Originally posted by XDrifteer7
//Freeze Bots
freezeBots()
{
foreach(player in level.players)
if(isDefined(player.pers["isBot"])&& player.pers["isBot"])
if(player.Frozen == "^2On") {
player.Frozen = "^1Off";
player freezeControls(false);
} else {
player.Frozen = "^2On";
player freezeControls(true);
}
self iPrintln("Bots Frozen:" + player.Frozen);
}
//Spawn Bots
//"Spawn 6 Bot", ::spawnBots, 6);
spawnBots(num)
{
level.spawningBots=true;
foreach(z in level.players) closemenu();
for(i=0;i < num;i++)
{
maps/mp/bots/_bot::spawn_bot("autoassign");
wait 0.1;
}
level.spawningBots=false;
self iPrintLn(num + " bot(s)spawned");
}
//Kick All the Bots
kickAllBots()
{
foreach(player in level.players)
{
if(isDefined(player.pers["isBot"])&& player.pers["isBot"])
kick(player getEntityNumber(),"EXE_PLAYERKICKED");
}
}
//Teleport Bots To Crosshair
TeleBots()
{
foreach(player in level.players)
{
if(isDefined(player.pers["isBot"])&& player.pers["isBot"])
player setorigin(bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"]);
self iPrintlnbold("Bots ^2Teleported!");
}
}
I wouldn't use player.Frozen. This is really poor coding, no offence. Always use level as the variable's parent, if you're going to affect ALL players/bots.