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Adaptive Ticket Count (1.2.1.1 - 12/08/13)


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On 10/18/2021 at 2:10 PM, Hedius said:

Why do you use Rush0? It's RushLarge0.

thx but this plugin has 1 more error too.

 

if the votemap fails, ticket % isn't change. it maintains previous mode's ticket

any ideas about this error?

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On 10/18/2021 at 2:14 PM, Hedius said:

Why do you use Rush0? It's RushLarge0.

ex)

 

CQL 110%

RUSH 300%

 

votemap failed, if the votemap failed, map will be set to first map

if the first map is CQL and the previous mode is RUSH

next CQL map is set to 300% ticket

 

and if the first map is RUSH and previous mode is CQL

next Rush map is set to 110% ticket

 

// Round End - Server Ticket Changer
// settings for insane limits:     limit_evaluation: OnRoundOver     ,    limit_first_check: Code

if (server.NextGamemode == "Chainlink0") { // chainlink
    plugin.ServerCommand("vars.gameModeCounter", "200");
    plugin.ServerCommand("vars.roundTimeLimit", "100");
}
else if (server.NextGamemode == "ConquestLarge0") { // cq large
    plugin.ServerCommand("vars.gameModeCounter", "110");
    plugin.ServerCommand("vars.roundTimeLimit", "100");
}
else if (server.NextGamemode == "RushLarge0") { // rush
    plugin.ServerCommand("vars.gameModeCounter", "300");
    plugin.ServerCommand("vars.roundTimeLimit", "140");
}
else { // all other modes
    plugin.ServerCommand("vars.gameModeCounter", "400");
    plugin.ServerCommand("vars.roundTimeLimit", "100");
}

 

this is my code which im using 

Edited by eros122
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On 10/19/2021 at 6:30 PM, eros122 said:

ex)

 

CQL 110%

RUSH 300%

 

votemap failed, if the votemap failed, map will be set to first map

if the first map is CQL and the previous mode is RUSH

next CQL map is set to 300% ticket

 

and if the first map is RUSH and previous mode is CQL

next Rush map is set to 110% ticket

 

// Round End - Server Ticket Changer
// settings for insane limits:     limit_evaluation: OnRoundOver     ,    limit_first_check: Code

if (server.NextGamemode == "Chainlink0") { // chainlink
    plugin.ServerCommand("vars.gameModeCounter", "200");
    plugin.ServerCommand("vars.roundTimeLimit", "100");
}
else if (server.NextGamemode == "ConquestLarge0") { // cq large
    plugin.ServerCommand("vars.gameModeCounter", "110");
    plugin.ServerCommand("vars.roundTimeLimit", "100");
}
else if (server.NextGamemode == "RushLarge0") { // rush
    plugin.ServerCommand("vars.gameModeCounter", "300");
    plugin.ServerCommand("vars.roundTimeLimit", "140");
}
else { // all other modes
    plugin.ServerCommand("vars.gameModeCounter", "400");
    plugin.ServerCommand("vars.roundTimeLimit", "100");
}

 

this is my code which im using 

Votemap sets the next map/mode as soon as the vote is over.

OnRoundOver triggers exactly when the round ends. Does anything modify your next map during the 60s long end screen? (before the next round is loading)

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1 hour ago, Hedius said:

Votemap sets the next map/mode as soon as the vote is over.

OnRoundOver triggers exactly when the round ends. Does anything modify your next map during the 60s long end screen? (before the next round is loading)

hi, thx for answering. there isn't, but i got solution about that. Have a good day, thx for answering 

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