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Author Topic: [FIXED] MP_TIMELIMIT  (Read 10780 times)

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keefy

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[FIXED] MP_TIMELIMIT
« on: February 13, 2009, 02:35:02 am »

I wondered why when I set ge_roundtime 0 the map ended surely 0 means infinite?

You have 2 cvars that control the amount of time rounds last
ge_roundtime
mp_timelimit

I think only time they conflict is when you want an infinate time you ahve to set bot the zero.

Maybe some pictures will help explain, it's late and I am tired.

Used the "timeleft" command( bind it to a key)


Ge_roundtime 0


But wait...

And why do it in seconds?

« Last Edit: February 13, 2009, 02:52:48 am by killermonkey »
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killermonkey

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Re: MP_TIMELIMIT
« Reply #1 on: February 13, 2009, 02:52:21 am »

This is fixed in the patch coming out next week.
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keefy

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Re: [FIXED] MP_TIMELIMIT
« Reply #2 on: February 13, 2009, 02:55:53 am »

Nice one, will the timeleft command still work?
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Wake[of]theBunT

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Re: [FIXED] MP_TIMELIMIT
« Reply #3 on: February 13, 2009, 03:13:42 am »

of course. Timeleft works now. Just set it to an absurdly high figure.
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keefy

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Re: [FIXED] MP_TIMELIMIT
« Reply #4 on: February 22, 2010, 03:05:00 pm »

Problem still exists.
"timeleft" comamnd  reads the mp_timelimit
Mp_timelimit overrides ge_roundtime

« Last Edit: February 22, 2010, 03:07:34 pm by keefy »
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killermonkey

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Re: [FIXED] MP_TIMELIMIT
« Reply #5 on: February 22, 2010, 03:24:17 pm »

meh

round and map time work flawlessly. timeleft is silly look at the scoreboard and your hud! stupid valve bullshit con commands
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keefy

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Re: [FIXED] MP_TIMELIMIT
« Reply #6 on: February 22, 2010, 04:07:31 pm »

DOH
I get it now, timeleft shows how long left in the MAP not the round and mp_timelimit 16 means 4 rounds per map if using ge_roundtime 240.
But the last round will always be shorter than the others due to mp_timelimit counting down during the intermission.
« Last Edit: February 22, 2010, 04:10:32 pm by keefy »
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killermonkey

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Re: [FIXED] MP_TIMELIMIT
« Reply #7 on: February 22, 2010, 09:25:33 pm »

You can do it, get out a calculator!

240 + 12 + 240 + 12 + 240 + 12 + 240 = 1,008 / 60 = 16.8

Set mp_timelimit = 17 ftw!
« Last Edit: February 22, 2010, 09:36:41 pm by killermonkey »
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keefy

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Re: [FIXED] MP_TIMELIMIT
« Reply #8 on: February 22, 2010, 10:39:01 pm »

I think your calculator is broken.
There must be a better way of doing this?
« Last Edit: February 22, 2010, 10:49:00 pm by keefy »
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major

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Re: [FIXED] MP_TIMELIMIT
« Reply #9 on: February 22, 2010, 10:46:52 pm »

no cause the game ends when timelimit hits 0, then the last 12 is after its 0, then map changes. so if a 5th 12 were added that would make all rounds 2.4 seconds longer.
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keefy

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Re: [FIXED] MP_TIMELIMIT
« Reply #10 on: February 22, 2010, 10:50:26 pm »

I see, I ony saw 12*3  so the 4th was added into the equation subliminally.
Still a bit long winded way to be doing it.  Perhaps a round amount per map would be easier, doing away with the mp_timelimit and the ned to add in the round delay?
« Last Edit: February 22, 2010, 10:57:13 pm by keefy »
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killermonkey

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Re: [FIXED] MP_TIMELIMIT
« Reply #11 on: February 22, 2010, 11:19:08 pm »

Keefy you make this seem like you need a doctorate degree to figure out. A round limit is less customizable and doesn't correlate directly with the time you may desire so if I want 5 minute rounds i have to do MORE calculations with a round limit variable instead of a simple time per round.

This is a moot point anyway, do you change your round times that often?
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Enzo.Matrix

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Re: [FIXED] MP_TIMELIMIT
« Reply #12 on: February 22, 2010, 11:27:51 pm »

Why do i see this turning into "I WANT" ge_numberofrounds # and it automatically split the map time to equal round times.
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keefy

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Re: [FIXED] MP_TIMELIMIT
« Reply #13 on: February 23, 2010, 12:37:23 am »

In my experience i have played on servers where the last round lasted litterally 20 seconds or so, this is probably due to them not adjusting mp_timelimit to suit the increase of the ge_roundtime.
Now if a ge_numberofrounds was used along with ge_roudtime that wouldnt occur ever due to each round being exactly the same length and no need for any long winded addition sums.

I want 5 min rounds so ge_roundtime 300 
I want 4 rounds per map so ge_numberofrounds 4

It may not look liek it but i do have the mods interests at heart :)
« Last Edit: February 23, 2010, 12:52:31 am by keefy »
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Enzo.Matrix

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Re: [FIXED] MP_TIMELIMIT
« Reply #14 on: February 23, 2010, 03:11:27 am »

i see what you are thinking.  Kill the map timelimit and let the rounds be the main goal..  this would also allow something like gungame end and force a map change sooner..
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killermonkey

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Re: [FIXED] MP_TIMELIMIT
« Reply #15 on: February 23, 2010, 03:52:47 am »

gungame does force a map change....

I'll think it over, no promises, but it might get sloppy because then I have to recode A LOT of things to work with the timing of map end and all that. Something that I am not interested in doing since I finally got everything WORKING.
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