[Fixed] CPMA: /ref pause and /ref unpause (additionally to timeouts)

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J.Creutzfeldt
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Hi again XP-XPerts,

we would like to suggest to introduce two (new but hopefully easy to implement /ref commands) called for example "pause" and "unpause".

Background:
We were used to play CPMA for years and we successfully completed our transition to XP 2.0 and in the meanwhile also XP 2.1 (which really is a fantastic mod - thanks a lot folks). Currently we are just missing one commonly needed and very important functionality for general tournament environments:

==> A static pause (without a timely countdown)
which for example can be started and unpaused on demand (by a referee).

Detailed Background:
Imagine you have ordered some pizzas and the delivery service rings at the door while the fragfest is currently at its heavy climax: No-one would like to open the door leaving his team alone... Winking The payment process (followed by the internal delivery process) also tooks longer than two times 120 (timeout) seconds. So we are currently in the need to abort/restart the running map in case the pizzaman rings. Therefore we would appreciate the availability of some kind of /ref pause and /ref unpause command.

Thank you very much and best regard,

[MUH]J.Creutzfeldt

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xpaliminium's picture
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Re: [Suggestion] CPMA: /ref pause and /ref unpause ...

Hi,

it seems you have called me Tongue cos I'm from eXpert Plus Team Happy

I have found this on changelog for you :

add: players can prevent timeout ready end by running /notready
 
add: /notready for referees/admins
     also added the command to list of default referee commands
 
fix: /ready during warmup breaks round warmup

regards,

Wanna avoid seeying mow, skull & co Surprise

Check this peacefull place

J.Creutzfeldt
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Re: [Suggestion] CPMA: /ref pause and /ref unpause ...

Thanks, but you are completely wrong.

animalchik
fala.q3's picture
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Re: [Suggestion] CPMA: /ref pause and /ref unpause ...

*XP*ALIMINIUM

pause works different than timeout

referee can pause the game for as much time he wants, and there is no countdown at all, it has nothing to do with /timeout

I am addicted to life.

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xpaliminium's picture
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Re: [Suggestion] CPMA: /ref pause and /ref unpause ...
J.Creutzfeldt wrote:

Thanks, but you are completely wrong.

If I'm wrong pls explain.

never tested yet, but /ref notready should remove the timecounter (ever saw this on practice)

Wanna avoid seeying mow, skull & co Surprise

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J.Creutzfeldt
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Re: [Suggestion] CPMA: /ref pause and /ref unpause ...

Extra explanation just for you:

- timeout is a strategic option during gameplay and has nothing to do with warmup (countdown)
- notready is only available during warmup

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xpaliminium's picture
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Re: [Suggestion] CPMA: /ref pause and /ref unpause ...
J.Creutzfeldt wrote:

Extra explanation just for you:

- timeout is a strategic option during gameplay and has nothing to do with warmup (countdown)
- notready is only available during warmup

again :

Quote:
add: players can prevent timeout ready end by running /notready

add: /notready for referees/admins
also added the command to list of default referee commands

I will test it later to confirm

Wanna avoid seeying mow, skull & co Surprise

Check this peacefull place

J.Creutzfeldt
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Re: [Suggestion] CPMA: /ref pause and /ref unpause ...

ok, just do it and you'll see

lagstard
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rabusmar's picture
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Re: [Suggestion] CPMA: /ref pause and /ref unpause ...

/notready only prevents matches to start when all players have done /ready, it isn't intended for unlimited timeouts.

Implemented.

PD: For cpma shotgun, I suggest you to take a look at Shotgun->FixedPattern config option in e+ 2.1

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J.Creutzfeldt
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Joined: Jun 2010
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Re: [Suggestion] CPMA: /ref pause and /ref unpause ...

Thank you very much, beast+!

Cheers
J.C.