TF2: AddTime
5 Attachment(s)
Addtime
Add time to the clock via command. Commands: sm_addtime <amount> - Add the specified time to the game clock. * sm_settime <amount> - Set the game clock to the time specified. * * Amounts are in seconds. Notes: Access to the commands requires the changemap (g) admin flag. Changelog:
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Re: TF2: AddTime
Ok tried this plugin on pl_goldrush, did sm_addtime 999 when time was at 3 minutes and ticking down, the timer stayed at 3 minutes and kept ticking down. My server crashed about 3 seconds later.
I will test again and see if it crashes again. |
Re: TF2: AddTime
Ok did it again, server did not crash this time so the crash must be unrelated. But it does not add time to the clock, seems to do nothing
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Re: TF2: AddTime
Hmm, I was using SetTime before, and that worked, so I assumed AddTime would work as well. I could have sworn I used it before. I'll check it out.
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Re: TF2: AddTime
Updated to Version 1.0.1
I tested out the plugin, and it worked fine on dustbowl for me. I added a command so you can change the time left to a certain time if you want. Also, you can use negative numbers for the addtime command to remove time, but if you go below the time left, the game will glitch and get stuck at 0 seconds. I might make a fix for this later on to prevent it from happening. You can fix this glitch though by setting the time to 1 using sm_settime. |
Re: TF2: AddTime
this is my console
Code:
] sm_addtime When I do sm_addtime via rcon, it gives me those errors about acceptentityinput entity -1 is not valid or is freed. This is on ctf_2fort. |
Re: TF2: AddTime
Hmm, 2fort probably has a different way of handing the round times. I'll take a look at it in a bit.
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Re: TF2: AddTime
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Re: TF2: AddTime
tested on cp_granary, and plugin works, but cannot set time any higher than 9 minutes and 59 seconds
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Re: TF2: AddTime
cp maps have their own game timer entities in the map that will limit the maximum round time limit, i.e if blue team caps the middle and then quickly caps the 4th point the total round timer will not exceed the value set within the map, in the case of granary i'd guess its probably 10 minutes.
i dont think you can override the game timer entities in the map which control the maximum allowed time per round. |
Re: TF2: AddTime
This works fine for me in pl_goldrush.
And BTW, 2fort and maps without timer entities just diplay how much time is left based on mp_timelimit. So just change that cvar if you want to change it. |
Re: TF2: AddTime
Updated to Version 1.0.2
- Added support for maps that rely on mp_timelimit instead of round timers. |
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Re: TF2: AddTime
Updated to Version 1.0.3
- Added support for payload maps (maps prefixed with pl_). |
Re: TF2: AddTime
Don't know about the settime, but the addtime doesn't work in Gold Rush
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Re: TF2: AddTime
You sure? It was working for me. I'll try it out again later.
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Re: TF2: AddTime
I tried this out on cp_well, it didn't have any effect when I tried sm_settime
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Re: TF2: AddTime
u should add an option to edit setup time
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Re: TF2: AddTime
You can do that with Stripper: Source.
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Re: TF2: AddTime
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You might want to look into that. |
Re: TF2: AddTime
1 Attachment(s)
Here's a new version where I changed a few minor things that might affect how the plugin works. I tried it on well, goldrush, and 2fort (each have a different way of handling time), and the only problem I came across was that on well the time could not exceed 10 minutes. I guess I could make it so it would change that as well, but it doesn't seem like too much of a problem anyways.
If you don't find any problems with it, I'll update my original post with this version. |
Re: TF2: AddTime
Im pretty sure this doesnt work anymore, can anyone else confirm?
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Re: TF2: AddTime
I use "addtime" almost daily, to add 5 more minutes when a map is near the end. I never use "settime" though. I am running a recent 1.1 snapshot.
I'm not sure I've used it since the last TF2 update. |
Re: TF2: AddTime
This plugin works. Used the one on the front page. Just have to reload the plugin every map change in order for it work. Using snapshots 1.1.
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Re: TF2: AddTime
this plugin works only sometimes, its infuriating
whenever it doesnt work I have to use rcon to load/unload it. can you fix this? my bad, its working now with the plugin from post #21 |
Re: TF2: AddTime
thanks man, i've been looking for this!!
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Re: TF2: AddTime
Hello, this question kinda refers to all plugins, but, do i use the .sp or the .smx? or both? ty!
(oh and, i have z root and this works mostly but sometimes just, doesnt) |
Re: TF2: AddTime
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the .smx is the compiled file and goes in addons/sourcemod/plugins/ Z or adminflag_root is a 'magic' flag that applies every other flag to the user, they have access to everything. !Remember, after adding a new plugin you need to refresh your plugin list, there are a number of ways you can do this:
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Re: TF2: AddTime
Blank, I dont think you ever updated the first post with your fix at http://forums.alliedmods.net/showpos...1&postcount=21
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Re: TF2: AddTime
Done.
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Re: TF2: AddTime
So does this change the timeleft for a round or for the map? I am asking specifically in the case of cp_orange_x3. We want to have a 60 minute round but a 24 hour map timelimit. Is this the best plugin for this task?
Also is this still working? |
Re: TF2: AddTime
You could probably use stripper source to edit it.
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Re: TF2: AddTime
It adds time for a round. Such as stage 1 of goldrush or the first point of badwater.
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Re: TF2: AddTime
Be careful with this, it caused my server to use 100 percent cpu at times after using the command. Very strange but not good.
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Re: TF2: AddTime
FYI you should consider something for adding a team specific time in KOTH
AddTeamTime accepts "2" for red, "3" for blue (as opposed to "0" that is currently in there for "neither" but apparently forces it to blue by default. Might make sense to make a call for red and blue with sm_settime, or maybe make a "set_teamtime teamname time" command to handle setting a specific team's time. |
Re: TF2: AddTime
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Hi,
I fixed the issue that only one timer (blue) was being updated in KOTH mode. Bumped up the version to 1.0.5. Let me know if it is still working for other game modes too. (This is my first contribution, so please be gentle :wink:) |
Re: TF2: AddTime
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Re: TF2: AddTime
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Thanks Galadril! -kuch- :wink:
...And a new version:
I'm not sure if it is working correctly in arena mode, please let me know. |
Re: TF2: AddTime
1 Attachment(s)
Just noticed that something isn't working correctly. Hope the original author doesn't mind that I post another fix.
- Fixed Start of Round detection not working correctly anymore after all clients leave and someone (re)connects. 1.0.7 |
Re: TF2: AddTime
it appears this will only raise time left to the maximum allowed on the map... i am running a map with an 8 minute round timer and was hoping to use this to override it and make the rounds last all day for idling purposes...
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