Round Win Loop - I need to fix my map logic

GooGuGajoob

L12: Pro-crastinator
Mar 28, 2014
175
101
Hello, I have a bit of an issue I need to fix.

I'm trying to get Arena Volcano tested on an arena community server in the AU but I've had an error where on round win/loss, the counters go up in the hundreds for team score wins in a matter of seconds - ultimately frying the server.

I'm sure this has been seen before, and just would love to know exactly what is causing this. I added counters, but I'm assuming I've done my map logic's incorrectly or I'm forgetting something else.

ZbTNLWN.png


The logic_timer and logic_relay are for all events when lava rises. I'm thinking the game_roundwin (trophy icon) entity might be obsolete?
 
Last edited:

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
I don't have any specific answer (I'm not too familiar with Arena logic), but have you tried checking the console on round win/loss? (Use "host_timescale 0.2" to slow down the server when this happens)
 

henke37

aa
Sep 23, 2011
2,075
515
There are I/O debugging commands that show you the I/O happening. Try those.
 

Diva Dan

hello!
aa
Mar 20, 2016
1,025
1,953
Yeah, try ent_fire while in the game and test out individual entities, try firing the counters and just see what happens and eventually you'll be able to eliminate your options and get a conclusion
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
By "debugging commands" I would assume you mean typing "developer 2" into the console (without the "). You should try this, it shows you everything happening in the game at the time, and is very useful when testing game logic.
 

henke37

aa
Sep 23, 2011
2,075
515
That's not enough to debug I/O. You need to manually turn on listing which Inputs and Outputs are happening. You can even step the I/O!
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,258
999
So give us the commands, henke.

it looks to me like you copied those game_text, math_counter, game_end, t_c_p_master and game_round_win entities from the example CP map that comes with the Source SDK content. You don't need those for an Arena map. All you need is a tf_logic_arena. The victor is chosen automatically when one team is wiped out, and if I'm not mistaken, a 'Sudden Death' (draw/humiliation usually followed by a round reset) event is triggered when the round time runs out and players from both teams are still alive. The round time is handled by a server cvar, tf_arena_round_time and the capture point unlock time is controlled by the tf_logic_arena. Capturing the CP will automatically choose a winning team, too. Try hiding all the entities I mentioned, except tf_logic_arena, saving the map and doing an entities-only compile