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New Round / Player Spawn / Round Start / Round End - do Not mess it


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Rolnaaba
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Join Date: May 2006
Old 09-28-2006 , 14:31   Re: New Round/Player Spawn/Round Start/Round End - do Not mess it
Reply With Quote #21

what I meant to say is
Code:
plugin_init() { register_logevent("logevent_round_start", 2, "1=Round_Start") }   public logevent_round_start() { //..something }

was how I was using it but I think thats wrong
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Xanimos
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Old 09-28-2006 , 16:07   Re: New Round/Player Spawn/Round Start/Round End - do Not mess it
Reply With Quote #22

That's right.
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Rolnaaba
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Old 10-02-2006 , 10:24   Re: New Round/Player Spawn/Round Start/Round End - do Not mess it
Reply With Quote #23

pimpin thanks much
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Rolnaaba
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Old 10-24-2006 , 18:31   Re: New Round/Player Spawn/Round Start/Round End - do Not mess it
Reply With Quote #24

how to pass an ID from one event to another without activating the second event at the time of passing so the event will be called normally?
e.i.:
Code:
#include <amxmodx> #include <amxmisc> public plugin_init() {     register_plugin(PLUGIN, VERSION, AUTHOR)     register_event("DeathMsg", "Death", "a")     register_event("HLTV", "event_new_round", "a", "1=0", "2=0") } public Death() {     new killer = read_data(2) } public event_new_round() {     //how to pass the ID variable "killer"     //to this func without activating it until     //it is called upon naturally? }
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Last edited by Rolnaaba; 10-24-2006 at 18:43.
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SweatyBanana
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Old 10-24-2006 , 22:31   Re: New Round/Player Spawn/Round Start/Round End - do Not mess it
Reply With Quote #25

You shouldnt be passing a death into a new round event.

PHP Code:
public Death()
{
    new 
killer read_data(2)
    
event_new_round(killer);
}

public 
event_new_round(killer)
{
    
// What

EDIT: I just saw that you wanted to wait for it to be passed at round start..

Last edited by SweatyBanana; 10-24-2006 at 22:35.
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Rolnaaba
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Old 10-25-2006 , 07:37   Re: New Round/Player Spawn/Round Start/Round End - do Not mess it
Reply With Quote #26

correct I want to get the killer ID from a death and somewho store it in such a way that it is able to be used in the new round func
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SweatyBanana
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Old 10-25-2006 , 08:10   Re: New Round/Player Spawn/Round Start/Round End - do Not mess it
Reply With Quote #27

Use a boolean and set it to true for the killer in the death event then check it on round start.
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Rolnaaba
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Old 10-25-2006 , 08:13   Re: New Round/Player Spawn/Round Start/Round End - do Not mess it
Reply With Quote #28

how can I check the bool on an ID that hasnt been passed to the round start func? ex plz?
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Old 10-25-2006, 08:32
VEN
This message has been deleted by VEN. Reason: meh.. a bit related..
Old 10-25-2006, 12:19
Zenith77
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VEN
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Join Date: Jan 2005
Old 10-27-2006 , 05:34   Re: New Round/Player Spawn/Round Start/Round End - do Not mess it
Reply With Quote #29

This questions becames more and more offtopic. Create the separate thread in the Scripting Help, please.

Last edited by VEN; 10-31-2006 at 13:50. Reason: spelling
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Simon Logic
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Join Date: Nov 2006
Location: RF
Old 11-20-2006 , 12:35   Re: New Round/Player Spawn/Round Start/Round End - do Not mess it
Reply With Quote #30

Still don't understand the difference between map loaded event and new round. plugin_cfg() is executed right after map has been loaded and thus the round has started. Right?

Anyway, it's a great article. Why is it non sticky, huh?
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