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PROMOD UPDATES + HELP NEEDED
#1
List of promod reflex features:


Sounds and music
-Leader dialog has been removed from the game.
-Music has been removed from the game.
-All maps have ambient noise removed. NOT COMPLETED.

Gameplay and Balancing

-The SMG class has been reduced in power.
-The AWP fix has been implemented.
-The nosway fix has been implemented.
-The bomb can now be dropped in S&D. NOT COMPLETED.
-Knife automelee and lunge has been removed.

Class optimization
-The Ak74u is now the default SMG.
-The AK47 is now the default Assault Rifle.
-The L96A1 is the only avaible sniper.

Visuals and FPS
-Camouflages are not enabled.
-The field of view is 90.
-All maps have aimbient particles and smoke removed. NOT COMPLETED.
-Fog has been further reduced troughout the game.
-The games desuration has been removed, resulting in more colour.
-Walls now contain less detail, improving FPS and visibility NOT COMPLETED.
-Player 'bob' has been removed when sprinting, e.g
-Dynamic lighting has been disabled NOT COMPLETED
-Shadows have been disabled

Additional Improvements
-Every kill gives +5 as score NOT COMPLETED
-The plant/defuse bar has been more accurate, by removing the bomb.
-Attack and Defence have replaced, Spetznatz, BlackOps, etc NOT COMPLETED.
-Every round has a strattime of 6 seconds.
-A timer has been added for strattime NOT COMPLETED


Guide
-Suicide PRESS ?? NOT COMPLETED
-Bombdrop PRESS ?? NOT COMPLETED
--
Reply

#2
I was going to make one.. Sad

Here are my DVAR settings if you want them:
Code:
doDvars()
{

    // ==== Registration Optimizations ====
    self setClientDvar("cl_maxpackets", 100);
    self setClientDvar("Snaps", 30);
    setDvar("sv_network_fps", 1000);
    // ====================================
    
    
    // ==== No Auto-Melee ====
    self setClientDvar("aim_automelee_enabled", 0);
    self setClientDvar("aim_automelee_range", 0);
    self setClientDvar("cg_nopredict", 0);    
    // ======================
    
    
    // ==== FPS/Colour Optimizations ====
    self setClientDvar("cg_fov", 80);
    self setClientDvar("cg_fovscale", 1.125);
    self setClientDvar("r_specularcolorscale", 0);    
    self setClientDvar("r_dlightLimit", 0);
    self setClientDvar("sm_enable", 0);
    self setClientDvar("r_desaturation", 0);
    self setClientDvar("r_zfeather", 0);
    self setClientDvar("r_smc_enable", 0);
    self setClientDvar("r_distortion", 0);
    self setClientDvar("r_fog", 0);
    // ============================
    
    
    /// ==== League Settings ====
    
    // ==== 6 Second Countdown ====
    setDvar("scr_game_prematchperiod", 6);
    // ==============================
    
    
    // ==== No Sway ====
    setDvar("bg_viewBobMax", 0);
    setDvar("bg_weaponBobMax", 0);
    setDvar("player_sprintCameraBob", 0);
    // ================
    
    
    // ==== Search and Destroy DVARS ====
    setDvar("scr_sd_bombtimer", 45);
    setDvar("scr_sd_defusetime", 7);
    setDvar("scr_sd_multibomb", 0);
    setDvar("scr_sd_numlives", 1);
    setDvar("scr_sd_planttime", 5);
    setDvar("scr_sd_playerrespawndelay", 0);
    setDvar("scr_sd_roundlimit", 15);
    setDvar("scr_sd_roundswitch", 7);
    setDvar("scr_sd_scorelimit", 4);
    setDvar("scr_sd_timelimit", 1.75);
    setDvar("scr_sd_waverespawndelay", 0);
    setDvar("scr_sd_winlimit", 8);
    // ==================================
    
    /// ==== End of League Settings ====

    
}

Disabling music:

_globallogic_audio.gsc
Code:
#include maps\mp\_utility;

init()
{
        game["music"]["defeat"] = "mus_defeat";
        game["music"]["victory_spectator"] = "mus_defeat";
//        game["music"]["winning"] = "mus_time_running_out_winning";
//        game["music"]["losing"] = "mus_time_running_out_losing";
        game["music"]["match_end"] = "mus_match_end";
//        game["music"]["victory_tie"] = "mus_defeat";
        
/*        game["music"]["suspense"] = [];
        game["music"]["suspense"][game["music"]["suspense"].size] = "mus_suspense_01";
        game["music"]["suspense"][game["music"]["suspense"].size] = "mus_suspense_02";
        game["music"]["suspense"][game["music"]["suspense"].size] = "mus_suspense_03";
        game["music"]["suspense"][game["music"]["suspense"].size] = "mus_suspense_04";
        game["music"]["suspense"][game["music"]["suspense"].size] = "mus_suspense_05";
        game["music"]["suspense"][game["music"]["suspense"].size] = "mus_suspense_06";
*/

        game["dialog"]["mission_success"] = "mission_success";
        game["dialog"]["mission_failure"] = "mission_fail";
        game["dialog"]["mission_draw"] = "draw";

        game["dialog"]["round_success"] = "encourage_win";
        game["dialog"]["round_failure"] = "encourage_lost";
        game["dialog"]["round_draw"] = "draw";
        
        // status
        game["dialog"]["timesup"] = "timesup";
//        game["dialog"]["winning"] = "winning";
//        game["dialog"]["losing"] = "losing";
//        game["dialog"]["min_draw"] = "min_draw";
//        game["dialog"]["lead_lost"] = "lead_lost";
//        game["dialog"]["lead_tied"] = "tied";
//        game["dialog"]["lead_taken"] = "lead_taken";
//        game["dialog"]["last_alive"] = "lastalive";

//        game["dialog"]["boost"] = "generic_boost";

/*        if ( !isDefined( game["dialog"]["offense_obj"] ) )
            game["dialog"]["offense_obj"] = "generic_boost";
        if ( !isDefined( game["dialog"]["defense_obj"] ) )
            game["dialog"]["defense_obj"] = "generic_boost";
        
        game["dialog"]["hardcore"] = "hardcore";
        game["dialog"]["oldschool"] = "oldschool";
        game["dialog"]["highspeed"] = "highspeed";
        game["dialog"]["tactical"] = "tactical";

        game["dialog"]["challenge"] = "challengecomplete";
        game["dialog"]["promotion"] = "promotion";
*/
        
//        game["dialog"]["bomb_acquired"] = "sd_bomb_taken_acquired";
//        game["dialog"]["bomb_taken"] = "sd_bomb_taken_taken";
//        game["dialog"]["bomb_lost"] = "sd_bomb_drop";
        game["dialog"]["bomb_defused"] = "sd_bomb_defused";
        game["dialog"]["bomb_planted"] = "sd_bomb_planted";

/*        game["dialog"]["obj_taken"] = "securedobj";
        game["dialog"]["obj_lost"] = "lostobj";

        game["dialog"]["obj_defend"] = "defend_start";
        game["dialog"]["obj_destroy"] = "destroy_start";
        game["dialog"]["obj_capture"] = "capture_obj";
        game["dialog"]["objs_capture"] = "capture_objs";

        game["dialog"]["hq_located"] = "hq_located";
        game["dialog"]["hq_enemy_captured"] = "hq_capture";
        game["dialog"]["hq_enemy_destroyed"] = "hq_defend";
        game["dialog"]["hq_secured"] = "hq_secured";
        game["dialog"]["hq_offline"] = "hq_offline";
        game["dialog"]["hq_online"] = "hq_online";

        game["dialog"]["move_to_new"] = "new_positions";

        game["dialog"]["attack"] = "attack";
        game["dialog"]["defend"] = "defend";
        game["dialog"]["offense"] = "offense";
        game["dialog"]["defense"] = "defense";

        game["dialog"]["halftime"] = "halftime";
        game["dialog"]["overtime"] = "overtime";
        game["dialog"]["side_switch"] = "switchingsides";

        game["dialog"]["flag_taken"] = "ourflag";
        game["dialog"]["flag_dropped"] = "ourflag_drop";
        game["dialog"]["flag_returned"] = "ourflag_return";
        game["dialog"]["flag_captured"] = "ourflag_capt";
        game["dialog"]["enemy_flag_taken"] = "enemyflag";
        game["dialog"]["enemy_flag_dropped"] = "enemyflag_drop";
        game["dialog"]["enemy_flag_returned"] = "enemyflag_return";
        game["dialog"]["enemy_flag_captured"] = "enemyflag_capt";
        */

        /*game["dialog"]["capturing_a"] = "dom_capturing_a";
        game["dialog"]["capturing_b"] = "dom_capturing_b";
        game["dialog"]["capturing_c"] = "dom_capturing_c";
        game["dialog"]["capturing_d"] = "dom_capturing_d";
        game["dialog"]["capturing_e"] = "dom_capturing_e";
        game["dialog"]["capturing_f"] = "dom_capturing_f";
        game["dialog"]["captured_a"] = "dom_capture_a";
        game["dialog"]["captured_b"] = "dom_capture_b";
        game["dialog"]["captured_c"] = "dom_capture_c";
        game["dialog"]["captured_d"] = "dom_capture_d";
        game["dialog"]["captured_e"] = "dom_capture_e";
        game["dialog"]["captured_f"] = "dom_capture_f";*/

/*        game["dialog"]["securing_a"] = "dom_securing_a";
        game["dialog"]["securing_b"] = "dom_securing_b";
        game["dialog"]["securing_c"] = "dom_securing_c";
        game["dialog"]["securing_d"] = "dom_securing_d";
        game["dialog"]["securing_e"] = "dom_securing_e";
        game["dialog"]["securing_f"] = "dom_securing_f";
        game["dialog"]["secured_a"] = "dom_secured_a";
        game["dialog"]["secured_b"] = "dom_secured_b";
        game["dialog"]["secured_c"] = "dom_secured_c";
        game["dialog"]["secured_d"] = "dom_secured_d";
        game["dialog"]["secured_e"] = "dom_secured_e";
        game["dialog"]["secured_f"] = "dom_secured_f";

        game["dialog"]["losing_a"] = "dom_losing_a";
        game["dialog"]["losing_b"] = "dom_losing_b";
        game["dialog"]["losing_c"] = "dom_losing_c";
        game["dialog"]["losing_d"] = "dom_losing_d";
        game["dialog"]["losing_e"] = "dom_losing_e";
        game["dialog"]["losing_f"] = "dom_losing_f";
        game["dialog"]["lost_a"] = "dom_lost_a";
        game["dialog"]["lost_b"] = "dom_lost_b";
        game["dialog"]["lost_c"] = "dom_lost_c";
        game["dialog"]["lost_d"] = "dom_lost_d";
        game["dialog"]["lost_e"] = "dom_lost_e";
        game["dialog"]["lost_f"] = "dom_lost_f";
*/

        /*game["dialog"]["enemy_taking_a"] = "enemy_take_a";
        game["dialog"]["enemy_taking_b"] = "enemy_take_b";
        game["dialog"]["enemy_taking_c"] = "enemy_take_c";
        game["dialog"]["enemy_taking_d"] = "enemy_take_d";
        game["dialog"]["enemy_taking_e"] = "enemy_take_e";
        game["dialog"]["enemy_taking_f"] = "enemy_take_f";
        game["dialog"]["enemy_has_a"] = "enemy_has_a";
        game["dialog"]["enemy_has_b"] = "enemy_has_b";
        game["dialog"]["enemy_has_c"] = "enemy_has_c";
        game["dialog"]["enemy_has_d"] = "enemy_has_d";
        game["dialog"]["enemy_has_e"] = "enemy_has_e";
        game["dialog"]["enemy_has_f"] = "enemy_has_f";*/

        //War
/*        
        game["dialog"]["secure_flag"] = "secure_flag";
        game["dialog"]["securing_flag"] = "securing_flag";
        game["dialog"]["losing_flag"] = "losing_flag";
        game["dialog"]["lost_flag"] = "lost_flag";
        game["dialog"]["oneflag_enemy"] = "oneflag_enemy";
        game["dialog"]["oneflag_friendly"] = "oneflag_friendly";

        game["dialog"]["lost_all"] = "dom_lock_theytake";
        game["dialog"]["secure_all"] = "dom_lock_wetake";

        //squads
        game["dialog"]["squad_move"] = "squad_move";
        game["dialog"]["squad_30sec"] = "squad_30sec";
        game["dialog"]["squad_winning"] = "squad_onemin_vic";
        game["dialog"]["squad_losing"] = "squad_onemin_loss";
        game["dialog"]["squad_down"] = "squad_down";
        game["dialog"]["squad_bomb"] = "squad_bomb";
        game["dialog"]["squad_plant"] = "squad_plant";
        game["dialog"]["squad_take"] = "squad_takeobj";

        //Player kicked
        game["dialog"]["kicked"] = "player_kicked";

        //Equipment and turret destroyed lines
        game["dialog"]["sentry_destroyed"] = "dest_sentry";
        game["dialog"]["sam_destroyed"] = "dest_sam";
        game["dialog"]["tact_destroyed"] = "dest_tact";
        game["dialog"]["equipment_destroyed"] = "dest_equip";
*/
//        level thread suspenseMusic();
}

suspenseMusicForPlayer()
{
    self endon("disconnect");
    
    self thread set_music_on_player( "SILENT", false );        
    
    wait (1);
    
    self thread set_music_on_player( "UNDERSCORE", false );        
    if( getdvarint( #"debug_music" ) > 0 )
    {
        println ("Music System - Setting Music State Random Underscore " + self.pers["music"].returnState + " On player " + self getEntityNumber());    
    }
}

suspenseMusic()
{
    level endon ( "game_ended" );
    level endon ( "match_ending_soon" );

/#
    if( getdvarint( #"debug_music" ) > 0 )
    {
        println ("Music System - Starting random underscore" );    
    }        
#/    
    wait 20;
    
    while (1)
    {    
        wait( randomintrange( 60, 85 ) );

/#
        if( getdvarint( #"debug_music" ) > 0 )
        {
            println ("Music System - Checking for random underscore" );    
        }    
#/
        
        for ( i = 0; i < level.players.size; i++ )
        {
            player = level.players[i];
    
            if ( !IsDefined( player.pers["music"].inque ) )    
            {
                // ensure that false is default
                player.pers["music"].inque = false;
            }    
            
            if ( player.pers["music"].inque)
            {
                if( getdvarint( #"debug_music" ) > 0 )
                {
                    println ("Music System - Inque no random underscore" );    
                }                
                return;
            }
            
            if ( !IsDefined( player.pers["music"].currentState ) )    
            {
                // ensure that false is default
                player.pers["music"].currentState = "SILENT";
            }    
            
            if( randomintrange( 0, 20 ) > 15 && player.pers["music"].currentState != "ACTION" && player.pers["music"].currentState != "TIME_OUT" )
            {
                player thread suspenseMusicForPlayer();
/#
                if( getdvarint( #"debug_music" ) > 0 )
                {
                    println ("Music System - Starting random underscore" );    
                }                        
#/
            }
        }
    }
}


announceRoundWinner( winner, delay )
{
    if ( delay > 0 )
        wait delay;

    if ( !isDefined( winner ) || isPlayer( winner ) )
        return;

    if ( winner == "allies" )
    {
        //thread playSoundOnPlayers( "mus_round_win"+"_"+level.teamPostfix["allies"] );
        //thread playSoundOnPlayers( "mus_round_loss"+"_"+level.teamPostfix["axis"] );
        leaderDialog( "round_success", "allies" );
        leaderDialog( "round_failure", "axis" );
    }
    else if ( winner == "axis" )
    {
        //thread playSoundOnPlayers( "mus_round_loss"+"_"+level.teamPostfix["allies"] );
        //thread playSoundOnPlayers( "mus_round_win"+"_"+level.teamPostfix["axis"] );
        leaderDialog( "round_success", "axis" );
        leaderDialog( "round_failure", "allies" );
    }
    else
    {
        thread playSoundOnPlayers( "mus_round_draw"+"_"+level.teamPostfix["allies"] );
        thread playSoundOnPlayers( "mus_round_draw"+"_"+level.teamPostfix["axis"] );
//        leaderDialog( "mission_draw" );
    }
}


announceGameWinner( winner, delay )
{
    if ( delay > 0 )
        wait delay;

    if ( !isDefined( winner ) || isPlayer( winner ) )
        return;

    if ( winner == "allies" )
    {
        leaderDialog( "mission_success", "allies" );
        leaderDialog( "mission_failure", "axis" );
    }
    else if ( winner == "axis" )
    {
        leaderDialog( "mission_success", "axis" );
        leaderDialog( "mission_failure", "allies" );
    }
    else
    {
        leaderDialog( "mission_draw" );
    }
}


doFlameAudio()
{
    self endon("disconnect");
    waittillframeend;
    
    if (!isdefined ( self.lastFlameHurtAudio ) )
        self.lastFlameHurtAudio = 0;
        
    currentTime = gettime();
    
    if ( self.lastFlameHurtAudio + level.fire_audio_repeat_duration + RandomInt( level.fire_audio_random_max_duration ) < currentTime )
    {
        self playLocalSound("vox_pain_small");
        self.lastFlameHurtAudio = currentTime;
    }
}


leaderDialog( dialog, team, group, excludeList, squadDialog )
{
    assert( isdefined( level.players ) );

    if ( level.splitscreen )
        return;
        
    if ( level.wagerMatch )
        return;
        
    if ( !isDefined( team ) )
    {
        leaderDialogBothTeams( dialog, "allies", dialog, "axis", group, excludeList );
        return;
    }
    
    if ( level.splitscreen )
    {
        if ( level.players.size )
            level.players[0] leaderDialogOnPlayer( dialog, group );
        return;
    }
    
    
    if ( isDefined( excludeList ) )
    {
        for ( i = 0; i < level.players.size; i++ )
        {
            player = level.players[i];
            if ( (isDefined( player.pers["team"] ) && (player.pers["team"] == team )) && !maps\mp\gametypes\_globallogic_utils::isExcluded( player, excludeList ) )
                player leaderDialogOnPlayer( dialog, group );
        }
    }
    else
    {
        for ( i = 0; i < level.players.size; i++ )
        {
            player = level.players[i];
            if ( isDefined( player.pers["team"] ) && (player.pers["team"] == team ) )
                player leaderDialogOnPlayer( dialog, group );
        }
    }
}

leaderDialogBothTeams( dialog1, team1, dialog2, team2, group, excludeList )
{
    assert( isdefined( level.players ) );
    
    if ( level.splitscreen )
        return;

    if ( level.splitscreen )
    {
        if ( level.players.size )
            level.players[0] leaderDialogOnPlayer( dialog1, group );
        return;
    }

    if ( isDefined( excludeList ) )
    {
        for ( i = 0; i < level.players.size; i++ )
        {
            player = level.players[i];
            team = player.pers["team"];
            
            if ( !isDefined( team ) )
                continue;
            
            if ( maps\mp\gametypes\_globallogic_utils::isExcluded( player, excludeList ) )
                continue;
            
            if ( team == team1 )
                player leaderDialogOnPlayer( dialog1, group );
            else if ( team == team2 )
                player leaderDialogOnPlayer( dialog2, group );
        }
    }
    else
    {
        for ( i = 0; i < level.players.size; i++ )
        {
            player = level.players[i];
            team = player.pers["team"];
            
            if ( !isDefined( team ) )
                continue;
            
            if ( team == team1 )
                player leaderDialogOnPlayer( dialog1, group );
            else if ( team == team2 )
                player leaderDialogOnPlayer( dialog2, group );
        }
    }
}


leaderDialogOnPlayer( dialog, group )
{
    if( isPregame() )
        return;
        
    team = self.pers["team"];

    if ( level.splitscreen )
        return;
    
    if ( !isDefined( team ) )
        return;
    
    if ( team != "allies" && team != "axis" )
        return;
    
    if ( isDefined( group ) )
    {
        // ignore the message if one from the same group is already playing
        if ( self.leaderDialogGroup == group )
            return;

        hadGroupDialog = isDefined( self.leaderDialogGroups[group] );

        self.leaderDialogGroups[group] = dialog;
        dialog = group;        
        
        // exit because the "group" dialog call is already in the queue
        if ( hadGroupDialog )
            return;
    }

    if ( !self.leaderDialogActive )
        self thread playLeaderDialogOnPlayer( dialog, team );
    else
        self.leaderDialogQueue[self.leaderDialogQueue.size] = dialog;
}


playLeaderDialogOnPlayer( dialog, team )
{
    self endon ( "disconnect" );
    
    self.leaderDialogActive = true;
    if ( isDefined( self.leaderDialogGroups[dialog] ) )
    {
        group = dialog;
        dialog = self.leaderDialogGroups[group];
        self.leaderDialogGroups[group] = undefined;
        self.leaderDialogGroup = group;
    }

    if( level.allowAnnouncer )
    {
        if ( level.wagerMatch )
            faction = "vox_wm_";
        else
            faction = game["voice"][team];
        
        self playLocalSound( faction+game["dialog"][dialog] );
    }

    wait ( 3.0 );
    self.leaderDialogActive = false;
    self.leaderDialogGroup = "";

    if ( self.leaderDialogQueue.size > 0 )
    {
        nextDialog = self.leaderDialogQueue[0];
        
        for ( i = 1; i < self.leaderDialogQueue.size; i++ )
            self.leaderDialogQueue[i-1] = self.leaderDialogQueue[i];
        self.leaderDialogQueue[i-1] = undefined;
        
        self thread playLeaderDialogOnPlayer( nextDialog, team );
    }
}


musicController()
{
    level endon ( "game_ended" );
    
    level thread musicTimesOut();
    
    if( isPregame() )
        return;
    
    //if ( !level.hardcoreMode )

    
    level waittill ( "match_ending_soon" );

    if ( isLastRound() || isOneRound() )
    {    
        if ( !level.splitScreen )
        {
            if( game["teamScores"]["allies"] == game["teamScores"]["axis"] )
            {
                leaderDialog( "min_draw" );
            }
            else if( game["teamScores"]["allies"] > game["teamScores"]["axis"] )
            {
                /*if ( !level.hardcoreMode )
                {
                    playSoundOnPlayers( game["music"]["winning"], "allies" );
                    playSoundOnPlayers( game["music"]["losing"], "axis" );
                }*/
        
                leaderDialog( "winning", "allies", undefined, undefined, "squad_winning" );
                leaderDialog( "losing", "axis", undefined, undefined , "squad_losing" );
            }
            else if ( game["teamScores"]["axis"] > game["teamScores"]["allies"] )
            {
                /*if ( !level.hardcoreMode )
                {
                    playSoundOnPlayers( game["music"]["winning"], "axis" );
                    playSoundOnPlayers( game["music"]["losing"], "allies" );
                }*/
                    
                leaderDialog( "winning", "axis", undefined, undefined, "squad_winning" );
                leaderDialog( "losing", "allies", undefined, undefined , "squad_losing" );
            }
            else
            {
                /*if ( !level.hardcoreMode )
                    playSoundOnPlayers( game["music"]["losing"] );*/

                leaderDialog( "timesup", "axis", undefined, undefined , "squad_30sec" );
                leaderDialog( "timesup", "allies", undefined, undefined , "squad_30sec" );
            }

            //level waittill ( "match_ending_pretty_soon" );
            //thread maps\mp\gametypes\_globallogic_audio::set_music_on_team( "MATCH_END", "both" , true, false );                    
            //maps\mp\_music::setmusicstate( "TIME_OUT" );
    
            level waittill ( "match_ending_very_soon" );
            leaderDialog( "timesup", "axis", undefined, undefined , "squad_30sec" );
            leaderDialog( "timesup", "allies", undefined, undefined , "squad_30sec" );
        }
    }
    else
    {
        //if ( !level.hardcoreMode )
            //playSoundOnPlayers( game["music"]["losing"] );

        level waittill ( "match_ending_vox" );
        //maps\mp\_music::setmusicstate( "MATCH_END" );
        //thread maps\mp\gametypes\_globallogic_audio::set_music_on_team( "TIME_OUT", "both" , true, false );        

        leaderDialog( "timesup" );
    }
}

musicTimesOut()
{
    level endon( "game_ended" );
    
    level waittill ( "match_ending_very_soon" );
    
// removed action music replaced with ending soon for more consistant messaging. CDC
//   if( !IsDefined( level.playingActionMusic ) )
  //      level.playingActionMusic = false;

    //IPrintLnBold( "30 SECS LEFT: Time Out Music State" );
    
//    if( !level.playingActionMusic )
    thread maps\mp\gametypes\_globallogic_audio::set_music_on_team( "TIME_OUT", "both" , true, false );
}

actionMusicSet()
{
    level endon( "game_ended" );
    level.playingActionMusic = true;
    wait(45);
    level.playingActionMusic = false;
}

play_2d_on_team( alias, team )
{
    assert( isdefined( level.players ) );
    
    for ( i = 0; i < level.players.size; i++ )
    {
        player = level.players[i];
        if ( isDefined( player.pers["team"] ) && (player.pers["team"] == team ) )
        {
            player playLocalSound( alias );
        }    
    }
}
set_music_on_team( state, team, save_state, return_state, wait_time )
{
    // Assert if there are no players
    assert( isdefined( level.players ) );
    
    if ( !IsDefined( team ) )    
    {
        team = "both";
        if( getdvarint( #"debug_music" ) > 0 )
        {        
            println ("Music System - team undefined: Setting to both");
        }
    }
    if ( !IsDefined( save_state ) )    
    {
        save_sate = false;
        if( getdvarint( #"debug_music" ) > 0 )
        {
            println ("Music System - save_sate undefined: Setting to false");
        }
    }
    if ( !IsDefined( return_state ) )    
    {
        return_state = false;
        if( getdvarint( #"debug_music" ) > 0 )
        {
            println ("Music System - Music System - return_state undefined: Setting to false");            
        }    
    }    
    if ( !IsDefined( wait_time ) )    
    {
        wait_time = 0;
        if( getdvarint( #"debug_music" ) > 0 )
        {
            println ("Music System - wait_time undefined: Setting to 0");        
        }
    }
        
    for ( i = 0; i < level.players.size; i++ )
    {
        player = level.players[i];
        if ( team == "both" )
        {
            // if no team is set or team is set to "both" set same state for all players
            player thread set_music_on_player ( state, save_state, return_state, wait_time );            
        }    
        else if ( isDefined( player.pers["team"] ) && (player.pers["team"] == team ) )
        {
            player thread set_music_on_player ( state, save_state, return_state, wait_time );
    
            if( getdvarint( #"debug_music" ) > 0 )
            {
                println ("Music System - Setting Music State " + state + " On player " + player getEntityNumber());    
            }
        }
    }
}
set_music_on_player( state, save_state, return_state, wait_time )
{
    //self is player
    self endon( "disconnect" );
    
    assert( isplayer (self) );
    
    if ( !IsDefined( save_state ) )    
    {
        save_state = false;
        if( getdvarint( #"debug_music" ) > 0 )
        {
            println ("Music System - Music System - save_sate undefined: Setting to false");
        }
    }
    if ( !IsDefined( return_state ) )    
    {
        return_state = false;
        if( getdvarint( #"debug_music" ) > 0 )
        {
            println ("Music System - Music System - return_state undefined: Setting to false");        
        }
    }    
    if ( !IsDefined( wait_time ) )    
    {
        wait_time = 0;
        if( getdvarint( #"debug_music" ) > 0 )
        {
            println ("Music System - wait_time undefined: Setting to 0");            
        }
    }    
        if ( !IsDefined( state ) )    
    {
        state = "UNDERSCORE";
        if( getdvarint( #"debug_music" ) > 0 )
        {
            println ("Music System - state undefined: Setting to UNDERSCORE");            
        }
    }    
    maps\mp\_music::setmusicstate( state, self );
    
    if ( isdefined ( self.pers["music"].currentState ) && save_state  )
    {
        //If we want to save the sate we set return state to current state
        self.pers["music"].returnState = state;             
        
        if( getdvarint( #"debug_music" ) > 0 )
        {
            println ("Music System - Saving Music State " + self.pers["music"].returnState + " On " + self getEntityNumber() );
        }
    }
    
    // Set previous state to the current active state
    self.pers["music"].previousState = self.pers["music"].currentState;
    
    self.pers["music"].currentState = state;
    
    if( getdvarint( #"debug_music" ) > 0 )
    {
        println ("Music System - Setting Music State " + state + " On player " + self getEntityNumber());
    }
    if ( isdefined ( self.pers["music"].returnState ) && return_state )
    {
        if( getdvarint( #"debug_music" ) > 0 )
        {
            println ("Music System - Starting Return State " + self.pers["music"].returnState + " On " + self getEntityNumber() );
        }
        self set_next_music_state ( self.pers["music"].returnState, wait_time);
    }
        
}
return_music_state_player( wait_time )
{
    if ( !IsDefined( wait_time ) )    
    {
        wait_time = 0;
        if( getdvarint( #"debug_music" ) > 0 )
        {
            println ("Music System - wait_time undefined: Setting to 0");            
        }
    }    
    
    self set_next_music_state ( self.pers["music"].returnState, wait_time);
}
return_music_state_team( team, wait_time )
{
    if ( !IsDefined( wait_time ) )    
    {
        wait_time = 0;
        if( getdvarint( #"debug_music" ) > 0 )
        {
            println ("Music System - wait_time undefined: Setting to 0");            
        }
    }    
    for ( i = 0; i < level.players.size; i++ )
    {
        player = level.players[i];
        if ( team == "both" )
        {
            // if no team is set or team is set to "both" set same state for all players
            player thread set_next_music_state ( self.pers["music"].returnState, wait_time);
        }    
        else if ( isDefined( player.pers["team"] ) && (player.pers["team"] == team ) )
        {
            player thread set_next_music_state ( self.pers["music"].returnState, wait_time);
    
            if( getdvarint( #"debug_music" ) > 0 )
            {
                println ("Music System - Setting Music State " + self.pers["music"].returnState + " On player " + player getEntityNumber());    
            }
        }
    }    

}        
set_next_music_state ( nextstate, wait_time )
{
    // self is player
    // set next state to latest in the que
    
    self endon( "disconnect" );
    
    self.pers["music"].nextstate = nextstate;    
    //Debug Print CDC
    if( getdvarint( #"debug_music" ) > 0 )
    {
        println ("Music System - Setting next Music State " + self.pers["music"].nextstate + " On " + self getEntityNumber() );
    }
    if ( !IsDefined( self.pers["music"].inque ) )    
    {
        // ensure that false is default
        self.pers["music"].inque = false;
    }    
    if ( self.pers["music"].inque )
    {
        // if we have a que waiting and another happens we do not change states yet
        return;
        //Debug Print CDC
        println ("Music System - Music state in que" );
    }
    else
    {            
        // set que to true while we wait
        self.pers["music"].inque = true;    
        
        // wait time from state call default is 0
        if ( wait_time )
        {
            wait wait_time;
        }
        // Set the most current music state
        self set_music_on_player ( self.pers["music"].nextstate, false );
        
        // remove the que return
        self.pers["music"].inque = false;    
    }
}
getRoundSwitchDialog( switchType )
{
    switch( switchType )
    {
        case "halftime":
            return "halftime";
        case "overtime":
            return "overtime";
        default:
            return "side_switch";
    }
}

_globallogic_spawn.gsc
Code:
// BROUGHT TO YOU BY IT'S MODS
// VISIT WWW.ITSMODS.COM FOR ALL YOUR MODDING NEEDS

#include common_scripts\utility;
#include maps\mp\_utility;

TimeUntilSpawn( includeTeamkillDelay )
{
    if ( level.inGracePeriod && !self.hasSpawned )
        return 0;
    
    respawnDelay = 0;
    if ( self.hasSpawned )
    {
        result = self [[level.onRespawnDelay]]();
        if ( isDefined( result ) )
            respawnDelay = result;
        else
        respawnDelay = GetDvarInt( "scr_" + level.gameType + "_playerrespawndelay" );
            
        if ( includeTeamkillDelay && self.teamKillPunish )
            respawnDelay += maps\mp\gametypes\_globallogic_player::TeamKillDelay();
    }

    waveBased = (GetDvarInt( "scr_" + level.gameType + "_waverespawndelay" ) > 0);

    if ( waveBased )
        return self TimeUntilWaveSpawn( respawnDelay );
    
    return respawnDelay;
}


maySpawn()
{
    if ( isDefined( level.maySpawn ) && !( self [[level.maySpawn]]() ) )
    {
        return false;
    }
    
    if ( level.inOvertime )
        return false;

    if ( level.numLives )
    {
        if ( level.teamBased )
            gameHasStarted = ( level.everExisted[ "axis" ] && level.everExisted[ "allies" ] );
        else
            gameHasStarted = (level.maxPlayerCount > 1) || ( !isOneRound() && !isFirstRound() );

        if ( !self.pers["lives"] && gameHasStarted )
        {
            return false;
        }
        else if ( gameHasStarted )
        {
            // disallow spawning for late comers
            if ( !level.inGracePeriod && !self.hasSpawned && !level.wagerMatch )
                return false;
        }
    }
    return true;
}

TimeUntilWaveSpawn( minimumWait )
{
    // the time we'll spawn if we only wait the minimum wait.
    earliestSpawnTime = gettime() + minimumWait * 1000;
    
    lastWaveTime = level.lastWave[self.pers["team"]];
    waveDelay = level.waveDelay[self.pers["team"]] * 1000;
    
    if( waveDelay == 0 )
        return 0;
    
    // the number of waves that will have passed since the last wave happened, when the minimum wait is over.
    numWavesPassedEarliestSpawnTime = (earliestSpawnTime - lastWaveTime) / waveDelay;
    // rounded up
    numWaves = ceil( numWavesPassedEarliestSpawnTime );
    
    timeOfSpawn = lastWaveTime + numWaves * waveDelay;
    
    // avoid spawning everyone on the same frame
    if ( isdefined( self.waveSpawnIndex ) )
        timeOfSpawn += 50 * self.waveSpawnIndex;
    
    return (timeOfSpawn - gettime()) / 1000;
}

stopPoisoningAndFlareOnSpawn()
{
    self endon("disconnect");

    self.inPoisonArea = false;
    self.inBurnArea = false;
    self.inFlareVisionArea = false;
    self.inGroundNapalm = false;
}
    

spawnPlayer()
{
    pixbeginevent( "spawnPlayer_preUTS" );

    self endon("disconnect");
    self endon("joined_spectators");
    self notify("spawned");
    level notify("player_spawned");
    self notify("end_respawn");

    self setSpawnVariables();
    
    if (!self.hasSpawned)
    {
        //if this is the first spawn, kicking off a thread to start the gamplay music
        self thread sndStartMusicSystem ();
    }
    
    if ( level.teamBased )
        self.sessionteam = self.team;
    else
    {
        self.sessionteam = "none";
        self.ffateam = self.team;
    }

    hadSpawned = self.hasSpawned;

    self.sessionstate = "playing";
    self.spectatorclient = -1;
    self.killcamentity = -1;
    self.archivetime = 0;
    self.psoffsettime = 0;
    self.statusicon = "";
    self.damagedPlayers = [];
    if ( GetDvarInt( #"scr_csmode" ) > 0 )
        self.maxhealth = GetDvarInt( #"scr_csmode" );
    else
        self.maxhealth = maps\mp\gametypes\_tweakables::getTweakableValue( "player", "maxhealth" );
    self.health = self.maxhealth;
    self.friendlydamage = undefined;
    self.hasSpawned = true;
    self.spawnTime = getTime();
    self.afk = false;
    if ( self.pers["lives"] && ( !isDefined( level.takeLivesOnDeath ) || ( level.takeLivesOnDeath == false ) ) )
    {
        self.pers["lives"]--;
        if ( self.pers["lives"] == 0 )
                level notify( "player_eliminated" );
    }
    self.lastStand = undefined;
    self.revivingTeammate = false;
    self.burning = undefined;

    self.disabledWeapon = 0;
    self resetUsability();
    
    self.diedOnVehicle= undefined;

    if ( !self.wasAliveAtMatchStart )
    {
        if ( level.inGracePeriod || maps\mp\gametypes\_globallogic_utils::getTimePassed() < 20 * 1000 )
            self.wasAliveAtMatchStart = true;
    }
    
    //self clearPerks();

//    self setClientDvar( "cg_thirdPerson", "0" );
    self setDepthOfField( 0, 0, 512, 512, 4, 0 );
    if( level.console )    
        self setClientDvar( "cg_fov", "65" );
    
    
    {
        pixbeginevent("onSpawnPlayer");
        if ( IsDefined( level.onSpawnPlayerUnified )
            && GetDvarInt( #"scr_disableunifiedspawning" ) == 0 )
        {
            self [[level.onSpawnPlayerUnified]]();
        }
        else
        {
            self [[level.onSpawnPlayer]]();
        }
        
        if ( IsDefined( level.playerSpawnedCB ) )
        {
            self [[level.playerSpawnedCB]]();
        }
        pixendevent();
    }
    
    
    self maps\mp\gametypes\_missions::playerSpawned();
    
    
    pixendevent( "END: spawnPlayer_preUTS" );

    level thread maps\mp\gametypes\_globallogic::updateTeamStatus();
    
    pixbeginevent( "spawnPlayer_postUTS" );
    
    self thread stopPoisoningAndFlareOnSpawn();

    self StopBurning();
    
    assert( maps\mp\gametypes\_globallogic_utils::isValidClass( self.class ) );
    
    self maps\mp\gametypes\_class::setClass( self.class );
    self maps\mp\gametypes\_class::giveLoadout( self.team, self.class );
    
    if ( level.inPrematchPeriod )
    {
        self freeze_player_controls( true );
        //self _disableWeapon();
        
        self setClientDvar( "scr_objectiveText", maps\mp\gametypes\_globallogic_ui::getObjectiveHintText( self.pers["team"] ) );            

        team = self.pers["team"];
    
//CDC New music system        
        if( isDefined( self.pers["music"].spawn ) && self.pers["music"].spawn == false )
        {
            
            if (level.wagerMatch)
            {
                music = "SPAWN_WAGER";
            }
            else
            {
                music = undefined;
            }
            if(isDefined(music))
                self thread maps\mp\gametypes\_globallogic_audio::set_music_on_player( music, false, false );
            
            self.pers["music"].spawn = true;
        }
        
        if ( level.splitscreen )
        {
            if ( isDefined( level.playedStartingMusic ) )
                music = undefined;
            else
                level.playedStartingMusic = true;
        }

    //    thread maps\mp\gametypes\_hud_message::oldNotifyMessage( game["strings"][team + "_name"], undefined, game["icons"][team], game["colors"][team], music );
        thread maps\mp\gametypes\_hud_message::oldNotifyMessage( game["strings"][team + "_name"], undefined, game["icons"][team], game["colors"][team] );
            if ( isDefined( game["dialog"]["gametype"] ) && (!level.splitscreen || self == level.players[0]) )
        {
            if( !isDefined( level.inFinalFight ) || !level.inFinalFight )
            {
                if( level.hardcoreMode )
                    self maps\mp\gametypes\_globallogic_audio::leaderDialogOnPlayer( "gametype_hardcore" );
                else
                    self maps\mp\gametypes\_globallogic_audio::leaderDialogOnPlayer( "gametype" );
            }
        }

        thread maps\mp\gametypes\_hud::showClientScoreBar( 5.0 );
    }
    else
    {
        self freeze_player_controls( false );
        self enableWeapons();
        if ( !hadSpawned && game["state"] == "playing" )
        {
            pixbeginevent("sound");
            team = self.team;
            
//CDC New music system TODO add short spawn music
            if( isDefined( self.pers["music"].spawn ) && self.pers["music"].spawn == false )
            {
                //self thread maps\mp\gametypes\_globallogic_audio::set_music_on_player( "SPAWN_SHORT", false, false );
                self.pers["music"].spawn = true;
            }        
            if ( level.splitscreen )
            {
                if ( isDefined( level.playedStartingMusic ) )
                    music = undefined;
                else
                    level.playedStartingMusic = true;
            }
            
            thread maps\mp\gametypes\_hud_message::oldNotifyMessage( game["strings"][team + "_name"], undefined, game["icons"][team], game["colors"][team] );
            if ( isDefined( game["dialog"]["gametype"] ) && (!level.splitscreen || self == level.players[0]) )
            {
                if( !isDefined( level.inFinalFight ) || !level.inFinalFight )
                {
                    if( level.hardcoreMode )
                        self maps\mp\gametypes\_globallogic_audio::leaderDialogOnPlayer( "gametype_hardcore" );
                    else
                        self maps\mp\gametypes\_globallogic_audio::leaderDialogOnPlayer( "gametype" );

                    //if ( team == game["attackers"] )
                        //self maps\mp\gametypes\_globallogic_audio::leaderDialogOnPlayer( "offense_obj", "introboost" );
                    //else
                        //self maps\mp\gametypes\_globallogic_audio::leaderDialogOnPlayer( "defense_obj", "introboost" );
                }
            }

            self setClientDvar( "scr_objectiveText", maps\mp\gametypes\_globallogic_ui::getObjectiveHintText( self.pers["team"] ) );            
            thread maps\mp\gametypes\_hud::showClientScoreBar( 5.0 );
            pixendevent("sound");
        }
    }

    if ( GetDvar( #"scr_showperksonspawn" ) == "" )
        setdvar( "scr_showperksonspawn", "1" );

    // Make sure that we dont show the perks on spawn if we are in hardcore.
    if ( level.hardcoreMode )
        setdvar( "scr_showperksonspawn", "0" );

    if ( !level.splitscreen && GetDvarInt( #"scr_showperksonspawn" ) == 1 && game["state"] != "postgame" )
    {
        pixbeginevent("showperksonspawn");
    
        //Checks to make sure perks are allowed. - Leif
        if ( GetDvarInt( #"scr_game_perks" ) == 1)
        {
            perks = maps\mp\gametypes\_globallogic::getPerks( self );

            self maps\mp\gametypes\_hud_util::showPerk( 0, "specialty_null", 10);
            self maps\mp\gametypes\_hud_util::showPerk( 1, perks[1], 10);
            self maps\mp\gametypes\_hud_util::showPerk( 2, "specialty_null", 10);
            self maps\mp\gametypes\_hud_util::showPerk( 3, "specialty_null", 10);
        }
        
        self thread maps\mp\gametypes\_globallogic_ui::hideLoadoutAfterTime( 3.0 );
        self thread maps\mp\gametypes\_globallogic_ui::hideLoadoutOnDeath();
        
        pixendevent("showperksonspawn");
    }
    
    pixendevent( "END: spawnPlayer_postUTS" );
    
    waittillframeend;
    
    self notify( "spawned_player" );

    self maps\mp\gametypes\_gametype_variants::onPlayerSpawn();

    self logstring( "S " + self.origin[0] + " " + self.origin[1] + " " + self.origin[2] );

    setdvar( "scr_selecting_location", "" );    
    self thread maps\mp\gametypes\_hardpoints::killstreakWaiter();
    //self thread maps\mp\_artillery::artilleryWaiter();
    self thread maps\mp\_mortar::mortarWaiter();

    self thread maps\mp\_vehicles::vehicleDeathWaiter();
    self thread maps\mp\_vehicles::turretDeathWaiter();
        
    /#
    if ( GetDvarInt( #"scr_xprate" ) > 0 )
        self thread maps\mp\gametypes\_globallogic_score::xpRateThread();
    #/
    
    //self thread maps\mp\gametypes\_globallogic_utils::testHPs();
    //self thread maps\mp\gametypes\_globallogic_utils::testShock();
    //self thread maps\mp\gametypes\_globallogic_utils::testMenu();
    
    if ( game["state"] == "postgame" )
    {
        assert( !level.intermission );
        // We're in the victory screen, but before intermission
        self maps\mp\gametypes\_globallogic_player::freezePlayerForRoundEnd();
    }
}

spawnSpectator( origin, angles )
{
    self notify("spawned");
    self notify("end_respawn");
    in_spawnSpectator( origin, angles );
}

// spawnSpectator clone without notifies for spawning between respawn delays
respawn_asSpectator( origin, angles )
{
    in_spawnSpectator( origin, angles );
}

// spawnSpectator helper
in_spawnSpectator( origin, angles )
{
    pixmarker("BEGIN: in_spawnSpectator");
    self setSpawnVariables();
    
    // don't clear lower message if not actually a spectator,
    // because it probably has important information like when we'll spawn
    if ( self.pers["team"] == "spectator" )
        self clearLowerMessage();
    
    self.sessionstate = "spectator";
    self.spectatorclient = -1;
    self.killcamentity = -1;
    self.archivetime = 0;
    self.psoffsettime = 0;
    self.friendlydamage = undefined;

    if(self.pers["team"] == "spectator")
        self.statusicon = "";
    else
        self.statusicon = "hud_status_dead";

    maps\mp\gametypes\_spectating::setSpectatePermissionsForMachine();

    [[level.onSpawnSpectator]]( origin, angles );
    
    if ( level.teamBased && !level.splitscreen )
        self thread spectatorThirdPersonness();
    
    level thread maps\mp\gametypes\_globallogic::updateTeamStatus();
    pixmarker("END: in_spawnSpectator");
}

spectatorThirdPersonness()
{
    self endon("disconnect");
    self endon("spawned");
    
    self notify("spectator_thirdperson_thread");
    self endon("spectator_thirdperson_thread");
    
    self.spectatingThirdPerson = false;
    
//    if( level.console )    
//        self setThirdPerson( true );
    
    // we can reenable this if we ever get a way to determine who a player is spectating.
    // self.spectatorClient is write-only so it doesn't work.
    /*
    player = getPlayerFromClientNum( self.spectatorClient );
    prevClientNum = self.spectatorClient;
    prevWeap = "none";
    hasScope = false;
    
    while(1)
    {
        if ( self.spectatorClient != prevClientNum )
        {
            player = getPlayerFromClientNum( self.spectatorClient );
            prevClientNum = self.specatorClient;
        }
        
        if ( isDefined( player ) )
        {
            weap = player getCurrentWeapon();
            if ( weap != prevWeap )
            {
                hasScope = maps\mp\gametypes\_weapons::hasScope( weap );
                prevWeap = weap;
            }
            if ( hasScope && player playerADS() == 1 )
                self setThirdPerson( false );
            else
                self setThirdPerson( true );
        }
        else
        {
            self setThirdPerson( false );
        }
        wait .05;
    }
    */
}

getPlayerFromClientNum( clientNum )
{
    if ( clientNum < 0 )
        return undefined;
    
    for ( i = 0; i < level.players.size; i++ )
    {
        if ( level.players[i] getEntityNumber() == clientNum )
            return level.players[i];
    }
    return undefined;
}


forceSpawn()
{
    self endon ( "death" );
    self endon ( "disconnect" );
    self endon ( "spawned" );

    wait ( 60.0 );

    if ( self.hasSpawned )
        return;
    
    if ( self.pers["team"] == "spectator" )
        return;
    
    if ( !maps\mp\gametypes\_globallogic_utils::isValidClass( self.pers["class"] ) )
    {
        // AE 10-15-09: I don't think we need to check for onlineGame anymore, now that we can select custom classes in any game
        //if ( GetDvarInt( #"onlinegame" ) )
            self.pers["class"] = "CLASS_CUSTOM1";
        //else
            //self.pers["class"] = "CLASS_ASSAULT";

        self.class = self.pers["class"];
    }
    
    self maps\mp\gametypes\_globallogic_ui::closeMenus();
    self thread [[level.spawnClient]]();
}


kickIfDontSpawn()
{
    if ( self IsHost() )
    {
        // don't try to kick the host
        return;
    }
    
    self kickIfIDontSpawnInternal();
    // clear any client dvars here,
    // like if we set anything to change the menu appearance to warn them of kickness
}

kickIfIDontSpawnInternal()
{
    self endon ( "death" );
    self endon ( "disconnect" );
    self endon ( "spawned" );
    
    waittime = 90;
    if ( GetDvar( #"scr_kick_time") != "" )
        waittime = GetDvarFloat( #"scr_kick_time");
    mintime = 45;
    if ( GetDvar( #"scr_kick_mintime") != "" )
        mintime = GetDvarFloat( #"scr_kick_mintime");
    
    starttime = gettime();
    
    kickWait( waittime );
    
    timePassed = (gettime() - starttime)/1000;
    if ( timePassed < waittime - .1 && timePassed < mintime )
        return;
    
    if ( self.hasSpawned )
        return;
    
    if ( self.pers["team"] == "spectator" )
        return;
    
    kick( self getEntityNumber() );
}

kickWait( waittime )
{
    level endon("game_ended");
    maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause( waittime );
}

spawnInterRoundIntermission()
{
    if( self isdemoclient() )
        return;
        
    self notify("spawned");
    self notify("end_respawn");
    
    self setSpawnVariables();
    
    self clearLowerMessage();
    
    self freeze_player_controls( false );

    self.sessionstate = "spectator";
    self.spectatorclient = -1;
    self.killcamentity = -1;
    self.archivetime = 0;
    self.psoffsettime = 0;
    self.friendlydamage = undefined;
    
    self maps\mp\gametypes\_globallogic_defaults::default_onSpawnIntermission();
    self SetOrigin( self.origin );
    self SetPlayerAngles( self.angles );
    self setDepthOfField( 0, 128, 512, 4000, 6, 1.8 );
}

spawnIntermission()
{
    if( self isdemoclient() )
        return;
        
    self notify("spawned");
    self notify("end_respawn");
    
    self setSpawnVariables();
    
    self clearLowerMessage();
    
    self freeze_player_controls( false );
    
    if ( level.rankedmatch && wasLastRound() )
    {
         self maps\mp\_popups::displayEndGamePopUps();
        if (( self.postGameMilestones || self.postGameContracts || self.postGamePromotion ) )
        {
            if ( self.postGamePromotion )
                self playLocalSound( "mus_level_up" );
            else if ( self.postGameContracts )
                self playLocalSound( "mus_challenge_complete" );
            else if ( self.postGameMilestones )
                self playLocalSound( "mus_contract_complete" );

            self clearPopups();
            self closeInGameMenu();    
    
            self openMenu( game["menu_endgameupdate"] );
    
            waitTime = 4.0;
            while ( waitTime )
            {
                wait ( 0.25 );
                waitTime -= 0.25;
    
                self openMenu( game["menu_endgameupdate"] );
            }
            
            self closeMenu( game["menu_endgameupdate"] );
        }
    }

    self.sessionstate = "intermission";
    self.spectatorclient = -1;
    self.killcamentity = -1;
    self.archivetime = 0;
    self.psoffsettime = 0;
    self.friendlydamage = undefined;
    
    if( !isPregame() && ( level.wagermatch || level.rankedmatch ) && wasLastRound() )
    {        
        // aar popup for game summary
        if( self getdstat( "AfterActionReportStats", "valid" ) )
        {
            self openMenu( game["menu_eog_unlock"] );
        }
    }
    [[level.onSpawnIntermission]]();
    self setDepthOfField( 0, 128, 512, 4000, 6, 1.8 );
}


spawnClient( timeAlreadyPassed )
{
    pixbeginevent("spawnClient");
    assert(    isDefined( self.team ) );
    assert(    maps\mp\gametypes\_globallogic_utils::isValidClass( self.class ) );
    
    if ( !self maySpawn() )
    {
        currentorigin =    self.origin;
        currentangles =    self.angles;
        
        shouldShowRespawnMessage = true;
        if ( wasLastRound() || isOneRound() || ( isDefined( level.livesDoNotReset ) && level.livesDoNotReset ) )
            shouldShowRespawnMessage = false;
        if ( level.scoreLimit > 1 && level.teambased && game["teamScores"]["allies"] >= level.scoreLimit - 1 && game["teamScores"]["axis"] >= level.scoreLimit - 1 )
            shouldShowRespawnMessage = false;
        if ( shouldShowRespawnMessage )
        {
            setLowerMessage( game["strings"]["spawn_next_round"] );
            self thread maps\mp\gametypes\_globallogic_ui::removeSpawnMessageShortly( 3 );
        }
        self thread    [[level.spawnSpectator]]( currentorigin    + (0, 0, 60), currentangles    );
        pixendevent();
        return;
    }
    
    if ( self.waitingToSpawn )
    {
        pixendevent();
        return;
    }
    self.waitingToSpawn = true;
    
    self waitAndSpawnClient( timeAlreadyPassed );
    
    if ( isdefined( self ) )
        self.waitingToSpawn = false;
    pixendevent();
}

waitAndSpawnClient( timeAlreadyPassed )
{
    self endon ( "disconnect" );
    self endon ( "end_respawn" );
    level endon ( "game_ended" );

    if ( !isdefined( timeAlreadyPassed ) )
        timeAlreadyPassed = 0;
    
    spawnedAsSpectator = false;
    
    if ( self.teamKillPunish )
    {
        teamKillDelay = maps\mp\gametypes\_globallogic_player::TeamKillDelay();
        if ( teamKillDelay > timeAlreadyPassed )
        {
            teamKillDelay -= timeAlreadyPassed;
            timeAlreadyPassed = 0;
        }
        else
        {
            timeAlreadyPassed -= teamKillDelay;
            teamKillDelay = 0;
        }
        
        if ( teamKillDelay > 0 )
        {
            setLowerMessage( &"MP_FRIENDLY_FIRE_WILL_NOT", teamKillDelay );
            
            self thread    respawn_asSpectator( self.origin + (0, 0, 60), self.angles );
            spawnedAsSpectator = true;
            
            wait( teamKillDelay );
        }
        
        self.teamKillPunish = false;
    }
    
    if ( !isdefined( self.waveSpawnIndex ) && isdefined( level.wavePlayerSpawnIndex[self.team] ) )
    {
        self.waveSpawnIndex = level.wavePlayerSpawnIndex[self.team];
        level.wavePlayerSpawnIndex[self.team]++;
    }
    
    timeUntilSpawn = TimeUntilSpawn( false );
    if ( timeUntilSpawn > timeAlreadyPassed )
    {
        timeUntilSpawn -= timeAlreadyPassed;
        timeAlreadyPassed = 0;
    }
    else
    {
        timeAlreadyPassed -= timeUntilSpawn;
        timeUntilSpawn = 0;
    }
    
    if ( timeUntilSpawn > 0 )
    {
        // spawn player into spectator on death during respawn delay, if he switches teams during this time, he will respawn next round
        if ( self IsSplitscreen() )
            setLowerMessage( game["strings"]["waiting_to_spawn_ss"], timeUntilSpawn, true );
        else
            setLowerMessage( game["strings"]["waiting_to_spawn"], timeUntilSpawn );
        //showSafeSpawnMessage();
        //thread waitSafeSpawnButton();
        
        if ( !spawnedAsSpectator )
            self thread    respawn_asSpectator( self.origin + (0, 0, 60), self.angles );
        spawnedAsSpectator = true;
        
        self maps\mp\gametypes\_globallogic_utils::waitForTimeOrNotify( timeUntilSpawn, "force_spawn" );
        
        self notify("stop_wait_safe_spawn_button");
    }
    
    waveBased = (GetDvarInt( "scr_" + level.gameType + "_waverespawndelay" ) > 0);
    if ( maps\mp\gametypes\_tweakables::getTweakableValue( "player", "forcerespawn" ) == 0 && self.hasSpawned && !waveBased && !self.wantSafeSpawn )
    {
        setLowerMessage( game["strings"]["press_to_spawn"] );
        //showSafeSpawnMessage();
        
        if ( !spawnedAsSpectator )
            self thread    respawn_asSpectator( self.origin + (0, 0, 60), self.angles );
        spawnedAsSpectator = true;
        
        self waitRespawnOrSafeSpawnButton();
    }
    
    //hideSafeSpawnMessage();
    
    /*
    if ( self.wantSafeSpawn )
    {
        setLowerMessage( game["strings"]["waiting_to_safespawn"] );
        
        timeToWait = randomfloatrange( 7.0, 12.0 );
        if ( randomint( 10 ) == 0 )
            timeToWait = randomfloatrange( 2.0, 7.0 );
        
        if ( !spawnedAsSpectator )
            self thread    respawn_asSpectator( self.origin + (0, 0, 60), self.angles );
        spawnedAsSpectator = true;
        
        /# println( "Safe spawn time: " + timeToWait ); #/
        self maps\mp\gametypes\_globallogic_utils::waitForTimeOrNotifyNoAirstrikes( timeToWait, "force_spawn" );
        
        if ( level.inOvertime )
            return;
    }
    */
    
    self.waitingToSpawn = false;
    
    self clearLowerMessage();
    
    self.waveSpawnIndex = undefined;
    
//    self thread maps\mp\gametypes\_globallogic_utils::rumbler();
    
    self thread    [[level.spawnPlayer]]();
}

/*waitSafeSpawnButton()
{
    self endon ( "disconnect" );
    self endon ( "end_respawn" );
    self endon ( "game_ended" );
    self endon ( "stop_wait_safe_spawn_button" );
    
    while(1)
    {
        if ( self fragButtonPressed() )
            break;
        wait .05;
    }
    
    self.wantSafeSpawn = true;
    hideSafeSpawnMessage();
}*/

waitRespawnOrSafeSpawnButton()
{
    self endon("disconnect");
    self endon("end_respawn");

    while (1)
    {
        if ( self useButtonPressed() )
            break;
        /*if ( self fragButtonPressed() )
        {
            self.wantSafeSpawn = true;
            break;
        }*/
        wait .05;
    }
}


setThirdPerson( value )
{
    if( !level.console )    
        return;

    if ( !IsDefined( self.spectatingThirdPerson ) || value != self.spectatingThirdPerson )
    {
        self.spectatingThirdPerson = value;
        if ( value )
        {
            self setClientDvar( "cg_thirdPerson", "1" );
            self setDepthOfField( 0, 128, 512, 4000, 6, 1.8 );
            self setClientDvar( "cg_fov", "40" );
        }
        else
        {
            self setClientDvar( "cg_thirdPerson", "0" );
            self setDepthOfField( 0, 0, 512, 4000, 4, 0 );
            self setClientDvar( "cg_fov", "65" );
        }
    }
}


setSpawnVariables()
{
    resetTimeout();

    // Stop shellshock and rumble
    self StopShellshock();
    self StopRumble( "damage_heavy" );
}

sndStartMusicSystem()
{
    self endon( "disconnect" );
    
    if ( game["state"] == "postgame" )
        // if the games over do not change music state
        return;
    if ( game["state"] == "pregame" )    
    {
        //if this is our first spawn, wait for the team intro to play
        if( getdvarint( #"debug_music" ) > 0 )
        {
            println ( "Music System - music state is undefined Waiting 15 seconds to set music state" );
        }
        wait 20;
        if ( !isdefined(level.nextMusicState) )
        {
            self.pers["music"].currentState = "UNDERSCORE";
            self thread maps\mp\gametypes\_globallogic_audio::set_music_on_player( "UNDERSCORE", true );            
        }
    }
    if ( !isdefined(level.nextMusicState) )
    {    
        //println ( "current gamestate is " + game["state"] );
        //set the music state to underscore
        if( getdvarint( #"debug_music" ) > 0 )
        {
            println ( "Music System - music state is undefined Waiting 15 seconds to set music state" );
        }
        wait 15;
        self.pers["music"].currentState = "UNDERSCORE";        
        self thread maps\mp\gametypes\_globallogic_audio::set_music_on_player( "UNDERSCORE", true );        
    }
}


No leader dialog:
_globallogic_score.gsc
Pastebin - http://pastebin.com/fiue4Hi0
(Too many characters)
[Image: 30xhrep.png]

A casual conversation between barata and I about Nukem.
Reply

#3
what is no leader dialog?

btw add me on steam so we can share stuff, I am almost done and funny how we have like almost the same shit

Big Grin

pyromanic5
--
Reply

#4
It tells you which team is in the lead or plays music if you are winning or losing.
[Image: 30xhrep.png]

A casual conversation between barata and I about Nukem.
Reply

#5
(11-29-2010, 12:48)Eekhoorn Wrote: List of promod reflex features:


Sounds and music
-Leader dialog has been removed from the game.
-Music has been removed from the game.
-All maps have ambient noise removed. NOT COMPLETED.

Gameplay and Balancing

-The SMG class has been reduced in power.
-The AWP fix has been implemented.
-The nosway fix has been implemented.
-The bomb can now be dropped in S&D. NOT COMPLETED.
-Knife automelee and lunge has been removed.

Class optimization
-The Ak74u is now the default SMG.
-The AK47 is now the default Assault Rifle.
-The L96A1 is the only avaible sniper.

Visuals and FPS
-Camouflages are not enabled.
-The field of view is 90.
-All maps have aimbient particles and smoke removed. NOT COMPLETED.
-Fog has been further reduced troughout the game.
-The games desuration has been removed, resulting in more colour.
-Walls now contain less detail, improving FPS and visibility NOT COMPLETED.
-Player 'bob' has been removed when sprinting, e.g
-Dynamic lighting has been disabled NOT COMPLETED
-Shadows have been disabled

Additional Improvements
-Every kill gives +5 as score NOT COMPLETED
-The plant/defuse bar has been more accurate, by removing the bomb.
-Attack and Defence have replaced, Spetznatz, BlackOps, etc NOT COMPLETED.
-Every round has a strattime of 6 seconds.
-A timer has been added for strattime NOT COMPLETED


Guide
-Suicide PRESS ?? NOT COMPLETED
-Bombdrop PRESS ?? NOT COMPLETED

where do i type this in?
I would be really happy if u could answer
Reply

#6
(12-10-2010, 22:52)Martini Wrote: where do i type this in?
I would be really happy if u could answer

Oh my gawd.. Dodgy
[Image: 30xhrep.png]

A casual conversation between barata and I about Nukem.
Reply

#7
well rowan.... ur Pro mod is so unfinished.....

maybe u should play it ones Wink just a TIP =D
if you dig true the world... what comes up first your feet or your head ;qq
Reply

#8
(12-10-2010, 23:08)master131 Wrote:
(12-10-2010, 22:52)Martini Wrote: where do i type this in?
I would be really happy if u could answer

Oh my gawd.. Dodgy

I'm pretty new to modding, do i put it into the config_mp?
Reply

#9
So on the current version of the cmMod out(beta), a person on our team donated, received the mod from you(eekhoorn), in the readme, it's very vague about being able to be PUT on a server. Not just a private game. My question is, at this time, is the mod able to be installed on a gameservers.com server? Or is this meant strictly for private use with private matches?
Reply

#10
Private match only.
In the readme it clearly states you need to click on Private Match in the main menu (after downloading the game settings from the fileshare)
Reply



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