timelimit_hit


(Loffy) #41

Well, I’m just remembering late night pubbing, when I log onto servers - only to find 10.000 panzer dudes with XP 20.0000! Hehe, and all can “see” mines (except me) because they have such high XP.
A couple of those panzer dudes, camping the flag/base, could ruin the fun.
have to come up with smart ways to prevent that. Hm…
// L.


(G0-Gerbil) #42

maybe a reverse patrol point that automatically kills any defending team if they stay in the room too long.
Heh, just being mean :wink:


(Chruker) #43

Or the heavier defend the quicker chargefactor for the attacking team :slight_smile:

I messed around with this small test script.

game_manager
{
	spawn
	{
		// Game rules
		wm_axis_respawntime	10
		wm_allied_respawntime	10
		wm_set_round_timelimit	1
		wm_setwinner 0

		setchargetimefactor 0 fieldops 0
		setchargetimefactor 1 fieldops 0
	}
	
	trigger timelimit_hit
	{
		// Testing for a draw game
		wm_setwinner -1
		wm_announce "Draw game"
	}
}

It sets a winner-by-default but in the timelimit_hit function sets the winner to -1. This results in no team being declared as the winner in the intermission screen.


(G0-Gerbil) #44

Sometimes the simplest solutions are the best :smiley: