Re: [hlcoders] Respawning all players
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
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
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
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
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
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
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
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
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
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