CVar to run game in fast forward?


(Cankor) #1

Does anyone know the cvar to run the game in fast forward like Loki did at the Quakecon show before the gamew as reelased? I’m not talking about a demo, there’s one which speeds up the game itself.

What I was planning on doing was checking all the spawns to see which ones reset to a faster timer when the objective hasn’t been capped.

I got the following info from a thread (I think, not sure actually where I got it) but it looks like it isn’t correct:

base spawn times first objective.

Map Strogg Gdf
Area22 20 20
Ark 15 20
Canyon 20 20*
Island 30 20
Outskirts 30 20
Quarry 20 30
Refinery 20 20*
Salvage 15 30
Sewer 20 20
Slipgate 20* 20*
Valley 20 20*
Volcano 20 30

Having just checked, spawn times are reduced by 5sec if obj isn’t done in 5min. This is valid for only one objective. If you do one objective, the timer starts again, but on asterisked times, the spawntime changes based on objectives(and changeTimer resets)

For instance, Volcano start spawns are 20/20, not 20/30, not sure which other ones are off, checked Area 22 and Island and they are correct per above.


(timestart) #2

timescale

You could just get this info from the mapscripts.


(Ashog) #3

Yeah, if anyone knew about timescale, who would it be if not timestart? :slight_smile:

Just look at those coordinates of him!

(btw one moar zero is needed ther as timestart).


(Cankor) #4

[QUOTE=timestart;262004]timescale

You could just get this info from the mapscripts.[/QUOTE]

hmmm, where are the mapscripts, in a pak file?

I don’t know very much about the server files, the only map scripts I know about are the optional ones you can set up yourself. I have played around with them to change over-all map times (so i could make the time for Quarry shorter and the time for slipgate longer for instance), but i didn’t have any success.

Thanks for the help.


(timestart) #5

[QUOTE=brutt01d;262007]Just look at those coordinates of him!

(btw one moar zero is needed ther as timestart).[/QUOTE]

No idea what you’re talking about. :infiltrator:

[QUOTE=Cankor;262066]hmmm, where are the mapscripts, in a pak file?

I don’t know very much about the server files, the only map scripts I know about are the optional ones you can set up yourself. I have played around with them to change over-all map times (so i could make the time for Quarry shorter and the time for slipgate longer for instance), but i didn’t have any success.

Thanks for the help.[/QUOTE]

Yeah they are in “/script/maps”. Search through for SetRespawnWait and see which function it’s in (e.g. InitObjectives is the start of the map, OnBridgeBuilt should be self-explanatory :)).

The RespawnTimeThread is what reduces the respawn time if the objective isn’t done. It waits for “spawnTimeChange” seconds (from the def/teams.def file) then subtracts “spawnTimeReduction” seconds (again, in teams.def) from the respawn time. CreateRespawnTimeThread sets this up for the attacking team at the start of the map, then ResetRespawnTimeThread removes the existing spawn time reduction thread and creates a new one for the next objective.

Just checked teams.def now and spawnTimeChange is 300 seconds, spawnTimeReduction is 5 seconds for both teams.


(Ashog) #6

Stop starting! :cool:


(Scrupus) #7

[QUOTE=timestart;262203]

Just checked teams.def now and spawnTimeChange is 300 seconds, spawnTimeReduction is 5 seconds for both teams.[/QUOTE]

I also think those are default for most (if not every) primary object. Not sure if it’s possible to change the values via mapscript.

But for the overall gametime, I’m pretty sure it’s not possible to change them in map script - they seem to be hardcoded to 20 mins. Even MoP couldn’t figure out a way to change it for teamjungle (which really should have been shorter), AFAIK.

You can change map time with server scripts though, here’s a sample:


(brbrbr) #8

hope this not work in final version.
as well as ALL other cvar-related customisations AND console itself.


(Apples) #9

[QUOTE=brbrbr;263019]hope this not work in final version.
as well as ALL other cvar-related customisations AND console itself.[/QUOTE]

Meanwhile in Russia… :smiley:


(Susefreak) #10

… cvar runs you!:smiley:


(brbrbr) #11

you should better know, i guess. from you IP.


(Cankor) #12

[QUOTE=timestart;262203]No idea what you’re talking about. :infiltrator:

Yeah they are in “/script/maps”. Search through for SetRespawnWait and see which function it’s in (e.g. InitObjectives is the start of the map, OnBridgeBuilt should be self-explanatory :)).

The RespawnTimeThread is what reduces the respawn time if the objective isn’t done. It waits for “spawnTimeChange” seconds (from the def/teams.def file) then subtracts “spawnTimeReduction” seconds (again, in teams.def) from the respawn time. CreateRespawnTimeThread sets this up for the attacking team at the start of the map, then ResetRespawnTimeThread removes the existing spawn time reduction thread and creates a new one for the next objective.

Just checked teams.def now and spawnTimeChange is 300 seconds, spawnTimeReduction is 5 seconds for both teams.[/QUOTE]

ahh, OK, thanks. It seems odd that they knock 5 seconds off the attackers last objective if it’s not done in 5 minutes (just like the first ones). You would think they would have to stand or fall on their own in that case, but I suppose it’s needed or else Strogg win ratio would have been even greater (since GDF attack more often than Strogg).

That said, I like the mechanic, even on the last objective. 20 minutes seems like a good time for most of the maps (save Quarry which should be shorter and Slipgate which seems like it should be a couple minutes longer), and it makes for more last minute epic battles. It does seem like it works well, breaking a stalemate in many cases after an acceptable time.