Mr_nStuff
11-21-2002, 05:34 PM
Anyway to call a script, thread, or specify to run a script at the end of a map? (timelimit expired)
Example
[code:1]level.end.script="maps/obj/MP_Druckkammern_TOW-end.scr"[/code:1] If I could add something like this to each maps scr file. I could set the gametype, spawn_interval, and roundlimit for the next map before the next map even loads.
There has to be a way..
How do map scripts work? Do they only run once at the beginning of the map load? Do they loop during the game? If they loop. Maybe we could add something like this to the end of the script?
[code:1]if( level.end )
{
setcvar "g_gametype" "5"
setcvar "sv_team_spawn_interval" "15"
setcvar "roundlimit" "0"
}[/code:1] So the next map will already be set to go before it ever even loads.
Possible? Don't know? Tried everything already? If we can do this somehow. We can stop that infamous spectator-bump bug in it's tracks.
What scr file is making the screen fade-to-black and volume fading at the end of the map?
Thanks.
Example
[code:1]level.end.script="maps/obj/MP_Druckkammern_TOW-end.scr"[/code:1] If I could add something like this to each maps scr file. I could set the gametype, spawn_interval, and roundlimit for the next map before the next map even loads.
There has to be a way..
How do map scripts work? Do they only run once at the beginning of the map load? Do they loop during the game? If they loop. Maybe we could add something like this to the end of the script?
[code:1]if( level.end )
{
setcvar "g_gametype" "5"
setcvar "sv_team_spawn_interval" "15"
setcvar "roundlimit" "0"
}[/code:1] So the next map will already be set to go before it ever even loads.
Possible? Don't know? Tried everything already? If we can do this somehow. We can stop that infamous spectator-bump bug in it's tracks.
What scr file is making the screen fade-to-black and volume fading at the end of the map?
Thanks.