You can do the mapvote whenever you like. It's all in the scripting for sourcemod or whatever scripting language the server uses. It's extremely common on most other source games that the vote happens at the end.
then i have no idea why its never been like that. im sure people would be more than able to wait an extra minute after a round in order to choose a map
So, you basically were agreeing with me. Thats weird, I though you were making a point against me. Nevermind then. Also ,yea I do think there was a time when voting happened after the round.
Actually, putting the mapvote at the end of the round is nigh on impossible right now unless an admin does it manually. There's no event for the round ending for the vote plugin to hook onto, let alone the fact that the vote plugin would have to be coded to do that. The only way it can happen at the end of the round is if an admin does it manually.
wait what. So, there is a way for a plugin to detect when the round starts, but not when it ends? I find that really hard to believe. Of all the mods ive ever played with sourcemod, every single one had mapvotes at the end. If somehow this is indeed true, then I'd say making it so that the plugin has some possible input would be an obvious patch to make. Reason? Vote doesnt last much longer now anyway.
We could (and probably should) add an event for when the CV dies or the round ends for whatever reason. I'm just saying, there isn't one at the moment and there never has been. There used to be virtually no events for any plugins to hook onto, but CB added a fuck tonne in 2.24d. Before that, the game start didn't even have an event. Remember that most of these plugins were built for TF2, CS:S and other source games. Almost everything in Empires is done differently, so they often require reworking.
Wait a sec, but doesn't the "round end" all happen when the CV dies? Like that's definitely a seperate part in the code or whatever when the CV dies and it makes everyone's cameras lock onto it and the sound clip "you've been defeated" plays. Like that's a procedure that exist right? The code can't be one entire if statement.
He means that the code does not raise any event in whatever method that gets called upon the cv's death (I think). As a result, the plugin has no way to listen in for this occurrence.
Simply because it happens doesn't mean that an event gets fired off for SourceMod to catch or a hook exists for SourceMod to grab.
What does adding an "event" look like though? Is it a simple line of code that outputs to sourcemod telling it something can happen or is it a whole shitton of work to do?
I would guess it would have something to do with this. https://wiki.alliedmods.net/Events_(SourceMod_Scripting)
I'm not in any way saying it's difficult to do. I don't know but I doubt it's difficult. I'm just stating that there's nothing there currently.
This looks like its talking about standard events that already exist in the hl2 libraries. I believe an extension needs to be written with a custom event/forward for cv death. Might not be difficult to do, but could be potentially be time consuming. Also might be wrong about all this but that's what I gathered from having a quick look at some documentation.
Adding an event hook is fairly simple. Unless you complicate the shit out of it or collide events somehow(rare).