Closed MattNF closed 9 years ago
on round end: { if ( !IsValidEdict("trigger_finale") || !IsValidEntity("trigger_finale") || !IsPlantation) { continue; } AcceptEntityInput("trigger_finale", "ForceFinaleStart"); }
i wrote something for this and its hard to tell if its working, or the finale just isnt bugging out when im testing it. finale worked fine 10 times while testing and having first team wipe before event though
Well I've tested this ~20 times now and it's "worked" every time... I guess we can just throw it in and say "Potentially fixed .." unless anyone has any objections
https://github.com/jacob404/promod-future/blob/master/addons/sourcemod/scripting/swamp_finale_fix.sp
I'm not a Stripper guy, but I don't see how can that possibly work. It is more than likely that you just got "lucky" during your testing.
Basically, you're "forcing" the finale to start on round end. How and why is that supposed to fix the described bug? What makes you think that the "forced" first-round finale trigger will even exist after round_start for the second round fires? All entities are recreated(recreated, not refreshed) once a new round starts. I don't see why would this be any exception.
it's moreso that for some reason it bugs out when you die before finale starts, so if we are forcing finale to start then maybe it will fix whatever is happening on the back end. i dont think the trigger_finale is causing the issue, i just think it could be the band aid
I might be able to fix this by forcing the finale to start after the round ends.