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Contact Support - Help Center Get help on the UGX Discord. Join it now!checkForAllDead()
{
players = get_players();
count = 0;
for( i = 0; i < players.size; i++ )
{
if( !(players[i] maps\_laststand::player_is_in_laststand()) && !(players[i].sessionstate == "spectator") )
{
count++;
}
}
if( count==0 )
{
zombs = getaispeciesarray("axis");
for(i=0;i<zombs.size;i++)
{
zombs[i] delete(); //removes all currently spawned in zombies
}
//maps\_zombiemode_powerups::powerup_round_start(); //restarts the amount of powerups you can earn this round
//array_thread( players, maps\_zombiemode_blockers_new::rebuild_barrier_reward_reset ); //restarts your barrier points this round
level thread round_restart();
players = get_players();
for(i=0;i<players.size;i++)
{
//players[i] thread maps\_laststand::laststand_disable_player_weapons();
players[i] spectator_respawn();
players[i] [[level.spawnPlayer]]();
while(1)
{
if(players[i] hasWeapon("m1911_zm"))
{
//iprintlnbold("Found the weapon"); //worked
players[i] thread maps\_laststand::laststand_enable_player_weapons();
if( isDefined( players[i].has_altmelee ) && players[i].has_altmelee )
{
players[i] SetPerk( "specialty_altmelee" );
}
level thread award_grenades_for_survivors(); //get 2 extra grenades when you spawn back in, optional
break;
}
wait(0.05);
}
}
iprintlnbold("You have been given another chance"); //message letting you know the round restarted, optional
}
}