• Spectators and connecters spawning
    4 replies, posted
I don't quite understand why, but it seems that Spectators and Connecting people are spawning in the server. I'm not sure why or how. Is there something I can do in the initial spawn to stop them spawning. Its a round based fretta game
From one of my previous posts. Here's everything I do when a player joins so that they don't spawn, and instead they are put into SPECTATOR mode, where they can free-roam. This may give you an idea of where to start looking as you haven't given us code: [lua]PLAYER = FindMetaTable( "Player" ); function PLAYER:Unassigned( ) if ( self:Team( ) == TEAM_UNASSIGNED || self:Team( ) == TEAM_SPECTATOR ) then return true; end return false; end function PLAYER:CanRespawn( ) if ( self:Unassigned( ) ) then return false; end return true; end function GM:PlayerInitialSpawn( Player ) Player:SetTeam( TEAM_SPECTATOR ); end function GM:PlayerSpawn( Player ) // // // if ( Player:Unassigned( ) ) then Player:StripAmmo( ) Player:StripWeapons( ); Player:Spectate( OBS_MODE_ROAMING ) return false; else Player:UnSpectate() end // Other stuff goes here, but yeah... end function GM:PlayerDeath( victim, weapon, killer ) if ( victim:Unassigned( ) ) then return; end end function GM:PlayerDeathThink( Player ) if ( !Player:CanRespawn( ) ) then return false; else Player:Spawn( ) end end function GM:PlayerSelectSpawn( Player ) if ( Player:Unassigned( ) ) then return; end end[/lua]
That just fucks over the server. It's a fretta gamemode and makes everyone spawn as the team but as a spectator or connector and people respawn after being killed. Its a round based Fretta gamemode.
He said that's a guide of where to start looking, not copy and paste the code and if it doesn't work blame him.
[QUOTE=SatoshiAaron;42347982]That just fucks over the server. It's a fretta gamemode and makes everyone spawn as the team but as a spectator or connector and people respawn after being killed. Its a round based Fretta gamemode.[/QUOTE] We're not going to write your code for you
Sorry, you need to Log In to post a reply to this thread.