![]() Winlimit cuts the map off because one "win" on a PL map is most often a single checkpoint capture. In these cases Maxrounds and Winlimit are linked (often a 3:2 ratio respectively) and have an odd number to prevent ties. So if you get 3 flag caps on 2fort, you get 1 win and that was a single round. The confusion stems from a round in CTF or linear/Gravelpit style CP maps counting as 1 win or "team point". This applies to attack/defend CP as well I believe. So when Red successfully defends and teams swap, that's 1 round and vice versa with Blue completing all 3 stages. *edit* I ran a quick test on Goldrush and the "maxrounds" value only applies to team switches. To confuse things even MORE, it doesn't award points to the defense for winning, only the offense for the checkpoints they captured up until they were stopped. Most of them (goldrush as the main example) use 1 checkpoint as 1 "team point". PL on the other hand requires some fiddling. You can alter that via a cvar to make 5 caps = 1 round, etc, but the vast majority of people use 3. Generally the default is 3 caps = 1 round = 1 "team point", which is my term for the overall score at the top of the scoreboard when you hit tab. I think examples would definitely help, since there are at least half a dozen scoring methods out there.Ģfort, and most CTF maps follow the same method however. Hope that helps, and if you need any example values for certain maps let me know. Use the attackers on multi-stage CP maps and PL to make sure you've got enough headroom, or else you'll cut off the stages! If you can't contact the author, load the map up and set the two values well above normal and play one full round to see the scoring pattern. Youme is nice enough to provide a recommended config for Hoodoo, which I wish more authors would do. If you can, ask the author what the scoring method is. If you use an admin mod, it should have a directory for these configs like cfg/beetlesmod/ etc, but you can name a config file after a map (pl_goldrush.cfg) and place it in the server's /cfg/ folder to have TF2 load it I believe. The best way to keep everything running smoothly is to have config files set up for each map, to set the winlimit and maxrounds accordingly when the map loads. Scoring in TF2 has a wide range of methods from 1 capture being 1 round (most CTF maps) to a single checkpoint counting as 1 "round" for the team (some PL maps). Tl:dr Since Valve added an option to put the server time limit timer on your main HUD,I decided to make said timer my default - as in my "default" timer is large, and the round timer is smaller, and centered underneath the server time limit timer.You hit the nail on the head with your second sentence. Everyone's hud/resolution is different, so you can't simply copy stuff from my hud into yours, but if you'd like help doing this, I'll be glad to help. If you want me to upload my hud, I can do that. It was a bit complicated to do this, but it's not too bad. As a medic, I often use this timer to count/track ubers, and communicate with my team specific times that ubers will be full, as well as other things that require specific times to be called out. I think the server time limit is much more useful than the round timer. I said sure it's possible, and then proceeded to edit it. I explained to him the above, and then he asked if it was possible to "swap" the two timers, so that the server time limit timer would be the default "larger" timer, and the round timer would be the smaller one. Today, I showed a friend a screenshot of my hud, and he asked about the extra timer he saw. In addition to setting the command to 1, you must add supplemental text to hudobjectivetimepanel.res - thanks to rays for hooking me up with that.Īnd this is pretty much what you get when using that. ![]() On the July 10 update, valve added a command - tf_hud_showservertimelimit.įor those who may have not noticed, this enables the server time limit to be used as an overlay on your main HUD, whereas before, this timer could only be seen when viewing the scoreboard. Just wanted to show everyone something I did with my HUD. SÓ VITÓRIA (NOVO TRAJE), RANKED COM OS MONSTROS > DOTA ![]() Team Bright vs Supernova (0-0) BO3 | The International 2023 - CN Qualifier | by & illidanstr (RU) Team Bright vs Supernova | The International 2023 - China Qualifier | by Lex & Maelstorm Regional Qualifiers - CN - Day 2 - Team Bright vs. ![]()
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