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nicebag

In-game browser

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If the mission time is longer then 30 min, in-game browser reports all the time 15min, and it doesn't count down.

Same goes for any other server report tool, as servers are sending this false info.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (nicebag @ Aug. 19 2002,11:43)</td></tr><tr><td id="QUOTE">If the mission time is longer then 30 min, in-game browser reports all the time 15min, and it doesn't count down.<span id='postcolor'>

Explanation: Any mission that does not provide any estimate (via estimatedTimeLeft function) is reported as if it will terminate in 15 minutes.

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Thnx, should be a "must have" for every mission - hope mission builders are reading this.

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I saw in the list that some custom missions have the counter implemented, what have editors to add in the mission?

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add the following line to your init.sqs file:

estimatedTimeLeft Param1

thats all there is to it smile.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suchey @ Aug. 19 2002,15:35)</td></tr><tr><td id="QUOTE">add the following line to your init.sqs file:

estimatedTimeLeft Param1

thats all there is to it smile.gif<span id='postcolor'>

Yes, that is true, but if and only if Param1 is the parameter that is used to define mission duration limit. When there is no mission duration limit or when this limit is defined by some more complicated way, you can still use estimatedTimeLeft, but you have to pass different value to it.

This function can be used even in coop missions - you can run time left estimation regulary in some script (for example based on number of ticked objectives, based on waypoints completed, or based on number of enemies alive) and send it to the server browser using estimatedTimeLeft.

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Where does this 15 minute assumption come from? I think its rather confusing to show that the game is going to last 15 minutes when the server really has no idea how long its going to last.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Aug. 19 2002,16:43)</td></tr><tr><td id="QUOTE">Where does this 15 minute assumption come from?<span id='postcolor'>

It came from nowhere - it was just a number different from zero to show you you cannot join the server immediatelly. We can increase this value to some more likely number (like 60 minutes) if you wish.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ Aug. 19 2002,17:11)</td></tr><tr><td id="QUOTE">It came from nowhere - ...<span id='postcolor'>

Well, it was not exacly from nowhere:

We estimated that average game with no time limit lasts for 30 minutes. When showing 15 minutes during the whole mission, the total error is minimal - and the information provided to the user is as accurate as possible (more accurate than showing zero).

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tounge.gif

I changed my ServerStatus to show now 'N/A' when server response is showing longer 15 min. To not confuse players.

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how about creating a forced init.sqs file for mission that is played?

or,

AFAIK, when admins select missions they can change the time limit at the bottom(right next to score to finish?). can you pass that as a variable and use that to show time left?

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