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Currently, the only two gameserver configs that loads in are the default live.cfg and warmup.cfg. This might be good enough for 5v5 pugs only, but its not sufficient in terms of hosting different type of tournaments like 1v1, 2v2, 3v2 and so on, as the config might change.
It would be a nice addition if the gameserver config to load is instead specified in the GameConfig. Then its up to the hoster to define which gameserver config to use for which matches.
This would also enable Eventula to perhaps send this kind of information with the GameConfig. For example when creating a match, one can choose the config of choice(or they are defined by team sizes?) and when creating tournaments with different team sizes.
Findings:
The LoadAndExecuteConfig() function allows for this, but the function StartMatch(), which is triggered when everyone is ready etc, is sending in hardcoded value, in this case "live.cfg".
Solution might be then to remove the hardcoded value and instead refer to the MatchInfo.Config, where all config variables are stored. If a new variable called "GameConfig" or similar is created storing the value, we can then reference it such as MatchInfo.Config.GameConfig.
The text was updated successfully, but these errors were encountered:
Currently, the only two gameserver configs that loads in are the default live.cfg and warmup.cfg. This might be good enough for 5v5 pugs only, but its not sufficient in terms of hosting different type of tournaments like 1v1, 2v2, 3v2 and so on, as the config might change.
It would be a nice addition if the gameserver config to load is instead specified in the GameConfig. Then its up to the hoster to define which gameserver config to use for which matches.
This would also enable Eventula to perhaps send this kind of information with the GameConfig. For example when creating a match, one can choose the config of choice(or they are defined by team sizes?) and when creating tournaments with different team sizes.
Findings:
The LoadAndExecuteConfig() function allows for this, but the function StartMatch(), which is triggered when everyone is ready etc, is sending in hardcoded value, in this case "live.cfg".
Solution might be then to remove the hardcoded value and instead refer to the MatchInfo.Config, where all config variables are stored. If a new variable called "GameConfig" or similar is created storing the value, we can then reference it such as MatchInfo.Config.GameConfig.
The text was updated successfully, but these errors were encountered: