do indeed function ("detect_weather_type #" in the "classname info_doddetect" section), but the DoD_MapSettings plugin doesn't seem to have any effect on them.
Threads: 8
Joined: Jan 2012
P.P.S. I fixed a small buglet (and some of the default settings) of Tatsu's additions:rnrn"-1 && str_to_num(sz_alliescountry) != 1)": Removed (two entries).rn"dod_map_alliesinfinite": Changed from "1" to "-1".rn"dod_map_axisinfinite": Changed from "1" to "-1".rn"dod_map_alliespawnfactor": Changed from "0.3" to "-1".rn"dod_map_axisspawnfactor": Changed from "0.3" to "-1".rnrnNote that I'm NO coder (by any sense of the term), but the "-1 && str_to_num(sz_alliescountry) != 1)" entries seemed to be causing a problem on para maps (e.g. DoD_Glider) when you weould set the Allies to British.rnrnI noted that the above line wasn't in the original DoD_MapSettings.sma source, so I removed it from my edited version.
Threads: 8
Joined: Jan 2012
Note that I'm NO coder (by any sense of the term), but the "-1 && str_to_num(sz_alliescountry) != 1)" entries seemed to be causing a problem on para maps (e.g. DoD_Glider) when you weould set the Allies to British.rnrnhttp://steamcommunity.com/id/RichNagel/screenshot/612723433092939814 LOL! :)rnrnNote that in that state NONE of the classes were selectable.
Threads: 33
Joined: Sep 2008
Wouldn't it be possible to set the plugin to do a check every 10 or so seconds if everyone is dead using an IF statement and determining if the round needed restarted.

