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
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