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On round 21 of Inferno on this match (https://www.hltv.org/matches/2343136/big-vs-heroic-dreamhack-open-summer-2020-europe), it doesn't call the gameEvents round_freeze_end and I am not sure if it is calling any events in the round either, because, after round_start, when I capture the first event after round_start of round 21, it shows demoFile.entities.gameRules.roundNumber as 22 and seems to have skipped over the round. So, something weird seems to be happening. Watched the vod and nothing weird happens there. I have done many other demos with no issues. So, I am not sure what is weird about that round, but, thought I would point it out to see if it replicates for you and if its a random bug. Edit: Also happened again in Round 2 of Mirage (map 3) here: https://www.hltv.org/matches/2343140/big-vs-og-dreamhack-open-summer-2020-europe. Maps 1 and 2 were fine. |
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Replies: 9 comments
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I can confirm this. I'm trying to calculate how much time passes for an event since freeze time ends and I'm not able to do this for those rounds where |
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As an alternative, this works for me:
By the way: I can confirm at least in the Round 2 of Mirage (big vs og), all events are being called except for |
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@Fhoerth Thanks for posting a workaround. Do you know if that work if the team calls timeout or there is a pause? |
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@c9win Hi! The previous workaround doesn't work with timeouts, nor pause. That's right. I came with another workaround:
Let me explain what it does: This event is called when the "beep" sounds when timeout is ending. The last beep sounds when 1 second of timeout is left. This should work unless a timeout is fired between the second 1 and 0 of the freezetime. Let me know if you find another solution. ** Edit: Would be very complicated and ugly, but I think it should be possible to add a listener to |
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By the way, I don't think this is an issue related to |
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Hi all I can't try this as I'm not at a computer for the holiday season, but try watching the Let me know how you get on |
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Hey, seems that the table is being updated:
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So, up to now, the best workaround seems to be:
In my case, I don't really care that |
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Closing as answered - see the solution above. |
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So, up to now, the best workaround seems to be:
In my case, I don't really care that
round_freeze_end
is fired twice for most of the rounds since I only use that event to set up some variables.