Commands are case insensitive, logins are case sensitive. Settings carry over across knockouts; default values are applied after a server and/or controller restart.
All admin commands for this plugin are available to players defined in both $admin
and $admin2
arrays in includes\tm_gery_config.php
.
Starts the knockout. If "now" is given, the current track will be skipped; otherwise the knockout will be scheduled to start on the next round (or after the warmup, if there currently is one). All players will be forced to play; inactive players need to opt out using /opt out
or be forced to spec.
Stops the knockout with immediate effect. Knocked out players are put to play; spectating players remain in spec but can choose to leave spectator mode.
Skips the current track. If "warmup" is given, only the warmup is skipped. During a tiebreaker, will exit the tiebreaker and resume the knockout.
Restarts the current track, or the current round if in Rounds. If "warmup" is given, the track is restarted with a warmup.
Note: /ko restart warmup
will exit a tiebreaker.
Adds a player with login login
to the knockout. If the wildcard *
is used, then everyone on the server is added to the knockout. The number of lives will be equal to the value set with /ko lives
.
Examples:
/ko add eyebo
- adds player with logineyebo
to the knockout/ko add *
- adds everyone on the server to the knockout
Note: if a player is reinstated and can't set a time/score on the current round, the player will lose a life.
Note: adding players during a tiebreaker will make them able to play once the tiebreaker has ended. The tiebreaker will continue as normal, with the losing players losing a life.
Removes a player with login login
from the knockout, regardless of how many lives they have. If the wildcard *
is used, then everyone that are currently playing are removed from the knockout.
If applied during a round, the player(s) will be put in spec and their runs will count as DNF (regardless whether they finished or not). Keep in mind that it won't be a free round; KOs are still performed as usual but without the removed player.
Examples:
/ko remove eyebo
- puts player with logineyebo
out of the knockout/ko remove *
- puts everyone out of the knockout
Note: /ko remove *
will exit a tiebreaker.
Same as /ko remove
but instead puts the player(s) into spectator status. Use if a knocked out player is afk and becomes a cause of synchronization delays.
Displays or adjusts the number of lives to use for the knockout. When adjusting, the number of lives may be relative (by using a plus or minus sign in front of the number of lives) or absolute. The change may be applied to a single player (using their login) or to everyone who is currently playing (using the wildcard *
). If the number of lives is not supplied, the current number of lives for the given player(s) are displayed in chat.
This command can be used during a knockout; players will get the same number of lives or get knocked out depending on what the new number is set to.
Examples:
/ko lives eyebo
- displays the number of lives for player with logineyebo
/ko lives eyebo 2
- sets the number of lives to 2 for player with logineyebo
/ko lives eyebo +1
- adds a life to player with logineyebo
/ko lives eyebo -1
- removes a life from player with logineyebo
/ko lives *
- displays the number of lives for players currently participating in the knockout/ko lives * 2
- sets the number of lives to 2 for players currently participating in the knockout/ko lives * +1
- adds a life to all players/ko lives * -1
- removes a life from all players
Examples 6, 7 and 8 will also adjust the value used for subsequent calls to /ko add
.
Note: Players who are knocked out are not reinstated when using /ko lives *
; the only way to do so is to specify their login.
Note: When reducing the number of lives relatively (using /ko lives * -<lives>
), players may be knocked out.
Note: /ko lives * <lives>
will restore lost lives; everyone will have the same amount of lives regardless of how many they lost so far. To avoid this, use /ko lives * +<lives>
and /ko lives * -<lives>
.
Default: 1
Sets the KO multiplier mode:
- Constant:
x
KOs per round. - Extra: +1 KO for every
x
'th player, such that ifx
= 10 then there will be 1 KO for 2-10 players, 2 KOs for 11-20, 3 KOs for 21-30, and so on. - Dynamic: Aims for a total amount of
x
rounds. Starts off with 1 KO, progressively increases the KO count towards the middle and goes gradually back down to 1 KO for the final rounds. - None: 1 KO per round.
Note: adjusting the multiplier is not possible during a tiebreaker.
Default: None
Enables or disables open warmup which lets knocked out players play during warmup.
Default: on
Sets the limit for how many times the round will be restarted if someone retires before the countdown (known TMF bug). Set to 0 to disable.
Default: 2
Enables or disables tiebreakers, a custom mode which takes effect when multiple players tie and at not all of them would be knocked out. Once invoked, all other players are shelved (put to spec momentarily) and the track is restarted with only the tied players racing. If set to off, ties are broken by when they were submitted; times which are set earlier are preferred.
Default: on
Automatically skips a track when its author is present, once a given player count has been reached. Set to 0 to disable.
Default: 7
Displays knockout settings such as multiplier, lives, open warmup, etc in the chat. Also shown when starting a knockout.
Shows knockout mode, knockout status, player list and scores in a dialog window. For debugging purposes.
Shows the list of commands.
Rejoins the knockout after having opted out. Works only if you're still eligible to join (the live round has not started yet).
Puts yourself out of an upcoming or ongoing knockout. If applied during a round, your run will count as a DNF (regardless whether you finished or not).