Results 1 to 7 of 7

Thread: ZE map timers

  1. Default ZE map timers

    I'm curios someone came up with this last night.

    There are some ZE maps with a timer which isn't really working for the map because it ends too soon (aka ze_jurresicapark). Is there a way to make ZE rounds have a timer of max 10 min or no timer at all, so you can only end the round when you reach the goal or when everyone is zombined.

    I know that coding and stuff is hard etc but I'm wondering what people think of this.



    1 # 1

    “Language is a complicated thing! It has multiple meanings.”

  2. #2
    Join Date
    Jan 2012
    Location
    East Coast (and that's all I'm tellin' xD)
    Posts
    410

    Default

    ze_ApertureScience_final is the only other map I can think of that this problem arises where time runs out before humans reach the safe spot and zombies are nuked. Although a 10min map time may fix this problem and not hinder other maps. Ones like ze_trainescape_b3 where the map "nuke" doesn't always kill the zombies (ex: For trainescape, you can hold out in the tree-house or shoot zombies off the train until the time runs out if nuke doesn't kill them). Perhaps just extending the map duration for Jurassic Park Escape and Aperture Science would be a possibility?
    -Chef
    Artist's Representation - "Finding life on the go board"

  3. Default

    Apeture, and Minecraft both need the time increased to 9 minutes to complete the map. There use to be an admin command to do this, but I cannot remember it, nor do I know if we have access. The best solution would be to pick the specific map, and form a configure thread about the map. If you put all escapes to 10 minutes I will join on maps that you can camp on, and hide for the whole 10 minutes. Just saying.
    Quote Originally Posted by ZERO View Post
    Logically I reserve the right to step in at any time and make a final judgement. Any judgement made by me can only be reversed by me.

  4. Default

    If map settings need to be configured differently, then post that information here so Zero can do updates.

    Also, when we switched to sourcemod, did admins lose the ability to change the round time?

  5. Default

    Honestly I can't remember the command to try. (Any help out there)
    Quote Originally Posted by ZERO View Post
    Logically I reserve the right to step in at any time and make a final judgement. Any judgement made by me can only be reversed by me.

  6. Default

    It used to be that we would use mp_roundtime

    Try sm_settime or sm_roundtime

  7. Default

    Most maps have a code in them to change the round time to the necessary length. Jurrasic park doesn't have this since it's not a finished map. Idk about aperture though. But I agree I did notice these 2 maps ending too soon. I just assumed aperture didn't have a nuke lol.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •