Closed milkywayfarer closed 3 months ago
Log looks like this: [MatchZy] [!ready command] Sent by: 1 readyAvailable: True matchStarted: True
I believe these two variables should always be the opposite of each other :D
@shobhit-pathak Utility.cs:696
is the culprit. That line makes the match started up before the veto, veto handles ok, but on map change we do not make it false again.
Two solutions - make matchStarted=true
only on live or make matchStarted=false
after the veto. Second one is dumb, though, because on veto the match is not really started.
Hey @milkywayfarer,
Thanks for the observations and letting me know, helps a lot! I had added Utility.cs:696 (
matchStarted = true)
in the newer update because the flag was not getting initialised on knife round, but I think thats the wrong place to do it since it messes up with the veto.
I'll put it in the knife round function and test it.
Hey @milkywayfarer,
I've pushed an update which should fix it, can you try with the 0.8.4 version?
Hey thanks for the update, we will get that tested tomorrow on 2 servers
Hey @shobhit-pathak,
We tested the latest version (0.8.5) on 3 servers and everything went as expected, aside some instances where creating a wingman match does not make the gamemode wingman, but it's not related.
Thanks!
Caught on 0.8.3 yesterday. This was not the case on update 0.8.1, so I consider it a regression.
Upon completing the veto and changing the map, we go to a warmup where every player should ready up, but plugin decides that
matchStarted==true
and stops waiting for players to ready up, stops chat messaging and ignores.ready
, making match unstartable. Pausing or stopping does not work and leaves the warmup state active.Without the veto everything is ok.
Seems like it might be an auto-side-selection trouble, if selecting a side makes the player ready.