AlliedModders

AlliedModders (https://forums.alliedmods.net/index.php)
-   Plugins (https://forums.alliedmods.net/forumdisplay.php?f=108)
-   -   TF2: AddTime (https://forums.alliedmods.net/showthread.php?t=70793)

bl4nk 05-01-2008 15:25

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:
  • 1.0.0
    • Initial release.
  • 1.0.1
    • Added "sm_settime" command.
  • 1.0.2
    • Added support for maps that rely on mp_timelimit instead of round timers.
  • 1.0.3
    • Added support for payload maps (maps prefixed with pl_).
  • 1.0.4
    • Bug fixes, etc

FunTF2Server 05-01-2008 19:11

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.

FunTF2Server 05-01-2008 19:19

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

bl4nk 05-02-2008 12:20

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.

bl4nk 05-02-2008 15:45

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.

FunTF2Server 05-02-2008 20:25

Re: TF2: AddTime
 
this is my console


Code:

] sm_addtime
[SM] Usage: sm_addtime <amount>
] sm_addtime 999
Unknown command: sm_addtime
Player WhitePride has joined the game
] rcon sm_addtime 999
L 05/02/2008 - 19:23:50: [SM] Native "AcceptEntityInput" reported: Entity -1 is not valid or is freed
L 05/02/2008 - 19:23:50: [SM] Debug mode is not enabled for "addtime.smx"
L 05/02/2008 - 19:23:50: [SM] To enable debug mode, edit plugin_settings.cfg, or type: sm plugins debug 19 on

so basically typing sm_addtime, it tells me the usage. But when I type an amount with it, it says unknown command.

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.

bl4nk 05-03-2008 02:00

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.

FunTF2Server 05-03-2008 04:11

Re: TF2: AddTime
 
Quote:

Originally Posted by bl4nk (Post 620572)
Hmm, 2fort probably has a different way of handing the round times. I'll take a look at it in a bit.

alright I don't need it for 2fort any way. but it's still not working for me on pl_goldrush. I haven't tested the CP maps yet

FunTF2Server 05-03-2008 06:08

Re: TF2: AddTime
 
tested on cp_granary, and plugin works, but cannot set time any higher than 9 minutes and 59 seconds

Paria 05-04-2008 09:58

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.


All times are GMT -4. The time now is 05:40.

Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.