-
Notifications
You must be signed in to change notification settings - Fork 121
Rewrite _gamestate_mp.nut
#961
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
base: main
Are you sure you want to change the base?
Conversation
I'm fine with this, but perhaps |
|
I'd be inclined to that if this feature had any extra real use other than just being a configuration setting for gamemodes, like... modders should not be using this thing to dynamically toggle replays for reasons i can't imagine atm. |
|
Did you forget to commit |
|
Not really because the spawning changes i'll be doing in the other PR that will rewrite |
Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut
Outdated
Show resolved
Hide resolved
Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut
Outdated
Show resolved
Hide resolved
|
There is no switching sides :/ |
|
Line 180 and 520 handles the conditions, and i know it works because Comp CTF players plays alot. |
It doesn't work in lts |
|
It is an interaction with the Elimination code, i'll take a look into that. |
|
Half time works. |
|
But after the half time round(s) the alive players have god mode and don't respawn. |
This reverts commit 0706e43.
| foreach ( entity player in GetPlayerArray() ) | ||
| { | ||
| ClearPlayerFromReplay( player ) | ||
| WaitFrame() |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Player needs isvalid check.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Actually i just noticed i did this logic wrong, the WaitFrame is being recalled for every player, delaying the function more than the necessary, when it should be only once.

This rewrite adds more flexibility support for gamemodes to change more behavior in regards to how matches can play, and also tries to make things a bit more straightforward.
SetRespawnsEnabledis entirely removed in favor of using its behavior entirely inRiff_ForceSetEliminationModeSetKillcamsEnabledis entirely removed in favor ofSetServerVar( "replayDisabled", bool )which always existed but we never usedlevel.endOfRoundPlayerStatevariable since we never had support for that, and vanilla does have gamemodes that behaves differently for when it endsSetShouldSpectateInPickLoadoutScreenandSpectatePlayerDuringPickLoadoutare part of added API to prevent people getting killed while in the Titan Loadout Selection screen midgame, since making them invulnerable causes frustration for others trying to kill them and think of hacking or laggingRiff_ForceSetEliminationMode)WaitingForPlayerstoPickLoadoutorPrematchtoGamePlayingDisableTimeLimitflag to allow matches run past timelimit if neededAnnounceProgressEnabledflag to disable faction leaders from using their speeches about the current progress of the matchAnnounceWinnerEnabledflag to toggle if the WIN or DEFEAT message alongside faction leader speech should be usedShouldRunEvacfunctionGiveTitanToPlayerfunction (Mostly used by FD)