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-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/lobby/sh_private_lobby_modes_init.gnut1
-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype_mp.gnut25
2 files changed, 26 insertions, 0 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/lobby/sh_private_lobby_modes_init.gnut b/Northstar.CustomServers/mod/scripts/vscripts/lobby/sh_private_lobby_modes_init.gnut
index ccccefaf..d2be2ab4 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/lobby/sh_private_lobby_modes_init.gnut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/lobby/sh_private_lobby_modes_init.gnut
@@ -17,6 +17,7 @@ void function PrivateMatchModesInit()
AddPrivateMatchModeSettingEnum( "#MODE_SETTING_CATEGORY_PILOT", "boosts_enabled", [ "#SETTING_DEFAULT", "#SETTING_DISABLED" ], "1" )
AddPrivateMatchModeSettingEnum( "#MODE_SETTING_CATEGORY_PILOT", "earn_meter_pilot_overdrive", [ "#SETTING_DISABLED", "#SETTING_ENABLED", "Only" ], "1" )
AddPrivateMatchModeSettingArbitrary( "#MODE_SETTING_CATEGORY_PILOT", "earn_meter_pilot_multiplier", "1.0" )
+ AddPrivateMatchModeSettingArbitrary( "#MODE_SETTING_CATEGORY_PILOT", "player_force_respawn", "5" )
AddPrivateMatchModeSettingArbitrary( "#MODE_SETTING_CATEGORY_TITAN", "earn_meter_titan_multiplier", "1.0" )
AddPrivateMatchModeSettingEnum( "#MODE_SETTING_CATEGORY_TITAN", "aegis_upgrades", [ "#SETTING_DISABLED", "#SETTING_ENABLED" ], "0" )
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype_mp.gnut b/Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype_mp.gnut
index ec426754..3bd0cd69 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype_mp.gnut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/_base_gametype_mp.gnut
@@ -274,6 +274,9 @@ void function PostDeathThread_MP( entity player, var damageInfo ) // based on ga
ClearRespawnAvailable( player )
+ // reset this so that we default to pilot spawn
+ player.SetPersistentVar( "spawnAsTitan", false )
+
OnThreadEnd( function() : ( player )
{
if ( !IsValid( player ) )
@@ -379,6 +382,13 @@ void function PostDeathThread_MP( entity player, var damageInfo ) // based on ga
SetRespawnAvailable( player )
wait respawnDelay
+
+ int forceRespawn = GetCurrentPlaylistVarInt( "player_force_respawn", -1 )
+
+ // -1 is disabled, anything over is the time we wait in seconds
+ // before respawning the player
+ if( forceRespawn >= 0 )
+ thread ForceRespawnMeSignalAfterDelay( player, forceRespawn )
player.WaitSignal( "RespawnMe" ) // set in base_gametype: ClientCommand_RespawnPlayer
@@ -398,6 +408,21 @@ void function PostDeathThread_MP( entity player, var damageInfo ) // based on ga
}
}
+// idk if this is a good delay or if it matches vanilla
+void function ForceRespawnMeSignalAfterDelay( entity player, int delay = 5 )
+{
+ player.EndSignal( "RespawnMe" )
+ player.EndSignal( "OnDestroy" )
+
+ if( player.IsWatchingKillReplay() )
+ player.WaitSignal( "KillCamOver" )
+
+ wait delay
+
+ printt( format( "Forcing player respawn for player %s (took >%d seconds to respawn)", player.GetPlayerName(), delay ) )
+ player.Signal( "RespawnMe" )
+}
+
void function PlayerWatchesKillReplayWrapper( entity player, entity attacker, float timeSinceAttackerSpawned, float timeOfDeath, float beforeTime, table replayTracker )
{
player.EndSignal( "RespawnMe" )