I don't have a good grasp on what makes the game tick (hehe).
In a mutator, I allow the admin user to set
Which happily pauses the game. Int he ShowScores screen you can see the countdown timer for the map has paused.
However when the admin unpauses the game i..e
Then the countdown timer resumes and rapidly counts down to the remaining time that would be left had the original pause not taken place. That is, if the pause was for 10 seconds, then the countdown timer counts down those 10 seconds very quickly (probably 0.2 real seconds per display second).
I've tried saving the Level.Game and GameReplicationInfo attributes before the pause and restoring these after the unpause to no avail. There is something basic I clearly do not understand about what governs the remaining time in a network game.
Any suggestions as to what I need to study would be appreciated.
In a mutator, I allow the admin user to set
Code:
Level.Pauser="something";
Which happily pauses the game. Int he ShowScores screen you can see the countdown timer for the map has paused.
However when the admin unpauses the game i..e
Code:
Level.Pauser="";
Then the countdown timer resumes and rapidly counts down to the remaining time that would be left had the original pause not taken place. That is, if the pause was for 10 seconds, then the countdown timer counts down those 10 seconds very quickly (probably 0.2 real seconds per display second).
I've tried saving the Level.Game and GameReplicationInfo attributes before the pause and restoring these after the unpause to no avail. There is something basic I clearly do not understand about what governs the remaining time in a network game.
Any suggestions as to what I need to study would be appreciated.