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Re: NEW STEAM: Failure on detecting round, how do YOU do it?
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botmeister
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Default Re: NEW STEAM: Failure on detecting round, how do YOU do it? - 17-02-2004

Bah! I'm back with the HLTV method. Take a look at this test log.

Code:
00:42:00 2004 :: World triggered "Round_End"
00:42:05 2004 :: THE ROUND HAS REALLY STARTED 
00:42:12 2004 :: World triggered "Round_Start"
Look at the times above, the "Round_End" pfnAlertMessage happens just before the round really ends. It is issued as soon as the round timer goes to zero, but the round does not switch to a new round until about 5 seconds afterwards. The pfnAlertMessage "Round_Start" does not happen until the countdown delay completes. In other words, it gets issued a few seconds after the round really starts (the delay is 7 seconds in the example).

This may work fine for other people, but it is no good to me as I need to know exactly when a round really starts.

*edit*

Quote:
That's funny, I always thought that you're aware of this message and simply don't reply upon it because of some timing issues :-)
LOL just saw your message after I posted - yes, this is funny because I can't use it because of the timing issues!

*edit*

FYI: the Round_End message gets sent only when a round times out. It will not get sent if the round is cut short by other means.


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Last edited by botmeister; 17-02-2004 at 10:07..
  
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