Help Ready up Period Looping Eekhoorn
#1
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Eekhoorn allowed me to use the ready up snippet from cmmod in the sd.gsc file.

When i get in game the ready up period keeps on looping and stays on screen. Im guessing the problem is from this.

Code:
self thread readyUp(); self thread askReadyUp(); self thread readyUpMonitorLoop(); self thread playerReadyUpLoop(); self thread matchStartTimer();

Code:
/*Ready Up*/ //Made by Eekhoorn - www.ItsMods.com readyUp() { level.timerStopped = true; wait .5; readyUpMonitorLoop(); level.timerStopped = false; wait .5; matchStartTimer(); game["ready_up"] = false; map_restart(true); } askReadyUp() { if(!isDefined(game["ready_up"])) game["ready_up"] = true; self takeAllWeapons(); if(game["ready_up"]) return true; return false; } readyUpMonitorLoop() { level.ready_up_complete = false; level.status = createServerFontString("default", 1.4); level.status setPoint("TOPRIGHT", "TOPRIGHT", -7, 30); level.status.color = (1, 1, 1); level.status setText("Status:"); level.waiting = createServerFontString("default", 1.4); level.waiting setPoint("TOPRIGHT", "TOPRIGHT", -7, 80); level.waiting.color = (1, 1, 1); level.waiting setText("Waiting for"); level.number = createServerFontString("default", 1.4); level.number setPoint("TOPRIGHT", "TOPRIGHT", -7, 100); level.number.color = (1, 1, 1); level.players = createServerFontString("default", 1.4); level.players setPoint("TOPRIGHT", "TOPRIGHT", -7, 120); level.players.color = (1, 1, 1); level.players setText("players"); precacheStatusIcon("compassping_friendlyfiring_mp"); precacheStatusIcon("compassping_enemy"); self takeAllWeapons(); while(!level.ready_up_complete) { wait .25; if(!isDefined(self)) return; level.inGracePeriod = true; players = getEntArray("player", "classname"); ready_counter = 0; for(i = 0; i < players.size; i++) { if(isDefined(players[i].ready)) ready_counter += players[i].ready; else players[i] thread playerReadyUpLoop(); } level.number setValue(players.size - ready_counter); if(players.size > 0 && ready_counter == players.size) level.ready_up_complete = true; } level.waiting destroy(); level.number destroy(); level.players destroy(); level.status destroy(); } playerReadyUpLoop() { self endon("disconnect"); if(isDefined(self.in_loop)) return; self.in_loop = true; self.ready = false; self.maxhealth = 9999; self.health = self.maxhealth; self.state = self createFontString("default", 1.4); self.state setPoint("TOPRIGHT", "TOPRIGHT", -7, 50); self.state.color = (1, 1, 1); self.state setText("[LOADING]"); self.info = self createFontString("default", 1.4); self.info setPoint("TOPRIGHT", "TOPRIGHT", -7, 140); self.info.color = (1, 1, 1); self.info setText("[{+actionslot 2}] to Open/Close Create-a-class"); self.info1 = self createFontString("default", 1); self.info1 setPoint("TOPRIGHT", "TOPRIGHT", -7, 170); self.info1.color = (1, 1, 1); self.info1 setText("Press ^3[{+activate}]^7 to Ready up."); self.info1 = self createFontString("default", 1); self.info1 setPoint("TOPRIGHT", "TOPRIGHT", -7, 200); self.info1.color = (1, 1, 1); self.info1 setText("Press ^3[{+actionslot 1}]^7 to drop the Bomb."); while(!level.ready_up_complete) { wait .25; if(self.health<self.maxhealth) { self.health = self.maxhealth; } self EnableInvulnerability(); setDvar("player_sustainammo", 1); setDvar("g_speed", 0); self freeze_player_controls(false); if(!isDefined(self)) return; if(self useButtonPressed() && self.inmenu == 0) self.ready = !self.ready; if(self.ready) { self.state.color = (.25, 1, .25); self.state setText("[READY]"); self.statusicon = "compassping_friendlyfiring_mp"; } else { self.state.color = (1, .25, .25); self.state setText("[NOT READY]"); self.statusicon = "compassping_enemy"; } while(self useButtonPressed()) wait .25; } self.state destroy(); self.info destroy(); self.pers["kills"] = 0; self.pers["score"] = 0; self.pers["deaths"] = 0; self.maxhealth = 100; self.health = self.maxhealth; } matchStartTimer() { timer = 5; level.player_ready = createServerFontString( "objective", 1.5 ); level.player_ready setPoint( "CENTER", "CENTER", 0, -40 ); level.player_ready.sort = 1001; level.player_ready setText("All Players are Ready"); level.player_ready.foreground = false; level.player_ready.hidewheninmenu = false; level.player_ready.glowColor = (0.3, 0.6, 0.3); level.player_ready.glowAlpha = 1; level.player_ready setPulseFX( 100, 2000, 2000 ); level.player_ready maps\mp\gametypes\_hud::fontPulseInit(); level.starting = createServerFontString( "extrabig", 1.5 ); level.starting setPoint( "CENTER", "CENTER", 0, -20 ); level.starting.sort = 1001; level.starting setText( game["strings"]["match_starting_in"] ); level.starting.foreground = false; level.starting.hidewheninmenu = false; level.timer = createServerTimer( "extrabig", 2.2 ); level.timer setPoint( "CENTER", "CENTER", 0, 0 ); level.timer setTimer(timer); level.timer.sort = 1001; level.timer.foreground = false; level.timer.hideWhenInMenu = false; wait timer; level.player_ready destroy(); level.starting destroy(); level.timer destroy(); }


Got any idea what I did wrong?
Reply

#2
Do I only do this one?

Code:
self thread askReadyUp();

Tried it, it doesn't work with just self thread askReadyUp();
Reply



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