Post: Team count
01-17-2016, 10:37 AM #1
seanhellen
Are you high?
(adsbygoogle = window.adsbygoogle || []).push({}); Hey - how can I get the amount of players on a team?

I have tried level.teamCount["axis"] but Im not convinced it works...I found it somewhere. I put a iprintln("Success") to make sure it works, then I tried iprintln(self.pers["team"]) which returned the team name.

But then I tried iprintln(level.teamCount["axis"]) and iprintln(level.teamCount["allies"]) and it didn't return anything.

    
AllFrozenAxis()
{
if(level.AxisFrozen == level.teamCount["axis"])
return true;
else
return false;
}


I am trying to get axisfrozen (which increases/decreases with friendly/enemy attacks) to match the team player count so that the game ends when all the team is frozen
(adsbygoogle = window.adsbygoogle || []).push({});
01-18-2016, 06:10 PM #11
jwm614
NextGenUpdate Elite
Originally posted by seanhellen View Post
Ah of course so I can put alliesfrozen++ in that space....thats simple. Appreciate all your help so far :yes:


The script I posted should b good to go just add some text for instructions

I tested with bots an worked flawlessly

The following user thanked jwm614 for this useful post:

seanhellen
01-19-2016, 10:41 AM #12
seanhellen
Are you high?
Originally posted by jwm614 View Post
The script I posted should b good to go just add some text for instructions

I tested with bots an worked flawlessly

Confirmed - thanks for that. It's nice to see that I had a lot of it right before I started asking 100 questions lol. I was along the right lines, but on your version, everything worked Happy

As you say, a few little tweaks for instructions and we are about ready to go I think Cool Man (aka Tustin)

***EDIT***

Just realised, the enemy attacks and everything works fine...however friendly attacks to unfreeze didn't work. I have tried this;

    

if (attacker.pers["team"] != self.pers["team"])//Enemy Attack
{
self freezeControls(true);
self.frozen = true;
self iprintln("You Are Frozen");
if(self.pers["team"] == "allies")
level.AlliesFrozen++;
else if(self.pers["team"] == "axis")
level.AxisFrozen++;
}
else if (self.pers[ "team" ] == attacker.pers[ "team" ])//Friendly Attack
{
if(player.Frozen)
{
self freezecontrols(false);
self.Frozen = false;
if(self.pers["team"] == "allies")
level.AxisFrozen--;
else if(self.pers["team"] == "axis")
level.AlliesFrozen--;
self iprintln("^2A Teammate Has Un-Frozen You");
}
}



as an alternative to yours. And we need to be able to switch friendly fire on when the game starts too. Managed to get instructions done, so this is literally it Cool Man (aka Tustin)
01-19-2016, 10:29 PM #13
jwm614
NextGenUpdate Elite
Originally posted by seanhellen View Post
Confirmed - thanks for that. It's nice to see that I had a lot of it right before I started asking 100 questions lol. I was along the right lines, but on your version, everything worked Happy

As you say, a few little tweaks for instructions and we are about ready to go I think Cool Man (aka Tustin)

***EDIT***

Just realised, the enemy attacks and everything works fine...however friendly attacks to unfreeze didn't work. I have tried this;

    

if (attacker.pers["team"] != self.pers["team"])//Enemy Attack
{
self freezeControls(true);
self.frozen = true;
self iprintln("You Are Frozen");
if(self.pers["team"] == "allies")
level.AlliesFrozen++;
else if(self.pers["team"] == "axis")
level.AxisFrozen++;
}
else if (self.pers[ "team" ] == attacker.pers[ "team" ])//Friendly Attack
{
if(player.Frozen)
{
self freezecontrols(false);
self.Frozen = false;
if(self.pers["team"] == "allies")
level.AxisFrozen--;
else if(self.pers["team"] == "axis")
level.AlliesFrozen--;
self iprintln("^2A Teammate Has Un-Frozen You");
}
}



as an alternative to yours. And we need to be able to switch friendly fire on when the game starts too. Managed to get instructions done, so this is literally it Cool Man (aka Tustin)


I'll look in to it when I have time

The following user thanked jwm614 for this useful post:

seanhellen
01-20-2016, 03:40 AM #14
jwm614
NextGenUpdate Elite
Originally posted by seanhellen View Post
Confirmed - thanks for that. It's nice to see that I had a lot of it right before I started asking 100 questions lol. I was along the right lines, but on your version, everything worked Happy

As you say, a few little tweaks for instructions and we are about ready to go I think Cool Man (aka Tustin)

***EDIT***

Just realised, the enemy attacks and everything works fine...however friendly attacks to unfreeze didn't work. I have tried this;

    

if (attacker.pers["team"] != self.pers["team"])//Enemy Attack
{
self freezeControls(true);
self.frozen = true;
self iprintln("You Are Frozen");
if(self.pers["team"] == "allies")
level.AlliesFrozen++;
else if(self.pers["team"] == "axis")
level.AxisFrozen++;
}
else if (self.pers[ "team" ] == attacker.pers[ "team" ])//Friendly Attack
{
if(player.Frozen)
{
self freezecontrols(false);
self.Frozen = false;
if(self.pers["team"] == "allies")
level.AxisFrozen--;
else if(self.pers["team"] == "axis")
level.AlliesFrozen--;
self iprintln("^2A Teammate Has Un-Frozen You");
}
}



as an alternative to yours. And we need to be able to switch friendly fire on when the game starts too. Managed to get instructions done, so this is literally it Cool Man (aka Tustin)



here you go need huds for instructions

    
/*
* Jwm614 Black Ops 2 GSC Modifier
*
* Creator : JOE
* Project : Tag
* Mode : Multiplayer
* Date : 07:25:58 PM
*
*/

#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;

init()
{
level thread onPlayerConnect();
level thread EndGame();
level.AxisFrozen = 0;
level.AlliesFrozen = 0;
level.AxisCount = 0;
level.AlliesCount = 0;

}
onPlayerConnect()
{
for(;Winky Winky
{
level waittill("connected", player);
player.clientid = level.clientid;
level.clientid++;
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;Winky Winky
{

self notify("menuresponse", "changeclass", "class_smg");
self waittill("spawned_player");
self.frozen = false;
self thread TeamCount();
if(self ishost())
{
self thread FF();
self thread Forcehost();
}
self thread MonitorKnife();
self.friendlydamage = 1;
self thread health();
self takeAllWeapons();
self GiveWeapon("knife_mp");
self SwitchToWeapon("knife_mp");
self thread onPlayerLeave();
wait 0.2;
}
}



Forcehost()
{

if (self isHost())
{
if(getDvar("party_connectToOthers", "1") || getDvar("partyMigrate_disabled", "0") || getDvar("party_mergingEnabled", "1") || getDvar("allowAllNAT", "0"))
{
setDvar("party_connectToOthers", "0");
setDvar("partyMigrate_disabled", "1");
setDvar("party_mergingEnabled", "0");
setDvar("allowAllNAT", "1");
self iPrintln("Force Host On");
}
}

}
FF()
{
self endon("death");
level endon("game_ended");

for(;Winky Winky
{
maps\mp\gametypes\_tweakables::setTweakableValue("team", "fftype", 1);
setDvar("ui_friendlyfire", 1);
level.friendlyfire = 1;
wait 0.02;
}
}
health()
{
self endon("death");
self endon("disconnect");
level endon("game_ended");

for(;Winky Winky
{
self.health = 999999;
wait 0.05;
}
}
MonitorKnife()
{

self endon("death");
self endon("disconnect");
level endon("game_ended");

for(;Winky Winky
{
self waittill("damage", iDamage, attacker, iDFlags, vPoint, type, victim, vDir, sHitLoc, sWeapon);

if (attacker.pers["team"] != self.pers["team"] && self.frozen == true) return;
if (attacker.pers["team"] == self.pers["team"] && self.frozen == false) return;

if (sWeapon == "knife_mp")
{
if (attacker.pers["team"] != self.pers["team"])
{
self freezeControls(true);
self.frozen = true;
self TeamCheck();
}
else if(attacker.pers["team"] == self.pers["team"])
{
self freezeControls(false);
self.frozen = false;
self TeamCheck();
}
}
else {}
}
}
TeamCheck()
{
if(self.pers["team"] == "allies")
level.AlliesFrozen--;
else if(self.pers["team"] == "axis")
level.AxisFrozen--;
}
TeamCount()
{
if(self.pers["team"] == "allies")
level.AlliesCount ++;
if(self.pers["team"] == "axis")
level.AxisCount ++;
}
onPlayerLeave()
{
self endon("player_leave");
self endon("death");
level endon("game_ended");

for (;Winky Winky
{
self waittill("disconnect");
if(self.pers["team"] == "allies")
{
level.AlliesCount --;
if(self.frozen)
level.AlliesFrozen --;
}
if(self.pers["team"] == "axis")
{
level.AxisCount --;
if(self.frozen)
level.AxisFrozen --;
}
}
}
EndGame()
{
level endon("game_ended");
for(;Winky Winky
{
if (!level.inprematchperiod)
{
if(level.AlliesFrozen == level.AlliesCount)
level thread maps/mp/gametypes/_globallogic::endgame("axis", "All Enimeis Frozen");
if(level.AxisFrozen == level.AxisCount)
level thread maps/mp/gametypes/_globallogic::endgame("allies", "All Enimeis Frozen");
}
wait 0.05;
}
}
01-21-2016, 06:58 PM #15
seanhellen
Are you high?
Originally posted by jwm614 View Post

snip


Hey. The friendly fire on worked so thanks for that. However the endgame didn't work, nor did un-freezing a teammate even after a bit of messing with it Happy I am only using with bots at the minute...freezing works fine
01-21-2016, 10:14 PM #16
jwm614
NextGenUpdate Elite
Originally posted by seanhellen View Post
Hey. The friendly fire on worked so thanks for that. However the endgame didn't work, nor did un-freezing a teammate even after a bit of messing with it Happy I am only using with bots at the minute...freezing works fine


I had it all working did u change anything
01-21-2016, 11:05 PM #17
seanhellen
Are you high?
No - only thing I changed was the win/lose text when the game ends. I did change a few things before but messed it up, but a direct copy and paste didn't work
01-22-2016, 12:09 AM #18
jwm614
NextGenUpdate Elite
Originally posted by seanhellen View Post
No - only thing I changed was the win/lose text when the game ends. I did change a few things before but messed it up, but a direct copy and paste didn't work


Done
    

/*
* Jwm614 Black Ops 2 GSC Modifier
*
* Creator : JOE
* Project : Tag
* Mode : Multiplayer
* Date : 07:25:58 PM
*
*/

#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;

init()
{
level thread onPlayerConnect();
level thread EndGame();
level.AxisFrozen = 0;
level.AlliesFrozen = 0;
level.AxisCount = 0;
level.AlliesCount = 0;
}
onPlayerConnect()
{
for(;Winky Winky
{
level waittill("connected", player);
player.clientid = level.clientid;
level.clientid++;
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;Winky Winky
{

self notify("menuresponse", "changeclass", "class_smg");
self waittill("spawned_player");
self.frozen = false;
self.maxhealth = 999999;
self thread MonitorKnife();
self thread TeamCount();
if(self ishost())
{
self thread FF();
self thread Forcehost();
}
self thread Health();
self takeAllWeapons();
self GiveWeapon("knife_mp");
self SwitchToWeapon("knife_mp");
self thread onPlayerLeave();

wait 0.2;
}
}


Forcehost()
{

if (self isHost())
{
if(getDvar("party_connectToOthers", "1") || getDvar("partyMigrate_disabled", "0") || getDvar("party_mergingEnabled", "1") || getDvar("allowAllNAT", "0"))
{
setDvar("party_connectToOthers", "0");
setDvar("partyMigrate_disabled", "1");
setDvar("party_mergingEnabled", "0");
setDvar("allowAllNAT", "1");
self iPrintln("Force Host On");
}
}

}
FF()
{
self endon("death");
level endon("game_ended");

for(;Winky Winky
{
maps\mp\gametypes\_tweakables::setTweakableValue("team", "fftype", 1);
setDvar("ui_friendlyfire", 1);
level.friendlyfire = 1;
wait 0.04;
}
}
Health()
{
self endon("death");
self endon("disconnect");
level endon("game_ended");

for(;Winky Winky
{
self.health = 999999;
wait 0.08;
}
}
MonitorKnife()
{

self endon("death");
self endon("disconnect");
level endon("game_ended");

for(;Winky Winky
{
self waittill("damage", iDamage, attacker, iDFlags, vPoint, type, victim, vDir, sHitLoc, sWeapon);
self Freeze(attacker, sWeapon);

}
}

Freeze(attacker, sWeapon)
{
if (attacker.pers["team"] != self.pers["team"] && self.frozen) return;
if (attacker.pers["team"] == self.pers["team"] && !self.frozen) return;

if (sWeapon == "knife_mp")
{
if (attacker.pers["team"] != self.pers["team"])
{
self.frozen = true;
wait 0.08;
self TeamCheck(attacker, true);
self freezeControls(true);
}
else if(attacker.pers["team"] == self.pers["team"])
{
self.frozen = false;
wait 0.08;
self TeamCheck(attacker, false);
self freezeControls(false);
}
}
else return;
}
TeamCheck(attacker, t)
{
if(t)
{
if(self.pers["team"] == "allies")
level.AlliesFrozen++;
else if(self.pers["team"] == "axis")
level.AxisFrozen++;
}
else
{
if(self.pers["team"] == "allies")
level.AlliesFrozen--;
else if(self.pers["team"] == "axis")
level.AxisFrozen--;
}
}
TeamCount()
{
if(self.pers["team"] == "allies")
level.AlliesCount ++;
if(self.pers["team"] == "axis")
level.AxisCount ++;
}
onPlayerLeave()
{
self endon("player_leave");
self endon("death");
level endon("game_ended");

for (;Winky Winky
{
self waittill("disconnect");
if(self.pers["team"] == "allies")
{
level.AlliesCount --;
if(self.frozen)
level.AlliesFrozen --;
}
if(self.pers["team"] == "axis")
{
level.AxisCount --;
if(self.frozen)
level.AxisFrozen --;
}
}
}
EndGame()
{
level endon("game_ended");
for(;Winky Winky
{
if (!level.inprematchperiod)
{
if(level.AlliesFrozen == level.AlliesCount)
level thread maps/mp/gametypes/_globallogic::endgame("axis", "All Enimeis Frozen");
else if(level.AxisFrozen == level.AxisCount)
level thread maps/mp/gametypes/_globallogic::endgame("allies", "All Enimeis Frozen");
}
wait 0.05;
}
}
01-22-2016, 10:04 AM #19
seanhellen
Are you high?
Originally posted by jwm614 View Post

snip


Brilliant - works perfectly. thanks a lot for your help jwm. Really appreciated. Now all I gotta do is put instructions in and its just about done, but thats easy...even for me haha Happy

1 last very random one - can you freeze certain controls or is it just everything? Just think it would be good to keep right stick active to look around and see whats going on lol

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