May 22, 2012, 10:53:26 PM

Author Topic: !respawn for New Joiners  (Read 601 times)

Undead

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!respawn for New Joiners
« on: June 10, 2010, 02:18:02 PM »
I think a player should be able to !respawn if they joined the server late and there's 90% of the humans still alive or done within first minute.
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Bloodroar

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Re: !respawn for New Joiners
« Reply #1 on: June 10, 2010, 02:53:54 PM »
This would be really useful and nice.
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Re: !respawn for New Joiners
« Reply #2 on: June 10, 2010, 02:56:23 PM »
I can code it in using ESP, but I know local would only add it if it was SM... :(
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Re: !respawn for New Joiners
« Reply #3 on: June 10, 2010, 04:49:12 PM »
Local already has done that, but the problem was that too many people rejoined the server to respawn, it was getting more abused then doing good.
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Re: !respawn for New Joiners
« Reply #4 on: June 10, 2010, 04:51:52 PM »
word ... i think it should go back to the way it was ... no bf stuff ... use that on bf .. not z hell

Undead

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Re: !respawn for New Joiners
« Reply #5 on: June 10, 2010, 10:05:22 PM »
That's a simple fix!
When a player uses that command, have it store the player's SteamID in a var and have it reset var at end of round.
Walla... :)

----------

EDIT: Here you go in ESP.
What this will do is if you are in the server on round start, your SteamID is already added to a variable. If your not in the server and you connect within the x amount of seconds (30 default), you can !respawn and it will then add your SteamID to the variable and respawn you. If your SteamID is in that variable when you try to use the !respawn command, it won't let you respawn. And if you try and use the command after the x amount of seconds allowed to respawn, it won't let you respawn either.

Code: [Select]
import es, gamethread, playerlib
# # # DO NOT EDIT ABOVE # # #

respawnTime = 30 # Number of seconds after round start to !respawn

# # #DO NOT EDIT BELOW # # #
respawnOff = 1
respawnUsers = []

def round_start(ev):
  global respawnOff, respawnUsers
  respawnUsers = []
  respawnOff = 0
  gamethread.delayedname('spawnTimer', respawnTime, respawnDisable)
  for players in playerlib.getPlayerList('#human'):
    respawnUsers.append(players.steamid)

def round_end(ev):
  if respawnOff == 0:
    gamethread.cancelDelayed('spawnTimer')

def respawnDisable():
  global respawnOff
  respawnOff = 1

def player_say(ev):
  global respawnUsers
  if ev['text'] == '!respawn':
    if respawnOff == 0:
      if ev['es_steamid'] not in respawnUsers:
        respawnUsers.append(ev['es_steamid'])
        es.server.queuecmd('est_spawn %s'%ev['userid'])
      else:
        es.tell(ev['userid'], 'You have already played in this round atleast once.')
    else:
      es.tell(ev['userid'], 'It is too late in the round to respawn.')
« Last Edit: June 10, 2010, 10:25:11 PM by Undead »
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Re: !respawn for New Joiners
« Reply #6 on: June 11, 2010, 02:15:41 AM »
PROBLEM!! once the "newcomer" respawns hordes of zombies will already be in CT spawn thus killing him b4 he even types !market THUS AGAIN pissing him off THUS THUS AGAIN making him rage quit :P

Undead

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Re: !respawn for New Joiners
« Reply #7 on: June 11, 2010, 08:48:59 AM »
To be honest, that's a personal problem to check before you respawn... :p
And plus there's usually not a horde of more than 4 zombies that are easy to kill.... :]
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Death

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Re: !respawn for New Joiners
« Reply #8 on: June 11, 2010, 08:57:43 AM »
That is a good idea Undead if it keeps them from abusing the rejoin. I would like that, and like undead said check before you spawn CommanderAim. Then run your ass to safety before even trying to buy a weapon LOL. I have never gotten killed doing it that way for years. :D

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Re: !respawn for New Joiners
« Reply #9 on: June 24, 2010, 09:07:45 PM »
Yeah sounds reasonable and you could add in some lines to the Motd to explain it to people that are joining that "hey this is the way we are doing the spawns now" you know something to that effect.

shadowofdeath

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Re: !respawn for New Joiners
« Reply #10 on: June 28, 2010, 02:21:13 AM »
issue i see with respawning is that zombies tend to bum rush spawn anyways. So the only respawn delay short enough to avoid that....wouldn't be long enough to bother respawing just to die D:

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Re: !respawn for New Joiners
« Reply #11 on: June 28, 2010, 02:20:48 PM »
issue i see with respawning is that zombies tend to bum rush spawn anyways. So the only respawn delay short enough to avoid that....wouldn't be long enough to bother respawing just to die D:
Agree. But in the NotD scoutknifez server the spawn protection is like 15 secs (but i think it goes away when you leave spawn), we can add a amount of spawn protection enough to get to a safe zone.

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Re: !respawn for New Joiners
« Reply #12 on: June 28, 2010, 02:38:31 PM »
issue i see with respawning is that zombies tend to bum rush spawn anyways. So the only respawn delay short enough to avoid that....wouldn't be long enough to bother respawing just to die D:
Agree. But in the NotD scoutknifez server the spawn protection is like 15 secs (but i think it goes away when you leave spawn), we can add a amount of spawn protection enough to get to a safe zone.

you seem to forget, the zombies chase the players. and since they chase the players, they would have to find other players to survive by running into that group and having them shoot whatever is chasing them, which could cause the surviving group to die if there are enough zombies chasing the guy running for safety.
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Re: !respawn for New Joiners
« Reply #13 on: June 28, 2010, 03:03:25 PM »
You can easily add a 10 second spawn protection... :)
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Sikk.

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Re: !respawn for New Joiners
« Reply #14 on: June 28, 2010, 03:44:25 PM »
issue i see with respawning is that zombies tend to bum rush spawn anyways. So the only respawn delay short enough to avoid that....wouldn't be long enough to bother respawing just to die D:
Agree. But in the NotD scoutknifez server the spawn protection is like 15 secs (but i think it goes away when you leave spawn), we can add a amount of spawn protection enough to get to a safe zone.

you seem to forget, the zombies chase the players. and since they chase the players, they would have to find other players to survive by running into that group and having them shoot whatever is chasing them, which could cause the surviving group to die if there are enough zombies chasing the guy running for safety.
I dont think that's a big deal to a group of 6+ ppl. They'll easily eliminate the zombies as there coming, and usually its only like 7 zombies not like 20.

 


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