New changes coming to Warmup Round
Posted: Fri Oct 28, 2011 3:59 am
Just a note to the beta testers (and everyone else, eventually), but I am fairly close to finishing up the new GG Warmup Round version.
Instead of using Warmup Round specific cvars for DeathMatch and Elimination, Warmup Round will execute a cfg file when Warmup starts, and another when Warmup ends. So, basically, you want to enable all addons that you want to be available while in Warmup, and disable any that should not, inside the cfg file set for starting Warmup. Inside the Warmup end cfg file, you will want to disable all addons that were running during Warmup that you do not wish to be in the actual match, and enable any addons that you want to have for the match that were disabled for Warmup.
The 2 files are based off of new cvars, so you can have multiple cfg files set up for multiple gametypes for both Warmup and the match.
A quick example. If you want DeathMatch during warmup, but TeamWork/Elimination/Turbo for the actual match, your start Warmup cfg file would look something like:And your end Warmup cfg file would look similar to:
Also, there are now new cvars to allow for extending the Warmup Round if a minimum human player count has not been reached. Here are the new cvars as they appear in the gg_warmup_round.cfg file:
I wanted to let you all know ahead of time. I will hopefully have this committed to the SVN within the next 2 or 3 days (barring my work schedule).
Satoon
Instead of using Warmup Round specific cvars for DeathMatch and Elimination, Warmup Round will execute a cfg file when Warmup starts, and another when Warmup ends. So, basically, you want to enable all addons that you want to be available while in Warmup, and disable any that should not, inside the cfg file set for starting Warmup. Inside the Warmup end cfg file, you will want to disable all addons that were running during Warmup that you do not wish to be in the actual match, and enable any addons that you want to have for the match that were disabled for Warmup.
The 2 files are based off of new cvars, so you can have multiple cfg files set up for multiple gametypes for both Warmup and the match.
A quick example. If you want DeathMatch during warmup, but TeamWork/Elimination/Turbo for the actual match, your start Warmup cfg file would look something like:
// Disable non-Warmup addons
gg_teamwork 0
gg_elimination 0
gg_turbo 0
// Enable Warmup addons
gg_deathmatch 1
gg_teamwork 0
gg_elimination 0
gg_turbo 0
// Enable Warmup addons
gg_deathmatch 1
// Disable Warmup-only addons
gg_deathmatch 0
// Enable match addons
gg_teamwork 1
gg_elimination 1
gg_turbo 1
gg_deathmatch 0
// Enable match addons
gg_teamwork 1
gg_elimination 1
gg_turbo 1
Also, there are now new cvars to allow for extending the Warmup Round if a minimum human player count has not been reached. Here are the new cvars as they appear in the gg_warmup_round.cfg file:
// ============================================================================
// >> MINUMUM HUMAN PLAYERS
// ============================================================================
// Description:
// Set to the minimum number of players needed for Warmup Round to end.
// Default Value: 0
// Number of human players needed for Warmup Round to end.
gg_warmup_round_min_players 0
// ============================================================================
// >> MAX EXTENSIONS
// ============================================================================
// Description:
// Number of extensions allowed before Warmup Round automatically ends.
// Default Value: 1
// Maximum number of extensions allowed before Warmup Round ends.
gg_warmup_round_max_extensions 1
// ============================================================================
// >> MIN HUMAN PLAYERS REACHED
// ============================================================================
// Description:
// Determines whether or not to end Warmup Round when the minimum number of
// players has been reached.
// Options:
// 0 = Never end Warmup as soon as min players is reached.
// 1 = Only end Warmup if in "extended" time when min players is reached.
// 2 = End Warmup Round as soon as min players is reached.
// Default Value: 0
// Allows Warmup Round to end when min players is reached.
gg_warmup_round_players_reached 0
// >> MINUMUM HUMAN PLAYERS
// ============================================================================
// Description:
// Set to the minimum number of players needed for Warmup Round to end.
// Default Value: 0
// Number of human players needed for Warmup Round to end.
gg_warmup_round_min_players 0
// ============================================================================
// >> MAX EXTENSIONS
// ============================================================================
// Description:
// Number of extensions allowed before Warmup Round automatically ends.
// Default Value: 1
// Maximum number of extensions allowed before Warmup Round ends.
gg_warmup_round_max_extensions 1
// ============================================================================
// >> MIN HUMAN PLAYERS REACHED
// ============================================================================
// Description:
// Determines whether or not to end Warmup Round when the minimum number of
// players has been reached.
// Options:
// 0 = Never end Warmup as soon as min players is reached.
// 1 = Only end Warmup if in "extended" time when min players is reached.
// 2 = End Warmup Round as soon as min players is reached.
// Default Value: 0
// Allows Warmup Round to end when min players is reached.
gg_warmup_round_players_reached 0
I wanted to let you all know ahead of time. I will hopefully have this committed to the SVN within the next 2 or 3 days (barring my work schedule).
Satoon