Open dynamic0 opened 7 years ago
This is consistent with old AQ2 behavior -- the map timer starts when the maps starts, even if nobody is on a team yet. So, I don't consider this a bug.
If you enable matchmode
then it only counts time played, but that also complicates starting the game by requiring captains to ready up.
I did make a change https://github.com/Raptor007/aq2-tng/commit/6787779b52765c4862e26e43cb478bdb84a22640 that allows sv resetscores
to reset time even when you're not in matchmode, by always using level.matchTime
as the map timer. I could pretty easily make a cvar that lets you choose if this counts up all the time (current behavior) or only when the game is live. Is this a feature you want?
Actually when thinking about, it might be best to leave the [time] command as it is; counting up the map time. Alternatively, there could be [gametime] command that would count only the time played (maybe rounds too), ie. the time that has elapsed on active rounds.
1 more thing. When the timelimit has elapsed on teamplaymode, and the last round is dragging a little bit longer, using [time] command it gives some garbage values when exceeding the timelimit:
This should fix the "Remaining time" display: https://github.com/Raptor007/aq2-tng/commit/b704373848c930347cb044c52dc5c375930dbb15
I don't really want to run another timer just so it can show two different numbers. I was thinking about a cvar to let you decide if the level timer includes time before the first round, which would also control if that time is counted towards timelimit.
Allright. If it's not a big deal, yes the cvar would be ok.
When new map is starting with a warmup, the maptimer begins immediatly. So when the warmup ends, and the real game begins there is about 19 minutes left the map instead of 20.
Now, I don't know if this is really noteworthy mention, but I just thought giving it out.