Pause Plugin

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Comments

  • LocklearLocklear [nexzil]kerrigan Join Date: 2012-05-01 Member: 151403Members, NS2 Playtester, NS2 Map Tester, WC 2013 - Shadow
  • GamerkatzeGamerkatze Join Date: 2012-06-27 Member: 153711Members
    Bitey wrote: »
    I will see that this is brought up to ENSL HQ!

    nothing will change until season 2 ends :P
  • wirywiry Join Date: 2009-05-25 Member: 67479Members
    edited March 2013
    Best shit since sliced bread.

    Oh and come on Katze, having a plugin like this in the event of a crash would be worth gold. Especially for a league game! To be honest, if this works without any problems it should be implemented immediately! Just whip some quick rules together about it's not allowed to use it for "tactical timeouts" and stuff and you should be good to go.
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    Nice, can you add some admin commands for forcing a pause or unpause.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    sv_pause can be used by an admin to pause/unpause at any time, almost forgot that.
  • MigeMige Join Date: 2005-03-19 Member: 45796Members, Reinforced - Supporter
    Where I can found this ;) Any ETA for publish?
  • GamerkatzeGamerkatze Join Date: 2012-06-27 Member: 153711Members
    edited March 2013
    Mige wrote: »
    Any ETA for publish?

    eta would be awesome :D
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    It's already released, it's a plugin in the DAK mod. You can configure DAK so that the only plugin active is the pause one. It recognizes if tournament mode is enabled in ns2stats so you can use it right now.
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    edited March 2013
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    Couldn't you use some function from Ns2 that you don't have to find every event that need to be stopped?
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    I didnt see anything that would work in that way, or atleast in a way that would allow people to still re-connect to the server (they would never load in with some of the other methods I tested). Was there something specific you saw?
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    Haven't tested it, but theres a scenario handler, where you can save the state of every entity and load it,
    maybe that would work?
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    Its possible, but I dont think that would work considering the game time advances during the pause, I could reload the ents at a previous state but everythings time would be out of sync. It may be possible to freeze game time also, hmm I might try looking at somethign with that actually. The trickier part of the pause is really extending everything correctly to account for the time the game is paused so time on mist/medpack life and stuff is not lost, not keeping ents in the same 'state' persay.
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    edited March 2013
    Or You could also do something like this:
    local originalOnUpdate = Entity.OnUpdate
    function Entity:OnUpdate(deltaTime)
        // check something, if OK
        originalOnUpdate(self, deltaTime)
    end
    

    and maybe same for onProcessMove

    Only problem is (generally with that plugin), you will produce a lot of overhead.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    Yea i would be slightly concerned about the overhead there, plus many of those I dont want to alter during a pause (its more only for certain ent types).
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    There is the speed (cheats only) command. Couldn't you use this?
  • LocklearLocklear [nexzil]kerrigan Join Date: 2012-05-01 Member: 151403Members, NS2 Playtester, NS2 Map Tester, WC 2013 - Shadow
    Hell, it's about time ;)
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    edited March 2013
    Asraniel wrote: »
    There is the speed (cheats only) command. Couldn't you use this?
    I think then players couldn't connect etc.
    But would work and would not produce overhead, i've tested it and for my single player mod it works fine
    (pause when pressing esc)
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    Yea I tested the speed command but people couldn't connect, I'm not so concerned about the overhead when paused, as long as its minimized when unpaused.
  • ScrajmScrajm Join Date: 2011-10-17 Member: 127859Members
    Can I have the secret server code for this? (the one with the format a6s25fd)
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