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AnnieRuru's Custom Battlegrounds HELP


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-	script	custom_bg#control	-1,{
OnInit:
	set .minplayer2start, 4; // minimum player to start
	setarray .rewarditem,
		30153, 10, // reward to the winning team
		30153, 3; // reward to the losing team
	set .startingscore, 20; // score at start
	set .eventlasting, 100; // event last 100 seconds or the system abort itself
	end;
onstart:
	if ( getwaitingroomstate( 0, .rednpcname$ ) < .minplayer2start || getwaitingroomstate( 0, .bluenpcname$ ) < .minplayer2start ) end;
	set .red, waitingroom2bg( "guild_vs2", 8,50, strnpcinfo(0)+"::OnredQuit", strnpcinfo(0)+"::OnredDead", .rednpcname$ );
	copyarray .team1aid[.@i], $@arenamembers[.@i], $@arenamembersnum;
	set .blue, waitingroom2bg( "guild_vs2", 91,50, strnpcinfo(0)+"::OnblueQuit", strnpcinfo(0)+"::OnblueDead", .bluenpcname$ );
	copyarray .team2aid[.@i], $@arenamembers[.@i], $@arenamembersnum;
	delwaitingroom .rednpcname$;
	delwaitingroom .bluenpcname$;
	bg_warp .red, "guild_vs2", 8,50;
	bg_warp .blue, "guild_vs2", 91,50;
	set .score[1], .startingscore;
	set .score[2], .startingscore;
	bg_updatescore "guild_vs2", .score[1], .score[2];
	sleep .eventlasting * 1000;
	if ( .score[1] == .score[2] )
		announce "Deathmatch Ground : Draw !", 0;
	else if ( .score[1] > .score[2] ) {
		announce "Deathmatch Ground : Red Team Wins !", 0;
		callsub L_reward, 1, 0;
		callsub L_reward, 2, 2;
	}
	else if ( .score[1] < .score[2] ) {
		announce "Deathmatch Ground : Blue Team Wins !", 0;
		callsub L_reward, 2, 0;
		callsub L_reward, 1, 2;
	}
	OnTimer50000:
		announce "Deathmatch Ground is now open for another match @ prontera 156 170 !",0;
	bg_warp .red, "prontera", 156,191;
	bg_warp .blue, "prontera", 156,191;
	bg_destroy .red;
	bg_destroy .blue;
	donpcevent .rednpcname$ +"::OnInit";
	donpcevent .bluenpcname$ +"::OnInit";
	end;
L_reward:
	set .@size, getarraysize( getd(".team"+ getarg(0) +"aid") );
	for ( set .@i, 0; .@i < .@size; set .@i, .@i +1 )
		if ( isloggedin( getd(".team"+ getarg(0) +"aid["+ .@i +"]" ) ) )
			getitem .rewarditem[ getarg(1) ], .rewarditem[ getarg(1) +1 ], getd(".team"+ getarg(0) +"aid["+ .@i +"]" );
	return;
OnredDead: callsub L_dead, 1;
OnblueDead: callsub L_dead, 2;
L_dead:
	set .score[ getarg(0) ], .score[ getarg(0) ] -1;
	bg_updatescore "guild_vs2", .score[1], .score[2];
	if ( .score[ getarg(0) ] == 0 )
		awake strnpcinfo(0);
	sleep2 1500;
	percentheal 100,100;
	end;
OnredQuit: callsub L_quit, 1, .red;
OnblueQuit: callsub L_quit, 2, .blue;
L_quit:
	percentheal 100, 100;
	if ( bg_get_data( getarg(1), 0) ) end;
	set .score[ getarg(0) ], 0;
	awake strnpcinfo(0);
	end;
}

prontera,151,165,5	script	Red Team	733,{
	end;
OnInit:
	waitingroom "Red Team", getvariableofnpc( .minplayer2start, "custom_bg#control" ) +1, "custom_bg#control::onstart", getvariableofnpc( .minplayer2start, "custom_bg#control" );
	set getvariableofnpc( .rednpcname$, "custom_bg#control" ), strnpcinfo(0);
	end;
}
prontera,160,165,5	script	Blue Team	734,{
	end;
OnInit:
	waitingroom "Blue Team", getvariableofnpc( .minplayer2start, "custom_bg#control" ) +1, "custom_bg#control::onstart", getvariableofnpc( .minplayer2start, "custom_bg#control" );
	set getvariableofnpc( .bluenpcname$, "custom_bg#control" ), strnpcinfo(0);
	end;
}
guild_vs2	mapflag	battleground	2
guild_vs2	mapflag	nosave	SavePoint
guild_vs2	mapflag	nowarp
guild_vs2	mapflag	nowarpto
guild_vs2	mapflag	noteleport
guild_vs2	mapflag	nomemo
guild_vs2	mapflag	nopenalty
guild_vs2	mapflag	nobranch
guild_vs2	mapflag	noicewall

 

I'm currently using this script and it's working...

 

But, I just want to make this script to be a "RANDOM TEAM"...

 

The idea is if the rooms are completely occupied, the script will automatically randomize the players who entered a pub and form their own team like the default (Red & Blue Teams)... 

 

Need help here especially to the creator of the script XD Thank Youu !!

Need help how to make this randomized

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-	script	custom_bg#control	-1,{
OnInit:
	set .minplayer2start, 2; // minimum player to start
	setarray .rewarditem,
		30153, 10, // reward to the winning team
		30153, 3; // reward to the losing team
	set .startingscore, 20; // score at start
	set .eventlasting, 100; // event last 100 seconds or the system abort itself
	end;
onstart:
	if ( getwaitingroomstate( 0, .rednpcname$ ) < .minplayer2start || getwaitingroomstate( 0, .bluenpcname$ ) < .minplayer2start ) end;
	set .red, waitingroom2bg( "guild_vs2", 8,50, strnpcinfo(0)+"::OnredQuit", strnpcinfo(0)+"::OnredDead", .rednpcname$ );
	copyarray .@tmp, $@arenamembers, $@arenamembersnum;
	set .blue, waitingroom2bg( "guild_vs2", 91,50, strnpcinfo(0)+"::OnblueQuit", strnpcinfo(0)+"::OnblueDead", .bluenpcname$ );
	copyarray .@tmp[ .minplayer2start ], $@arenamembers, $@arenamembersnum;
	bg_kickall .red;
	bg_kickall .blue;
	for( set .@i, 0; .@i < .minplayer2start*2; set .@i, .@i + 1 ) {
		if( rand(100)%2 && getarraysize( .team1aid ) < .minplayer2start || getarraysize( .team2aid ) == .minplayer2start ) {
			setbgid( .red, rid2name( .@tmp[.@i] ) );
			set .team1aid[ getarraysize( .team1aid ) ], .@tmp[.@i];
		}
		else {
			setbgid( .blue, rid2name( .@tmp[.@i] ) );
			set .team2aid[ getarraysize( .team2aid ) ], .@tmp[.@i];
		}
	}
	delwaitingroom .rednpcname$;
	delwaitingroom .bluenpcname$;
	bg_warp .red, "guild_vs2", 8,50;
	bg_warp .blue, "guild_vs2", 91,50;
	set .score[1], .startingscore;
	set .score[2], .startingscore;
	bg_updatescore "guild_vs2", .score[1], .score[2];
	sleep .eventlasting * 1000;
	if ( .score[1] == .score[2] )
		announce "Deathmatch Ground : Draw !", 0;
	else if ( .score[1] > .score[2] ) {
		announce "Deathmatch Ground : Red Team Wins !", 0;
		callsub L_reward, 1, 0;
		callsub L_reward, 2, 2;
	}
	else if ( .score[1] < .score[2] ) {
		announce "Deathmatch Ground : Blue Team Wins !", 0;
		callsub L_reward, 2, 0;
		callsub L_reward, 1, 2;
	}
	OnTimer50000:
		announce "Deathmatch Ground is now open for another match @ prontera 156 170 !",0;
	bg_warp .red, "prontera", 156,191;
	bg_warp .blue, "prontera", 156,191;
	bg_destroy .red;
	bg_destroy .blue;
	donpcevent .rednpcname$ +"::OnInit";
	donpcevent .bluenpcname$ +"::OnInit";
	end;
L_reward:
	set .@size, getarraysize( getd(".team"+ getarg(0) +"aid") );
	for ( set .@i, 0; .@i < .@size; set .@i, .@i +1 )
		if ( isloggedin( getd(".team"+ getarg(0) +"aid["+ .@i +"]" ) ) )
			getitem .rewarditem[ getarg(1) ], .rewarditem[ getarg(1) +1 ], getd(".team"+ getarg(0) +"aid["+ .@i +"]" );
	return;
OnredDead: callsub L_dead, 1;
OnblueDead: callsub L_dead, 2;
L_dead:
	set .score[ getarg(0) ], .score[ getarg(0) ] -1;
	bg_updatescore "guild_vs2", .score[1], .score[2];
	if ( .score[ getarg(0) ] == 0 )
		awake strnpcinfo(0);
	sleep2 1500;
	percentheal 100,100;
	end;
OnredQuit: callsub L_quit, 1, .red;
OnblueQuit: callsub L_quit, 2, .blue;
L_quit:
	percentheal 100, 100;
	if ( bg_get_data( getarg(1), 0) ) end;
	set .score[ getarg(0) ], 0;
	awake strnpcinfo(0);
	end;
}

prontera,151,165,5	script	Red Team	733,{
	end;
OnInit:
	waitingroom "Red Team", getvariableofnpc( .minplayer2start, "custom_bg#control" ) +1, "custom_bg#control::onstart", getvariableofnpc( .minplayer2start, "custom_bg#control" );
	set getvariableofnpc( .rednpcname$, "custom_bg#control" ), strnpcinfo(0);
	end;
}
prontera,160,165,5	script	Blue Team	734,{
	end;
OnInit:
	waitingroom "Blue Team", getvariableofnpc( .minplayer2start, "custom_bg#control" ) +1, "custom_bg#control::onstart", getvariableofnpc( .minplayer2start, "custom_bg#control" );
	set getvariableofnpc( .bluenpcname$, "custom_bg#control" ), strnpcinfo(0);
	end;
}
guild_vs2	mapflag	battleground	2
guild_vs2	mapflag	nosave	SavePoint
guild_vs2	mapflag	nowarp
guild_vs2	mapflag	nowarpto
guild_vs2	mapflag	noteleport
guild_vs2	mapflag	nomemo
guild_vs2	mapflag	nopenalty
guild_vs2	mapflag	nobranch
guild_vs2	mapflag	noicewall

You must apply this patch made by AnnieRuru and recompile

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Hmm what's the use of annie's src? I don't get it even if I read the link already, can you explain it briefly..

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Hmm what's the use of annie's src? I don't get it even if I read the link already, can you explain it briefly..

For our purpose, it allows to attach a player to a bg without waitingroom system.

 

In the previous script, players are attached to a bg with the waitingroom system and we can get their account ID

To randomize the teams, player must leave their bg and enter in a new random bg but there isn't script command npc to allow player to enter in a new bg without waitingroom system. This is the purpose of the patch, allows to attach a player to a bg without waitingroom system

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Okay thanks but I don't know how to insert it :/ 

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can this be used in latest svn ? 

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//--- The Functions ---//

 

function script Rounds {

next;

mes "Please Input the number of rounds you want the event to last.";

mes "Current Number of Rounds: [^0000FF"+$Rounds+"^000000]";

input .@Rounds;

set $Rounds,.@Rounds;

next;

mes "The number of rounds has been changed successfully.";

mes "Number of Rounds: [^0000FF"+$Rounds+"^000000]";

mes "Come again.";

close;

}

function script Prize {

next;

mes "Please Input the ItemID of the prize that will be given each round.";

mes "Current Items is: [^0000FF"+getitemname($Prize)+"^000000] ItemID - ^0000FF"+$Prize+"^000000";

input .@Prize;

if (getitemname(.@Prize)=="" || getitemname(.@Prize)=="null")

{next; mes "That item does not exist. Please try again."; close;}

set $Prize,.@Prize;

next;

mes "Please Input the Ammount that is to be given.";

input .@Ammount;

if (.@Ammount<=0 || .@Ammount>=1)

{next; mes "That ammount is invalid. Using default ammount of 1.";}

set $PrizeAmt,.@Ammount;

next;

mes "The Prize has been changed successfully.";

mes "Prize: [^0000FF"+getitemname($Prize)+"^000000]x(^0000FF"+$PrizeAmt+"^000000)";

close;

}

function script Monster_Display {

setarray .@Rule[0],0,1,2;

setarray .@Desc$[0],"","Transform as all monsters.","Transform as MvP's only.";

next;

mes "Please select a disguise Rule.";

mes "Rule 1 - Transform as all monsters.";

mes "Rule 2 - Transform as MvP's only.";

menu "Rule 1:Rule 2",iRule;

iRule:

set $Rule,.@Rule[@menu];

next;

mes "The disguise Rule, has been changed successfully.";

mes "Current Rule: ^0000FF"+$Rule+"^000000 - ^0000FF"+.@Desc$[@menu]+"^000000";

close;

}

 

Edited by Ichigo Chaozen
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//--- The Functions ---//
 
function script Rounds {
next;
mes "Please Input the number of rounds you want the event to last.";
mes "Current Number of Rounds: [^0000FF"+$Rounds+"^000000]";
input .@Rounds;
set $Rounds,.@Rounds;
next;
mes "The number of rounds has been changed successfully.";
mes "Number of Rounds: [^0000FF"+$Rounds+"^000000]";
mes "Come again.";
close;
}
function script Prize {
next;
mes "Please Input the ItemID of the prize that will be given each round.";
mes "Current Items is: [^0000FF"+getitemname($Prize)+"^000000] ItemID - ^0000FF"+$Prize+"^000000";
input .@Prize;
if (getitemname(.@Prize)=="" || getitemname(.@Prize)=="null")
{next; mes "That item does not exist. Please try again."; close;}
set $Prize,.@Prize;
next;
mes "Please Input the Ammount that is to be given.";
input .@Ammount;
if (.@Ammount<=0 || .@Ammount>=1)
{next; mes "That ammount is invalid. Using default ammount of 1.";}
set $PrizeAmt,.@Ammount;
next;
mes "The Prize has been changed successfully.";
mes "Prize: [^0000FF"+getitemname($Prize)+"^000000]x(^0000FF"+$PrizeAmt+"^000000)";
close;
}
function script Monster_Display {
setarray .@Rule[0],0,1,2;
setarray .@Desc$[0],"","Transform as all monsters.","Transform as MvP's only.";
next;
mes "Please select a disguise Rule.";
mes "Rule 1 - Transform as all monsters.";
mes "Rule 2 - Transform as MvP's only.";
menu "Rule 1:Rule 2",iRule;
iRule:
set $Rule,.@Rule[@menu];
next;
mes "The disguise Rule, has been changed successfully.";
mes "Current Rule: ^0000FF"+$Rule+"^000000 - ^0000FF"+.@Desc$[@menu]+"^000000";
close;
}

 

 

zzz this is disguise. not BG

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//--- The Functions ---//
 
function script Rounds {
next;
mes "Please Input the number of rounds you want the event to last.";
mes "Current Number of Rounds: [^0000FF"+$Rounds+"^000000]";
input .@Rounds;
set $Rounds,.@Rounds;
next;
mes "The number of rounds has been changed successfully.";
mes "Number of Rounds: [^0000FF"+$Rounds+"^000000]";
mes "Come again.";
close;
}
function script Prize {
next;
mes "Please Input the ItemID of the prize that will be given each round.";
mes "Current Items is: [^0000FF"+getitemname($Prize)+"^000000] ItemID - ^0000FF"+$Prize+"^000000";
input .@Prize;
if (getitemname(.@Prize)=="" || getitemname(.@Prize)=="null")
{next; mes "That item does not exist. Please try again."; close;}
set $Prize,.@Prize;
next;
mes "Please Input the Ammount that is to be given.";
input .@Ammount;
if (.@Ammount<=0 || .@Ammount>=1)
{next; mes "That ammount is invalid. Using default ammount of 1.";}
set $PrizeAmt,.@Ammount;
next;
mes "The Prize has been changed successfully.";
mes "Prize: [^0000FF"+getitemname($Prize)+"^000000]x(^0000FF"+$PrizeAmt+"^000000)";
close;
}
function script Monster_Display {
setarray .@Rule[0],0,1,2;
setarray .@Desc$[0],"","Transform as all monsters.","Transform as MvP's only.";
next;
mes "Please select a disguise Rule.";
mes "Rule 1 - Transform as all monsters.";
mes "Rule 2 - Transform as MvP's only.";
menu "Rule 1:Rule 2",iRule;
iRule:
set $Rule,.@Rule[@menu];
next;
mes "The disguise Rule, has been changed successfully.";
mes "Current Rule: ^0000FF"+$Rule+"^000000 - ^0000FF"+.@Desc$[@menu]+"^000000";
close;
}

 

 

zzz this is disguise. not BG

sorry ..   wrong forum ..

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-	script	custom_bg#control	-1,{
OnInit:
	set .minplayer2start, 2; // minimum player to start
	setarray .rewarditem,
		30153, 10, // reward to the winning team
		30153, 3; // reward to the losing team
	set .startingscore, 20; // score at start
	set .eventlasting, 100; // event last 100 seconds or the system abort itself
	end;
onstart:
	if ( getwaitingroomstate( 0, .rednpcname$ ) < .minplayer2start || getwaitingroomstate( 0, .bluenpcname$ ) < .minplayer2start ) end;
	set .red, waitingroom2bg( "guild_vs2", 8,50, strnpcinfo(0)+"::OnredQuit", strnpcinfo(0)+"::OnredDead", .rednpcname$ );
	copyarray .@tmp, $@arenamembers, $@arenamembersnum;
	set .blue, waitingroom2bg( "guild_vs2", 91,50, strnpcinfo(0)+"::OnblueQuit", strnpcinfo(0)+"::OnblueDead", .bluenpcname$ );
	copyarray .@tmp[ .minplayer2start ], $@arenamembers, $@arenamembersnum;
	bg_kickall .red;
	bg_kickall .blue;
	for( set .@i, 0; .@i < .minplayer2start*2; set .@i, .@i + 1 ) {
		if( rand(100)%2 && getarraysize( .team1aid ) < .minplayer2start || getarraysize( .team2aid ) == .minplayer2start ) {
			setbgid( .red, rid2name( .@tmp[.@i] ) );
			set .team1aid[ getarraysize( .team1aid ) ], .@tmp[.@i];
		}
		else {
			setbgid( .blue, rid2name( .@tmp[.@i] ) );
			set .team2aid[ getarraysize( .team2aid ) ], .@tmp[.@i];
		}
	}
	delwaitingroom .rednpcname$;
	delwaitingroom .bluenpcname$;
	bg_warp .red, "guild_vs2", 8,50;
	bg_warp .blue, "guild_vs2", 91,50;
	set .score[1], .startingscore;
	set .score[2], .startingscore;
	bg_updatescore "guild_vs2", .score[1], .score[2];
	sleep .eventlasting * 1000;
	if ( .score[1] == .score[2] )
		announce "Deathmatch Ground : Draw !", 0;
	else if ( .score[1] > .score[2] ) {
		announce "Deathmatch Ground : Red Team Wins !", 0;
		callsub L_reward, 1, 0;
		callsub L_reward, 2, 2;
	}
	else if ( .score[1] < .score[2] ) {
		announce "Deathmatch Ground : Blue Team Wins !", 0;
		callsub L_reward, 2, 0;
		callsub L_reward, 1, 2;
	}
	OnTimer50000:
		announce "Deathmatch Ground is now open for another match @ prontera 156 170 !",0;
	bg_warp .red, "prontera", 156,191;
	bg_warp .blue, "prontera", 156,191;
	bg_destroy .red;
	bg_destroy .blue;
	donpcevent .rednpcname$ +"::OnInit";
	donpcevent .bluenpcname$ +"::OnInit";
	end;
L_reward:
	set .@size, getarraysize( getd(".team"+ getarg(0) +"aid") );
	for ( set .@i, 0; .@i < .@size; set .@i, .@i +1 )
		if ( isloggedin( getd(".team"+ getarg(0) +"aid["+ .@i +"]" ) ) )
			getitem .rewarditem[ getarg(1) ], .rewarditem[ getarg(1) +1 ], getd(".team"+ getarg(0) +"aid["+ .@i +"]" );
	return;
OnredDead: callsub L_dead, 1;
OnblueDead: callsub L_dead, 2;
L_dead:
	set .score[ getarg(0) ], .score[ getarg(0) ] -1;
	bg_updatescore "guild_vs2", .score[1], .score[2];
	if ( .score[ getarg(0) ] == 0 )
		awake strnpcinfo(0);
	sleep2 1500;
	percentheal 100,100;
	end;
OnredQuit: callsub L_quit, 1, .red;
OnblueQuit: callsub L_quit, 2, .blue;
L_quit:
	percentheal 100, 100;
	if ( bg_get_data( getarg(1), 0) ) end;
	set .score[ getarg(0) ], 0;
	awake strnpcinfo(0);
	end;
}

prontera,151,165,5	script	Red Team	733,{
	end;
OnInit:
	waitingroom "Red Team", getvariableofnpc( .minplayer2start, "custom_bg#control" ) +1, "custom_bg#control::onstart", getvariableofnpc( .minplayer2start, "custom_bg#control" );
	set getvariableofnpc( .rednpcname$, "custom_bg#control" ), strnpcinfo(0);
	end;
}
prontera,160,165,5	script	Blue Team	734,{
	end;
OnInit:
	waitingroom "Blue Team", getvariableofnpc( .minplayer2start, "custom_bg#control" ) +1, "custom_bg#control::onstart", getvariableofnpc( .minplayer2start, "custom_bg#control" );
	set getvariableofnpc( .bluenpcname$, "custom_bg#control" ), strnpcinfo(0);
	end;
}
guild_vs2	mapflag	battleground	2
guild_vs2	mapflag	nosave	SavePoint
guild_vs2	mapflag	nowarp
guild_vs2	mapflag	nowarpto
guild_vs2	mapflag	noteleport
guild_vs2	mapflag	nomemo
guild_vs2	mapflag	nopenalty
guild_vs2	mapflag	nobranch
guild_vs2	mapflag	noicewall

You must apply this patch made by AnnieRuru and recompile

 

is this script can be use ? the patch also can be use ? 

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is this script can be use ? the patch also can be use ?

The script and the patch work in my local server so it can (I think)

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is this script can be use ? the patch also can be use ?

The script and the patch work in my local server so it can (I think)

 

sir this BG is 1vs1 ?

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is this script can be use ? the patch also can be use ?

The script and the patch work in my local server so it can (I think)

 

sir this BG is 1vs1 ?

 

Just change     set .minplayer2start, 4; // minimum player to start 

line if you want modify the minimum number of player requiert to start the bg

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Hmm what's the use of annie's src? I don't get it even if I read the link already, can you explain it briefly..

For our purpose, it allows to attach a player to a bg without waitingroom system.

 

In the previous script, players are attached to a bg with the waitingroom system and we can get their account ID

To randomize the teams, player must leave their bg and enter in a new random bg but there isn't script command npc to allow player to enter in a new bg without waitingroom system. This is the purpose of the patch, allows to attach a player to a bg without waitingroom system

 

so when i apply the patch. it means when i click npc it will random join team ? 

besides that. how come 1 player when join red team. he cannot leave room and join blue team ? 

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i have apply the patch. its nothing. i can see player name on blue team. so i can choose with one i want. 

its not random. and player are not lock when entered.

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