I just saw it, wouldn't it have to check 10 things every time someone spawns though?
Since it's an organized tourney, we may as well just use class doors, since the only problem was on unorganized teams. If you get blocked in, being a competent enough player to have a team, you'd probably know to switch out.
- It's foolproof, it's literally impossible for more than the allowed number to be outside the spawn, assuming there's no spawns outside the spawn room.
- Server-side guaranteed
- Inconvenience minimal assuming competent team(I gave up because I'm fat)
I'm experimenting with assigning variables to players when their character object is created, which I'm going to implement with doors instead of into the classchange scripts.
It assigns scouts scoutOrder, pyros pyroOrder, etc. and checks with any scout/pyro object whether there is one with scoutOrder of 1, if not, you become 1. If there's a 1 and no 2, you become 2.
If your scoutOrder etc. is greater than the class limit, you'll be unsafe, meaning spawn gates will block you.
If your scoutOrder is less than the class limit, you'll be safe, meaning spawn gates won't.
The only problem I can see with this so far is that dying will reset your order variable.
no it doesn't. it just checks the stuff it also checks every frame in the team doors, but only when someone trys to change his class.
just trust me it works 100% server side, no people over the class limit and the most important (and the only reason why i bothered) it doesn't lag the server to shit like the team doors when someone walks into them the whole time.
hell i only added like 8 lines of code, the single } included...