event load { // Game Settings es_xset v_roundendless no // yes or no (Controls if the round ends)(if yes the bombremove and hostageremove don't really matter) es_xset v_bombremove yes // yes or no (Controls if the bomb is removed on de_ maps) es_xset v_hostageremove yes // yes or no (Controls if the hostages are removed on cs_ maps) es_xset v_protection 3 // (The amount of time(seconds) it takes to keep a player protected) es_xset v_ammo_refill 9999 // (The amount of ammo the player will recieve if he fires empty-handed) es_xset v_spawntime 8 // (The amount of time(seconds) it takes to spawn a player) es_xset v_spawntype checks // text or auto or checks (Text makes the player say "/spawn")(I recommend using checks) //////////////////////// // Dont edit the below// //////////////////////// es_xset v_uid 0 es_xset v_spawn_ver "1.1" es_makepublic v_spawn_ver mp_restartgame 5 } event round_start { if (server_var(v_spawntype) equalto "checks") { es_xdoblock vSPAWN/check_for_dead } if (server_var(v_roundendless) equalto "no") do { if (server_var(v_roundend) equalto "yes") do { es_xset v_roundend 0 es_getuserid v_roundend if (server_var(v_bombremove) equalto "yes") do { es_fire server_var(v_roundend) func_bomb_target kill es_fire server_var(v_roundend) weapon_c4 kill } if (server_var(v_hostageremove) equalto "yes") { es_fire server_var(v_roundend) func_hostage_rescue kill es_fire server_var(v_roundend) hostage_entity kill } } } } event player_spawn { if (server_var(v_protection) notequalto "0") do { es_setplayerprop event_var(userid) CBaseEntity.m_CollisionGroup 2 es_setplayerprop event_var(userid) "CBasePlayer.m_iHealth" 2048 es_delayed server_var(v_protection) es_setplayerprop event_var(userid) "CBaseEntity.m_CollisionGroup" 17 es_delayed server_var(v_protection) es_setplayerprop event_var(userid) "CBasePlayer.m_iHealth" 100 } } event player_death { if (server_var(v_spawntype) notequalto "checks") do { if (event_var(es_steamid) equalto "BOT") do { // This will force the bot to spawn even if he is dead :P es_delayed 2 es est_spawn event_var(userid) 1 } } if (server_var(v_spawntype) equalto "auto") do { es_centertell event_var(userid) Respawning in server_var(v_spawntime) seconds... es_delayed server_var(v_spawntime) es est_spawn event_var(userid) 0 } else do { es_tell event_var(userid) Say "/spawn" to respawn } es_delayed 60 es est_deleteragdolls es_delayed 40 est_removeidle weapon es_delayed 40 est_removeidle item } event player_say { if (server_var(v_spawntype) equalto "text") do { if (event_var(text) equalto "/spawn") do { es est_spawn event_var(userid) 0 } } } event weapon_fire_on_empty { if (server_var(v_ammo_refill) equalto "0") do { // Nothing } else do { es playerset ammo event_var(userid) 1 server_var(v_ammo_refill) es playerset ammo event_var(userid) 2 server_var(v_ammo_refill) } } block check_for_dead { es_xset v_uid 0 foreach player v_uid #dead "es est_spawn server_var(v_uid) 1" es_delayed 5 es_doblock vSPAWN/check_for_dead }