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Round end, timers, map limits. - Printable Version

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+---- Thread: Round end, timers, map limits. (/Round-end-timers-map-limits-thread)



Round end, timers, map limits. - avy - Jan 31, 2008

DF, I know that Biggs has talked to you about this before but I thought I would bring it before the community to see what they think.

On certain custom maps (ie. cp_orange_x) there is no real defined timelimit. You can literally play for hours on end with no hope of the map changing. I've researched the problem a little but there doesnt seem to be a whole lot of information on it. There are a few ideas that popped up in odd places about the map not having some sort of point/roundtime tracking entity on the map or no clear goal defined in the map (one that triggers a round end).

I was wondering if there was some sort of code that could be implemented for custom maps such as this that would FORCE the map to change when mp_timelimit expired. It might even force a timer into the map without editing the map file (something akin to the objective timers in dustbowl, hydro etc.)


Round end, timers, map limits. - Drunken F00l - Jan 31, 2008

Yes, this is possible with code. Something like:

if timeremaining < 0 && forceMapSwitchCvar == on then
go to next map

Would be just as easy to do in code.

Then for problem maps, you can make a cfg file (e.g. cp_orange_x.cfg) that sets the force map switch cvar to on.