Comments (7)
Would a tactical timeout be different from the .pause
?
from tmt2.
You can define how many pauses a team can use per match
mp_team_timeout_max 4
mp_team_timeout_time 30
It is a short pause and the game will resume automatically after the defined timer
from tmt2.
The server admin or the leauge referee can force the pausing commands via rcon or console
Counter-terrorist Team
timeout_ct_start
Terrorist Team
timeout_terrorist_start
from tmt2.
What benefits do you see with .tac
in comparision to the normal way of starting a tactical timeout?
from tmt2.
The user does all interactions with simple chat commands but for a tactical timeout he has to use the the ingame menu. It is just a small consistency upgrade :)
Like get5/matchzy .pause / .tac is used to pause the game for tactical timeouts. Itβs like face it / league matches
And for an unlimited pause in the next freezetime for technical problems .tech is used where both teams musst use .unpause
from tmt2.
Okay, currently TMT2 offers only commands for things the players cannot do on their own. But I think it's okay to have another way to pause the match for tactical or technical reasons π
from tmt2.
There it is!
from tmt2.
Related Issues (20)
- more useful chat commands HOT 1
- Reply to incorrect commands
- Players without a team cannot .pause HOT 1
- Incomplete reconnect after server restart HOT 1
- Feature Request: Edit Templates via WebUI HOT 3
- Feature Request HOT 1
- No Player reset with looped match HOT 1
- No Match Backup with Looped Matches HOT 1
- Add support for workshop maps HOT 1
- Execute admin actions from frontend
- Alternative to `.team`?
- Build Docker image for aarch64 HOT 2
- Assign (force) players to teams by Steam ID HOT 4
- TMT2 is not working after CS2 Update 28.02.2024 HOT 1
- custom Election Steps HOT 1
- bug in 2on2 Wingman
- game mode in the match overview HOT 2
- Missing info in election process after agreeing on a map HOT 1
- Feature Request: Scoreboard in frontend and/or via webhook HOT 2
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from tmt2.