diff options
Diffstat (limited to 'Northstar.CustomServers')
7 files changed, 36 insertions, 7 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/_menu_callbacks.gnut b/Northstar.CustomServers/mod/scripts/vscripts/_menu_callbacks.gnut index 1feefc2b..02be47a4 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/_menu_callbacks.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/_menu_callbacks.gnut @@ -35,7 +35,8 @@ void function WritePersistenceAndLeaveForLocalPlayerOnly( entity player ) while ( GetPlayerArray().len() != 1 && Time() < time + 5.0 ) WaitFrame() - WritePersistenceAndLeave( player ) + if ( IsValid( player ) ) + WritePersistenceAndLeave( player ) } void function WritePersistenceAndLeave( entity player ) diff --git a/Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut b/Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut index efaea76f..3151a0f2 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/burnmeter/_burnmeter.gnut @@ -242,7 +242,17 @@ void function PlayerUsesAmpedWeaponsBurncardThreaded( entity player ) { weapon.RemoveMod( "silencer" ) // both this and the burnmod will override firing fx, if a second one overrides this we crash foreach ( string mod in GetWeaponBurnMods( weapon.GetWeaponClassName() ) ) - weapon.AddMod( mod ) + { + // catch incompatibilities just in case + try + { + weapon.AddMod( mod ) + } + catch( ex ) + { + weapons.removebyvalue( weapon ) + } + } // needed to display amped weapon time left weapon.SetScriptFlags0( weapon.GetScriptFlags0() | WEAPONFLAG_AMPED ) diff --git a/Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut b/Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut index a4f23b85..b861ed9f 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/evac/_evac.gnut @@ -103,11 +103,20 @@ void function EvacEpilogue() if ( canRunEvac ) { - SetRespawnsEnabled( false ) + thread SetRespawnAndWait( false ) thread Evac( GetOtherTeam( winner ), EVAC_INITIAL_WAIT, EVAC_ARRIVAL_TIME, EVAC_WAIT_TIME, EvacEpiloguePlayerCanBoard, EvacEpilogueShouldLeaveEarly, EvacEpilogueCompleted ) } else - thread EvacEpilogueCompleted( null ) // this is hacky but like, this also shouldn't really be hit in normal gameplay + { + thread SetRespawnAndWait( false ) //prevent respawns during the fade to black, should only be an issue if the match is a draw + thread EvacEpilogueCompleted( null ) //this is hacky but like, this also shouldn't really be hit in normal gameplay + } +} + +void function SetRespawnAndWait(bool mode) +{ + wait GAME_EPILOGUE_PLAYER_RESPAWN_LEEWAY + SetRespawnsEnabled( mode ) } bool function EvacEpiloguePlayerCanBoard( entity dropship, entity player ) @@ -386,4 +395,4 @@ void function EvacDropshipKilled( entity dropship, var damageInfo ) player.Die( DamageInfo_GetAttacker( damageInfo ), DamageInfo_GetWeapon( damageInfo ), { damageSourceId = eDamageSourceId.evac_dropship_explosion, scriptType = DF_GIB } ) } } -}
\ No newline at end of file +} diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut index 7f879c69..dc976059 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut @@ -327,6 +327,7 @@ void function GiveFlag( entity player, entity flag ) void function DropFlagIfPhased( entity player, entity flag ) { player.EndSignal( "StartPhaseShift" ) + player.EndSignal( "OnDestroy" ) OnThreadEnd( function() : ( player ) { diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_speedball.nut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_speedball.nut index 49fd5f2e..22c660d8 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_speedball.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_speedball.nut @@ -86,6 +86,7 @@ void function GiveFlag( entity player ) void function DropFlagIfPhased( entity player ) { player.EndSignal( "StartPhaseShift" ) + player.EndSignal( "OnDestroy" ) OnThreadEnd( function() : ( player ) { @@ -102,7 +103,9 @@ void function DropFlag() file.flag.ClearParent() file.flag.SetAngles( < 0, 0, 0 > ) SetGlobalNetEnt( "flagCarrier", file.flag ) - EmitSoundOnEntityOnlyToPlayer( file.flagCarrier, file.flagCarrier, "UI_CTF_1P_FlagDrop" ) + + if ( IsValid( file.flagCarrier ) ) + EmitSoundOnEntityOnlyToPlayer( file.flagCarrier, file.flagCarrier, "UI_CTF_1P_FlagDrop" ) foreach ( entity player in GetPlayerArray() ) MessageToPlayer( player, eEventNotifications.SPEEDBALL_FlagDropped, file.flagCarrier ) diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut b/Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut index 78dec3d1..d3b4cd7e 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut @@ -125,6 +125,8 @@ void function EndIntroWhenFinished() void function SpawnPlayerIntoDropship( entity player ) { + player.EndSignal( "OnDestroy" ) + if ( IsAlive( player ) ) player.Die() // kill them so we don't have any issues respawning them later @@ -148,7 +150,6 @@ void function SpawnPlayerIntoDropship( entity player ) WaitFrame() player.EndSignal( "OnDeath" ) - player.EndSignal( "OnDestroy" ) // find the player's dropship and seat array<IntroDropship> teamDropships diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut index 2f16379e..63ecbf68 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/_gamestate_mp.nut @@ -183,6 +183,10 @@ void function GameStateEnter_Prematch() void function StartGameWithoutClassicMP() { + foreach ( entity player in GetPlayerArray() ) + if ( IsAlive( player ) ) + player.Die() + WaitFrame() // wait for callbacks to finish // need these otherwise game will complain |