STEAM GROUP
Just Jump ~ SimplyTF Just Jump
STEAM GROUP
Just Jump ~ SimplyTF Just Jump
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IN-GAME
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Founded
October 17, 2014
Language
English
Location
Australia 
 This topic has been pinned, so it's probably important
Official Just Jump Times (!timeme, !times, !personbests)
This thread will eventually be used to boast the functionality of our new homebrew Timer!

Please note we currently run the old timer, 20/08/15
Timer may/maynot be enabled randomly as needed to test

Functionality of the new timer. And plans for added functionality.

Commands
Passive
- On connect, private PB timer will be enabled and track your run silenty, this is to add details about your personalbest. A Completed run that isn't tainted will check and update times.
- Details about your run, ie: times cp's were reached. and improvements over last runs will be displayed in console. [WIP]
- Basic last connect data, Tracks last time you joined the server and the first time you joined. These dates will be reset once the New timer is released.
- Taints, When you join, your PB timer is on, if your run is 'tainted' it'll be turned off, likewise with !timeme taints. Things that'll taint passive runs are (Engy Teleports, Joining spec, changing class, using base jumper, using !teleport, bring, goto, etc)
- Best times will be saved indefinately, while fortnightly bests will be reset fortnightly to give other players a chance. [WIP]
- Suicide/Kill: Will reset your timer if you're running Public timer. [WIP for PB times]

User Activated
!timeme: Used to start a Public timer that will announce times on capture points and eventually add a new Best time to the database, as well as update any personal bests.
!times, soltimes, demtimes, engtimes, conctime: Will call information in the database for the best runs on the map.

New Features over Old Timer
- Timer is now OnGameFrame accurate instead of using repeating timers, which is almost as fast, but not as accurate. OnGameFrame should mean the timer is now at least 33-50% more accurate. (Hopefully)
- Times will try to reset if you use suicide/kill
- Runs using stored CP's, so maps with no CP's can even have times now.
- Maps with CP's, and is able to load New CP's, the maps CP's will be deleted and replaced with our own.
- Can create up to 4 block zones that'll fail a players run. (Mostly for maps with level select)
- Many improvements to how CP Handling is done and when they're disabled/loaded, not that it lagged before. But should reduce cp load significantly throughout map play. (mostly due to my crappy code to disable cp's prior)
- Added some forwards to other plugins to detect cheating easier with other plugins. ie: !ammo, !dmgplz, think one other but can't remember off top of head.

Ideas
Best place for implementing idea's is now while I'm making the plugin, it'll only get harder to add new features when I have to dance around the functionality already built in. If you have idea's, throw them down. They're all greatly welcomed.


DEBUG
During the making of the plugin, !what will give your console some information about what's going on in the timer

] sm_what
-=-=-=-=-=-=-=-=
-=-=-=-=-=-=-=-=
-- Cp Count --
C: 4, B: 0, F: 0
-- Your Run --
Type: 0, Clean: 1
Start: 0.0000, TimeRunning: 115529.367187
Points Touched: 0/4 : -1/0 : -1/0
Class:
-- Misc Info --
Map: jump_sitood
SQL SAVING: 0
-=-=-=-=-=-=-=-=

Cp Count is the plugins types of control points.
C is Normal, B is Bonus, F is a Fail (For level select areas)

Type: 0, Clean: 1

Type is how the timer treats you, 0 it pretty much just ignores you. Giving you some information as you go. (pretty much means it's tainted)
1 is a PB personalbest, it'll track your run when you join and give you feedback at the end (if you finish as a clean run) (Can be partial clean)
2 is a Timeme run, If tainted it'll cancel

SQL SAVING: 0

Sql Saving, pretty much gives you the state of timer, if it's -1 there are no cp's stored for the map, or on the map by default.
0 Means there are map cp's, but the plugin won't save your runs
1 means Stored cp's have been loaded without a problem and will be saved to the database

Stay Awesome,
Jpk.
Last edited by -= SimplyJpk =-; Aug 30, 2015 @ 2:46am
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-= SimplyJpk =- Sep 3, 2015 @ 8:04pm 
Update 04-09-2015

- Added a new way to check non-stored cp's when playing regular, Should mean point won't break half way through a players run.
- Removed the code to delete old CP's when stored cp's are loaded. (WIll eventually be re-added).
- Improved checks for what class a player is. No more finished as ! (Given I didn't reload plugin while you're on)
- At the end of map, variables will now be cleared for the next map (Thanks AI for the Tip). (I'm bad at code :C) (Which fixed a number of small problems)
- On map load, shouldn't have double checks for cp's anymore.

Few other minor changes. Nothing noticeable.
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