Game Mode: Deathmatch (dm) (Unstable in MP)

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The_Emperor
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Re: Game Mode: Deathmatch (dm) (Unstable in MP)

Post 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"?
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[RDH]Zerted
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Re: Game Mode: Deathmatch (dm) (Unstable in MP)

Post 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.
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Re: Game Mode: Deathmatch (dm) (Unstable in MP)

Post 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.
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Re: Game Mode: Deathmatch (dm) (Unstable in MP)

Post 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)
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