forcing sudden death?

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
i was under the impression that using the game_round_win entity, with the value "team= none (Sudden Death)"
would give me a sudden death situation, but when i use it i'm getting a stalemate instead.

does anyone know how to force a suddendeath?
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
except that... if the map stalemates instead of suddendeath'ing then it defeats the point i was trying to reach. - i.e. prevent infinitely long plr rounds, and still have a winner, such that the next round can be played.

this is important, as the next stage/area of the plr i'm making depends on the winner of the previous stage
 

Pyroguy

L1: Registered
Jun 6, 2009
23
2
Simply adjust it then so that there is a maximum pool of time, and whichever team gets their cart farther (or however you want to do it) wins. Or, if the server has sudden death enabled, you could have a sudden death round starts. And perhaps the carts could move a lot faster in sudden death (turbo charged jet carts?).
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
Simply adjust it then so that there is a maximum pool of time, and whichever team gets their cart farther (or however you want to do it) wins. Or, if the server has sudden death enabled, you could have a sudden death round starts. And perhaps the carts could move a lot faster in sudden death (turbo charged jet carts?).

i was unaware that there was a way to get the value of the cart's current position relative to start and end point.
how do you do that?
 

Pyroguy

L1: Registered
Jun 6, 2009
23
2
There isn't an easy built-in way (as far as I am aware), but using the path_track outputs and a lot of logic entities, you can do it.
 

DarkEdge

L1: Registered
Jun 29, 2009
3
0
Or... you could try my way of preventing stalemates: Having the carts move on their own after the time limit.

I'm still experimenting with the entity setup, but overall I'm very pleased with it. If you want it, I will share it (once I know how lol :D).

The only problem with my method is deciding who wins when both carts arrive at the finish at the same time. (Imagine both carts at a rollback track before the point).
 

Pyroguy

L1: Registered
Jun 6, 2009
23
2
I guess you could also have a dummy cart move with the actual cart. A few seconds before the round ends, have the dummy carts speed up really fast and travel to the end. Have them both trigger some relays that disable each other, and then you can use a trigger on round end to go through the relays and figure out which one was ahead. If they reach it at the same time, just randomly assign it to a team. Or have all the rounds restart.