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Post by kama on Jul 20, 2011 17:18:40 GMT
About a month ago i setup an AvPmod game server with alot of help from Lo' (many thanks man) sadly i had to downgrade from his 2.0 back to 1.20.. it took some time but i think its running ok now, the question i have is about map rotation... recently i asked Lo' for a couple of CTF maps (base & forest) and what i would like to do is to run both gametypes which i know can be done but i cant seem to figure out... could i send someone my rotation cfg so they can look at it, or maybe guide me in "idiot" proof language in how to do it? i would ask Lo' but i have asked him for so much already i dont want to push my luck LoL... Any help at all would be grateful Many Thanks mod.xooit.com/index.php
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Post by richard on Jul 20, 2011 18:16:27 GMT
Hey we don't mind helping out with keeping wolf alive . here are the 2 versions we use of forest and base CTF ( the single flag capture and hold versions ) avp.ycn-hosting.com/ctf%20maps.zipas before put into folder named maps and a map rotation should be something like : set d1 "set g_gametype 5 ; map chateau ; kick wolfplayer ; set nextmap vstr d1a" set d1a " swap_teams ; map_restart ;g_gravity 50;say ^3round 2 of 2 next map is ^2BASE ! ; kick wolfplayer ; set nextmap vstr d2"
set d2 "set g_gametype 7 ;g_useraxisrespawntime 5 ; g_useralliedrespawntime 5 ; map mp_base ; kick wolfplayer ; set nextmap vstr d2a" set d2a " swap_teams ; map_restart ;g_gravity 50;say ^3round 2 of 2 next map is ^2village2 ;kick wolfplayer ; set nextmap vstr d3"
set d3 "set g_gametype 5 ; map village2 ; kick wolfplayer ; set nextmap vstr d3a" set d3a " swap_teams ; map_restart ;g_gravity 50;say ^3round 2 of 2 next map is ^2forest ; kick wolfplayer ; set nextmap vstr d4"
set d4 "set g_gametype 5 ; map forest ; kick wolfplayer ; set nextmap vstr d4a" set d4a " swap_teams ; map_restart ;g_gravity 50;say ^3round 2 of 2 next map is ^2Rocket ; kick wolfplayer ; set nextmap vstr d5"
set d5 "set g_gametype 5 ; map rocket ;kick wolfplayer ; set nextmap vstr d5a" set d5a " swap_teams ; map_restart ;g_gravity 50;say ^3round 2 of 2 next map is ^2Motel ; kick wolfplayer ; set nextmap vstr d6"
set d6 "set g_gametype 5 ; map mp_motel ;kick wolfplayer ; set nextmap vstr d6a" set d6a " swap_teams ; map_restart ;g_gravity 50;say ^3round 2 of 2 next map is ^2factory ; kick wolfplayer ; set nextmap vstr d7"
set d7 "set g_gametype 5 ; map factory ;kick wolfplayer ; set nextmap vstr d7a" set d7a " swap_teams ; map_restart ;g_gravity 50;say ^3round 2 of 2 next map is ^2sub ; kick wolfplayer ; set nextmap vstr d8"
set d8 "set g_gametype 5 ; set g_useralliedrespawntime 10 ;set g_useraxisrespawntime 10 ; map mp_sub ;kick wolfplayer ; set nextmap vstr d1" vstr d1
cheers Rich
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Post by kama on Jul 21, 2011 8:54:46 GMT
Thanks Richard, that was what i couldnt work out, i tried it a few times but in the end i came here.. Many Thanks it works just fine now
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Post by |'L0.| on Jul 22, 2011 19:23:07 GMT
Just make sure you run in correct gametype, as for example most of the maps I edited worked in obj or sw mod but would crash or be messed up in ctf or other way around etc.. You can distingish gametypes quit easy by script map has included. If it's with "ctf" suffix then it's ctf script if without then it's obj/sw, if both scripts are present then of course any game type works..but in reality, if you would want to create fool proof method you would simply create missing script (ctr of obj/sw) and copy/paste from existing script, that way map would work in any way you set it...same method can be applied if you want to run same map in one rotation with different style- edited maps can/may offer different options so you can tweak them and set each script according to tweaks then simply toggle the same map by gametype and two different styles of map would be set etc.. little confusing I know, but you'll get there eventually
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Post by kama on Jul 27, 2011 8:34:10 GMT
yeah thanks Lo' i think i have got it, all maps are running with correct gametype...
as you know i first started with Avpmod 2.0, then switched to 1.2.0 and well now im running 1.3.0 beta but i think in doing all this swapping of the mods the Admin commands have become messed up, and half of them cannot be found to be used, in other words i have killed it.. This is what happens when you let a n00b loose onto a server "he fucks it up" LoL
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Post by |'L0.| on Jul 27, 2011 11:32:42 GMT
Commands differ from version to version as well as from release to release - 1.30 has different commands then 1.30 beta etc..commands where never a problem or reason for bugs or instability so I kinda added/removed them along the way as it went, as well as fixing them when I though it was need it. But really as far as goes with admin commands, the latest and most working ones without any bugs are in 2.0. All the prior experience with them, necessity for each of them as well as working with them kinda falls into that version. Who knows, maybe one day I'll finish the mod or create an unattended version that's stable and has all the basic up to date in. But wouldn't count on it.
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