Running nodes

Ready system

A match starts in warmup. The players warm up while Ankor’s plugin waits for both teams to be ready. Once they are, the plugin counts down and starts the knife round or live play. A player who leaves during the countdown does not stop it.

Ready modes

The match’s ready_mode decides when a team is ready. ReadyMode describes each mode. In every mode, bots and players outside the roster never make a team ready.

Auto

A team is ready once all its rostered players are connected. Players have no ready commands, and the match does not wait for spectators.

Manual

Each rostered player also types !ready in chat, and !unready withdraws it. When the match sets spectators_ready_up, the match also waits for every rostered spectator to connect and type !ready.

  • A !ready lasts until the player leaves the server.
  • The plugin regularly names the players, and the spectators it waits for, who are not ready.
  • The scoreboard shows READY or NOT READY as each one’s clan tag.

External

Players have no ready commands, and only the controller starts the match, with start_match.

Force ready

A match allows !forceready only with allow_force_ready on. Without it, the command does nothing, and the match waits for every rostered player’s !ready.

Under manual, a team’s captain can type !forceready. The captain is the first player of the team in the roster. The command readies the captain’s team with whichever of its players are connected. The team then stops waiting for the rest of its roster and for their !ready. The countdown starts once the other team is ready too, either the normal way or by its own captain’s !forceready.

When the match waits for spectators, any rostered spectator can also type !forceready. It readies the spectators and no team. A rostered spectator who does not show up then does not block the match, as long as another one is connected. When none of them connects, only the ready deadline or start_match ends the warmup.

  • A force-ready lasts for the rest of the warmup, and !unready cannot withdraw it.
  • A team with none of its players connected is never ready, force-readied or not.
  • The plugin sends each force-ready as a warn log that names the team, or the spectators, and who typed it.

Start from the controller

start_match starts the countdown in every mode without waiting for anyone to be ready. An admin can therefore always start a match whose players are stuck in warmup. The plugin refuses it until someone from each team is connected. The reply comes when the countdown has started.

Ready deadline

ready_timeout_seconds in the match sets a deadline for both teams to be ready. The warmup clock in game counts the deadline down, and the plugin warns in chat as it approaches.

When the deadline passes, the plugin tells players that the match was canceled and ignores any later ready-up. It ends warmup, ends the match with the game’s end screen and ends the map with map_end. Ten seconds later it kicks every player.

The reason in map_end is ready_timeout, and teams says how many players of each team were connected and whether the team was ready. A force-readied team counts as ready. The map names no winner, so your controller decides the outcome, such as a win for the ready team or a draw.

  • ready_timeout_seconds must be null under external, because only the controller starts the match there.
  • If nobody joins, the deadline still passes on the empty server. The agent’s idle_shutdown_seconds stops an empty server first when it is shorter, and the agent then reports server_exited instead.

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