you should add a command to it that re-enables them at the end of the map time.
it is possible to have it them renabled after a set amount of time and then change to a set map, however this would mean you could only have the map run one combat phase and for a set amount of time. if you lowered the time to below the threshold it wouldnt trigger.
Can't you have a silly-short build/combat flip (i.e, like a second each) which contains the re-enabling? That way, you can have class limits and balance out for the first phase (which can be any length of time) and then it'll run onto the next phases and switch back?
Can't you have a silly-short build/combat flip (i.e, like a second each) which contains the re-enabling? That way, you can have class limits and balance out for the first phase (which can be any length of time) and then it'll run onto the next phases and switch back?
there are only events on combatphase and onbuildphase there is no way to define which phases they are. i guess you could prob have something be enabled on the toggle to combat phase so when it disables the old logic and the new logic says on build phase "server commands" togglephase; togglephase; togglephase; togglephase; togglephase;