Native Script Modification Issue

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I did experience it, yes. On a dedicated server. I used a "slay all" command, and when both me and two others spawned we all had our individually selected banners. If one of the others died and respawned at a different time than me though, they would have their faction banner.

Maybe I just didn't do the edits right? Here is the full code:

Code:
    (
    "multiplayer_tdm",mtf_battle_mode,-1, #team_deathmatch mode
    "You lead your men to battle.",
    [
      (0,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (1,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (2,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (3,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (4,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (5,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (6,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (7,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),

      (8,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (9,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (10,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (11,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (12,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (13,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (14,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (15,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),

      (16,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (17,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (18,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (19,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (20,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (21,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (22,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (23,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),

      (24,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (25,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (26,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (27,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (28,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (29,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (30,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (31,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),

      (32,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (33,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (34,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (35,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (36,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (37,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (38,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (39,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),

      (40,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (41,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (42,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (43,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (44,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (45,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (46,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (47,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),

      (48,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (49,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (50,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (51,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (52,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (53,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (54,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (55,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),

      (56,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (57,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (58,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (59,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (60,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (61,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (62,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (63,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
     ], adimi_tool_all_gamemodes +
    [

      common_battle_init_banner,

      multiplayer_server_check_polls,

      (ti_on_agent_spawn, 0, 0, [],
       [
         (store_trigger_param_1, ":agent_no"),

         (call_script, "script_multiplayer_server_on_agent_spawn_common", ":agent_no"),
         ]),
      
      (ti_server_player_joined, 0, 0, [],
       [
         (store_trigger_param_1, ":player_no"),
         (call_script, "script_multiplayer_server_player_joined_common", ":player_no"),
         ]),

      (ti_before_mission_start, 0, 0, [],
       [
         (assign, "$g_multiplayer_game_type", multiplayer_game_type_team_deathmatch),
         (call_script, "script_multiplayer_server_before_mission_start_common"),

         (call_script, "script_multiplayer_init_mission_variables"),
         (call_script, "script_multiplayer_remove_destroy_mod_targets"),
         (call_script, "script_multiplayer_remove_headquarters_flags"),
         ]),

      (ti_after_mission_start, 0, 0, [], 
       [
         (set_spawn_effector_scene_prop_kind, 0, -1), #during this mission, agents of "team 0" will try to spawn around scene props with kind equal to -1(no effector for this mod)
         (set_spawn_effector_scene_prop_kind, 1, -1), #during this mission, agents of "team 1" will try to spawn around scene props with kind equal to -1(no effector for this mod)

         (call_script, "script_initialize_all_scene_prop_slots"),
         
         (call_script, "script_multiplayer_move_moveable_objects_initial_positions"),

         (assign, "$g_multiplayer_ready_for_spawning_agent", 1),
         ]),

      (ti_on_multiplayer_mission_end, 0, 0, [],
       [
         #GLORIOUS_MOTHER_FACTION achievement
         (try_begin),
           (multiplayer_get_my_player, ":my_player_no"),
           (is_between, ":my_player_no", 0, multiplayer_max_possible_player_id),
           (player_get_team_no, ":my_player_team", ":my_player_no"),
           (lt, ":my_player_team", multi_team_spectator),
           (team_get_score, ":team_1_score", 0),
           (team_get_score, ":team_2_score", 1),
           (assign, ":continue", 0),
           (try_begin),
             (eq, ":my_player_team", 0),
             (gt, ":team_1_score", ":team_2_score"),
             (assign, ":continue", 1),
           (else_try),
             (eq, ":my_player_team", 1),
             (gt, ":team_2_score", ":team_1_score"),
             (assign, ":continue", 1),
           (try_end),
           (eq, ":continue", 1),
           (unlock_achievement, ACHIEVEMENT_GLORIOUS_MOTHER_FACTION),
         (try_end),
         #GLORIOUS_MOTHER_FACTION achievement end

         (call_script, "script_multiplayer_event_mission_end"),
         
         (assign, "$g_multiplayer_stats_chart_opened_manually", 0),
         (start_presentation, "prsnt_multiplayer_stats_chart"),
         ]),

      (ti_on_agent_killed_or_wounded, 0, 0, [],
       [
         (store_trigger_param_1, ":dead_agent_no"), 
         (store_trigger_param_2, ":killer_agent_no"), 
         (call_script, "script_multiplayer_server_on_agent_killed_or_wounded_common", ":dead_agent_no", ":killer_agent_no"),
         #adding 1 score points to killer agent's team. (special for "headquarters" and "team deathmatch" mod)
         (try_begin),
           (ge, ":killer_agent_no", 0),
           (agent_is_human, ":dead_agent_no"),
           (agent_is_human, ":killer_agent_no"),
           (agent_get_team, ":killer_agent_team", ":killer_agent_no"),
           (le, ":killer_agent_team", 1), #0 or 1 is ok
           (agent_get_team, ":dead_agent_team", ":dead_agent_no"),
           (neq, ":killer_agent_team", ":dead_agent_team"),
           (team_get_score, ":team_score", ":killer_agent_team"),
           (val_add, ":team_score", 1),
           (team_set_score, ":killer_agent_team", ":team_score"),
         (try_end),
         ]),

      (1, 0, 0, [],
       [
         (multiplayer_is_server),
         (get_max_players, ":num_players"),
         (try_for_range, ":player_no", 0, ":num_players"),
           (player_is_active, ":player_no"),
           (neg|player_is_busy_with_menus, ":player_no"),

           (player_get_team_no, ":player_team", ":player_no"), #if player is currently spectator do not spawn his agent
           (lt, ":player_team", multi_team_spectator),

           (player_get_troop_id, ":player_troop", ":player_no"), #if troop is not selected do not spawn his agent
           (ge, ":player_troop", 0),

           (player_get_agent_id, ":player_agent", ":player_no"),
           (assign, ":spawn_new", 0),
           (try_begin),
             (player_get_slot, ":player_first_spawn", ":player_no", slot_player_first_spawn),
             (eq, ":player_first_spawn", 1),
             (assign, ":spawn_new", 1),
             (player_set_slot, ":player_no", slot_player_first_spawn, 0),
           (else_try),
             (try_begin),
               (lt, ":player_agent", 0),
               (assign, ":spawn_new", 1),
             (else_try),
               (neg|agent_is_alive, ":player_agent"),
               (agent_get_time_elapsed_since_removed, ":elapsed_time", ":player_agent"),
               (gt, ":elapsed_time", "$g_multiplayer_respawn_period"),
               (assign, ":spawn_new", 1),
             (try_end),             
           (try_end),
           (eq, ":spawn_new", 1),
           (call_script, "script_multiplayer_buy_agent_equipment", ":player_no"),

           (troop_get_inventory_slot, ":has_item", ":player_troop", ek_horse),
           (try_begin),
             (ge, ":has_item", 0),
             (assign, ":is_horseman", 1),
           (else_try),
             (assign, ":is_horseman", 0),
           (try_end),

           (call_script, "script_multiplayer_find_spawn_point", ":player_team", 1, ":is_horseman"), 
         #RubbingEdit
         #(assign, reg1, ":agent_no"),
         #(display_log_message, "@DEBUG agent_no = {reg1}"),
         #(agent_get_player_id, ":new_player_id", ":agent_no"),
         #(assign, reg2, ":new_player_id"),
         #(display_log_message, "@DEBUG new_player_id = {reg2}"),
         (player_get_unique_id, ":player_guid", ":player_no"),
         (assign, reg4, ":player_guid"),
         (display_message, "@DEBUG player_guid = {reg4}"),

         (try_begin),
           (eq, ":player_guid", 12345), # RubbingMyAxe
           (display_message, "@DEBUG This is Rubbing."),
           (try_for_players, ":cur_player"), 
             (multiplayer_send_int_to_player, ":cur_player", multiplayer_event_return_allow_player_banners, 1),
             (display_message, "@DEBUG Sent Turn Banners On Message."),
           (try_end),
         (try_end),
         #RubbingEdit
           (display_message, "@DEBUG Spawning player."),
           (player_spawn_new_agent, ":player_no", reg0),
         (try_end),
         ]),

      (1, 0, 0, [], #do this in every new frame, but not at the same time
       [
         (multiplayer_is_server),
         (store_mission_timer_a, ":mission_timer"),
         (ge, ":mission_timer", 2),
         (assign, ":team_1_count", 0),
         (assign, ":team_2_count", 0),
         (try_for_agents, ":cur_agent"),
           (agent_is_non_player, ":cur_agent"),
           (agent_is_human, ":cur_agent"),
           (assign, ":will_be_counted", 0),
           (try_begin),
             (agent_is_alive, ":cur_agent"),
             (assign, ":will_be_counted", 1), #alive so will be counted
           (else_try),
             (agent_get_time_elapsed_since_removed, ":elapsed_time", ":cur_agent"),
             (le, ":elapsed_time", "$g_multiplayer_respawn_period"),
             (assign, ":will_be_counted", 1), 
           (try_end),
           (eq, ":will_be_counted", 1),
           (agent_get_team, ":cur_team", ":cur_agent"),
           (try_begin),
             (eq, ":cur_team", 0),
             (val_add, ":team_1_count", 1),
           (else_try),
             (eq, ":cur_team", 1),
             (val_add, ":team_2_count", 1),
           (try_end),
         (try_end),
         (store_sub, "$g_multiplayer_num_bots_required_team_1", "$g_multiplayer_num_bots_team_1", ":team_1_count"),
         (store_sub, "$g_multiplayer_num_bots_required_team_2", "$g_multiplayer_num_bots_team_2", ":team_2_count"),
         (val_max, "$g_multiplayer_num_bots_required_team_1", 0),
         (val_max, "$g_multiplayer_num_bots_required_team_2", 0),
         ]),
      
      multiplayer_server_spawn_bots,
      multiplayer_server_manage_bots,

      (20, 0, 0, [],
       [
         (multiplayer_is_server),
         #auto team balance control in every 20 seconds (tdm)
         (call_script, "script_check_team_balance"),
         ]),

      multiplayer_server_check_end_map,
        
      (ti_tab_pressed, 0, 0, [],
       [
         (try_begin),
           (eq, "$g_multiplayer_mission_end_screen", 0),
           (assign, "$g_multiplayer_stats_chart_opened_manually", 1),
           (start_presentation, "prsnt_multiplayer_stats_chart"),
         (try_end),
         ]),

      multiplayer_once_at_the_first_frame,
      multiplayer_battle_window_opened,

      (ti_escape_pressed, 0, 0, [],
       [
         (neg|is_presentation_active, "prsnt_multiplayer_escape_menu"),
         (neg|is_presentation_active, "prsnt_multiplayer_stats_chart"),
         (eq, "$g_waiting_for_confirmation_to_terminate", 0),
         (start_presentation, "prsnt_multiplayer_escape_menu"),
         ]),

##$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$             
      (ti_on_agent_spawn, 0, 0, [],
        [    
            (multiplayer_is_server),
            (store_trigger_param_1, ":agent"),
                         
            (try_begin),
                (agent_get_player_id, ":player", ":agent"),
                (player_get_unique_id, ":id", ":player"),
                
                (eq, ":id", 12345), # RubbingMyAxe 
                
                (assign, "$return_to_limited", 1),
                
            (try_end),
        ]),    

##$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$             
        (0, 0, 0, [(eq, "$return_to_limited", 1),],
        [    
            (multiplayer_is_server),
            
            (try_for_players, ":cur_player", 1),
                 (player_is_active,":cur_player"),
                 (multiplayer_send_int_to_player, ":cur_player", multiplayer_event_return_allow_player_banners, 0),
                 (display_message, "@DEBUG Sent Turn Banners On Message."),
            (try_end),
            
            (assign, "$return_to_limited", 0),
            (display_message, "@DEBUG RETURNED"),
        ]),    
##$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
     ],
  ),
 
Maybe all subsequent spawns are done before followup trigger starts?
Can you put debug message inside (at very beggining of each) both my triggers, test with your dudes and then post result?
 
EmielRegis? said:
RubbingMyAxe said:
There is just one problem with this... If anyone respawns at the same time as me (we both die at same time or map resets), they get their individual banner as well. Is there any possible way to fix that? Could I force myself to respawn after everyone else?

Did you actually experienced this? Becouse I doubt its possible. Server "ti_on_agent_spawn" fires instantly when players spawns and followup trigger has delay of 0 so it fires instantly after "ti_on_agent_spawn" as well. As far as I know there is an order at which server executes operations and there simply cant be 2 spawns at the same exact time.

Would be surprised. But again with ModSys everything possible...
The mentioned trigger just fires once per frame, but "ti_on_agent_spawn" can fire multiple times per frame ofc.
Also keep in mind that the warband server tick-rate is 30, so it sums up all events that happen within a 1/30th second into a single message and broadcasts it to all clients.

The better solution would be to create a new multiplayer event in order to provide banner-information of all players.
 
I think I have something that is working, can anyone look at this and tell me if they see any problems?

Code:
    (
    "multiplayer_tdm",mtf_battle_mode,-1, #team_deathmatch mode
    "You lead your men to battle.",
    [
      (0,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (1,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (2,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (3,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (4,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (5,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (6,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (7,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
 
      (8,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (9,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (10,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (11,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (12,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (13,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (14,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (15,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
 
      (16,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (17,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (18,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (19,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (20,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (21,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (22,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (23,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
 
      (24,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (25,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (26,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (27,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (28,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (29,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (30,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (31,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
 
      (32,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (33,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (34,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (35,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (36,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (37,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (38,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (39,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
 
      (40,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (41,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (42,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (43,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (44,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (45,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (46,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (47,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
 
      (48,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (49,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (50,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (51,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (52,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (53,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (54,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (55,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
 
      (56,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (57,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (58,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (59,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (60,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (61,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (62,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (63,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
     ], adimi_tool_all_gamemodes +
    [
 
      common_battle_init_banner,
 
      multiplayer_server_check_polls,
 
      (ti_on_agent_spawn, 0, 0, [],
       [
         (store_trigger_param_1, ":agent_no"),
 
         (call_script, "script_multiplayer_server_on_agent_spawn_common", ":agent_no"),
         ]),
     
      (ti_server_player_joined, 0, 0, [],
       [
         (store_trigger_param_1, ":player_no"),
         (call_script, "script_multiplayer_server_player_joined_common", ":player_no"),
         ]),
 
      (ti_before_mission_start, 0, 0, [],
       [
         (assign, "$g_multiplayer_game_type", multiplayer_game_type_team_deathmatch),
         (call_script, "script_multiplayer_server_before_mission_start_common"),
 
         (call_script, "script_multiplayer_init_mission_variables"),
         (call_script, "script_multiplayer_remove_destroy_mod_targets"),
         (call_script, "script_multiplayer_remove_headquarters_flags"),
         ]),
 
      (ti_after_mission_start, 0, 0, [],
       [
         (set_spawn_effector_scene_prop_kind, 0, -1), #during this mission, agents of "team 0" will try to spawn around scene props with kind equal to -1(no effector for this mod)
         (set_spawn_effector_scene_prop_kind, 1, -1), #during this mission, agents of "team 1" will try to spawn around scene props with kind equal to -1(no effector for this mod)
 
         (call_script, "script_initialize_all_scene_prop_slots"),
         
         (call_script, "script_multiplayer_move_moveable_objects_initial_positions"),
 
         (assign, "$g_multiplayer_ready_for_spawning_agent", 1),
         ]),
 
      (ti_on_multiplayer_mission_end, 0, 0, [],
       [
         #GLORIOUS_MOTHER_FACTION achievement
         (try_begin),
           (multiplayer_get_my_player, ":my_player_no"),
           (is_between, ":my_player_no", 0, multiplayer_max_possible_player_id),
           (player_get_team_no, ":my_player_team", ":my_player_no"),
           (lt, ":my_player_team", multi_team_spectator),
           (team_get_score, ":team_1_score", 0),
           (team_get_score, ":team_2_score", 1),
           (assign, ":continue", 0),
           (try_begin),
             (eq, ":my_player_team", 0),
             (gt, ":team_1_score", ":team_2_score"),
             (assign, ":continue", 1),
           (else_try),
             (eq, ":my_player_team", 1),
             (gt, ":team_2_score", ":team_1_score"),
             (assign, ":continue", 1),
           (try_end),
           (eq, ":continue", 1),
           (unlock_achievement, ACHIEVEMENT_GLORIOUS_MOTHER_FACTION),
         (try_end),
         #GLORIOUS_MOTHER_FACTION achievement end
 
         (call_script, "script_multiplayer_event_mission_end"),
         
         (assign, "$g_multiplayer_stats_chart_opened_manually", 0),
         (start_presentation, "prsnt_multiplayer_stats_chart"),
         ]),
 
      (ti_on_agent_killed_or_wounded, 0, 0, [],
       [
         (store_trigger_param_1, ":dead_agent_no"),
         (store_trigger_param_2, ":killer_agent_no"),
         (call_script, "script_multiplayer_server_on_agent_killed_or_wounded_common", ":dead_agent_no", ":killer_agent_no"),
         #adding 1 score points to killer agent's team. (special for "headquarters" and "team deathmatch" mod)
         (try_begin),
           (ge, ":killer_agent_no", 0),
           (agent_is_human, ":dead_agent_no"),
           (agent_is_human, ":killer_agent_no"),
           (agent_get_team, ":killer_agent_team", ":killer_agent_no"),
           (le, ":killer_agent_team", 1), #0 or 1 is ok
           (agent_get_team, ":dead_agent_team", ":dead_agent_no"),
           (neq, ":killer_agent_team", ":dead_agent_team"),
           (team_get_score, ":team_score", ":killer_agent_team"),
           (val_add, ":team_score", 1),
           (team_set_score, ":killer_agent_team", ":team_score"),
         (try_end),
         ]),
 
      (1, 0, 0, [],
       [
         (multiplayer_is_server),
         (get_max_players, ":num_players"),
         (try_for_range, ":player_no", 0, ":num_players"),
           (player_is_active, ":player_no"),
           (neg|player_is_busy_with_menus, ":player_no"),
 
           (player_get_team_no, ":player_team", ":player_no"), #if player is currently spectator do not spawn his agent
           (lt, ":player_team", multi_team_spectator),
 
           (player_get_troop_id, ":player_troop", ":player_no"), #if troop is not selected do not spawn his agent
           (ge, ":player_troop", 0),
 
      #RubbingEdit
           (player_get_unique_id, ":player_guid", ":player_no"),
           (neq, ":player_guid", 12345), # RubbingMyAxe
      #RubbingEdit
 
           (player_get_agent_id, ":player_agent", ":player_no"),
           (assign, ":spawn_new", 0),
           (try_begin),
             (player_get_slot, ":player_first_spawn", ":player_no", slot_player_first_spawn),
             (eq, ":player_first_spawn", 1),
             (assign, ":spawn_new", 1),
             (player_set_slot, ":player_no", slot_player_first_spawn, 0),
           (else_try),
             (try_begin),
               (lt, ":player_agent", 0),
               (assign, ":spawn_new", 1),
             (else_try),
               (neg|agent_is_alive, ":player_agent"),
               (agent_get_time_elapsed_since_removed, ":elapsed_time", ":player_agent"),
               (gt, ":elapsed_time", "$g_multiplayer_respawn_period"),
               (assign, ":spawn_new", 1),
             (try_end),            
           (try_end),
           (eq, ":spawn_new", 1),
           (call_script, "script_multiplayer_buy_agent_equipment", ":player_no"),
 
           (troop_get_inventory_slot, ":has_item", ":player_troop", ek_horse),
           (try_begin),
             (ge, ":has_item", 0),
             (assign, ":is_horseman", 1),
           (else_try),
             (assign, ":is_horseman", 0),
           (try_end),
 
           (call_script, "script_multiplayer_find_spawn_point", ":player_team", 1, ":is_horseman"),
           (player_spawn_new_agent, ":player_no", reg0),
         (try_end),
         ]),
 
      (1, 0, 0, [], #do this in every new frame, but not at the same time
       [
         (multiplayer_is_server),
         (store_mission_timer_a, ":mission_timer"),
         (ge, ":mission_timer", 2),
         (assign, ":team_1_count", 0),
         (assign, ":team_2_count", 0),
         (try_for_agents, ":cur_agent"),
           (agent_is_non_player, ":cur_agent"),
           (agent_is_human, ":cur_agent"),
           (assign, ":will_be_counted", 0),
           (try_begin),
             (agent_is_alive, ":cur_agent"),
             (assign, ":will_be_counted", 1), #alive so will be counted
           (else_try),
             (agent_get_time_elapsed_since_removed, ":elapsed_time", ":cur_agent"),
             (le, ":elapsed_time", "$g_multiplayer_respawn_period"),
             (assign, ":will_be_counted", 1),
           (try_end),
           (eq, ":will_be_counted", 1),
           (agent_get_team, ":cur_team", ":cur_agent"),
           (try_begin),
             (eq, ":cur_team", 0),
             (val_add, ":team_1_count", 1),
           (else_try),
             (eq, ":cur_team", 1),
             (val_add, ":team_2_count", 1),
           (try_end),
         (try_end),
         (store_sub, "$g_multiplayer_num_bots_required_team_1", "$g_multiplayer_num_bots_team_1", ":team_1_count"),
         (store_sub, "$g_multiplayer_num_bots_required_team_2", "$g_multiplayer_num_bots_team_2", ":team_2_count"),
         (val_max, "$g_multiplayer_num_bots_required_team_1", 0),
         (val_max, "$g_multiplayer_num_bots_required_team_2", 0),
         ]),
     
      multiplayer_server_spawn_bots,
      multiplayer_server_manage_bots,
 
      (20, 0, 0, [],
       [
         (multiplayer_is_server),
         #auto team balance control in every 20 seconds (tdm)
         (call_script, "script_check_team_balance"),
         ]),
 
      multiplayer_server_check_end_map,
       
      (ti_tab_pressed, 0, 0, [],
       [
         (try_begin),
           (eq, "$g_multiplayer_mission_end_screen", 0),
           (assign, "$g_multiplayer_stats_chart_opened_manually", 1),
           (start_presentation, "prsnt_multiplayer_stats_chart"),
         (try_end),
         ]),
 
      multiplayer_once_at_the_first_frame,
      multiplayer_battle_window_opened,
 
      (ti_escape_pressed, 0, 0, [],
       [
         (neg|is_presentation_active, "prsnt_multiplayer_escape_menu"),
         (neg|is_presentation_active, "prsnt_multiplayer_stats_chart"),
         (eq, "$g_waiting_for_confirmation_to_terminate", 0),
         (start_presentation, "prsnt_multiplayer_escape_menu"),
         ]),
 
      (1, 0, 0, [],
       [
         (multiplayer_is_server),
         (get_max_players, ":num_players"),
         (try_for_range, ":player_no", 0, ":num_players"),
           (player_is_active, ":player_no"),
           (neg|player_is_busy_with_menus, ":player_no"),
 
           (player_get_team_no, ":player_team", ":player_no"), #if player is currently spectator do not spawn his agent
           (lt, ":player_team", multi_team_spectator),
 
           (player_get_troop_id, ":player_troop", ":player_no"), #if troop is not selected do not spawn his agent
           (ge, ":player_troop", 0),
 
      #RubbingEdit
           (player_get_unique_id, ":player_guid", ":player_no"),
           (eq, ":player_guid", 12345), # RubbingMyAxe
      #RubbingEdit
 
           (player_get_agent_id, ":player_agent", ":player_no"),
           (assign, ":spawn_new", 0),
           (try_begin),
             (player_get_slot, ":player_first_spawn", ":player_no", slot_player_first_spawn),
             (eq, ":player_first_spawn", 1),
             (assign, ":spawn_new", 1),
             (player_set_slot, ":player_no", slot_player_first_spawn, 0),
           (else_try),
             (try_begin),
               (lt, ":player_agent", 0),
               (assign, ":spawn_new", 1),
             (else_try),
               (neg|agent_is_alive, ":player_agent"),
               (agent_get_time_elapsed_since_removed, ":elapsed_time", ":player_agent"),
               (gt, ":elapsed_time", "$g_multiplayer_respawn_period"),
               (assign, ":spawn_new", 1),
             (try_end),            
           (try_end),
           (eq, ":spawn_new", 1),
           (call_script, "script_multiplayer_buy_agent_equipment", ":player_no"),
 
           (troop_get_inventory_slot, ":has_item", ":player_troop", ek_horse),
           (try_begin),
             (ge, ":has_item", 0),
             (assign, ":is_horseman", 1),
           (else_try),
             (assign, ":is_horseman", 0),
           (try_end),
 
           (call_script, "script_multiplayer_find_spawn_point", ":player_team", 1, ":is_horseman"),
 
         (try_begin),
           (display_message, "@DEBUG This is Rubbing."),
           (try_for_players, ":cur_player"),
             (multiplayer_send_int_to_player, ":cur_player", multiplayer_event_return_allow_player_banners, 1),
             (display_message, "@DEBUG Sent Turn Banners On Message."),
           (try_end),
         (try_end),
           (player_spawn_new_agent, ":player_no", reg0),
         (try_end),
         ]),
 
##$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$            
      (ti_on_agent_spawn, 0, 0, [],
        [    
            (multiplayer_is_server),
            (store_trigger_param_1, ":agent"),
                         
            (try_begin),
                (agent_get_player_id, ":player", ":agent"),
                (player_get_unique_id, ":id", ":player"),
               
                (eq, ":id", 12345), # RubbingMyAxe
               
                (assign, "$return_to_limited", 1),
               
            (try_end),
        ]),    
 
##$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$            
        (0, 0, 0, [(eq, "$return_to_limited", 1),],
        [    
            (multiplayer_is_server),
           
            (try_for_players, ":cur_player", 1),
                 (player_is_active,":cur_player"),
                 (multiplayer_send_int_to_player, ":cur_player", multiplayer_event_return_allow_player_banners, 0),
                 (display_message, "@DEBUG Sent Turn Banners Off Message."),
            (try_end),
           
            (assign, "$return_to_limited", 0),
            (display_message, "@DEBUG RETURNED"),
        ]),    
##$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
     ],
  ),

Basically in the original spawn trigger I filtered myself out. Then I made a copy of it that turns individual banners on and then spawns me. And below that are the triggers for turning individual banners back off.

Here is the output from the logs with 6 people testing:

Code:
DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 SCRIPT WARNING ON OPCODE 441: Invalid Player ID: -1; LINE NO: 4:
 At Mission Template mst_multiplayer_tdm trigger no: 45 consequences.

Error on last line was someone spawning on a horse I think, so I need to put human checks in.

One issue happened during testing though... 3 of the 5 connected testers crashed. It left no errors in server log and since they immediately restarted their games after crashing I wasn't able to get a copy of their local logs. After they got back on though, we tested using slay all and map reset commands. Everything went fine for the 10 minutes we tested after that, everyone but me got the faction banner everytime they spawned.
 
I think that whole second spawning trigger is bit overdo. Additionally can cause performance problems with bigger  amount of players.

Code:
(player_get_unique_id, ":player_guid", ":player_no"),
           
            (try_begin),
               (eq, ":player_guid", 666), # RubbingMyAxe
               (display_message, "@DEBUG This is Rubbing."),
               (try_for_players, ":cur_player", 1),
                 (player_is_active,":cur_player"),
                 (multiplayer_send_int_to_player, ":cur_player", multiplayer_event_return_allow_player_banners, 1),
                 (display_message, "@DEBUG Sent Turn Banners On Message."),
                 (try_end),
                (assign,  "$g_multiplayer_allow_player_banners", 1),      #EMIEL
            (try_end),         
         
         
            (try_begin),
                (this_or_next|eq,  "$g_multiplayer_allow_player_banners", 0),          #EMIEL
                (eq, ":player_guid", 12345),
             
                (player_spawn_new_agent, ":player_no", reg0),
            (try_end),
Code:
##$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$           
        (0, 0, 0, [(eq, "$return_to_limited", 1),],
        [   
            (multiplayer_is_server),
           
            (try_for_players, ":cur_player", 1),
                 (player_is_active,":cur_player"),
                 (multiplayer_send_int_to_player, ":cur_player", multiplayer_event_return_allow_player_banners, 0),
                 (display_message, "@DEBUG Sent Turn Banners Off Message."),
            (try_end),
           
            (assign, "$return_to_limited", 0),
             (assign,  "$g_multiplayer_allow_player_banners", 0),      #EMIEL
            (display_message, "@DEBUG RETURNED"),
        ]),   
##$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

Instead of second trigger you could make OR check before spawning. If custom banners are currently allowed only custom players will spawn, while normal players need to wait one second for another try.

The better solution would be to create a new multiplayer event in order to provide banner-information of all players.
In server side mod? Anyway thx for info, thats  good to know.
 
EmielRegis? said:
The better solution would be to create a new multiplayer event in order to provide banner-information of all players.
In server side mod? Anyway thx for info, thats  good to know.
Well, it's allmost impossible to make it work with only server side modifications.
Altering the spawning is also not going to work in any condition.
You can ofc split up custom- and faction-banner players, broadcast the multiplayer_event_return_allow_player_banners settings and spawn them separately, but this only works for players who are currently on the server.

However it's not going to work for players who join midround.
All agents will spawn immediately (client side) and since this behavior is hardcoded you can't alter it, so there's no time to set up the banner settings of all agent's on each newly joined client.

Either there is a matching multiplayer-event which can be reused to set up the banner options of each player (using slots), or you need to create a new event which will break native compatibility.
 
Altering the spawning is also not going to work in any condition.
You can ofc split up custom- and faction-banner players, broadcast the multiplayer_event_return_allow_player_banners settings and spawn them separately, but this only works for players who are currently on the server. All agents will spawn immediately (client side) and since this behavior is hardcoded you can't alter it, so there's no time to set up the banner settings of all agent's on each newly joined client
Players that join gonna receive current value of "$g_multiplayer_allow_player_banners"  from server as usual. Which, during special agent spawning will be "1". OR check will block their spawning during this period. As I specified in my last post. After some bugtesting  proper application of this should be perfectly possible.
 
EmielRegis? said:
Players that join gonna receive current value of "$g_multiplayer_allow_player_banners"  from server as usual. Which, during special agent spawning will be "1". OR check will block their spawning during this period. As I specified in my last post. After some bugtesting  proper application of this should be perfectly possible.
You misunderstand.
I'm talking about agents that are already on the scene at the moment a player joins.
So if custom banners are allowed while the specific player joins, all current agents will use their individual banner (client side), even though most of them are not supposed to use it.

As I mentioned in my previous post, in this particular case spawning of already exsiting agents will be done by the engine(hardcoded), not by triggers.
It's the same for items and scene props btw.

BTW
Please don't cut out a whole sentence in the middle of my post and then qoute it... it makes no sense now  :wink:
 
_Sebastian_ said:
You misunderstand.
I'm talking about agents that are already on the scene at the moment a player joins.
So if custom banners are allowed while the specific player joins, all current agents will use their individual banner (client side), even though most of them are not supposed to use it.

As I mentioned in my previous post, in this particular case spawning of already exsiting agents will be done by the engine(hardcoded), not by triggers.
It's the same for items and scene props btw.
Awwwww sheeeeet, yea  you are right. This is serious problem.

####################EDIT#############################

You know maybe if server side "ti_on_player_join" fires after client spawns agents or before?


Kalarhan said:
haha, yep but  we should think about forum server too, he gonna get tired from all this embedded 20 quotes combos :iamamoron:
 
EmielRegis? said:
You know maybe if server side "ti_on_player_join" fires after client spawns agents or before?
Before, it's the very first trigger.
It fires roughly at the same time as ti_before_mission_start on the client/player.
 
_Sebastian_ said:
Before, it's the very first trigger.
It fires roughly at the same time as ti_before_mission_start on the client/player.
Meh, even if, there is no way for unmodded client to recognize agents and set right banners...
Sorry rubbing, no idea how to fix this one :dead: .
 
I'll have to talk with the other event organizers to see if that's a big issue or not. It seems like a pretty rare edge-case to me. I mean the beginning of the events are in battle mode so no one will be respawning often during that part, and by the time battle is over the server is usually at 200 population so there won't be many new people joining.
 
Hey, so I recently started working with this again (had to take a break since we needed the server for a non-native event). So I tried to add more people with individual banners, and ran into some issues.

It seems that anyone that joins the server AFTER me does not get their faction banner, except on the first time they spawn. Another issue was that people who joined the server BEFORE me weren't able to spawn in Battle mode.

Me and the other people on the list always had our individual banners though. Can anyone see what I did wrong here?

I tested this with the following Battle mode code. The changes are between the #RubbingEdit tags:

Code:
    (
    "multiplayer_tdm",mtf_battle_mode,-1, #team_deathmatch mode
    "You lead your men to battle.",
    [
      (0,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (1,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (2,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (3,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (4,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (5,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (6,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (7,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),

      (8,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (9,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (10,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (11,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (12,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (13,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (14,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (15,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),

      (16,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (17,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (18,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (19,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (20,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (21,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (22,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (23,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),

      (24,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (25,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (26,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (27,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (28,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (29,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (30,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (31,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),

      (32,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (33,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (34,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (35,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (36,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (37,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (38,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (39,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),

      (40,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (41,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (42,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (43,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (44,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (45,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (46,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (47,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),

      (48,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (49,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (50,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (51,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (52,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (53,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (54,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (55,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),

      (56,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (57,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (58,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (59,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (60,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (61,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (62,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (63,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
     ], adimi_tool_all_gamemodes +
    [
      common_battle_init_banner,

      multiplayer_server_check_polls,

      (ti_on_agent_spawn, 0, 0, [],
       [
         (store_trigger_param_1, ":agent_no"),

         (call_script, "script_multiplayer_server_on_agent_spawn_common", ":agent_no"),
         ]),
      
      (ti_server_player_joined, 0, 0, [],
       [
         (store_trigger_param_1, ":player_no"),
         (call_script, "script_multiplayer_server_player_joined_common", ":player_no"),
         ]),

      (ti_before_mission_start, 0, 0, [],
       [
         (assign, "$g_multiplayer_game_type", multiplayer_game_type_team_deathmatch),
         (call_script, "script_multiplayer_server_before_mission_start_common"),

         (call_script, "script_multiplayer_init_mission_variables"),
         (call_script, "script_multiplayer_remove_destroy_mod_targets"),
         (call_script, "script_multiplayer_remove_headquarters_flags"),
         ]),

      (ti_after_mission_start, 0, 0, [], 
       [
         (set_spawn_effector_scene_prop_kind, 0, -1), #during this mission, agents of "team 0" will try to spawn around scene props with kind equal to -1(no effector for this mod)
         (set_spawn_effector_scene_prop_kind, 1, -1), #during this mission, agents of "team 1" will try to spawn around scene props with kind equal to -1(no effector for this mod)

         (call_script, "script_initialize_all_scene_prop_slots"),
         
         (call_script, "script_multiplayer_move_moveable_objects_initial_positions"),

         (assign, "$g_multiplayer_ready_for_spawning_agent", 1),
         ]),

      (ti_on_multiplayer_mission_end, 0, 0, [],
       [
         #GLORIOUS_MOTHER_FACTION achievement
         (try_begin),
           (multiplayer_get_my_player, ":my_player_no"),
           (is_between, ":my_player_no", 0, multiplayer_max_possible_player_id),
           (player_get_team_no, ":my_player_team", ":my_player_no"),
           (lt, ":my_player_team", multi_team_spectator),
           (team_get_score, ":team_1_score", 0),
           (team_get_score, ":team_2_score", 1),
           (assign, ":continue", 0),
           (try_begin),
             (eq, ":my_player_team", 0),
             (gt, ":team_1_score", ":team_2_score"),
             (assign, ":continue", 1),
           (else_try),
             (eq, ":my_player_team", 1),
             (gt, ":team_2_score", ":team_1_score"),
             (assign, ":continue", 1),
           (try_end),
           (eq, ":continue", 1),
           (unlock_achievement, ACHIEVEMENT_GLORIOUS_MOTHER_FACTION),
         (try_end),
         #GLORIOUS_MOTHER_FACTION achievement end

         (call_script, "script_multiplayer_event_mission_end"),
         
         (assign, "$g_multiplayer_stats_chart_opened_manually", 0),
         (start_presentation, "prsnt_multiplayer_stats_chart"),
         ]),

      (ti_on_agent_killed_or_wounded, 0, 0, [],
       [
         (store_trigger_param_1, ":dead_agent_no"), 
         (store_trigger_param_2, ":killer_agent_no"), 
         (call_script, "script_multiplayer_server_on_agent_killed_or_wounded_common", ":dead_agent_no", ":killer_agent_no"),
         #adding 1 score points to killer agent's team. (special for "headquarters" and "team deathmatch" mod)
         (try_begin),
           (ge, ":killer_agent_no", 0),
           (agent_is_human, ":dead_agent_no"),
           (agent_is_human, ":killer_agent_no"),
           (agent_get_team, ":killer_agent_team", ":killer_agent_no"),
           (le, ":killer_agent_team", 1), #0 or 1 is ok
           (agent_get_team, ":dead_agent_team", ":dead_agent_no"),
           (neq, ":killer_agent_team", ":dead_agent_team"),
           (team_get_score, ":team_score", ":killer_agent_team"),
           (val_add, ":team_score", 1),
           (team_set_score, ":killer_agent_team", ":team_score"),
         (try_end),
         ]),

      (1, 0, 0, [],
       [
         (multiplayer_is_server),
         (get_max_players, ":num_players"),
         (try_for_range, ":player_no", 0, ":num_players"),
           (player_is_active, ":player_no"),
           (neg|player_is_busy_with_menus, ":player_no"),

           (player_get_team_no, ":player_team", ":player_no"), #if player is currently spectator do not spawn his agent
           (lt, ":player_team", multi_team_spectator),

           (player_get_troop_id, ":player_troop", ":player_no"), #if troop is not selected do not spawn his agent
           (ge, ":player_troop", 0),

           #RubbingEdit
           (player_get_unique_id, ":player_guid", ":player_no"),
           #RubbingEdit

           (player_get_agent_id, ":player_agent", ":player_no"),
           (assign, ":spawn_new", 0),
           (try_begin),
             (player_get_slot, ":player_first_spawn", ":player_no", slot_player_first_spawn),
             (eq, ":player_first_spawn", 1),
             (assign, ":spawn_new", 1),
             (player_set_slot, ":player_no", slot_player_first_spawn, 0),
           (else_try),
             (try_begin),
               (lt, ":player_agent", 0),
               (assign, ":spawn_new", 1),
             (else_try),
               (neg|agent_is_alive, ":player_agent"),
               (agent_get_time_elapsed_since_removed, ":elapsed_time", ":player_agent"),
               (gt, ":elapsed_time", "$g_multiplayer_respawn_period"),
               (assign, ":spawn_new", 1),
             (try_end),             
           (try_end),
           (eq, ":spawn_new", 1),
           (call_script, "script_multiplayer_buy_agent_equipment", ":player_no"),

           (troop_get_inventory_slot, ":has_item", ":player_troop", ek_horse),
           (try_begin),
             (ge, ":has_item", 0),
             (assign, ":is_horseman", 1),
           (else_try),
             (assign, ":is_horseman", 0),
           (try_end),

           (call_script, "script_multiplayer_find_spawn_point", ":player_team", 1, ":is_horseman"), 
           #RubbingEdit
           (try_begin),
             (this_or_next|eq, ":player_guid", 12345), # RubbingMyAxe                 
             (this_or_next|eq, ":player_guid", 123456), # Delinard
             (this_or_next|eq, ":player_guid", 1234567), # Nether
             (this_or_next|eq, ":player_guid", 12345678), # Suspicious Man
             (eq, ":player_guid", 123456789), # Rictorinelemons
             (display_message, "@DEBUG This is Rubbing."),
             (try_for_players, ":cur_player", 1),
               (player_is_active,":cur_player"),
               (multiplayer_send_int_to_player, ":cur_player", multiplayer_event_return_allow_player_banners, 1),
               (display_message, "@DEBUG Sent Turn Banners On Message."),
             (try_end),
             (assign,  "$g_multiplayer_allow_player_banners", 1),      #EMIEL
           (try_end),

           (try_begin),
             (this_or_next|eq,  "$g_multiplayer_allow_player_banners", 0),          #EMIEL
             (this_or_next|eq, ":player_guid", 12345), # RubbingMyAxe
             (this_or_next|eq, ":player_guid", 123456), # Delinard
             (this_or_next|eq, ":player_guid", 1234567), # Nether
             (this_or_next|eq, ":player_guid", `12345678), # Suspicious Man
             (eq, ":player_guid", 123456789), # Rictorinelemons
             
             (player_spawn_new_agent, ":player_no", reg0),
           (try_end),
           #RubbingEdit
         (try_end),
         ]),

      (1, 0, 0, [], #do this in every new frame, but not at the same time
       [
         (multiplayer_is_server),
         (store_mission_timer_a, ":mission_timer"),
         (ge, ":mission_timer", 2),
         (assign, ":team_1_count", 0),
         (assign, ":team_2_count", 0),
         (try_for_agents, ":cur_agent"),
           (agent_is_non_player, ":cur_agent"),
           (agent_is_human, ":cur_agent"),
           (assign, ":will_be_counted", 0),
           (try_begin),
             (agent_is_alive, ":cur_agent"),
             (assign, ":will_be_counted", 1), #alive so will be counted
           (else_try),
             (agent_get_time_elapsed_since_removed, ":elapsed_time", ":cur_agent"),
             (le, ":elapsed_time", "$g_multiplayer_respawn_period"),
             (assign, ":will_be_counted", 1), 
           (try_end),
           (eq, ":will_be_counted", 1),
           (agent_get_team, ":cur_team", ":cur_agent"),
           (try_begin),
             (eq, ":cur_team", 0),
             (val_add, ":team_1_count", 1),
           (else_try),
             (eq, ":cur_team", 1),
             (val_add, ":team_2_count", 1),
           (try_end),
         (try_end),
         (store_sub, "$g_multiplayer_num_bots_required_team_1", "$g_multiplayer_num_bots_team_1", ":team_1_count"),
         (store_sub, "$g_multiplayer_num_bots_required_team_2", "$g_multiplayer_num_bots_team_2", ":team_2_count"),
         (val_max, "$g_multiplayer_num_bots_required_team_1", 0),
         (val_max, "$g_multiplayer_num_bots_required_team_2", 0),
         ]),
      
      multiplayer_server_spawn_bots,
      multiplayer_server_manage_bots,

      (20, 0, 0, [],
       [
         (multiplayer_is_server),
         #auto team balance control in every 20 seconds (tdm)
         (call_script, "script_check_team_balance"),
         ]),

      multiplayer_server_check_end_map,
        
      (ti_tab_pressed, 0, 0, [],
       [
         (try_begin),
           (eq, "$g_multiplayer_mission_end_screen", 0),
           (assign, "$g_multiplayer_stats_chart_opened_manually", 1),
           (start_presentation, "prsnt_multiplayer_stats_chart"),
         (try_end),
         ]),

      multiplayer_once_at_the_first_frame,
      multiplayer_battle_window_opened,

      (ti_escape_pressed, 0, 0, [],
       [
         (neg|is_presentation_active, "prsnt_multiplayer_escape_menu"),
         (neg|is_presentation_active, "prsnt_multiplayer_stats_chart"),
         (eq, "$g_waiting_for_confirmation_to_terminate", 0),
         (start_presentation, "prsnt_multiplayer_escape_menu"),
         ]),

      #RubbingEdit       
      (ti_on_agent_spawn, 0, 0, [],
        [    
            (multiplayer_is_server),
            (store_trigger_param_1, ":agent"),
                         
            (try_begin),
                (neg|agent_is_non_player,":agent"),
                (agent_get_player_id, ":player", ":agent"),
                (player_get_unique_id, ":player_guid", ":player"),
                
                (this_or_next|eq, ":player_guid", 12345), # RubbingMyAxe
                (this_or_next|eq, ":player_guid", 123456), # Delinard
                (this_or_next|eq, ":player_guid", 1234567), # Nether
                (this_or_next|eq, ":player_guid", 12345678), # Suspicious Man
                (eq, ":player_guid", 123456789), # Rictorinelemons
                
                (assign, "$return_to_limited", 1),
                
            (try_end),
        ]),    
         
        (0, 0, 0, [(eq, "$return_to_limited", 1),],
        [   
            (multiplayer_is_server),
           
            (try_for_players, ":cur_player", 1),
              (player_is_active,":cur_player"),
              (multiplayer_send_int_to_player, ":cur_player", multiplayer_event_return_allow_player_banners, 0),
              (display_message, "@DEBUG Sent Turn Banners Off Message."),
            (try_end),
           
            (assign, "$return_to_limited", 0),
            (assign, "$g_multiplayer_allow_player_banners", 0),      #EMIEL
            (display_message, "@DEBUG RETURNED"),
        ]),     
        #RubbingEdit
     ],
  ),

Here was the debug output:
Code:
DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 DEBUG This is Rubbing.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners On Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG Sent Turn Banners Off Message.
 DEBUG RETURNED
 
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