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We can currently schedule messages "after" the game has started, but typically there are 30 seconds of time before the match where many players are paying attention where we should also be able to share an alert or tip. Some info might be best shared before the match, as opposed to the chaos of the start.
Example usage:
<alert before="15s">When the match starts, select your class at the occupation station</alert>
If an alert/tip is set for before="25s" and the system is configured for only 20 seconds pre-match delay, PGM can count this as ready to fire at 20 seconds pre-match.
The text was updated successfully, but these errors were encountered:
There's too many things that can "go wrong" here, like /start 0, or even just a /start 60 after it's already gone down 25 (meaning repeated messages?), etc.
Honestly i'd rather make it be messages that appear when joining the match (like the maps' name & objective is shown on cycle)
With the edge cases on my suggestion, I would suggest disabling the "before" messages. For example, there can be a flag if any "before" messages have fired yet, and if so then no more would be displayed when reset of start occurs. If none had been displayed, it would be safe to display them all.
For game starts with no pre match period, they would not be processed or displayed.
We can currently schedule messages "after" the game has started, but typically there are 30 seconds of time before the match where many players are paying attention where we should also be able to share an alert or tip. Some info might be best shared before the match, as opposed to the chaos of the start.
Example usage:
<alert before="15s">When the match starts, select your class at the occupation station</alert>
If an alert/tip is set for before="25s" and the system is configured for only 20 seconds pre-match delay, PGM can count this as ready to fire at 20 seconds pre-match.
The text was updated successfully, but these errors were encountered: