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TF2: AddTime


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xXDeathreusXx
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Join Date: Mar 2013
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Old 11-12-2015 , 20:10   Re: TF2: AddTime
Reply With Quote #61

If you redownload the above, I removed the minimum time restriction so you can set the time to -1, it will make the timer display 0 but the round will not end until an end game condition occurs (Payload win or stalemate)

I found out you can do this not too long ago

Edit: Which I guess makes the max time cvar I just added redundant...
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Last edited by xXDeathreusXx; 11-12-2015 at 20:12.
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The enigma
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Old 05-02-2016 , 06:02   Re: TF2: AddTime
Reply With Quote #62

Is there a way to change time on KOTH for the red timer? It only seems to effect blue timer? Is it not part of the code?
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Benoist3012
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Old 05-02-2016 , 07:08   Re: TF2: AddTime
Reply With Quote #63

Quote:
Originally Posted by The enigma View Post
Is there a way to change time on KOTH for the red timer? It only seems to effect blue timer? Is it not part of the code?
The gamemode KOTH has 2 timer, the plugin is looking for one only, actually, the name of the red timer is zz_red_koth_timer and blue timer zz_blue_koth_timer, it's their real name, the game adds them on map spawn.
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Last edited by Benoist3012; 05-02-2016 at 07:09.
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xXDeathreusXx
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Old 05-03-2016 , 13:10   Re: TF2: AddTime
Reply With Quote #64

Quote:
Originally Posted by The enigma View Post
Is there a way to change time on KOTH for the red timer? It only seems to effect blue timer? Is it not part of the code?
All it does is change the team_round_timer entity, KOTH has 2 of those so it just picks one, on arena it adds it to the overall map time since there is no team timer's and it falls back on the cvar mp_timelimit
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