snark's resource thread post dump

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
As you'll see if you read the notes on the entity... I put the keys in to support them, but the HUD code still doesn't display them right. I don't change entities, I can only make things that are coded in be displayed for use.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
New K/I on func_respawnroomvisualizer (due to TF2 update)
New outputs on tf_gamerules (due to TF2 update)


Note that I haven't personally tested these (what with valve having broken my TF2 with this update), but I had already added them in as-per quotes from Robin Walker emails. So if they don't work you can blame him.
They work
 
Last edited:

RallY

L1: Registered
May 13, 2009
10
3
dude you have no idea how much time and agro you just saved me, i owe you one. thank you
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Somethign really bothers me about your library. Most of the game modes (if not all) swaps teams at the end of rounds. This is really irritating, because all this swapping gets me confused on what team I should be on :/

If someone was shooting reds for 10 minutes, they'll suddenly have to adjust to shooting blus instead.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Most of the game modes are for asymmetric maps. ABC, MSCP, SSPL and MSPL are all clearly asymmetric a/d mode and should be switched. TC and PLR I chose to swap because they will usually be uneven. TC is obvious and hardly used, so I'm guessing the only reason you bring this up is PLR.
If you or anyone can give me enough reason I'll change it, but I don't really see the need one anyone can do it themselves. The shooting a color thing is moot, because it will happen regardless on the first four I mentioned.
 

Tom Foolery

L1: Registered
Apr 13, 2009
48
4
Very nice; downloading now.
 

Swizzle

L1: Registered
May 6, 2009
6
3
ABS, I've been using your single-stage payload setup for a map I'm making. I've recently had some problems testing the map because it goes over the server time limit and the server automatically switches to the next map in rotation—even though there's still time on the map clock. I believe this is because you cut out the team_control_point_round; it looks like the t_c_p_r has the ability to override server map times to make sure the entire map is played through and that's why they have a single t_c_p_r in Badwater. Since your setup doesn't have the t_c_p_r, the server you're playing the map on will automatically cut the game short.

There's a problem, though. I've placed a t_c_p_r in my map and tried to replicate all its properties and links to other entities so the map doesn't switch until the game is actually over, but so far I haven't been successful. I'm not sure what it is about the entity setup in Badwater that lets it override the server time until the map clock is finished, but I think it has something to do with the t_c_p_r. Thoughts?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
The thing that controls switching on mp_timelimit is the SetStalemateOnTimelimit input to the tf_gamerules. If that is off (a value of 0, the default), the server should never automatically change until the current game ends. So check your tf_gamerule's inputs to make sure you aren't turning that on.
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
Ok im making a single stage plr what entities can I delete? Ive never worked with pl stuff so im completly at a loss :(
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
The two latter t_c_p_round entities, each pair of watchers that goes with them. The math_counter and the logic_case at the bottom of the "stack". All the actually path/point entities for the stages.

Then do an Alt+P to find and remove any remaining dead-end outputs.
 

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
Woah, another library.
*downloads*

Also, FIIIIIRRRRSSSST!!1!!!!11
 
Last edited: