Re: [hlcoders] Respawning all players

2005-02-23 Thread Andre Bandarra
I use this code because i am making a round based game which has a
intermission between rounds. So, i respawn the players at the
beginning of the intermission an freeze them. I unfreeze them once the
round starts.

André


On Wed, 23 Feb 2005 20:34:49 +1000, Teddy <[EMAIL PROTECTED]> wrote:
> If you're using Andre's example code, the bit that freezes the player is:
> player->SetMoveType(MOVETYPE_NONE);
>
> either remove that, or once the player is spawned and you wanna
> unfreeze them, use:
> player->SetMoveType(MOVETYPE_WALK)
>
>
> On Tue, 22 Feb 2005 16:08:41 -0800, Daniel Jennings <[EMAIL PROTECTED]> wrote:
> > Do you ever unfreeze the player? Or is that something that's automatically
> > done?
> >
> > Thank you,
> > Daniel Jennings
> >
> > - Original Message -
> > From: "Andre Bandarra" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Monday, February 21, 2005 5:22 AM
> > Subject: Re: [hlcoders] Respawning all players
> >
> > > I use this one
> > >
> > > for ( int i = 0 ; i <= gpGlobals->maxClients ; i++ )
> > > {
> > > CBasePlayer *player = (CBasePlayer *)UTIL_PlayerByIndex(i);
> > > if ( player )
> > > {
> > > player->RemoveAllAmmo(); //Removes all ammo
> > > player->RemoveAllDecals();//Removes All decals from the player model
> > > player->Spawn(); //Spawns the player
> > > player->SetMoveType(MOVETYPE_NONE);//freezes the player
> > > //now we have to cycle through all the players weapons
> > > for ( int j = 0 ; jWeaponCount() ; j++)
> > > {
> > > CBaseCombatWeapon *pweapon = player->GetWeapon(j);
> > > if (pweapon)
> > > pweapon->Delete();//removes this weapon from the game;
> > > }
> > > }
> > > }
> > >
> > >
> > > On Sun, 20 Feb 2005 14:42:46 -0500, Lance Vorgin <[EMAIL PROTECTED]>
> > wrote:
> > > > static_cast(pEntity)->RemoveAllItems(false); ?
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Respawning all players

2005-02-23 Thread Teddy
If you're using Andre's example code, the bit that freezes the player is:
player->SetMoveType(MOVETYPE_NONE);

either remove that, or once the player is spawned and you wanna
unfreeze them, use:
player->SetMoveType(MOVETYPE_WALK)


On Tue, 22 Feb 2005 16:08:41 -0800, Daniel Jennings <[EMAIL PROTECTED]> wrote:
> Do you ever unfreeze the player? Or is that something that's automatically
> done?
>
> Thank you,
> Daniel Jennings
>
> - Original Message -
> From: "Andre Bandarra" <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, February 21, 2005 5:22 AM
> Subject: Re: [hlcoders] Respawning all players
>
> > I use this one
> >
> > for ( int i = 0 ; i <= gpGlobals->maxClients ; i++ )
> > {
> > CBasePlayer *player = (CBasePlayer *)UTIL_PlayerByIndex(i);
> > if ( player )
> > {
> > player->RemoveAllAmmo(); //Removes all ammo
> > player->RemoveAllDecals();//Removes All decals from the player model
> > player->Spawn(); //Spawns the player
> > player->SetMoveType(MOVETYPE_NONE);//freezes the player
> > //now we have to cycle through all the players weapons
> > for ( int j = 0 ; jWeaponCount() ; j++)
> > {
> > CBaseCombatWeapon *pweapon = player->GetWeapon(j);
> > if (pweapon)
> > pweapon->Delete();//removes this weapon from the game;
> > }
> > }
> > }
> >
> >
> > On Sun, 20 Feb 2005 14:42:46 -0500, Lance Vorgin <[EMAIL PROTECTED]>
> wrote:
> > > static_cast(pEntity)->RemoveAllItems(false); ?
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Respawning all players

2005-02-22 Thread Daniel Jennings
Do you ever unfreeze the player? Or is that something that's automatically
done?

Thank you,
Daniel Jennings

- Original Message -
From: "Andre Bandarra" <[EMAIL PROTECTED]>
To: 
Sent: Monday, February 21, 2005 5:22 AM
Subject: Re: [hlcoders] Respawning all players


> I use this one
>
> for ( int i = 0 ; i <= gpGlobals->maxClients ; i++ )
> {
> CBasePlayer *player = (CBasePlayer *)UTIL_PlayerByIndex(i);
> if ( player )
> {
> player->RemoveAllAmmo(); //Removes all ammo
> player->RemoveAllDecals();//Removes All decals from the player model
> player->Spawn(); //Spawns the player
> player->SetMoveType(MOVETYPE_NONE);//freezes the player
> //now we have to cycle through all the players weapons
> for ( int j = 0 ; jWeaponCount() ; j++)
> {
> CBaseCombatWeapon *pweapon = player->GetWeapon(j);
> if (pweapon)
> pweapon->Delete();//removes this weapon from the game;
> }
> }
> }
>
>
> On Sun, 20 Feb 2005 14:42:46 -0500, Lance Vorgin <[EMAIL PROTECTED]>
wrote:
> > static_cast(pEntity)->RemoveAllItems(false); ?
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Respawning all players

2005-02-21 Thread Andre Bandarra
I use this one

for ( int i = 0 ; i <= gpGlobals->maxClients ; i++ )
{
CBasePlayer *player = (CBasePlayer 
*)UTIL_PlayerByIndex(i);
if ( player )
{
player->RemoveAllAmmo(); //Removes all ammo
player->RemoveAllDecals();//Removes All decals 
from the player model
player->Spawn();
//Spawns the player
player->SetMoveType(MOVETYPE_NONE);//freezes 
the player
//now we have to cycle through all the players 
weapons
for ( int j = 0 ; jWeaponCount() ; j++)
{
CBaseCombatWeapon *pweapon = 
player->GetWeapon(j);
if (pweapon)
pweapon->Delete();//removes 
this weapon from the game;
}
}
}


On Sun, 20 Feb 2005 14:42:46 -0500, Lance Vorgin <[EMAIL PROTECTED]> wrote:
> static_cast(pEntity)->RemoveAllItems(false); ?
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Respawning all players

2005-02-20 Thread Lance Vorgin
static_cast(pEntity)->RemoveAllItems(false); ?

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Respawning all players

2005-02-20 Thread Frank Weima
use 'drop' command before?

- Original Message -
From: "Knifa" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, February 20, 2005 8:12 PM
Subject: Re: [hlcoders] Respawning all players


> Nevermind. Got it now.
> CBaseEntity *pEntity = NULL;
> while ((pEntity = gEntList.FindEntityByClassname( pEntity, "player"
> )) != NULL)
> {
> pEntity->Spawn();
> }
>
> Like that.
>
> How would I strip the weapons from the player?
>
> > HL2DM:
> >
> >> Which code are you working with? HL2MP blank, HL2DM, or a Server
Plugin?
> >>
> >> - Original Message -----
> >> From: "Knifa" <[EMAIL PROTECTED]>
> >> To: 
> >> Sent: Sunday, February 20, 2005 10:13 AM
> >> Subject: [hlcoders] Respawning all players
> >>
> >>
> >>
> >>
> >>> Hi all.
> >>>
> >>> How would I go about respawning ALL of the players on a server?
> >>> I'm thinking I'd need to loop through them, but I don't know.
> >>>
> >>> Thanks.
> >>>
> >>> -Knifa
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>>
> >>>
> >> please visit:
> >>
> >>
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >>>
> >>>
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> >>
> >>
> >>
> >
> > --
> > Knifa
> > Domino Mod
> > http://knd.org.uk/dominomod/
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> >
>
> --
> Knifa
> Domino Mod
> http://knd.org.uk/dominomod/
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Respawning all players

2005-02-20 Thread Knifa
Nevermind. Got it now.
   CBaseEntity *pEntity = NULL;
   while ((pEntity = gEntList.FindEntityByClassname( pEntity, "player"
)) != NULL)
   {
   pEntity->Spawn();
   }
Like that.
How would I strip the weapons from the player?
HL2DM:
Which code are you working with? HL2MP blank, HL2DM, or a Server Plugin?
- Original Message -
From: "Knifa" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, February 20, 2005 10:13 AM
Subject: [hlcoders] Respawning all players


Hi all.
How would I go about respawning ALL of the players on a server?
I'm thinking I'd need to loop through them, but I don't know.
Thanks.
-Knifa
___
To unsubscribe, edit your list preferences, or view the list archives,

please visit:

http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list
archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



--
Knifa
Domino Mod
http://knd.org.uk/dominomod/
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


--
Knifa
Domino Mod
http://knd.org.uk/dominomod/
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] Respawning all players

2005-02-20 Thread Knifa
HL2DM:
Which code are you working with? HL2MP blank, HL2DM, or a Server Plugin?
- Original Message -
From: "Knifa" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, February 20, 2005 10:13 AM
Subject: [hlcoders] Respawning all players


Hi all.
How would I go about respawning ALL of the players on a server?
I'm thinking I'd need to loop through them, but I don't know.
Thanks.
-Knifa
___
To unsubscribe, edit your list preferences, or view the list archives,

please visit:

http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



--
Knifa
Domino Mod
http://knd.org.uk/dominomod/
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] Respawning all players

2005-02-20 Thread Daniel Jennings
Which code are you working with? HL2MP blank, HL2DM, or a Server Plugin?

- Original Message -
From: "Knifa" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, February 20, 2005 10:13 AM
Subject: [hlcoders] Respawning all players


> Hi all.
>
> How would I go about respawning ALL of the players on a server?
> I'm thinking I'd need to loop through them, but I don't know.
>
> Thanks.
>
> -Knifa
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Respawning all players

2005-02-20 Thread Knifa
Hi all.
How would I go about respawning ALL of the players on a server?
I'm thinking I'd need to loop through them, but I don't know.
Thanks.
-Knifa
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders