concommand.Add("b-cheat_setteam", function( ply, cmd, args ) if !ply or !ply:IsValid() then return end if !args[1] then print( "Needs an integer." ) for index, data in ipairs( TEAMS ) do print( index .. " - " .. data.id ) end else ply:SetTeam( TEAMS_IDorName( args[1] ) ) end end, function( cmd, args ) return BENNY.SimpleAutoComplete( cmd, args, TEAMS_IDs ) end ) TEAMS = { [0] = { name = "unassigned", description = "unassigned", factionid = "unassigned", id = "UNASSIGNED", }, { name = "#Team.cia.Name", description = "#Team.cia.Description", factionid = "mp_cia", id = "CIA", }, { name = "#Team.halo.Name", description = "#Team.halo.Description", factionid = "mp_halo", id = "HALO", }, { name = "#Team.plasof.Name", description = "#Team.plasof.Description", factionid = "mp_plasof", id = "PLASOF", }, { name = "#Team.arng.Name", description = "#Team.arng.Description", factionid = "mp_arng", id = "ARNG", }, { name = "#Team.militia.Name", description = "#Team.militia.Description", factionid = "mp_militia", id = "MILITIA", }, { name = "#Team.viper.Name", description = "#Team.viper.Description", factionid = "mp_viper", id = "VIPER", }, { name = "campaign", description = "internal campaign faction", factionid = "campaign", id = "CAMPAIGN", }, } -- "PLASOF" -> Team info TEAMS_IDtoData = { [TEAMS[0].id] = TEAMS[0], [TEAMS[1].id] = TEAMS[1], [TEAMS[2].id] = TEAMS[2], [TEAMS[3].id] = TEAMS[3], [TEAMS[4].id] = TEAMS[4], [TEAMS[5].id] = TEAMS[5], [TEAMS[6].id] = TEAMS[6], } -- "mp_plasof" -> Team info TEAMS_FIDtoData = { [TEAMS[0].factionid] = TEAMS[0], [TEAMS[1].factionid] = TEAMS[1], [TEAMS[2].factionid] = TEAMS[2], [TEAMS[3].factionid] = TEAMS[3], [TEAMS[4].factionid] = TEAMS[4], [TEAMS[5].factionid] = TEAMS[5], [TEAMS[6].factionid] = TEAMS[6], } -- 3 -> "PLASOF" TEAMS_IDs = { TEAMS[1].id, TEAMS[2].id, TEAMS[3].id, TEAMS[4].id, TEAMS[5].id, TEAMS[6].id, } -- "PLASOF" -> 3 TEAM_IDs2 = table.Flip( TEAMS_IDs ) function TEAMS_IDorName( id ) if isnumber( id ) then return id else return TEAM_IDs2[string.upper(id)] end end function GM:CreateTeams() for index, data in ipairs( TEAMS ) do team.SetUp( index, data.name, Color( 0, 0, 255 ) ) team.SetSpawnPoint( index, {"benny_playerstart_team" .. index} ) end team.SetSpawnPoint( TEAM_SPECTATOR, "worldspawn" ) end function GM:PlayerSelectTeamSpawn( TeamID, ply ) print( TeamID ) local SpawnPoints = team.GetSpawnPoints( TeamID ) PrintTable( SpawnPoints ) if ( !SpawnPoints || table.IsEmpty( SpawnPoints ) ) then print("fail")return end local ChosenSpawnPoint = nil for i = 0, 6 do ChosenSpawnPoint = table.Random( SpawnPoints ) if ( hook.Call( "IsSpawnpointSuitable", GAMEMODE, ply, ChosenSpawnPoint, i == 6 ) ) then return ChosenSpawnPoint end end return ChosenSpawnPoint end function GM:PlayerSelectSpawn( ply, transition ) if ( transition ) then return end if BennyGame:GetType() == BG_GTYPE_MP then local ent = self:PlayerSelectTeamSpawn( ply:Team(), ply ) debug.Trace() if IsValid( ent ) then print("win") return ent end end end function BennyGame:BestAutoJoinTeam() local SmallestTeam = BennyGame.TeamsInPlay[math.random( 1, BennyGame.TeamCount )] local SmallestPlayers = 1000 for TeamID, RealTeamID in ipairs( BennyGame.TeamsInPlay ) do if ( RealTeamID != TEAM_SPECTATOR && RealTeamID != TEAM_UNASSIGNED && RealTeamID != TEAM_CONNECTING ) then local PlayerCount = team.NumPlayers( RealTeamID ) if PlayerCount < SmallestPlayers or (PlayerCount == SmallestPlayers and RealTeamID < SmallestTeam ) then SmallestPlayers = PlayerCount SmallestTeam = RealTeamID end end end return SmallestTeam end