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  3. [Release] Black ops II Mapvote for Zombies and Multiplayer

[Release] Black ops II Mapvote for Zombies and Multiplayer

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  • Sorexundefined Sorex

    @CamouflageLvCat The issue is just an issue on war translation, on bo2 the g_gametype is called tdm but the gsc code have a translation error. If you download the code not from the release section the code will not have that issue.

    Ghost420_undefined Offline
    Ghost420_undefined Offline
    Ghost420_
    wrote on last edited by
    #135
    This post is deleted!
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    • Sorexundefined Sorex

      @CamouflageLvCat The issue is just an issue on war translation, on bo2 the g_gametype is called tdm but the gsc code have a translation error. If you download the code not from the release section the code will not have that issue.

      Ghost420_undefined Offline
      Ghost420_undefined Offline
      Ghost420_
      wrote on last edited by
      #136
      This post is deleted!
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      • Sorexundefined Sorex

        @CamouflageLvCat The issue is just an issue on war translation, on bo2 the g_gametype is called tdm but the gsc code have a translation error. If you download the code not from the release section the code will not have that issue.

        Ghost420_undefined Offline
        Ghost420_undefined Offline
        Ghost420_
        wrote on last edited by
        #137
        This post is deleted!
        Ghost420_undefined 1 Reply Last reply
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        • Ghost420_undefined Ghost420_

          This post is deleted!

          Ghost420_undefined Offline
          Ghost420_undefined Offline
          Ghost420_
          wrote on last edited by
          #138

          @CamouflageLvCat
          plutonium-bootstrapper-win32_2022_09_29_16_12_44_241.jpg

          👍 😁 😁 😁 😁 😁 😁 😁 😁

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          • Sorexundefined Sorex

            Black ops II Mapvote for Zombies and Multiplayer

            Developed by DoktorSAS

            Special thanks to @ZECxR3ap3r & @JezuzLizard for their contributions to the development. Additional thanks to @John Kramer for image editing and birchy for the LUI starting point.

            Introduction

            This project, initiated in March 2020, enables players to vote for the next map and/or game mode in upcoming matches. The project does not provide compiled files; if needed, compile the file using the gsc-tool.

            Black Ops II: multiplayer

            Preview

            How to setup the mapvote step by step

            1. Compile the Script:
              Compile the mapvote.gsc file using a GSC Compiler. This step is not required if you are working with the plutonium client.

            2. Place the Compiled File:
              Copy the compiled file into your directory %localappdata%\Plutonium\storage\t6\scripts\mp\.

            3. Configure Server File:
              Copy the content of mapvote.cfg into your server configuration file (e.g., server.cfg, dedicated_mp.cfg, dedicated.cfg, etc.) that manages the Multiplayer server.

            4. Edit Dvars for Aesthetic Parameters:

              • Set the Dvar mv_maps to specify the maps shown in the mapvote. For example:
                set mv_maps "mp_studio mp_nuketown_2020 mp_carrier mp_drone mp_slums"
                
              • Set the Dvar mv_enable to 1 to activate the mapvote on your Multiplayer server.
              • For random gametypes, set the Dvar mv_gametypes specifying the gametype ID (dm, war, sd, etc.) and the file to run if necessary. For example:
                set mv_gametypes "[email protected] [email protected]"
                
            5. (Plutonium ONLY) LUI UI with mod support:

              • Take the content of the folder T6Mapvote and place it in your folder %localappdata%\Plutonium\storage\t6\mods\
              • Set the dvar fs_game in your server configuration file (e.g., server.cfg, dedicated_zm.cfg, dedicated.cfg, etc.)
              • Set the dvar mv_lui to in your server configuration file (e.g., server.cfg, dedicated_zm.cfg, dedicated.cfg, etc.)
            6. Run the Server:
              Start the server and immerse yourself in the map voting experience. You're done!

            Settings: dvars

            Dvar Default Value Description
            mv_enable 1 Enable/Disable the mapvote (1 for enable, 0 for disable).
            mv_maps "" List of maps that can be voted on the mapvote; leave empty for all maps.
            mv_time 20 Time (in seconds) allotted for voting.
            mv_credits 1 Enable/Disable credits of the mod creator.
            mv_socialname "SocialName" Name of the server's social platform (Discord, Twitter, Website, etc.).
            mv_sentence "Thanks for playing" Thankful sentence displayed.
            mv_votecolor "5" Color of the vote number.
            mv_arrowcolor "white" RGB color of the arrows.
            mv_selectcolor "lighgreen" RGB color when a map gets voted.
            mv_backgroundcolor "grey" RGB color of the map background.
            mv_blur "3" Blur effect power.
            mv_gametypes "" Dvar to have multiple gametypes with different maps. Specify gametype IDs and associated files.
            mv_extramaps 0 Enable 6 maps mapvote when set to 1.
            mv_allowchangevote 1 Enable/Disable the possibility to change vote while the time is still running (1 for enable, 0 for disable).
            mv_randomoption 1 If set to 1 it will not display which map and which gametype the last option will be (Random)
            mv_minplayerstovote 1 Set the minimum number of players required to start the mapvote
            mv_lui 1 If set to 1 it will use the LUA/LUI ui interface (It required the mod support and the lua files)

            Black ops II: zombies

            Preview

            How to setup the mapvote step by step

            1. Compile the Script:
              Compile the mapvote.gsc file using a GSC Compiler. This step is not required if you are working with the plutonium client.

            2. Place the Compiled File:
              Copy the file into your directory %localappdata%\Plutonium\storage\t6\scripts\zm\.

            3. Configure Server File:
              Copy the content of mapvote.cfg into your server configuration file (e.g., server.cfg, dedicated_zm.cfg, dedicated.cfg, etc.) that manages the Zombies server.

            4. Edit Dvars on your configuration file:

              • Set the Dvar mv_maps to specify the maps shown in the mapvote. For example:
                set mv_maps "zm_tomb zm_buried zm_town zm_busdepot zm_farm zm_transit zm_prison zm_highrise zm_nuked"
                
              • Set the Dvar mv_enable to 1 to activate the mapvote on your Zombies server.
            5. Run the Server:
              Start the server and enjoy the map voting experience. You're done!

            Download

            It is possbile to download either the source code or the released code. The source code is not fully test and could run into issue that need to be reported while the release is tested code that could have some bug not fixed but working as intended.

            I highly recommend using the unreleased version and keeping it up to date for implementing features and patching reported bugs.
            The following buttons will direct you to the corresponding pages:

            Download from release

            Download from git

            Ghost420_undefined Offline
            Ghost420_undefined Offline
            Ghost420_
            wrote on last edited by
            #139

            Sorex
            any idea why this happens?
            plutonium-bootstrapper-win32_2022_10_05_01_42_33_780.jpg

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            • Matheus14Silvaundefined Offline
              Matheus14Silvaundefined Offline
              Matheus14Silva
              wrote on last edited by
              #140

              Sorex Hey man, after the setting up, the server won't load past: "Loading fastfile seasonpass_load_mp", and if I try to connect it says: "Lost connection to host".

              1 Reply Last reply
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              • Sorexundefined Offline
                Sorexundefined Offline
                Sorex
                Contributor
                wrote on last edited by
                #141

                Matheus14Silva
                This issue seems unrelated to the mapvote. Could be related to others mods/script are you loading or it could e caused by a wrong full setup of any of this mods/script and server configuration.

                If you can prove that its caused by the mapvote i will look into it.

                1 Reply Last reply
                0
                • Sosuuundefined Offline
                  Sosuuundefined Offline
                  Sosuu
                  wrote on last edited by
                  #142

                  hey ! I was a little confused about the mod. Specifically, I mean im confused about how to add multiple game types. When I try to run the server it works normally for the first game. But upon the map voting section all 3 maps are in FFA, and when going into the game the scoreboard does not work.

                  TL;DR,
                  I just want to add FFA, Domination, TDM, and CTF to the gametype rotation pool but im unsure how to do so.

                  (I think its just me specifying the gametypes wrong in the CFG, probably malformatted.

                  Sorexundefined 1 Reply Last reply
                  0
                  • Sosuuundefined Sosuu

                    hey ! I was a little confused about the mod. Specifically, I mean im confused about how to add multiple game types. When I try to run the server it works normally for the first game. But upon the map voting section all 3 maps are in FFA, and when going into the game the scoreboard does not work.

                    TL;DR,
                    I just want to add FFA, Domination, TDM, and CTF to the gametype rotation pool but im unsure how to do so.

                    (I think its just me specifying the gametypes wrong in the CFG, probably malformatted.

                    Sorexundefined Offline
                    Sorexundefined Offline
                    Sorex
                    Contributor
                    wrote on last edited by
                    #143

                    Sosuu
                    If you look at the guide is writtend how to do that there.

                    To add support for multiple gametypes you need to edit the dvar like that :

                    set mv_gametypes "dm;freeforall.cfg war;mycustomtdm.cfg"
                    

                    dm is the g_gametype and freeforall.cfg is the custom file to execute if you want set specific setting for that gamemode.

                    Sosuuundefined 1 Reply Last reply
                    0
                    • Sorexundefined Sorex

                      Sosuu
                      If you look at the guide is writtend how to do that there.

                      To add support for multiple gametypes you need to edit the dvar like that :

                      set mv_gametypes "dm;freeforall.cfg war;mycustomtdm.cfg"
                      

                      dm is the g_gametype and freeforall.cfg is the custom file to execute if you want set specific setting for that gamemode.

                      Sosuuundefined Offline
                      Sosuuundefined Offline
                      Sosuu
                      wrote on last edited by
                      #144

                      Sorex said in [Release] Black ops II Mapvote for Zombies and Multiplayer:

                      dm;freeforall.cfg war;mycustomtdm.cfg

                      this seemed to fix the "free for all" issue, but now it is only playing the first specified gamemode on the line

                      CopgunPlaysundefined 1 Reply Last reply
                      0
                      • Sosuuundefined Sosuu

                        Sorex said in [Release] Black ops II Mapvote for Zombies and Multiplayer:

                        dm;freeforall.cfg war;mycustomtdm.cfg

                        this seemed to fix the "free for all" issue, but now it is only playing the first specified gamemode on the line

                        CopgunPlaysundefined Offline
                        CopgunPlaysundefined Offline
                        CopgunPlays
                        wrote on last edited by
                        #145

                        Sosuu This is the same issue I'm having currently.

                        exp111undefined 1 Reply Last reply
                        0
                        • CopgunPlaysundefined CopgunPlays

                          Sosuu This is the same issue I'm having currently.

                          exp111undefined Offline
                          exp111undefined Offline
                          exp111
                          wrote on last edited by
                          #146

                          CopgunPlays same issue here. Managed to work around it by only giving the gamemodes („dm tdm gun“) but that fucks with some modes (like kill confirmed having 9999 points for each team and not being able to view the scoreboard)

                          1 Reply Last reply
                          0
                          • Sasino97undefined Offline
                            Sasino97undefined Offline
                            Sasino97
                            wrote on last edited by
                            #147

                            I'm unable to compile it using GSC Tool.

                            [ERROR]:compiler:mapvote.gsc:177:39: local variable 'g1' not found at mapvote.gsc
                            

                            And before this I had another issue with encoding, but I figured it out, basically the file is UTF8 with BOM, I converted it to standard UTF8 and it is now able to at least parse it, however I have the above issue.

                            The error above may be caused by the original scripters using a different compiler, if so, why doesn't the readme/description specify which compiler instead of just saying "use a gsc compiler"? However, I'd prefer to just fix these compile errors using the GSC Tool, because it seems it's the most supported one now; I have no GSC experience at all, but I have a C, Java and C# background.

                            Any help is appreciated 🙏

                            Resxtundefined 1 Reply Last reply
                            0
                            • Sasino97undefined Sasino97

                              I'm unable to compile it using GSC Tool.

                              [ERROR]:compiler:mapvote.gsc:177:39: local variable 'g1' not found at mapvote.gsc
                              

                              And before this I had another issue with encoding, but I figured it out, basically the file is UTF8 with BOM, I converted it to standard UTF8 and it is now able to at least parse it, however I have the above issue.

                              The error above may be caused by the original scripters using a different compiler, if so, why doesn't the readme/description specify which compiler instead of just saying "use a gsc compiler"? However, I'd prefer to just fix these compile errors using the GSC Tool, because it seems it's the most supported one now; I have no GSC experience at all, but I have a C, Java and C# background.

                              Any help is appreciated 🙏

                              Resxtundefined Offline
                              Resxtundefined Offline
                              Resxt
                              Plutonium Staff
                              wrote on last edited by
                              #148

                              Sasino97 you don't have to use any compiler

                              Sasino97undefined 1 Reply Last reply
                              0
                              • Resxtundefined Resxt

                                Sasino97 you don't have to use any compiler

                                Sasino97undefined Offline
                                Sasino97undefined Offline
                                Sasino97
                                wrote on last edited by
                                #149

                                Resxt Thanks for the info, but it's just to make sure that it still works after any customization I make, and that there are no errors.
                                Btw the issue above was solved by using the master branch instead of release 1.0.0.

                                Resxtundefined 1 Reply Last reply
                                0
                                • Sasino97undefined Sasino97

                                  Resxt Thanks for the info, but it's just to make sure that it still works after any customization I make, and that there are no errors.
                                  Btw the issue above was solved by using the master branch instead of release 1.0.0.

                                  Resxtundefined Offline
                                  Resxtundefined Offline
                                  Resxt
                                  Plutonium Staff
                                  wrote on last edited by
                                  #150

                                  Sasino97 the game has a compiler built-in

                                  Sasino97undefined 1 Reply Last reply
                                  1
                                  • Resxtundefined Resxt

                                    Sasino97 the game has a compiler built-in

                                    Sasino97undefined Offline
                                    Sasino97undefined Offline
                                    Sasino97
                                    wrote on last edited by
                                    #151

                                    Resxt Gotcha, but in case of errors where will the error messages show?

                                    Resxtundefined 1 Reply Last reply
                                    0
                                    • Sasino97undefined Sasino97

                                      Resxt Gotcha, but in case of errors where will the error messages show?

                                      Resxtundefined Offline
                                      Resxtundefined Offline
                                      Resxt
                                      Plutonium Staff
                                      wrote on last edited by
                                      #152

                                      Sasino97 in the middle of your screen lol

                                      1 Reply Last reply
                                      0
                                      • Echostarsundefined Offline
                                        Echostarsundefined Offline
                                        Echostars
                                        wrote on last edited by
                                        #153

                                        I'm having trouble setting this up for zombies. I got transit to show on the vote thing but no other maps. I am also curious how I could run a custom cfg for a map

                                        1 Reply Last reply
                                        0
                                        • Sorexundefined Sorex

                                          Black ops II Mapvote for Zombies and Multiplayer

                                          Developed by DoktorSAS

                                          Special thanks to @ZECxR3ap3r & @JezuzLizard for their contributions to the development. Additional thanks to @John Kramer for image editing and birchy for the LUI starting point.

                                          Introduction

                                          This project, initiated in March 2020, enables players to vote for the next map and/or game mode in upcoming matches. The project does not provide compiled files; if needed, compile the file using the gsc-tool.

                                          Black Ops II: multiplayer

                                          Preview

                                          How to setup the mapvote step by step

                                          1. Compile the Script:
                                            Compile the mapvote.gsc file using a GSC Compiler. This step is not required if you are working with the plutonium client.

                                          2. Place the Compiled File:
                                            Copy the compiled file into your directory %localappdata%\Plutonium\storage\t6\scripts\mp\.

                                          3. Configure Server File:
                                            Copy the content of mapvote.cfg into your server configuration file (e.g., server.cfg, dedicated_mp.cfg, dedicated.cfg, etc.) that manages the Multiplayer server.

                                          4. Edit Dvars for Aesthetic Parameters:

                                            • Set the Dvar mv_maps to specify the maps shown in the mapvote. For example:
                                              set mv_maps "mp_studio mp_nuketown_2020 mp_carrier mp_drone mp_slums"
                                              
                                            • Set the Dvar mv_enable to 1 to activate the mapvote on your Multiplayer server.
                                            • For random gametypes, set the Dvar mv_gametypes specifying the gametype ID (dm, war, sd, etc.) and the file to run if necessary. For example:
                                              set mv_gametypes "[email protected] [email protected]"
                                              
                                          5. (Plutonium ONLY) LUI UI with mod support:

                                            • Take the content of the folder T6Mapvote and place it in your folder %localappdata%\Plutonium\storage\t6\mods\
                                            • Set the dvar fs_game in your server configuration file (e.g., server.cfg, dedicated_zm.cfg, dedicated.cfg, etc.)
                                            • Set the dvar mv_lui to in your server configuration file (e.g., server.cfg, dedicated_zm.cfg, dedicated.cfg, etc.)
                                          6. Run the Server:
                                            Start the server and immerse yourself in the map voting experience. You're done!

                                          Settings: dvars

                                          Dvar Default Value Description
                                          mv_enable 1 Enable/Disable the mapvote (1 for enable, 0 for disable).
                                          mv_maps "" List of maps that can be voted on the mapvote; leave empty for all maps.
                                          mv_time 20 Time (in seconds) allotted for voting.
                                          mv_credits 1 Enable/Disable credits of the mod creator.
                                          mv_socialname "SocialName" Name of the server's social platform (Discord, Twitter, Website, etc.).
                                          mv_sentence "Thanks for playing" Thankful sentence displayed.
                                          mv_votecolor "5" Color of the vote number.
                                          mv_arrowcolor "white" RGB color of the arrows.
                                          mv_selectcolor "lighgreen" RGB color when a map gets voted.
                                          mv_backgroundcolor "grey" RGB color of the map background.
                                          mv_blur "3" Blur effect power.
                                          mv_gametypes "" Dvar to have multiple gametypes with different maps. Specify gametype IDs and associated files.
                                          mv_extramaps 0 Enable 6 maps mapvote when set to 1.
                                          mv_allowchangevote 1 Enable/Disable the possibility to change vote while the time is still running (1 for enable, 0 for disable).
                                          mv_randomoption 1 If set to 1 it will not display which map and which gametype the last option will be (Random)
                                          mv_minplayerstovote 1 Set the minimum number of players required to start the mapvote
                                          mv_lui 1 If set to 1 it will use the LUA/LUI ui interface (It required the mod support and the lua files)

                                          Black ops II: zombies

                                          Preview

                                          How to setup the mapvote step by step

                                          1. Compile the Script:
                                            Compile the mapvote.gsc file using a GSC Compiler. This step is not required if you are working with the plutonium client.

                                          2. Place the Compiled File:
                                            Copy the file into your directory %localappdata%\Plutonium\storage\t6\scripts\zm\.

                                          3. Configure Server File:
                                            Copy the content of mapvote.cfg into your server configuration file (e.g., server.cfg, dedicated_zm.cfg, dedicated.cfg, etc.) that manages the Zombies server.

                                          4. Edit Dvars on your configuration file:

                                            • Set the Dvar mv_maps to specify the maps shown in the mapvote. For example:
                                              set mv_maps "zm_tomb zm_buried zm_town zm_busdepot zm_farm zm_transit zm_prison zm_highrise zm_nuked"
                                              
                                            • Set the Dvar mv_enable to 1 to activate the mapvote on your Zombies server.
                                          5. Run the Server:
                                            Start the server and enjoy the map voting experience. You're done!

                                          Download

                                          It is possbile to download either the source code or the released code. The source code is not fully test and could run into issue that need to be reported while the release is tested code that could have some bug not fixed but working as intended.

                                          I highly recommend using the unreleased version and keeping it up to date for implementing features and patching reported bugs.
                                          The following buttons will direct you to the corresponding pages:

                                          Download from release

                                          Download from git

                                          Echostarsundefined Offline
                                          Echostarsundefined Offline
                                          Echostars
                                          wrote on last edited by
                                          #154

                                          Sorex Hi i'm still having issues getting this to work on zombies

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