• TTT ULX Having Issues
    2 replies, posted
Since the site for Ulysses is impossible, maybe you guys can help me. My TTT has the TTT ULX commands installed, which include ULX Slaynr, which slays people next round. I'm having an issue where, if I put a player on slaynr, and the map changes before they are slain, when they are slain on the next map, it kills them, but lets them stay in terrorists team, as if they're alive. [CODE]function ulx.slaynr( calling_ply, target_ply, num_slay, should_slaynr ) if not GetConVarString("gamemode") == "terrortown" then ULib.tsayError( calling_ply, gamemode_error, true ) else local affected_plys = {} local slays_left = tonumber(target_ply:GetPData("slaynr_slays")) or 0 local current_slay local new_slay if ulx.getExclusive( target_ply, calling_ply ) then ULib.tsayError( calling_ply, ulx.getExclusive( target_ply, calling_ply ), true ) elseif num_slay < 0 then ULib.tsayError( calling_ply, "Invalid integer:\"" .. num_slay .. "\" specified.", true ) else current_slay = tonumber(target_ply:GetPData("slaynr_slays")) or 0 if not should_slaynr then new_slay = current_slay + num_slay else new_slay = current_slay - num_slay end --local slay_reason = reason --if slay_reason == "reason" then -- slay_reason = false --end if new_slay > 0 then target_ply:SetPData("slaynr_slays", new_slay) --target_ply:SetPData("slaynr_reason", slay_reason) else target_ply:RemovePData("slaynr_slays") --target_ply:RemovePData("slaynr_reason") end local slays_left = tonumber(target_ply:GetPData("slaynr_slays")) or 0 local slays_removed = ( current_slay - slays_left ) or 0 if slays_removed==0 then chat_message = ("#T will not be slain next round.") elseif slays_removed > 0 then chat_message = ("#A removed ".. slays_removed .." round(s) of slaying from #T.") elseif slays_left == 1 then chat_message = ("#A will slay #T next round.") elseif slays_left > 1 then chat_message = ("#A will slay #T for the next ".. tostring(slays_left) .." rounds.") end ulx.fancyLogAdmin( calling_ply, chat_message, target_ply, reason ) end end end local slaynr = ulx.command( CATEGORY_NAME, "ulx slaynr", ulx.slaynr, "!slaynr" ) slaynr:addParam{ type=ULib.cmds.PlayerArg } slaynr:addParam{ type=ULib.cmds.NumArg, max=100, default=1, hint="rounds", ULib.cmds.optional, ULib.cmds.round } --slaynr:addParam{ type=ULib.cmds.StringArg, hint="reason", ULib.cmds.optional} slaynr:addParam{ type=ULib.cmds.BoolArg, invisible=true } slaynr:defaultAccess( ULib.ACCESS_ADMIN ) slaynr:help( "Slays target(s) for a number of rounds" ) slaynr:setOpposite( "ulx rslaynr", {_, _, _, true}, "!rslaynr" )[/CODE]
That's pretty normal actually. Though I'm sure of a workaround. They are slain but they count as alive. Best thing to do is respawn then slay them again. Unless someone can provide a workaround for you
I would probably recommend to check if it's the last round, then wait for the map to load and then slay them like usual
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