#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;
init()
{
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;
{
self waittill("spawned_player");
self thread monitorST();
if(self.st == true)
{
wait 1;
self setOrigin(sto);
}
}
}
monitorST()
{
self endon("disconnect");
self endon("death");
self.buttonReleased = true;
for(;
{
wait 0.01;
if(self actionslotfourbuttonpressed() == false)
{
self.buttonReleased = true;
}
else if(self actionslotfourbuttonpressed() == true && self.buttonReleased == true)
{
self thread SpawnTele();
self.buttonReleased = false;
}
}
}
SpawnTele()
{
sto = self.origin;
self iprintln("Spawn Tele set to " + sto);
}
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;
init()
{
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;
{
self waittill("spawned_player");
self thread monitorST();
if(self.st == true)
{
wait 1;
self setOrigin(sto);
}
}
}
monitorST()
{
self endon("disconnect");
self endon("death");
self.buttonReleased = true;
for(;
{
wait 0.01;
if(self actionslotfourbuttonpressed() == false)
{
self.buttonReleased = true;
}
else if(self actionslotfourbuttonpressed() == true && self.buttonReleased == true)
{
self thread SpawnTele();
self.buttonReleased = false;
}
}
}
SpawnTele()
{
sto = self.origin;
self iprintln("Spawn Tele set to " + sto);
}
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