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L4D2 Runtime: A Timer to Track Campaign Map and Total time


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#1 Adminek AMXX.PL

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Napisano 05.10.2016 15:08

<div>Most of this plugin was laid out by a good friend and he dropped this on my lap. I have full permission to post it here and I'm posting it to you guys hoping in due time it'll blossom into a fuller more capable time tracker.<br /><br /><b>What it does</b><br /><br />Currently, there are 3 chat triggers. Its purpose is to track the current map time and the overall campaign time. When you start out before leaving the safe area, you'll be reminded of your last maps time (!last). When your team arrives at the safe room, you'll then be reminded of that maps run time (!now).<br /><br /><b>Please Note</b><br />The current map time is reset automatically upon team death and any time spent failing a map is not included in the overall time. Time ultimately tracked is time completed at successful runs between safe areas. Keep this in mind.<br /><br /><b>!now</b> Will call up the time in this format ( current map time / total campaign time). Tracking starts when a team member leaves the safe area (or removes the bar from the door). Calling <b>!now</b> before tracking begins will show e.g, ( 00:00:00 / 00:03:45 ). Calling <b>!now</b> after tracking begins will show e.g., ( 00:00:10 / 00:03:55 ). This tracking stops when the whole team is safe.<br /><br /><b>!last</b> follows the same format as !now but means ( last maps time / total campaign time up to that point ). Upon starting the next new map, you'll be reminded of this for a moment. To manually pull it up at any time, use <b>!last</b>.<br /><br /><b>!reset</b> Will reset all the timers (!now and !last) back to 00:00:00 / 00:00:00. Although this is helpful it was truly added because tracking doesn't currently reset if a vote to restart passes or if a changelevel changes to another map. (I'd prefer this to be automatic, if you have the time and skills to figure this out and contribute, I appreciate it).<br /><br /><b>Why?</b><br />A few friends and I enjoy running all the campaigns and prefer having a better description of the time spent completing them than the games &quot;completed time&quot;. If you enjoy running and would like a better timer than the games credit summary, try it.<br /><br /><b>Caveat 1</b> Some campaigns won't play nice and one example is Clamtoll map 2. The tracking will never begin because <b>player_left_start_area</b> and/or <b>door_unlocked</b> are never fired. It's up to the map authors to implement this properly if at all and I don't know of another way to get this information reliably. So, the timer will kick in for the most part but when it breaks, let's blame the other guy right?<br /><br /><b>Caveat 2</b> now sure why (cache problem?) but sometimes the tracker will start off successfully and then fail to track any time if the team dies. It won't kick in again and I can't figure it out (sm plugins reload runtime, server restart) won't fix it. It's crazy but if you continue to the next map it will start working again. Then if you restart the campaign, restart the server, go back to the map with the problem etc, it will work fine every time. Not sure why the plugin will bug out (very rarely).<br /><br /><b>Future</b> I'd like to add a couple things to this mod but I honestly don't know the language enough to implement them any time soon. <ul><li><b>Automatic reset:</b> When a campaign restarts or a changelevel kicks in, reset the times.</li>
<li><b>!times:</b> An array of prior times would be great, shows up upon finale? called with !times.</li>
<li><b>Memory: </b> Having times is awesome but having a time to beat would of course be better :)</li>
</ul><br />I feel like the plugin is complete enough to release and I hope those of you interested in it find it useful.</div>


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<a href="http://www.sourcemod...32"><strong>GetPlugin</strong></a> or
<a href="https://forums.allie...1475676451">GetSource</a> (runtime.sp - 6.0 KB)


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<a href="https://forums.allie...runtime.tar</a>(20.0 KB)


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