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Still Have ? How do you start a Match

Historical capture recovered from the Wayback Machine · captured 2003-05-11 · 16 posts
I understand enigma is very busy and i understand, but How will you official start the game, since people will join not exactly at the same time and you cant all just wait at the Group selection since there is no chat to the other team on that screen.


Ive read or was sent a couple suggestions but problems with all.

1. Set map to 25min and make sure everyone is in then start when clock reaches 20minutes, However there is no clock in nam mode unless im missing something. (plus that might start arguements when a team loses saying oh they started moving on the map before the game reached 20minutes)

2. Set map to 22 minutes make sure everyone is in game and pings look good then in your own spawn area get into a group and set off a grenade. This will kill everyone ( you will be able to verify this by looking at the team screen everyones name will go dark when they die) and since the spawn is set as a countdown clock both sides will spawn at the same time and that is when you would start the game.


Edge I know you guys have played informal matches before how did you guys do it?
Post edited by Capt.Badger at 4/10/2003 4:55:42 AM
I'm am also asking this same question. I was going to set the time to 30 mins...in NAM mode, you still have a clock when you look at score (TAB).
I dont play VC, so please forgive my ignorance. Is there no RCON system or anything for the VC servers? Usually (in other games) you simply restart the map once everyone is on the server and ready. If not, it seems we need to have some conversations with the developers.

Can someone explain to me the limitations of the administrations tools?

]CkB[Polaris
Teamwarfare Director of Operations
the remote admin functions are very limited in VC (for now).
We can only control the Friendly fire, nam mode, class limits, etc. No map changes, server reboots, time resets, etc.

To Everyone: correct me if I'm wrong here.
Ok thanks about telling me where the clock was. Still I do beleive that a majority of the clans currently here will be honest in the fact that no one will move forward until the clock reaches 20min HOWEVER, Ive seen it before You cannot i repeat cannot keep anyone still for even a minute in the gaming world, there all too excited to want to get out and kill something. First its just a step here and a couple feet here then the just up to the corner of the bldg then well lets just peek around the corner, next thing you have is when the game starts immediately seeing a message the flag has been taken.

Dont know why the devs didnt set up some sort of start screen at begining of a map instead of join and fight to start it.
Post edited by Capt.Badger at 4/10/2003 1:27:43 PM
Oh forgot, The ban feature is better then the demo but still lacks what it really needs. You can ban someone but at the most only for 200 hours and only by the current game number or name, all they need to do is come back with a different name. Should have had a CD id # assigned to each player so you can ban the id# and not the name. And the Restart Polaris is only set to where you pick ur side ur weapon and it connects you, however you can have 5 US connect before a single vc connects and as soon as even one member from the opposing team connects the game starts even though the rest of your team isnt in yet.
A note on banning: The Vietcong developers were kinda n00bish as to how they went about designing the game, but they weren't stupid. While they've never competed in clan ladders or ever had to perform the duties of a serious server admin, they at least knew to make a ban more complicated than basing it upon a nickname. Bans in VC use a combination of IP address and an internal, unique hash built into each client. For example, when two players inside a NAT'd LAN (i.e., the both have the same WAN address) are playing on a server and one catches a ban, the other's connection is still permitted. It's because the banned player matches both criteria -- same IP *and* same software key.
Post edited by {ThC}Freedom at 4/10/2003 2:01:23 PM

{ThC}Freedom
- Honorary Junior Vice President, ThC Clan Auxiliary

ThC Clan - Everywhere you want to be
So a question then how the hell do we do a match....concerning map changes, time limits, ect.

my 2nd question is concerning class limitations in 8v8 or is it based on map's maximum. How many LMGs, radiomen, medics, snipers can there be on an 8 man team?
Satan...the class limits are in the rules.

As for the server maps, here's what I plan on doing:

I'll set up a server to rotate on my 3 maps (35 minutes each).

Since I don't control the server, this is the only way I can come back and play match 3 on the ThC server.

I'm giving 15 minutes per map to join/get ready.

My question is: if nobody is on the server, does the timer continue to count down?
Post edited by [ORT]Whiplash at 4/10/2003 4:31:37 PM
Originally posted by: [ORT]Whiplash
My question is: if nobody is on the server, does the timer continue to count down?

Nope. It's paused.
{ThC}Freedom
- Honorary Junior Vice President, ThC Clan Auxiliary

ThC Clan - Everywhere you want to be
ok so what your saying is we'd sit motionless on a server for 15 minutes w/no shooting, killing, ect.? Im all for it but I dont forsee this happening with everyone content on being fair.

Configuring your server for the 3 maps in rotation for the match is nice too but what if the opponent wants to switch servers? You come back and have to wait/play through a map? or even reset it and play through the 1st 2?

Seems we need to badger the development team to get some server commands added in another patch ASAP because my team is wanting to get competitive in the game but if its going to be more of a hassle to get through a match than fun playing it we might wait.
Intill a restart command is aviable the kill team with nades at 20:15 mark worked just fine
If everyone dies around the same time....the respawn timer takes over and everyone will spawn at the same time. Now this will have to be somewhat fixed. If we are supposed to kill ourselves at 20:00, but nades have 5-10 second timer. When do we start tossing them? Just a time to throw a nade would be nice to have. (eg.) At 20:20 start throwing nades. That way fuse time and spawn time will leave around 20mins left. Just in our match tonight I noticed twice we mass suicided at least 5 secs before our opponents. We spawned at the same time, but I would like to keep it that way.

This way should work well for the time being, matches will not be exactly 20mins (off by 1-30 seconds), but that isnt a big deal to make it as fair as possible.
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"We shall fight on the beaches. We shall fight on the landing grounds. We shall fight in the fields, and in the streets, we shall fight in the hills. We shall never surrender!"
I honnestly think that 5 seconds won't make a difference in a match.
And the idea is not to toss, but huddle and pull the pin -- that way there's no chance of missing.
{ThC}Freedom
- Honorary Junior Vice President, ThC Clan Auxiliary

ThC Clan - Everywhere you want to be
Rgr and i think WTF would agree that until the devs come up with something better this worked really well for us tonight. we set the game clock to 22min then made sure everyone made it in, got into a team huddle and waited to between 5 and 10 secs and pulled pin. Everyone then spawned at the same time and we started match.

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