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Entering a tiebreaker restarts the track from round 1 #36
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It is possible to set array(0) in SetRoundCustomPoints if you add the optional boolean value, i.e. no points will be given. Then all players will stay at 0 points. The problem is that map skips have to be done before EndRound. It is possible to achieve this by keeping track of the number of submitted scores in onPlayerFinish (for Rounds only, of course) and skip once all players have set a score. It will be quite abrupt though. |
A solution which involves altering the points limit underway, which should be able to be used with
However, there's no guarantee against stuff that breaks when using |
http://www.tm-forum.com/viewtopic.php?f=28&t=16101&p=118300&hilit=ManualFlow#p118228 With this you can control how the server should need to respond to actual stuff like tiebreakers or disconnects for instance. |
Manual flow control is a good suggestion, however, I'm not sure if the script is able to avoid the I wonder if you can use |
Increasing the points limit during the last round of a track (a round when at least one player will reach the points limit) will not stop the game from finishing the match and proceeding to the next track. This is documented (https://methods.xaseco.org/methodstmf.php), although this means that entering a tiebreaker in the last round requires a match restart.
In addition, it is not trivial to set the points limit for the current map only; setting the points limit has an effect for all upcoming tracks.
A solution, although rigid, is to enforce the number of rounds with a
/ko rounds
command and somehow shadow calls to/round
(plugins can't listen to predefined commands in TMGery). Then, one might choose toThough, for the latter, the points limit will be misleading and the restart has to be done before
EndRound
it seems.So far the only recommendation is to avoid using tiebreakers when using multiple rounds.
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