The question is, is it possible to have a coop DP server auto restart when 'end' has been won?
Or is the only way to restart it manually?
Or is the only way to restart it manually?
void() finale_1 = { local entity pos, pl; local entity timer; intermission_exittime = time + 10000000; [COLOR="Red"]// This is why you can never leave the level :( [/COLOR] intermission_running = 1;
void() finale_1 = { local entity pos, pl; local entity timer; intermission_exittime = time + 10; [COLOR="Lime"]// This should give you time to read the message and exit. [/COLOR] intermission_running = 1;
void() GotoNextMap = { if (cvar("samelevel")) // if samelevel is set, stay on same level changelevel (mapname); [COLOR="Lime"]if (world.model == "maps/end.bsp") { mapname = "start"; changelevel (mapname); }[/COLOR] else changelevel (nextmap); };
void() GotoNextMap = { if (cvar("samelevel")) // if samelevel is set, stay on same level changelevel (mapname); [COLOR="Lime"]if (world.model == "maps/end.bsp") { DecodeLevelParms (); //This will reset everything. mapname = "start"; changelevel (mapname); } [/COLOR] else changelevel (nextmap); };
void() GotoNextMap = { if (cvar("samelevel")) // if samelevel is set, stay on same level changelevel (mapname); [COLOR="Lime"]if (world.model == "maps/end.bsp") { DecodeLevelParms (); //This will reset everything. GameBreaker (); // This is a nice little surprise! :) mapname = "start"; changelevel (mapname); } [/COLOR] else changelevel (nextmap); };
void() GameBreaker = { self.health = 666; self.ammo_rockets = 666; self.ammo_nails = 666; self.ammo_shells = 666; self.items = self.items | IT_AXE | IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_NAILGUN | IT_SUPER_NAILGUN | IT_GRENADE_LAUNCHER | IT_ROCKET_LAUNCHER; self.ammo_cells = 666; self.items = self.items | IT_LIGHTNING; self.armortype = 0.8; self.armorvalue = 666; self.items = self.items | IT_ARMOR3; self.weapon = IT_AXE; self.impulse = 0; W_SetCurrentAmmo (); };
Comment