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Mega Man 8-bit Deathmatch
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DECORATE and ACS Modifications
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Respawn Delay v1
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Topic: Respawn Delay v1 (Read 6973 times)
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March 04, 2014, 06:22:49 AM
Read 6973 times
JaxOf7
MM8BDM Extender
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Date Registered: March 23, 2011, 03:56:13 AM
Respawn Delay v1
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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
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March 04, 2014, 06:24:31 AM
Reply #1
Celebi
MM8BDM MM&B Contributor
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Date Registered: November 06, 2010, 11:11:51 PM
Re: Respawn Delay v1
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Reply #1 on:
March 04, 2014, 06:24:31 AM »
I support this useful thing.
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March 04, 2014, 07:16:11 AM
Reply #2
Hallan Parva
MM8BDM MM8 Contributor
drifting absently across an endless sea
Date Registered: September 23, 2010, 10:32:40 PM
Re: Respawn Delay v1
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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.
Logged
March 04, 2014, 07:19:00 AM
Reply #3
Emmanuelf06
Donator
Date Registered: October 07, 2010, 03:03:19 AM
Re: Respawn Delay v1
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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. <__<
Logged
March 04, 2014, 05:54:08 PM
Reply #4
Laggy Blazko
MM8BDM Extender
Unf
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Date Registered: April 01, 2011, 02:08:23 AM
Re: Respawn Delay v1
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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.
Logged
June 04, 2014, 02:31:52 AM
Reply #5
JaxOf7
MM8BDM Extender
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Date Registered: March 23, 2011, 03:56:13 AM
Re: Respawn Delay v1
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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.
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June 04, 2014, 02:35:31 AM
Reply #6
Dr. Crasger
Standard Member
Date Registered: April 12, 2013, 11:55:36 PM
Re: Respawn Delay v1
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Reply #6 on:
June 04, 2014, 02:35:31 AM »
Looks pretty damn useful.
Logged
July 30, 2019, 10:04:15 AM
Reply #7
JaxOf7
MM8BDM Extender
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Date Registered: March 23, 2011, 03:56:13 AM
Re: Respawn Delay v1
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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)
http://best-ever.org/download?file=respawnmm8bdmv2.pk3
It has come to my attention that
some
game modes
seriously
need to take the player out of action for a bit after dying.
Sadly, Zandronum doesn't have native support for that, so here's something I cobbled together.
CVars:
SV_RespawnTime : The time in seconds after dying a person has to wait before fully respawning. Default is 5.
SV_RespawnTimeSet : Tells whether this is first time using this mod and sets the default settings if so. Does not actually do anything.
Respawning person controls:
Fire/Altfire:Cycle through views of teammates.
I also put quite a bit of effort into making this modular, so feel free to include it in your custom team maps, or design new ways of determining how long a respawning person should wait.
Logged
October 23, 2019, 01:38:54 AM
Reply #8
JaxOf7
MM8BDM Extender
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Date Registered: March 23, 2011, 03:56:13 AM
Re: Respawn Delay v1
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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
(click to show/hide)
https://allfearthesentinel.net/zandronum/download.php?file=respawndelayj1.pk3
https://allfearthesentinel.net/zandronum/download.php?file=respawndelayj1-8bdmv5d.pk3
edit:
test file for the issue
(click to show/hide)
https://cdn.discordapp.com/attachments/160882052177199104/636018494143594507/TestStockBuster.pk3
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November 04, 2020, 10:50:00 AM
Reply #9
JaxOf7
MM8BDM Extender
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Date Registered: March 23, 2011, 03:56:13 AM
Re: Respawn Delay v1
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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
(click to show/hide)
https://allfearthesentinel.net/zandronum/download.php?file=respawndelayj2.pk3
https://allfearthesentinel.net/zandronum/download.php?file=respawndelayj2-8bdmv5d.pk3
old cvar
(click to show/hide)
SV_RESPAWNCORPSEREMOVE - fixes a zandronum bug where "player clones" left behind by respawning players could be affected by GiveActorInventory. just leave true, hopefully won't need someday.
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Respawn Delay v1