It all sounds like these are issues with the scripting not the client.
The pause issue seems to run on a 20 second timeout (counted). Again, this is a UN system. I've just been paused on NPulse till I unpaused.
Regarding the baddies, I am sure there are several baddy scripts in the code gallery which will replace the old baddies. Yes, some of the DEVs on UN will need to create scripts to check when all baddies are dead but it shouldn't be too difficult.
HTML Code:
function onCreated() {
setTimer(1);
}
function onPlayerEnters() {
if (timeout <= 0) setTimer(1);
}
function onTimeout() {
if (players.size() <= 0) return;
//Baddy count
temp.c = 0;
for (temp.obj: findareanpcs(0, 0, 64, 64)) {
if (temp.obj.isinclass("baddy_core")) {
//Dead flag here
if (temp.obj.dead == false) temp.c++;
}
}
//If any baddies are alive-
if (temp.c > 0) {
this.chat = "BADDIES LEFT:" SPC temp.c;
} else {
this.chat = "No baddies left. Call another script";
}
setTimer(5);
}
p.s. thanks NPulse-dev for helping me test