[MP] Modern Warfare 3 Mapvote
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Ghost420_ sorry for the late answer I was quite busy and forgot about this after some time.
So the error you mentioned (the red FX player model) happens after it rotates right?
I tried with Bot Warfare installed and it did that.
Then I removed Bot Warfare from my files and it doesn't do that anymore.Capture the flag seems to make the game go crazy, I'm not willing to try to fix this, it seems like a lot of things break this from outside of my mapvote so I'm not willing to "fight" with other scripts and all, sorry.
I would recommend simply removing CTF from your rotation
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Resxt Well, thank you for your response. For a moment I felt alone. I thought this was just happening to me. Good luck!
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I took a look at CTF, and I have found 2 issues.
Firstly the detection of if the game is over or not is unreliable there as endgame is used for the halftime and overtime and its not round based.
Secondly CTF does draw quite many HUD elements on its own already, and with the map vote it will simply be too much.Both issues can be fixed in code quite easily, the later however requires a bit of game specific code.
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Well, three issues if you count custom maps that don't have the objectives in their entity file.
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Xerxes said in [MP] Modern Warfare 3 Mapvote:
Firstly the detection of if the game is over or not is unreliable there as endgame is used for the halftime and overtime and its not round based.
I suppose it could be related to this weird checks. I suggest to try what i use on BO2 and IW5 for mapvotes.
This check work fine and i never run into issues. Since my mapvote is not GSC but is .menu i did not test it to much.
So, try to emulate my logic and see if work.
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Nah, that would have the same issues as you can't use wasLastRound on non round based game modes.
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Xerxes said in [MP] Modern Warfare 3 Mapvote:
wasLastRound
wasLastRound() return true when if its 1 round gamemode. From what i saw on BO2 wasLastRound() work fine also on not round based gamemoded because not round based gamemode have only one round and because of that wasLastRound() return true and should work fine.
Idk if in iw5 work different. I need to test it again to verify that
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Resxt hello i'm "snoopy" .. now i'm using your map vote .. remove the capture flag mode .. this mapvote is very good .. now i see that you are trying to solve the ctf problem " .. thank you very much .. good job bro!
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Resxt remember if at any time you have time and desire.. make one for the xlabs mw2.. in the same way I just came to thank you for this and the one for bo2 also that we are using it on the bo2 servers!
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Ghost420_ I worked on MW2 some months ago but I didn't find how to handle killcams. It's still in my plans in the future but it won't be soon
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Resxt Cool ! ..
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where can I find a killstreak counter script for iw5?
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AutoTopGR what does it have to do with my mapvote script? Don't hijack random topics.
Anyways a simple search would give you results
https://forum.plutonium.pw/search?term=killstreak&in=titlesposts&matchWords=all&categories[]=27&sortBy=relevance&sortDirection=desc&showAs=posts -
Hello Resxt, I've tried everything but can't get it to appear, the custom game always ends and I have to change the map manually.
I checked the path is correct, edited the values, tried setting it up using the console, even in debug mode I can't get the mapvote to show on the screen.
Could you help me out? Let me know if there's a log file I could attach to make it easier.Thanks in advance!
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Farrokh what gamemode did you test?
Send a screenshot of yoir scripts folder
Typemapvote_e
in the console and the screenshot the console. Do the same withmapvote
Did you modify any dvar, like the maps? -
Resxt Sorry for the late reply. I typed in mapvote_e and mapvote in the console, but nothing happens when I press enter. It clears the console.
My scripts folder only has your mapvote.gsc. The path is the following: C:\Users\diogo\AppData\Local\Plutonium\storage\iw5\scripts
I did not change any dvar except for mapvote_debug and mapvote_enable.
I'm trying to use this with Bot Warfare, if that's any help.
Edit: Also, I tried it on team deathmatch and some domination.
Thanks
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Farrokh what I meant by this is literally what I said "type blabla and screenshot" don't press enter.
TDM and Domination are tested and work fine
Why did you change debug? Do you know what it does?Debug will instantly start the mapvote at the beginning of the game and then rotate after
mapvote_vote_time
seconds
So if you want to debug then that's what it does. If you want to debug longer because of slow PC loading or whatever then simply makemapvote_vote_time
higher.
If you want the mapvote to work normally then simply don't enable debug as it's meant for debug and not running normallyI always have Bot Warfare installed and I don't see why it would conflict on TDM for example
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Ah, I see.
I tried again with debug disabled but still doesn't show up after the game ends.
I had changed the debug because I wanted to see if it worked at the start of the game.This time I didn't press enter and some options appeared but I don't know what they mean. I attach the screenshots.
Yeah, I have no idea why it just won't work on my end.
I am using Steam to launch plutonium and am using the PS5 controller, if any of that matters.Besides that, can't think of anything. It just seems like my IW5 or plutonium isn't locating/loading the script. Is there any way to check if it's loading/locating at least?
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Farrokh take a screenshot of where you installed the script
It should be in%localappdata%\Plutonium\storage\iw5\scripts
There's no way to see if scripts are loaded to my knowledge but you don't need it. It's most likely a user error, the Plutonium platform is the same for everyone.
It was hard understanding where you were coming from but I think I get it now.
You either didn't install the script or you didn't enable the mapvote
set mapvote_enable 1
in the console before running a game, if you're in a custom game. If you're on a server then same thing inside your CFG -
Just pushed a small update (1.1.3):
- Makes the mapvote enabled by default to make it easier to use for beginners. Instead of enabling the script per server you now disable it per server, if you want if off on certain servers
- The default rotation system now has a new dvar dedicated to turning it on off which makes it clearer if it's on or off and also now allows you to have the default rotation only rotate for 0 human players
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Just pushed mapvote 1.1.4 which fixes an issue where having one map would still display it instead of displaying modes only
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