Ah ok. I had a funny feeling it might be something like that. It was the TEAM_COMBINE, TEAM_REBELS that confused me a tad :P
Thanks Paul > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Steve Rabouin > Sent: Mon 10 October 2005 23:29 > To: [email protected] > Subject: Re: [hlcoders] Max amount of Teams on a MP Team game? > > -- > [ Picked text/plain from multipart/alternative ] > There is no limit on the amount of teams, your code will > define that limit. > The RandomInt is a function that takes a range. So, if you'd put > RandomInt(0, 4) it would return a number between 0 and 4. > > On 10/10/05, Paul Kirby <[EMAIL PROTECTED]> wrote: > > > > Hello All > > > > I am just wondering on the amount of teams you can have on > a multi player > > mod? > > > > Because I have noticed the following from > > CHL2MP_Player::PickDefaultSpawnTeam(): > > > > ChangeTeam( random->RandomInt( TEAM_COMBINE, TEAM_REBELS ) ); > > > > And RandomInt() only accepts 2 arguments :( > > > > I was hoping for the following type of teams: > > Vampire, Werewolf (Bad team). > > Slayer, Preacher (Good Team). > > > > Basically 4 or more teams. > > > > Or would it be easier and better to still have 2 teams but > use different > > classes? > > That way we could have more different type of players :) > > > > It also must be possible to have more than 2 teams, because > how did they > > do > > it in those VIP maps on CS. > > > > I know having more teams will require more code than if I had used > > different > > classes. > > > > Any ideas or help would be great. > > > > Thanks in advance. > > > > Paul > > > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

