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Re: Possible Quake 3 Rally map for use on ETRUN?

Posted: Thu Feb 27, 2014 1:18 pm
by Timothy
You were still wrong though. You can retrigger the start after passing the endtrigger like AjB pointed out.

Re: Possible Quake 3 Rally map for use on ETRUN?

Posted: Thu Feb 27, 2014 1:31 pm
by nico
Timothy wrote:You can retrigger the start after passing the endtrigger like AjB pointed out.
That's true.
And you *can't* reset a started timer by triggering again a start timer entity, you have to interrupt your run (/kill or /load) or trigger the stop timer entity.

Re: Possible Quake 3 Rally map for use on ETRUN?

Posted: Thu Feb 27, 2014 6:57 pm
by Diman
Timothy wrote:You were still wrong though. You can retrigger the start after passing the endtrigger like AjB pointed out.
Diman wrote:
Simply TheJudger-Run2

Timers don't reset in ETrun.
By reset I meant retrigger.

Re: Possible Quake 3 Rally map for use on ETRUN?

Posted: Sat Mar 01, 2014 6:15 pm
by kragle
Well here is the problem. ETRUN does not recognize checkpoints in order, it makes sure you don't go back on yourself and do the same checkpoint again but that's it.

If you start and then go immediately to the end, the race ends and your time ends without going through any checkpoints. It's like they do not even matter and you don't even need to go through checkpoints. The entity just prints the time out, nothing is done to make sure you have to do them in order before hitting the final stoptimer entity... :oops:

I just tested it on q3r_nightcity and mapped it myself, I went through every checkpoint until the end, and then when the start came round again the timer stopped and started again when going through the stoptimer/starttimer entities **without /kill.

Re: Possible Quake 3 Rally map for use on ETRUN?

Posted: Sun Mar 02, 2014 2:37 pm
by NinjaDeer*
kragle wrote:Well here is the problem. ETRUN does not recognize checkpoints in order, it makes sure you don't go back on yourself and do the same checkpoint again but that's it.

If you start and then go immediately to the end, the race ends and your time ends without going through any checkpoints. It's like they do not even matter and you don't even need to go through checkpoints. The entity just prints the time out, nothing is done to make sure you have to do them in order before hitting the final stoptimer entity... :oops:

I just tested it on q3r_nightcity and mapped it myself, I went through every checkpoint until the end, and then when the start came round again the timer stopped and started again when going through the stoptimer/starttimer entities **without /kill.
add mincheckpoints to worldspawn