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Maprotation funzt net |
WickerMan
5-Minuten-Ei
Dabei seit: 24.01.2008
Beiträge: 10
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es fängt immer die gleiche map an und alle folgenden haben immer TDM!
//*************************************************************************
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// COD5 - Server Rotation Config Setup.
//*************************************************************************
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// Server Configuration File for Call of Duty 5 Multiplayer.
// Updated : December 22 2008 by Wildcard.
// Email : wildcard@wildcardsonline.nl
// Support WebSite: http://www.wildcardonline.nl
// This config file controls the Gametype & Rotation settings.
//*************************************************************************
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//*************************************************************************
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// Map control settings.
//*************************************************************************
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// Automatically try to fix errors in maprotation. After this has been done the cvar will be set
// to "0" so that it will only run when you start the server or reload your configs.
// 0 = disabled, 1 = enable (once), default = 1.
set ace_fix_maprotation "1"
// Use random map rotation.
// 0 = disabled, 1 = enable, default = 0
set ace_random_maprotation "1"
// Rotate map if server is empty for the set number of minutes.
// 0 = disabled, max = 1440, default = 5.
set ace_rotate_if_empty "999"
//*************************************************************************
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// Endgame mapvoting.
//*************************************************************************
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//=========================================================================
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// Vote for the next map from 7 or 12 random candidates (0 = no, 1 = yes) (default 0).
//
// NOTE! Enabling this will disable random maprotation.
// NOTE! If playerbased maprotation is enabled it will take maps from the playerbased rotation thats active.
// NOTE! If the next map vote with gametypes is enabled it will override the playerbased mapvoting.
//=========================================================================
==============================================
set ace_map_vote "1"
// Override clanvoting for endgame mapvote, if set to 1 everyone can use mapvoting, if set to 0
// only clan members can use this, 0 = off, 1 = on, default = 0.
set ace_ignore_clanvoting "0"
// Timout for voting in seconds (min 10, max 180) (default 30).
//set ace_mapvote_time "30"
// Make last alternative an option to replay the same map (0 = no, 1 = yes) (default 0).
//set ace_mapvote_replay "0"
// If set to 1 the last map in the voting screen will be replaced by "get new selection".
// When voted for it will show another aray of 6 maps you can vote on.
// 0 = off, 1 = on, default = 1.
//set ace_next_selection "0"
//*************************************************************************
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// Player number based map rotation controller.
//*************************************************************************
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// Here you can set your server to use custom map rotations based on the ammount of players on the server at that time, as more people
// join the server, the game will use a different rotation is you set it too. If enabled this will kick in after the first gametype/map and is checked
// again at the end of a map to ensure the amount of players is detected before the next map begins.
// Player based rotation global.
// 0 = disable, 1 = enable, default = 0.
set ace_pbrotate "1"
// This is the maximum number of players before your server 'outgrows' the SMALL map rotation. It will automatically use this if the amount of players
// falls below this number too.
// min = 0, max = 64, default = 0.
set ace_pbrsmall "4"
// This is the maximum number of players before your server 'outgrows' the MEDIUM map rotation. It will automatically uses this if the amount of players
// outgrows the small rotation or if the amount of players drops to this after using the large player based rotation. scr_small_rotation_limit will cause the
// medium map rotation to be used.
// min = 0, max = 64, default = 0.
set ace_pbrmedium "8"
// This cvar sets your small map rotation. Use it exactly like you would sv_maprotation.
// [map rotation].
set scr_small_rotation "gametype koth map mp_asylum gametype vip map mp_hangar gametype tdm map mp_dome gametype sab map mp_downfall gametype ctf map mp_makin gametype koth map mp_makin_day gametype ctf map mp_shrine gametype ctfb map mp_outskirts "
// This cvar sets your medium map rotation. Use it exactly like you would sv_maprotation.
// [map rotation].
set scr_med_rotation "gametype htf map mp_castle gametype ctf map mp_suburban gametype koth map mp_hangar gametype tdm map mp_dome gametype sab map mp_downfall gametype vip map mp_castle gametype ctf map mp_makin gametype ch map mp_makin_day gametype sd map mp_roundhouse gametype tdm map mp_shrine gametype koth map mp_seelow gametype vip map mp_outskirts"
// This cvar sets your large map rotation. Use it exactly like you would sv_maprotation.
// [map rotation].
set scr_large_rotation "gametype ctf map mp_airfield gametype ctfb map mp_castle gametype koth map mp_suburban gametype sd map mp_downfall gametype vip map mp_castle gametype tdm map mp_makin gametype koth map mp_makin_day gametype sab map mp_roundhouse gametype ctf map mp_seelow"
//*************************************************************************
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// First gametype to load.
// "dm" - free for all deathmatch.
// "dom" - domination.
// "koth" - headquarters.
// "sab" - sabotage.
// "sd" - search & destroy.
// "twar" - tug of war.
// "ctf" - capture the flag.
// "tdm" - team deathmatch.
// "ctfb" - capture the flag back.
// "ch" - capture and hold (ihtf).
// "htf" - hold the flag.
// "vip" - very important person.
// Map_rotation (available gametypes: dm, tdm, dom, sab, sd ctf, koth, twar)
//set sv_mapRotation "gametype ctf map mp_suburban gametype ctf map mp_shrine gametype ctf map mp_seelow gametype ctf map mp_roundhouse gametype ctf map mp_outskirts gametype ctf map mp_makin_day gametype ctf map mp_makin gametype ctf map mp_hangar gametype ctf map mp_downfall gametype ctf map mp_dome gametype ctf map mp_courtyard gametype ctf map mp_castle gametype ctf map mp_asylum gametype ctf map mp_airfield"
Dieser Beitrag wurde 1 mal editiert, zum letzten Mal von WickerMan: 06.03.2009 23:53.
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Du hast die Random Rotation aktiviert (set ace_random_maprotation "1")
Ich meine, das sich das mit der playerbased Rotation beisst und sich der Server eine aktive Rotation am Ende der cfg nimmt. Deaktiviere den Wert testweise mal.
Du hast leider nur eine der Rotationen hier eingestellt, daher kann ich nur vermuten.
ToM
__________________
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Ganz klar die // vor der rotation verhindern ctf denke ich
__________________ Gruß Floppy
xfire:tbobmrfloppy
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Oha, das ist gar nicht so einfach zu erklären. Wenn ich mich recht entsinne, kommt die spielerbezogene Rotation nur zum Tragen, wenn Spieler auf dem Server sind bzw. wenn der automatische Maprotate länger dauert, als die eingestellt Rundenzeit. Wenn der Server leer ist, läuft bei mir die normale Rotation. Deswegen muss ich immer eine Standardrotation definieren.
Spontan würde ich behaupten, dass deine oben gepostete Config gar nicht mal so schlecht aussieht. Da fehlt eigentlich nur noch die Definition einer Standardrotation. Also die beiden Slashs vor set sv_mapRotation entfernen und dort noch etwas Sinnvolles eintragen (eine Map reicht bereits), dann müßte es klappen wie du willst, sobald Spieler auf dem Server sind.
Falls nicht, dann deaktiviere das Mapvorting (set ace_map_vote "0") oder falls du das Voting willst, dann deaktiviere die Random-Funktion (set ace_random_maprotation "0"). Das Voting sucht nämlich bereits per Zufall ein paar Maps aus, abhängig von der Spielerzahl.
Angaben ohne Gewähr!
cu Mike
__________________ ++++ To Yoda: Jedi-Meister bekommt Auris zugeschickt. Unmöglich nichts ist ++++
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