

I will look into his code again to learn and find a solution.įyi, In ozrespawn4.3.sp Event_ControlPointCaptured_Pre and Event_ObjectDestroyed_Pre when you call CreateTimer(cvar_ca_dur.FloatValue + 1.0, Timer_CounterAttackEnd) ĭefinitely the is problem in the specific condition that I mentioned above (after the counter timer ended, the new added reserved bots (g_iRemaining_lives_team_ins) will never spawn. His approach is more suitable in my games. Daimyo81 use different approach calling Timer_CounterAttackEnd() (1 sec with TIMER_REPEAT and will stop when Ins_InCounterAttack()=FALSE).

Thank you for your Thanks for your reply. Please advice if you have different solution. How could I execute "Timer_CounterAttackEnd" when the counter attack has ended before "cvar_ca_dur.FloatValue + 1.0". My questions: is there an event that detect game status normal or in the middle of counter attack? Ins_InCounterAttack() always return 0.

but they never spawn because alive bots=0. and finally when the counter timer ended, come the reserved bot count. and before the counter timer ended, we killed all bots again. The problem is when we kill all bots (alive and reserved) the timer is still running till the counter timer ended. It will calls CreateTimer(cvar_ca_dur.FloatValue + 1.0, Timer_CounterAttackEnd) lets say we are destroying cache with 100% chance of counter attack and not last capture point (Event_ObjectDestroyed_Pre). Its a great plugin, thanks to you and others!īut i have a situation: im using non vanilla counter attact mode. Im running Insurgency servers and using your respawn plugin ozrespawn4.3.sp only the respawn bot part (I bypassed the rest) and all works fine. My name is chris (usual nick name: Bot Chris).
