Jump to content
  • 0

variables in proconrulez bonked ?


iamadeadpixel

Question

I love revamping stuff, so i modded some challenge script i had left from my old server.

However ,, i noticed a weardness in it.

when a play spawn or say something, it should confirm that the challenge is active, but for some reason it doesnt do it.

i use the TS1 + TS2 check to see if there are 4 or more players on the server ,tried several variations, 8 out of 10 time it doesnt work.

currently i am testing with a on round; but still no luck.

any sugestions?

 


 

	# Master control system for challenges
# R4 11-06-2020
# Original design: maxdralle
# VERSION 2 - modified for VIP Slot Manager Plugin
# REQUIRES: VIP Slot Manager Plugin
# win vip slot for 14 days
# req. min. 4 players on round start to enable the challenge
# Adapted for BF3 by iamadeadpixel
#
on round; mapmode conquestlarge0,conquestsmall0,ConquestAssaultSmall0,ConquestAssaultSmall1,ConquestAssaultLarge0; if %ts1% + %ts2% >= 4;say challenge system active;say !challenge for information;set %challenge% 1
on Spawn; serverfirst;if %challenge% = 1; say challenge system active;say !challenge for more information
on say  ; serverfirst;if %challenge% = 1; say challenge system active;say !challenge for more information
	on say; if %challenge% = 1;if %text% = !challenge;playersay Objectives to complete;playerSay Make 5 LMG, 5 SMG, 5 Sniper, 5 Assault kills
	# checking progress on challenge
on kill;Damage AssaultRifle;    if %challenge% = 1;incr %[%p%]challenge_asr%; playersay STATUS: Assault:%[%p%]challenge_asr%/5 - LMG:%[%p%]challenge_lmg%/5 - SMG:%[%p%]challenge_smg%/5 - Sniper:%[%p%]challenge_snp%/5;
on kill;Damage LMG;             if %challenge% = 1;incr %[%p%]challenge_lmg%; playersay STATUS: Assault:%[%p%]challenge_asr%/5 - LMG:%[%p%]challenge_lmg%/5 - SMG:%[%p%]challenge_smg%/5 - Sniper:%[%p%]challenge_snp%/5;
on kill;Damage SMG;             if %challenge% = 1;incr %[%p%]challenge_smg%; playersay STATUS: Assault:%[%p%]challenge_asr%/5 - LMG:%[%p%]challenge_lmg%/5 - SMG:%[%p%]challenge_smg%/5 - Sniper:%[%p%]challenge_snp%/5;
on kill;Damage sniperrifle;     if %challenge% = 1;incr %[%p%]challenge_snp%; playersay STATUS: Assault:%[%p%]challenge_asr%/5 - LMG:%[%p%]challenge_lmg%/5 - SMG:%[%p%]challenge_smg%/5 - Sniper:%[%p%]challenge_snp%/5;
	# check for completion and add reward
On Kill;if %[%p%]challenge_asr% => 5;if %[%p%]challenge_lmg% => 5;if %[%p%]challenge_smg% => 5;if %[%p%]challenge_snp% => 5;say ** CONGRATULATIONS **;say %p% won the challenge;say /vsm-addvip %p% +14;set %challenge% 0;say challenge disabled now.
	on say;if %challenge% = 1;text !challenge status ;playersay STATUS: Assault:%[%p%]challenge_asr%/5 - LMG:%[%p%]challenge_lmg%/5 - SMG:%[%p%]challenge_smg%/5 - Sniper:%[%p%]challenge_snp%/5;
	

 

 

Link to comment
Share on other sites

5 answers to this question

Recommended Posts

well, 50/50 change, but i guess i have cracked it .

and this works, got now a good template.

	on spawn; mapmode conquestlarge0,conquestsmall0,ConquestAssaultSmall0,ConquestAssaultSmall1,ConquestAssaultLarge0; if %ts1% + %ts2% >= 4;set %_server_challenge% 1
on Spawn; serverfirst;if %_server_challenge% = 1; say challenge system active;say !challenge for objectives
on say  ; serverfirst;if %_server_challenge% = 1; say challenge system active;say !challenge for Objectives
	

 

i removed the 1st serverfirst, so basicly it checks on each spawn if there are 4 or more players on the server

rude solution, but does the trick here ,henge, with this i even can set it on a higer player rate, and when it drops it can spam out other messages.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...

Important Information

Please review our Terms of Use and Privacy Policy. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.