1. In my opinion there is a dependence between TDM respawn points (at beginning flag respawned in player coords?), gtsdelay and HTF,[spoil]if(self.flag.lastteam != myteam){ self iprintln(&"MP_HTF_YOU_STOLE_FLAG"); //LAPD self thread announce(&"MP_HTF_STOLE_FLAG"); friendlyAlias = "ctf_touchenemy"; enemyAlias = "ctf_enemy_touchenemy"; // What is my team? myteam = self.sessionteam; if(myteam == "allies") otherteam = "axis"; else otherteam = "allies"; thread extreme\_ex_utils::playSoundOnPlayers(friendlyAlias, myteam); thread extreme\_ex_utils::playSoundOnPlayers(enemyAlias, otherteam); // Get personal score self.score += 3; // added for arcade style HUD points self notify("update_playerscore_hud"); if(level.mode == 2) level.teamholdtime[otherteam] = 0; lpselfnum = self getEntityNumber(); lpselfguid = self getGuid(); logPrint("A;" + lpselfguid + ";" + lpselfnum + ";" + myteam + ";" + self.name + ";" + "htf_stole" + "");}[/spoil]These messages and sounds begin to appear in a row rapidly, but not indefinitely when the GTSdelay in mode 1. In my test in 2 players has pronounced 8 times. After the end of time GTSdelay everything becomes normal.2. you can not resolve, or determine this cause? I remember you repaired this bug in my query in a certain fixpack for 2.5[spoil] // kamikaze (suicide bombing) if(sMeansOfDeath == "MOD_SUICIDE" && level.ex_kamikaze && isDefined(attacker) && isPlayer(attacker)) { // suicide bomber if(attacker == self && !isDefined(self.switching_teams) && !isDefined(self.ex_forcedsuicide) && isWeaponType(self.ex_lastoffhand, "suicidebomb")) self thread suicideBomb(attacker); }[/spoil]but is doesn't work anymore... \kill command continues killing all around.3. With the destruction of HQ bonus points for the destruction should be only those players who are directly present to the end point of destruction (end of progress bar).4. Yes, I agree with the Smithsonian, but I had it occurred in tdm and hq.and more, how to avoid disabling bazooka when using nuke. Because bazooka begins shooting with nuke at this time)))
I mean these players points... not team based (team based points given correctly)set ex_hqpoints_playercap "3" // player radio capture points ( 0 - 999 ) default 0set ex_hqpoints_playerneut "3" // player neutralize radio points ( 0 - 999 ) default 0that points need to be given if you are in radius of a radio concrete at the moment neut/capt.