With vinmod no longer being supported, I'm assuming 2.3 will have vindi's console (or a
console), and I'd like a few extra commands to be added in to make setting up competetive games easier.mp_tournament
-when set to 1 would cause everyone to not be able to move for the first 5 seconds of a map (basically do the same thing as sv_speed 0), so that people have time to choose their team and class. I don't think stopping people from firing should be necessary since soldiers really can't get anywhere with just knockback, and I don't think demo can get significantly far either.
-would turn off autobalance (Lloyd lol) and allow people to join a team even if it has more people
-sets all classlimits to 1
-at map start would automatically join players to the team they were on on the last map
-allows the commands unpause, pause, and start stopwatch A/B to be used
-if the teams aren't full (will get to later) the game is paused. when the game is paused, a box saying "paused" pops up on the screen, and people can't reload, move, attack, change direction, taunt, emote etc. Rockets and mines stop moving, and the server stops calculating the path bullets take. other people won't see the bullets stop but I don't think pauses should happen too often, and it's better than bullets just continuing. The server should still sync name changes so you can say "go check irc" during the pause. Game won't pause during the first 5 seconds of a map (freeze time).unpause
-forces a pausesv_teamcap (#)
-sets the max number of players per team. If the teams aren't full after freeze time the game pauses.start stopwatch (A/B)
-if the current map is an attack defend map the map is restarted in stopwatch mode. stopwatch mode adds an extra hud similar to this
-start stopwatch A causes the new HUD to count up, starting after setup ends. When the team captures a point, the time on the hud is recorded in console (Team A captured CP (#) after mm:ss)
-start stopwatch B causes the teams to spawn on the opposite team (red spawns as blu, blu as red). When the team captures a point, the time on the hud is recorded in console (Team B captured CP (#) after mm:ss). The HUD uses the time on the stopwatch when A capped their farthest point and counts down once setup ends. If team B captures the required point (the farthest point team A gets to) before the stopwatch reaches 0, they win. If the stopwatch reaches 0, team A wins. If the map timer runs out the game stalemates.
-can't use start stopwatch B without using start stopwatch A first
-using start stopwatch A again will keep the newest times and forget the old times
-team A's times are still remembered after start stopwatch B is used in case they need to restart the map for whatever reason.