if(Level.Game.IsA('ONSOnslaughtGame'))
ONSOnslaughtGame(Level.Game).Reset();
plus resetting all the actors in the level
// Resetto oggetti...
foreach AllActors(class'xBombFlag', Bomb)
{
Bomb.Drop(Vect(0,0,0));
Bomb.SendHome();
}
foreach AllActors(class'CTFFlag', Flag)
{
Flag.Drop(Vect(0,0,0));
Flag.SendHome();
}
foreach AllActors(class'ONSPowerCore', Node)
Node.Reset();
if(Level.Game.isA('ASGameInfo'))
{
ASGameInfo(Level.Game).PracticeRoundEnded();
ASGameInfo(Level.Game).ResetLevel();
}
// Resetto tutti i giocatori...
for(C=Level.ControllerList; C != None; C=C.NextController)
{
PC = PlayerController(C);
if (PC == none) continue;
if(PC.Pawn != None) PC.Pawn.Destroy();
if(!C.PlayerReplicationInfo.bOnlySpectator)
{
C.PlayerReplicationInfo.bReadyToPlay = false;
if(PlayerController(C) != None)
PlayerController(C).ClientReset();
C.Reset();
}
}
foreach AllActors(class'Actor', A)
if (!A.IsA('Controller') && !A.IsA('ONSPowerCore') && !A.IsA('TeamInfo'))
{
if(Mover(A) != None)
{
oldFollower = Mover(A).Follower;
Mover(A).Follower = None;
Mover(A).Reset();
Mover(A).Follower = oldFollower;
}
else A.Reset();
}
// Resetto il gioco intero...
DeathMatch(Level.Game).bOverTime = false;
DeathMatch(Level.Game).TimeLimit = bN_RemainingTime;
// Resetto il timer...
Level.Game.TimeLimit = bN_RemainingTime / 60;
DeathMatch(Level.Game).RemainingTime = bN_RemainingTime;
DeathMatch(Level.Game).GameReplicationInfo.RemainingTime = bN_RemainingTime;
DeathMatch(Level.Game).GameReplicationInfo.RemainingMinute = bN_RemainingTime;
// Resetto lo stato del match...
Level.Game.GameReplicationInfo.bMatchHasBegun = false;
Level.Game.bDelayedStart = bN_flagOldDelayedStart;
//
Level.Reset();
DeathMatch(Level.Game).GameReplicationInfo.Reset();
DeathMatch(Level.Game).bQuickStart = false;
if(Level.Game.IsA('ONSOnslaughtGame'))
ONSOnslaughtGame(Level.Game).Reset();
DeathMatch(Level.Game).Reset();
// Resetto questi parametri per far funzionare la cosa su ONS...
DeathMatch(Level.Game).bWaitForNetPlayers = true;
DeathMatch(Level.Game).ElapsedTime = 0;
DeathMatch(Level.Game).NetWait = 1;
DeathMatch(Level.Game).gotoState('PendingMatch');
maybe some other RealUtils reset thing is included in this code... but it should work
hmishima said:We're using version 118f at the moment.
This bug is present in 3339 as well.Anybody have any luck with chatlogging under the latest beta patches?
Still no joy here. UT2Vote49 + ServerEXT + 3354
tdw-socke said:cvroy, the correct version is 188.692 Bytes . Direct info by wormbo
Dealmaybe we should try it that easy way in a beta, and if it doesn't work, disable the warmstart for ons...
Correct as Bots dont use PlayersMusrBeReadyi just heard, that within a botmatch, "players must be ready" is not checkable