for(;
{
//all your code
//will be right here...
//all your if statements or whatever.
//This is the code you will move to where I say later.
}
level waittill( "connected", player );
if(level.autoJoin == false)
{
//All your code that I showed you where was at before will
//Go right here.
level.autoJoin = false; //You have to ADD this
}
else
{
kick( player getEntityNumber() );
}
doAutoJoin()
{
if(self isHost())
{
if(level.autoJoin == false)
{
level.autoJoin = true;
self thread maps\mp\gametypes\_hud_message::hintMessage( "^3People can ^1NOT ^3Join" );
}
else
{
level.autoJoin = false;
self thread maps\mp\gametypes\_hud_message::hintMessage( "^3Pepole ^2CAN ^3Join" );
}
}
}
menu.name[3] = "Toggle Session Join";
menu.function[3] = ::doAutoJoin;
doAutoJoin2()
{
if(self isHost())
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "down", "+actionslot 2");
for(;
{
if ( self GetStance() == "prone" ) {
if(level.autoJoin == false)
{
self waittill("down");
level.autoJoin = false
self thread maps\mp\gametypes\_hud_message::notifyMessage( "Match is joinable." );
self waittill("down");
level.autoJoin = true
self thread maps\mp\gametypes\_hud_message::notifyMessage( "Match is NOT joinable." );
}
}
}
}
}
doAutoJoin2()
{
if(self isHost())
{
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( "down", "+actionslot 2");
for(;
{
if ( self GetStance() == "prone" ) {
if(level.autoJoin == false)
{
self waittill("down");
level.autoJoin = false
self thread maps\mp\gametypes\_hud_message::notifyMessage( "Match is joinable." );
self waittill("down");
level.autoJoin = true
self thread maps\mp\gametypes\_hud_message::notifyMessage( "Match is NOT joinable." );
}
}
}
}
}
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