Interesting .. thanks Yorg.. I was wondering if it was no better done somewhere around the finishclientputinserver() area.. might be where im going wrong :D
the rational being - this is where player::spawn() is made... BTW : great example on how some documentation on the sdk would help greatly! LOL /me ducks flames... 2009/1/23 Yorg Kuijs <[email protected]>: > Well I have this: > void CHL2MP_Player::PickDefaultSpawnTeam( void ) > { > if ( GetTeamNumber() == 0 ) > { > if ( HL2MPRules()->IsTeamplay() == false ) > { > if ( GetModelPtr() == NULL ) > { > const char *szModelName = NULL; > szModelName = engine->GetClientConVarValue( > engine->IndexOfEdict( edict() ), "cl_playermodel" ); > > if ( ValidatePlayerModel( szModelName ) == false ) > { > char szReturnString[512]; > > Q_snprintf( szReturnString, sizeof (szReturnString > ), "cl_playermodel models/combine_soldier.mdl\n" ); > engine->ClientCommand ( edict(), szReturnString ); > } > > ChangeTeam( TEAM_SPECTATOR ); > } > } > else if ( HL2MPRules()->IsTeamplay() == true ) > { > if ( GetModelPtr() == NULL ) > { > ChangeTeam( TEAM_SPECTATOR ); > } > } > } > } > > this makes it choose the spectator team as the default on connect. > hope that helps! > > Sykes wrote: >> Anyone got some advice on where to start.. >> >> the hl2mp code seems to inherit a nest of calls from parent classes.. >> >> I'd like a player to go straight to spectator mode on connect?! >> >> cheers >> >> _______________________________________________ >> > > _______________________________________________ > 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

