Thread
:
[TF2] Resurrection - Respawn in Arena Mode (updated 12-Mar-2015)
View Single Post
pheadxdll
AlliedModders Donor
Join Date: Jun 2008
09-22-2014 , 20:31 Re: [TF2] Resurrection - Respawn in Arena Mode
#
4
@rob sure, that's a good idea
@powerlord
Fan O' War uses a different condition so no conflict there. GRU and escape plan do use the same condition. The persistent effects from having the weapon out work fine. Holstering the weapon calls AddCond for 2-3s. Since AddCond chooses the longer duration, there's no conflict. The default value of resurrect_time_mfd is 5 seconds which is greater than the after effects for those two weapons anyway.
I do want to make sure the value of tf_arena_round_time on the server is 0. If I didn't, I suppose I would have to catch and remove/hide the new team_round_timer that spawns on arena_round_start. Two timers in the background seems awkward and my plugin offers the same functionality so I'll stick with it.
I did look for phrases and did not find any. Even if they existed, some of them reference the medic healing them and the pyro has no lines so I'll have to code them anyway.
__________________
Steam profile
Extensions:
Build in repsawn
|
Fire huntsman in the air
Plugins:
Stop that Tank!
|
TF2: Roll the Dice
|
Melee only
|
Tidy Chat
Last edited by pheadxdll; 09-22-2014 at
20:34
.
pheadxdll
View Public Profile
Send a private message to pheadxdll
Find More Posts by pheadxdll