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Author Topic: Respawn Delay v1  (Read 5360 times)

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March 04, 2014, 06:22:49 AM
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Offline JaxOf7

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Respawn Delay v1
« on: March 04, 2014, 06:22:49 AM »
delays your respawn

cvars
SV_RESPAWNDSTART: actually starts the respawn delay. just leave true.
SV_RESPAWNTIME: respawn delay in seconds. default is 5.

standard file that's probably been made before and would probably work in all zandronum mods.
https://allfearthesentinel.net/zandronum/download.php?file=respawndelayj3.pk3

file that includes a recode to fix minor 8bdm specific bugs (weapon energy color & exit unit visual).
https://allfearthesentinel.net/zandronum/download.php?file=respawndelayj3-8bdmv6a.pk3

March 04, 2014, 06:24:31 AM
Reply #1

Offline Celebi

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Re: Respawn Delay v1
« Reply #1 on: March 04, 2014, 06:24:31 AM »
I support this useful thing.

March 04, 2014, 07:16:11 AM
Reply #2

Offline Hallan Parva

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Re: Respawn Delay v1
« Reply #2 on: March 04, 2014, 07:16:11 AM »
Hot damn that's useful. I suppose you could also turn the respawn timer to zero to ignore its effects completely? If so, I'd be the crazy man to suggest implementing this into core somehow, most notably in Capture the Flag and 1-Flag CTF.

Regardless, this is an amazing mod and I need to find a way to squeeze the everloving crap out of it.

March 04, 2014, 07:19:00 AM
Reply #3

Offline Emmanuelf06

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Re: Respawn Delay v1
« Reply #3 on: March 04, 2014, 07:19:00 AM »
It can be good... in duel too? :q
*respawn directly beside the opponent who fraged you* drawing game. <__<

March 04, 2014, 05:54:08 PM
Reply #4

Offline Laggy Blazko

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Re: Respawn Delay v1
« Reply #4 on: March 04, 2014, 05:54:08 PM »
I hope they don't spam this in servers. Respawn delays in Zandronum seem wrong to me.

June 04, 2014, 02:31:52 AM
Reply #5

Offline JaxOf7

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Re: Respawn Delay v1
« Reply #5 on: June 04, 2014, 02:31:52 AM »
Updated for v4.
Use v1 if you want Reggae to laugh at you upon respawning.

June 04, 2014, 02:35:31 AM
Reply #6

Offline Dr. Crasger

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Re: Respawn Delay v1
« Reply #6 on: June 04, 2014, 02:35:31 AM »
Looks pretty damn useful.

July 30, 2019, 10:04:15 AM
Reply #7

Offline JaxOf7

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Re: Respawn Delay v1
« Reply #7 on: July 30, 2019, 10:04:15 AM »
revisting another old thing.
zandro has SetDeadSpectator so this is a lot less messy now.

old post
(click to show/hide)

October 23, 2019, 01:38:54 AM
Reply #8

Offline JaxOf7

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Re: Respawn Delay v1
« Reply #8 on: October 23, 2019, 01:38:54 AM »
Ok so an issue was found.
Essentially, SetDeadSpectator leaves behind "player clones" that mess with GiveActorInventory.
Thing_Remove won't actually get rid of them, but it seems to fix the GiveActorInventory, so I implemented that as a new variable.

old files

edit:
test file for the issue

November 04, 2020, 10:50:00 AM
Reply #9

Offline JaxOf7

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Re: Respawn Delay v1
« Reply #9 on: November 04, 2020, 10:50:00 AM »
https://allfearthesentinel.net/zandronum/download.php?file=respawndelayj3.pk3
j2 -> j3
core v6 fixed the issue with corpses and giveactorinventory, so SV_RESPAWNCORPSEREMOVE is no longer needed.
setcvar even when it doesn't change actually causes ungodly network traffic. fixed with a simple check.

https://allfearthesentinel.net/zandronum/download.php?file=respawndelayj3-8bdmv6a.pk3
j3-8bdmv6a
script 255 still doesn't work right with respawn delay, and exit unit was recently added to it... joy...
anyway made a working script for those in this

old files

old cvar
(click to show/hide)