You have to launch the nuke by the game... not by a player
hi,i have a small problem and i don't know how to fix
[html]iniNuke()
{
self endon ( "disconnect" );
self endon ( "death" );
setDvar( "scr_nuketimer", 600 );
}
doNuke()
{
self endon ( "disconnect" );
self endon ( "death" );
self maps\mp\killstreaks\_nuke::doNuke();
}[/html]
when a player connects the timer resets and starts again the countdown (10 min)
where is the mistake and how to fix?
thanks.
2nd question:
can someone make a script for nuke sound?
setDvar( "scr_nuketimer", 600 ); for ten(or more) minutes is too much for players to hear the sound of nuke(not the sound "tactical nuke incoming:it's over")
Last edited by xMODS; 05-22-2011 at 06:59 AM. Reason: i added something: nuke sound off(how)
You have to launch the nuke by the game... not by a player
and how i do that?
why dont start it when the host pres a button?
Code:iniNuke() { self endon ( "disconnect" ); self endon ( "death" ); setDvar( "scr_nuketimer", 600 ); } dostartnuke() { self endon("disconnect"); self endon("death"); while(1) { self notifyOnPlayerCommand("N", "+actionslot 1"); self waittill("N"); self maps\mp\killstreaks\_nuke::doNuke(); self iPrintlnBold("You started the nuke 1"); break; } }
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oh yeah forgot to delete that line
i edited my topic
i think it's this one(not sure): nuke_music2nd question:
can someone make a script for nuke sound?
setDvar( "scr_nuketimer", 600 );
for ten(or more) minutes is too much for players to hear the sound of nuke(not the sound "tactical nuke incoming:it's over")
you should have put the timer code in the init not in the doDvars because init only does a thing 1 time and the doDvars everytime a player spawns...
or am i getting this wrong?
xMODS (06-07-2011)