[MP/ZM] Black Ops II Mapvote
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@CamouflageLvCat great I'm glad it's useful for you and works great
Don't hesitate to keep a look at the Github for any update (and for the zombies support if you're interested)
Resxt
Yes .. I have a server in ZM it would be great a mapvote for it .. since there is a lot of traffic in it -
thank you very much too .. "LastDemon99" & "DoktorSAS" .. I think it's the same user .. "Sorex"
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Mapvote 2.0.0 is out
Zombies mode is now supported
You can set a display name, a map name and a cfg name for each mapYou can now define maps and/or modes limits to have a precise amount of maps and/or modes.
The max limit is now 12 but can be lowered using a dvar.
If you don't set a limit it will automatically adjust the maps and modes amountWhen you only have one map or one mode it's now hidden to provide a better/more logical user experience (it will then always rotate to your one map or mode without asking players to unnecessarily vote for it)
Fixed the menu centering calculation, it's now really centered (it was slightly off before)
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Mapvote 2.0.0 is out
Zombies mode is now supported
You can set a display name, a map name and a cfg name for each mapYou can now define maps and/or modes limits to have a precise amount of maps and/or modes.
The max limit is now 12 but can be lowered using a dvar.
If you don't set a limit it will automatically adjust the maps and modes amountWhen you only have one map or one mode it's now hidden to provide a better/more logical user experience (it will then always rotate to your one map or mode without asking players to unnecessarily vote for it)
Fixed the menu centering calculation, it's now really centered (it was slightly off before)
Resxt
great I was waiting for it .. ! very cool .. ! ! I'm already using it on my ZM server.. thank you very much.. any error I inform you here.. -
Hey,
I've been working on a configurable and customizable mapvote script for the past weeks and decided that it's good enough for a release.
It only works on dedicated servers but can be debugged in custom games.
Both multiplayer and zombies modes are supported.In multiplayer:
At the end of the killcam of each game it will display up to 12 randomized voting elements (maps + modes) to allow players to vote for the map and/or mode they want.
This can be used in various ways, even if you only rotate a few maps and one mode for exampleIn zombies:
At the end of the losing screen of each game it will display up to 12 randomized maps that each have a customizable name and custom CFG
Feel free to request any feature/improvement you would like to see, to give your feedback and to report any bug/issue you encounter.
Thanks to LKurama for helping me test the script!
Multiplayer mode. Mouse and keyboard input. Changed settings: limits modes: 3, horizontal spacing: 100
Zombies mode. Controller input. Changed settings: red colors, accent mode: max
All information and downloads on my Github repository
For any information regarding how to download and install scripts go to the root of the repository
This mapvote is also available on other games.
If you're interested just click on the icons belowResxt
hello Resxt .. a question. there will be no way to adapt this mapvote for the "MW2" of "Xlabs" .. it would be great .. I also have a server that several people join every day .. and it would be very good if we all could vote on the maps and the mode of I play on the server.. I've been looking for a mapvote for the server for several days and I can't find anything.. only one that I can't make it work correctly and it's pretty bad. -
Resxt
hello Resxt .. a question. there will be no way to adapt this mapvote for the "MW2" of "Xlabs" .. it would be great .. I also have a server that several people join every day .. and it would be very good if we all could vote on the maps and the mode of I play on the server.. I've been looking for a mapvote for the server for several days and I can't find anything.. only one that I can't make it work correctly and it's pretty bad.@Snoopy__ yes it's possible. I already tried to get it to work on MW3 and MW2. The most annoying/complex part is finding how to replace the post killcam event and on MW2 it looks quite annoying.
I might do it in the future but it won't be soon
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@Snoopy__ yes it's possible. I already tried to get it to work on MW3 and MW2. The most annoying/complex part is finding how to replace the post killcam event and on MW2 it looks quite annoying.
I might do it in the future but it won't be soon
Resxt
that would be very good .... thank you very much in advance !
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does it work on custom matches in multiplayer?
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AutoTopGR both this topic and the Github repository start with "this only works for dedicated servers" so no.
Sadly the way it rotates map doesn't work in custom games.
I could try to look into supporting both custom games and dedicated servers later but I can't promise anything, it looks like it's simply not possible due to how custom games work -
AutoTopGR both this topic and the Github repository start with "this only works for dedicated servers" so no.
Sadly the way it rotates map doesn't work in custom games.
I could try to look into supporting both custom games and dedicated servers later but I can't promise anything, it looks like it's simply not possible due to how custom games workResxt You could try using the map() function to change the map in private matches but I think that only works in multiplayer.
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@Snoopy__ yes it's possible. I already tried to get it to work on MW3 and MW2. The most annoying/complex part is finding how to replace the post killcam event and on MW2 it looks quite annoying.
I might do it in the future but it won't be soon
This post is deleted! -
@Snoopy__ the final killcam yes, that's how the game works.
Could you explain precisely what you want?
Arr you saying you somehow disabled final killcams on your server for whatever reason and that you tested the mapvote and that you're 100% you configured it properly in your CFG and that it didn't work only because of your no final killcam thing?If yes then you need to provide me with the files/info to do a game with no final killcam because I have no clue what you're talking about or how you do that
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Hey,
I've been working on a configurable and customizable mapvote script for the past weeks and decided that it's good enough for a release.
It only works on dedicated servers but can be debugged in custom games.
Both multiplayer and zombies modes are supported.In multiplayer:
At the end of the killcam of each game it will display up to 12 randomized voting elements (maps + modes) to allow players to vote for the map and/or mode they want.
This can be used in various ways, even if you only rotate a few maps and one mode for exampleIn zombies:
At the end of the losing screen of each game it will display up to 12 randomized maps that each have a customizable name and custom CFG
Feel free to request any feature/improvement you would like to see, to give your feedback and to report any bug/issue you encounter.
Thanks to LKurama for helping me test the script!
Multiplayer mode. Mouse and keyboard input. Changed settings: limits modes: 3, horizontal spacing: 100
Zombies mode. Controller input. Changed settings: red colors, accent mode: max
All information and downloads on my Github repository
For any information regarding how to download and install scripts go to the root of the repository
This mapvote is also available on other games.
If you're interested just click on the icons belowThis post is deleted! -
@Snoopy__ the final killcam yes, that's how the game works.
Could you explain precisely what you want?
Arr you saying you somehow disabled final killcams on your server for whatever reason and that you tested the mapvote and that you're 100% you configured it properly in your CFG and that it didn't work only because of your no final killcam thing?If yes then you need to provide me with the files/info to do a game with no final killcam because I have no clue what you're talking about or how you do that
This post is deleted! -
This post is deleted!
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@Snoopy__ What I was saying about the killcam was for a mapvote that you said that maybe you would create it later... and you mentioned that the final killcam brought you problems... I was aware that my mw2 xlabs server doesn't have a final killcam
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@Snoopy__ your CFG is a MW3 CFG.
So either send the correct one or move to the MW3 topic -
@Snoopy__ your CFG is a MW3 CFG.
So either send the correct one or move to the MW3 topicThis post is deleted! -
TL;DR - Is there any way to adapt this to work for BO1 Zombies?
Longer question -
Is there any way to get this working for T5 zombies? I setup a T6 zombies server to play with some friends and just enjoy hosting a-lot of services. I really liked the ascension map from BO1 zombies so I setup a server for that as well. Was mainly curious if this code is at all adaptable for that. I'm google-fu competent enough with modifying code but figure it best to ask here before diving in on the code and trying to figure it out myself when there are much more talented individuals I could ask firstThanks again btw! I use this on my T6 BO2 Zombies server and it works FLAWLESSLY. Honestly couldn't imagine the server without it.
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TL;DR - Is there any way to adapt this to work for BO1 Zombies?
Longer question -
Is there any way to get this working for T5 zombies? I setup a T6 zombies server to play with some friends and just enjoy hosting a-lot of services. I really liked the ascension map from BO1 zombies so I setup a server for that as well. Was mainly curious if this code is at all adaptable for that. I'm google-fu competent enough with modifying code but figure it best to ask here before diving in on the code and trying to figure it out myself when there are much more talented individuals I could ask firstThanks again btw! I use this on my T6 BO2 Zombies server and it works FLAWLESSLY. Honestly couldn't imagine the server without it.
Taeleus yes, just like I adapted it for MW3. I copy pasted the code, run the script and fixed all the errors I had and replaced non existing functions etc
I tried but to my knowledge T5 doesn't tell you the error, it just throws a generic error, so I gave up. But yes this is possible by copy pasting the code and adapting it