[CS:S] Late spawn question
How long into round a late player is allowed to spawn? Seems to be a simple question, yet I didn't manage to find a clear answer.
For example, if player joined team & class lately, he still can spawn if it happened in a short period of several seconds after round has started. Otherwise, he will join team though stay dead till the next round. How is this period controlled? CVar, hardcoded or something else? |
Re: [CS:S] Late spawn question
No ideas?
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Re: [CS:S] Late spawn question
the ultimate unwriten rule of all forums: "the silence means we don't know... find out yourself"
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Re: [CS:S] Late spawn question
It's hard coded. Get a stop watch and join a team @ round start; start the stop watch; keep rejoining until you're no longer able to rejoin == your answer. It's around 30-45 seconds though if memory serves me right.
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Re: [CS:S] Late spawn question
>ILOVEPIE
Silence may also mean that thread needs a good bump and a bunch of other things. If I had managed to get an answer on my own, I wouldn't have asked you about it. >thetwistedpanda Thanks for hint. Found it out, one can latespawn if joining a team & class after no more than 20 seconds into round. |
Re: [CS:S] Late spawn question
Quote:
http://forums.alliedmods.net/misc.php?do=showrules |
Re: [CS:S] Late spawn question
It's a shame there isn't a CVAR controlling this. It seems like an obvious thing server owners would want to manipulate, I know I certainly do.
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Re: [CS:S] Late spawn question
The easiest way to control this is to write your own "jointeam"/"joinclass" command and completely manage when player's join teams.
*Edit* Actually, all you need to control this is a timer, a boolean flag, and hooking joinclass. Set the flag to true on round_start, the timer is the length of time you want players to be able to spawn (at which point you set the flag to 0), and if the flag is true on joinclass, force the player to spawn. |
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