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Re: Game Mode: Deathmatch (dm) (Unstable in MP)
Posted: Sun Feb 24, 2008 7:51 pm
by The_Emperor
Wouldn't this topic fit better in "released assets" ? Granted, there's a demo map with this but the source is the most important thing right?
Anyway what exactly is "forced spawning"?
Re: Game Mode: Deathmatch (dm) (Unstable in MP)
Posted: Mon Feb 25, 2008 1:35 pm
by [RDH]Zerted
I'm not sure what to do with this and the new released assets area. But you make a good argument for moving it over there. However, as its broken in MP, I'll just let if be for now.
'Forced spawning' is what I call having the lua script manually spawn players using SpawnCharacter(). If I get it working in Deathmatch, as soon as you are killed, you would respawn. No waiting for 15 seconds.
Re: Game Mode: Deathmatch (dm) (Unstable in MP)
Posted: Tue Feb 18, 2014 1:28 pm
by Locutus
I hope this bump is allowed...
[RDH]Zerted wrote:Important
-This game mode appears to be unstable in MP. A fix is being worked on... Well, not really any more. If you really want the mode fixed, email me/PM me/post here and I make another attempt at it.
Has anyone ever attempted to fix this or got a stable workaround?
I'm fairly sure that
SetProperty(unit, "Team", self.deathmatchTeam) is causing the issue (the game crashes for all clients) but I wouldn't know how to do this differently.
Re: Game Mode: Deathmatch (dm) (Unstable in MP)
Posted: Thu Feb 27, 2014 2:11 pm
by [RDH]Zerted
Sorry I don't remember. However some Fake Console commands use that so it's probably not directly the issue (but it could be related to it). You can find a bunch of Deathmatch source code from this page:
http://zerted.getmyip.com/swbf2.xhtml
I do remember almost always needing to do these two things together:
Code: Select all
SetProperty(unit, "Team", self.deathmatchTeam)
SetProperty(unit, "PerceivedTeam", self.deathmatchTeam)