I'm guessing this is all for banimod?
wait fps do you regularly cap at - what can you generally hold ?
[FuN]Joris wrote:bind KP_UPARROW "vsay omw; say_team ^4[^7Medic on the way^4]"
iit doesnot say the second say_teampart in console!
"kill; say_team ^4[^7Going ^1Emergency ^7Engineer ^4]; setspawnpt 1; mp_playertype 2; mp_weapon 4; sensitivity 4.0; echo ^7You Will Spawn near Axis"
it kills thats ok
it doesn't say going etc in console
it doesn't set the spawn point right
it does set it to engineer rang
and it does the echo
ok - start with :
//
//
bind KP_UPARROW "vsay omw; wait; say_team ^4[^7Medic on the way^4]"
//
//
//
bind KP_UPARROW "vsay omw; wait 5; say_team ^4[^7Medic on the way^4]"
//
then increase wait value in increments of say 50 until it works on all server situations - even with fps lag (use value of "; wait 50;". If you have a half-decent box then it shouldnt need too high a value, and you wont have to endure the 'killer-wait-pause' - brutal when you really need to switch to smg but you're locked into a wait command heh
I know you said you've tried wait values 1-100, but in your original script you had no vsay command to prefix the omw - didn't know if it was oversight in this post, or in script..?
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//
//
bind X "setspawnpt 1; mp_playertype 2; Echo ^7Respawn near ^4Axis; Say_team ^4[^7going ^1emergency ^7Engineer^4] ; wait 5; kill"
//
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the only thing that
cant be scripted for someone is the WAIT command - it's entirely dependant upon their own setup.
players can be taught its use - and roughly given an idea of what value to aim for, but the specific value that works for them is trial & error.
this isnt really a scripting problem you have joris - your scripts should work fine, just have to judge wait command better and on some occasions re-arrange the contents so that the game responds - unless you're looking for another way to do this using different script setups?