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Spawn time revisited

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Ozz13 Offline
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Post: #1
Spawn time revisited
From an earlier thread there were 2 suggestions to set respawn time:

1) mp_freezetime x (where x = however many seconds)
2) mp_respawnwavetime (in the startup parameter and/or server.cfg)

#1 didn't work
#2 I put in server.cfg but not in startup parameter as I am renting my server and think that I would have to request the server to put that in, which I'm not sure they will.

Before I put in this request, is that definitely what I need to do if the other 2 of 3 ideas didn't work?

or...has a simpler, fool proof way made its way to the surface.

Old post: http://forums.srcds.com/viewtopic/5248
(This post was last modified: 10-10-2007 11:50 PM by Ozz13.)
10-10-2007 11:49 PM
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Ozz13 Offline
Junior Member

Posts: 16
Joined: Mar 2005
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Post: #2
RE: Spawn time revisited
Ozz13 Wrote:From an earlier thread there were 2 suggestions to set respawn time:

1) mp_freezetime x (where x = however many seconds)
2) mp_respawnwavetime (in the startup parameter and/or server.cfg)

#1 didn't work
#2 I put in server.cfg but not in startup parameter as I am renting my server and think that I would have to request the server to put that in, which I'm not sure they will.

Before I put in this request, is that definitely what I need to do if the other 2 of 3 ideas didn't work?

or...has a simpler, fool proof way made its way to the surface.

Old post: http://forums.srcds.com/viewtopic/5248

Anyone?
10-14-2007 05:22 AM
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Drocona Away
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Post: #3
RE: Spawn time revisited
I have no idea mate, haven't gotten into TF2 servers yet, hope to do it soon tho.

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http://forums.srcds.com/viewtopic/5114
10-15-2007 06:55 PM
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Mooga Offline
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Post: #4
RE: Spawn time revisited
I actually DO have it working. I use BeetlesMod and you can chose a max respawn time or remove it. For the record, the game works better with a respawn of 5 or so rather then no respawn.

And yes, BeetlesMod is still buggy...

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fqdn Wrote:if you've seen the any of the matrix movies, a game server is not all that different. it runs a version of the game that handles the entire world for each client connected.
that's the 2 sentence explanation.
10-18-2007 09:27 PM
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BeetleFart Offline
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Post: #5
RE: Spawn time revisited
i dont know what your refering to as being buggy...but if something seems to be a bug..feel free to report it on beetlesmod forums so that it can get fixed.
10-19-2007 01:23 AM
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9Ball Offline
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Post: #6
RE: Spawn time revisited
I tried mp_respawnwavetime from the startup console and the server.cfg, and can't get it to work.

How does BeetlesMod do it? I suppose I can investigate over there, but it seems like an overly complex solution. I'm not sure if I can wrap my head around it.
10-22-2007 01:31 PM
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Mooga Offline
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Post: #7
RE: Spawn time revisited
The most recent update does quick re-spawn quite well. No bugs at least Smile

There was a past bug where people spawned during sudden death though Tongue2

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Please do not PM me for server related help
fqdn Wrote:if you've seen the any of the matrix movies, a game server is not all that different. it runs a version of the game that handles the entire world for each client connected.
that's the 2 sentence explanation.
10-23-2007 09:24 PM
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Jongalt26 Offline
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Post: #8
RE: Spawn time revisited
Mooga, so you only had 5 seconds down due to the sudden death issue?
ie. i can now set spawn to 0 seconds without any issues?
Thanks!
j
10-26-2007 05:47 AM
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Lyian Offline
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Post: #9
RE: Spawn time revisited
9Ball Wrote:How does BeetlesMod do it? I suppose I can investigate over there, but it seems like an overly complex solution.

I agree, is their not just a server.cfg setting that does it? Seems odd that it wouldn't be as easily changeable as the rest of the server settings.
05-20-2008 01:03 AM
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Mooga Offline
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Post: #10
RE: Spawn time revisited
As I mentioned in the other thread, at the time of this thread (October 2007) the only say to change respawn times was to use an mod. At the time (remember, the game came out on October 10th) the only mod to support this was BeetlesMod.

Since then, the cvar has been unlocked letting admins change the respawn time without a mod.

~ Mooga ...w00t? - SRCDS.com on Twitter
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Please do not PM me for server related help
fqdn Wrote:if you've seen the any of the matrix movies, a game server is not all that different. it runs a version of the game that handles the entire world for each client connected.
that's the 2 sentence explanation.
05-20-2008 03:57 AM
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kodefoo Offline
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Post: #11
RE: Spawn time revisited
Mooga Wrote:As I mentioned in the other thread, at the time of this thread (October 2007) the only say to change respawn times was to use an mod. At the time (remember, the game came out on October 10th) the only mod to support this was BeetlesMod.

Since then, the cvar has been unlocked letting admins change the respawn time without a mod.

What is the cvar to do this?
08-30-2008 01:09 AM
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blik Offline
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Post: #12
RE: Spawn time revisited
kodefoo Wrote:What is the cvar to do this?
mp_disable_respawn_times 1
mp_respawnwavetime x

Where x is the number of seconds...

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08-30-2008 01:42 AM
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kodefoo Offline
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Post: #13
RE: Spawn time revisited
blik Wrote:
kodefoo Wrote:What is the cvar to do this?
mp_disable_respawn_times 1
mp_respawnwavetime x

Where x is the number of seconds...

Thankyou!
08-31-2008 01:19 AM
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