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ASSS Questions - core module : respawn

tcsoccerman - Fri Nov 23, 2007 12:36 pm
Post subject: core module : respawn
what module of asss core handles a players respawn? it would have the call back for mykill() and then a timer to wait for time_respawn_after_kill or w.e. that cfg item is called.
Dr Brain - Fri Nov 23, 2007 8:45 pm
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None of them. That's handled by continuum.
tcsoccerman - Fri Nov 23, 2007 9:02 pm
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oh. thank you.
Animate Dreams - Mon Nov 26, 2007 9:24 pm
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The client spawns the player, and doesn't even notify the server that the player has been respawned, IIRC. I WISH it did.
Bak - Tue Nov 27, 2007 10:44 pm
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you can force the player to spawn in a small box in the corner of the map and then warp him to where he's supposed to start, the player will barely notice the difference and you can respond to player spawn events as well as have alternate spawn locations based on some condition (I think Desert Storm used something similar for their multiple spawn point bot).
Dr Brain - Wed Nov 28, 2007 12:14 am
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I used to do the whole spawn-in-a-box trick. You can be a bit smarter with asss though.

Set a flag when they die, and listen for the next position packet with an actual position. When you find it, trigger your respawn event. hscore_spawner has all the gory details.
Animate Dreams - Sat Dec 01, 2007 1:03 pm
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Dr Brain wrote:
I used to do the whole spawn-in-a-box trick. You can be a bit smarter with asss though.

Set a flag when they die, and listen for the next position packet with an actual position. When you find it, trigger your respawn event. hscore_spawner has all the gory details.


You could always turn it into a nice module that registered a CB_SPAWN. That would be the ideal solution, I'd think.
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