Selectively Enabling/Disabling Rounds?

English Mobster

L6: Sharp Member
Jul 10, 2011
355
299
So, I've been attempting to get a proof-of-concept of a modification of PLR working.
Essentially, the first round of PLR plays out normally.
However, the second round is determined by the winner of the first round, and the final round is a straight payload map where the winner of round 2 is attacking while the loser of round 2 defends.
The final part of this is a "Tug-o-war" system, where if one team wins the first round and the other team wins the second, both teams go back to the first round once more.
For example, let's say RED wins round 1. The next round would also be PLR, but RED is pushing through more BLU-ish territory. BLU suffers a hit to respawn times and RED's cart is a bit closer to the goal than BLU's so as to keep this from going on forever. All rounds would also have a time limit so as to prevent infinitely long matches.
However, let's say that BLU manages to pull off a counterattack and gets their cart to the goal before RED does. Then both teams play round 1 again, and if BLU manages to win once more, now we have the same thing we had earlier, except reversed (BLU is pushing through more RED-ish territory, RED suffers a respawn time hit, etc.).
Finally, if BLU manages to win that round, RED becomes a defender for the final round while BLU attacks in a normal game of PL.

A good analogy would be a PLR version of TC.

Now, I had a problem involving de-randomizing randomness, but that was solved quite handily in the Steam chat RIGHT after I posted this thread. Now I have a new problem, documented below.

Thanks!
 
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English Mobster

L6: Sharp Member
Jul 10, 2011
355
299
Okay, so I've solved half my problem.
Through the help of a certain mister Peng Juan, I managed to de-randomize the randomized points (When the bomb passed the final CP of each round, the path_track shot out an Add Output "cpr_priority 7" command to whatever round I wanted to be next).
However, the game automatically disables a round after it has been played once. How do I disable this disabling? Theoretically, I could simply make a clone of the rounds that shall be continuously played and declare a stalemate if the round switches between stage A ~5 times (an unlikely scenario, but possible), but this isn't a perfect solution. Ideally, I'd like to turn off the game disabling my rounds after they've been played through (disable and enable outputs don't work on t_c_p_rounds). Is this possible?
 
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A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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It's not that the round is disabled, but rather that it is uncontested. The code will not choose a round that has all points within it owned by one team, so you must force the ownership of the point to change before you want the game to pick the round.
 

English Mobster

L6: Sharp Member
Jul 10, 2011
355
299
Yeah, at the same time I send the SetOwner command to the capture point, I also send 2 other SetOwner commands with a parameter of 0 to the round in question. However, this doesn't seem to have any effect at all on the capture points, which is bugging me. Am I doing something wrong?

E: Yes, I am. Just found another one of your old posts.
Control point will ignore any SetOwner inputs during the period from round end, through humiliation, into the next round, up until the 5 second "lockup" delay is over. (When you can start walking)
There is no way around it other than delaying the inputs by 5.1 seconds, which won't really help you here.
I've been doing this RIGHT AS the round ended. Therefore, I shall now try and make the round end .1 second after I do it and see if it helps.
 
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