dreammyw0w wrote:EDITTTTTTTTTT : It should be possible to start a match with a given score, this would solve a lot. Just create a vote "set score and rr ". Let people press F1 and voila the match restarts.
We're working on something like that. And I'll take a look at the 99%/100% problem.
Forgot10 wrote:They probably play in free mode, in which case the game continues after someone's disconnection. Naturally the only solution is a restart, after which they have to keep track of the real score.
That's a plausible explanation.
@Steeffeen & Forgot10:
I'll try to explain how the script works to determine the winner of the map. There's several settings to take into account:
- S_TurnWin (default: 6)
- S_TurnGap (default: 2)
- S_TurnLimit (default: 8)
- S_DeciderTurnLimit (default: 16)
The S_TurnWin setting set the score from which a team can win. But there must be a difference of at least S_TurnGap points. I think everyone know how this part works.
Now, about the two other settings. S_TurnLimit set the score from which the tie break will start. So by default if we reach a score of 8-8, we will use a goal average function to try to determine a winner for the map. The first thing this function do is to check the number of points scored by each team since the beginning of the match (it's displayed on the bottom of the scores table). So if you played a first map with a score of 6-3 and the tie break start at 8-8 on the second map, the goal average function will see that the first team have more points and will declare team 1 winner of the second map.
But there's some cases were the two teams can have the same number of points (eg: on the first map). In this case each team is given one more attack turn. When they both played it, there's 3 possible situations:
- One team scored 2 points and wins the map.
- Both teams scored one point. Then we take a look at how many defenders have been eliminated by each team since the beginning of the tie break:
- If one team have eliminated more defenders, this team wins the map.
- If both teams have eliminated the same number of defenders, then they will play one attack turn each once again.
And we keep playing until one team have more points or eliminates more defenders.
The S_DeciderTurnLimit is only used during matches played on more than one map (BO3, BO5, etc). It replaces the default S_TurnLimit if we play on the last map of the match. (eg: the third map of a BO3 or the fifth map of a BO5). So the tie break will start at 16 points instead of 8 on this last decisive map.
Example:
Code: Select all
// Beginning of the match
0 - 0
// Playing
...
5 - 6
// Here there's two solutions
// Solution 1:
5 - 7 -> Team 2 wins the map because they have more than 6 points and a 2 points lead
// Solution 2:
6 - 6 -> Continue to play because there's no winner yet
6 - 7
7 - 7
7 - 8
// Two solutions again
// Solution 1:
7 - 9 -> Team 2 wins the map because they have more than 6 points and a 2 points lead
// Solution 2:
8 - 8 -> The tie break start to find the map winner
// Two possibilities:
// Solution 1:
One team scored more points since the beginning of the match. eg: Two maps were played. Map 1: 6 - 3, Map 2: 1 - 6. Match points: 6+1 - 3+6 = 7 - 9. Team 2 wins the third map.
// Solution 2:
Both team have the same number of points. They'll play one attack turn each:
8 - 9 -> team 2 wins the first turn
// Two possibilities:
// Solution 1:
8 - 10 -> Team 2 wins the map because they have more than 6 points and a 2 points lead
// Solution 2:
9 - 9 -> The two teams won a round. We check if one team have eliminated more defenders since the beginning of the tie break
// Two possibilities:
// Solution 1:
One team eliminated more defenders, this team wins the map.
// Solution 2:
Both team have eliminated the same number of defenders. Each team will play one attack turn again and continue until one team have a 2 points lead or eliminates more defenders.