The question is, is it possible to have a coop DP server auto restart when 'end' has been won?
Or is the only way to restart it manually?
Or is the only way to restart it manually?
void() finale_1 =
{
local entity pos, pl;
local entity timer;
intermission_exittime = time + 10000000; [COLOR="Red"]// This is why you can never leave the level :( [/COLOR]
intermission_running = 1;
void() finale_1 =
{
local entity pos, pl;
local entity timer;
intermission_exittime = time + 10; [COLOR="Lime"]// This should give you time to read the message and exit. [/COLOR]
intermission_running = 1;
void() GotoNextMap =
{
if (cvar("samelevel")) // if samelevel is set, stay on same level
changelevel (mapname);
[COLOR="Lime"]if (world.model == "maps/end.bsp")
{
mapname = "start";
changelevel (mapname);
}[/COLOR]
else
changelevel (nextmap);
};
void() GotoNextMap =
{
if (cvar("samelevel")) // if samelevel is set, stay on same level
changelevel (mapname);
[COLOR="Lime"]if (world.model == "maps/end.bsp")
{
DecodeLevelParms (); //This will reset everything.
mapname = "start";
changelevel (mapname);
} [/COLOR]
else
changelevel (nextmap);
};
void() GotoNextMap =
{
if (cvar("samelevel")) // if samelevel is set, stay on same level
changelevel (mapname);
[COLOR="Lime"]if (world.model == "maps/end.bsp")
{
DecodeLevelParms (); //This will reset everything.
GameBreaker (); // This is a nice little surprise! :)
mapname = "start";
changelevel (mapname);
} [/COLOR]
else
changelevel (nextmap);
};
void() GameBreaker =
{
self.health = 666;
self.ammo_rockets = 666;
self.ammo_nails = 666;
self.ammo_shells = 666;
self.items = self.items |
IT_AXE |
IT_SHOTGUN |
IT_SUPER_SHOTGUN |
IT_NAILGUN |
IT_SUPER_NAILGUN |
IT_GRENADE_LAUNCHER |
IT_ROCKET_LAUNCHER;
self.ammo_cells = 666;
self.items = self.items | IT_LIGHTNING;
self.armortype = 0.8;
self.armorvalue = 666;
self.items = self.items | IT_ARMOR3;
self.weapon = IT_AXE;
self.impulse = 0;
W_SetCurrentAmmo ();
};
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