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InsideQC Forums • View topic - quakeworld start delay between maps (thunderwalker ctf mod)

quakeworld start delay between maps (thunderwalker ctf mod)

Discuss programming in the QuakeC language.

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quakeworld start delay between maps (thunderwalker ctf mod)

Postby Batman!]ZFA[ » Wed Mar 18, 2009 12:30 am

Batman!]ZFA[
 
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Postby scar3crow » Wed Mar 18, 2009 12:47 am

...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Postby Batman!]ZFA[ » Wed Mar 18, 2009 1:48 am

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Postby Supa » Wed Mar 18, 2009 9:26 pm

Try moving your prematch timer code from CheckRules to StartFrame? CheckRules is called by every client every frame in PlayerPreThink, so that would be why you're getting spammed with timer messages.
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Postby Batman!]ZFA[ » Thu Mar 19, 2009 11:59 pm

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Postby Supa » Sat Mar 21, 2009 1:33 am

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Postby r00k » Sat Mar 21, 2009 4:28 am

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Postby Batman!]ZFA[ » Sun Mar 22, 2009 1:09 am

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Postby scar3crow » Sun Mar 22, 2009 2:54 am

...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Postby Batman!]ZFA[ » Mon Mar 23, 2009 10:36 am

thanks we got that part figured out.

only thing is its a leaving body.

when the prematch period is over at the location where you were before you respawn.

Image
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Postby MeTcHsteekle » Mon Mar 23, 2009 7:42 pm

why is that quakeman a sickly pale?

anyways, i think that would be pretty cool to have deadguys on the map before the match even starts, gives it a factory slaughter kind of idea
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Postby Spike » Mon Mar 23, 2009 8:17 pm

in world.qc there's a function called CopyToBodyQueue
Just make it return without doing anything in prewar.
Or stop it from being called in client.qc/player.qc wherever it is.


How are you handling doors/plats? :)
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