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Randomised Map Rotation In Custom Games

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  • La_Ferrari2013
    La_Ferrari2013
    La_Ferrari2013
    wrote last edited by
    #1

    I want to run a custom games match, not a local server with bots and a randomised map rotation, not vote, randomised. How do I do this, or is it even possible. Thanks

    1 Reply Last reply
    1
    • Xerxes
      Xerxes
      Xerxes
      Plutonium Staff
      wrote last edited by
      #2

      Not sure if there is a pre-made solution but you can simply write that in GSC.
      Set a map rotation on the client, split it up in your GSC script, choose a random map and switch to that map.
      Should be a simple beginner project to start learning GSC.

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      • Xerxes Xerxes moved this topic from BO2 Client Support
      • La_Ferrari2013
        La_Ferrari2013
        La_Ferrari2013
        wrote last edited by
        #3

        For anyone wondering, here was the code that ended up working in the end. To go in the scripts folder.

        #include maps\mp_utility;
        #include maps\mp\gametypes_hud_util;

        main()
        {
        level thread bot_lobby_monitor();
        }

        bot_lobby_monitor()
        {
        level waittill("prematch_over");

        score_limit = getDvarInt("scr_war_scorelimit"); 
        time_limit = getDvarInt("scr_war_timelimit");   
        
        if(score_limit <= 0) 
        {
            score_limit = 75; 
        }
        if(time_limit <= 0) 
        {
            time_limit = 10; 
        }
        
        time_limit_seconds = time_limit * 60;
        elapsed_seconds = 0;
        
        while(1)
        {
            // Check Score Conditions
            if (isDefined(game["teamScores"]["allies"]) && game["teamScores"]["allies"] >= score_limit)
            {
                wait 5; 
                force_next_random_map();
                break;
            }
            
            if (isDefined(game["teamScores"]["axis"]) && game["teamScores"]["axis"] >= score_limit)
            {
                wait 5; 
                force_next_random_map();
                break;
            }
        
            // Check Time Conditions
            if (elapsed_seconds >= time_limit_seconds)
            {
                wait 5;
                force_next_random_map();
                break;
            }
        
            // Handle Natural or Manual Break Ends
            if(isDefined(level.gameEnded) && level.gameEnded)
            {
                if(isDefined(level.forcedEnd) && level.forcedEnd)
                {
                    return; 
                }
                wait 5;
                force_next_random_map();
                break;
            }
        
            wait 0.5; 
            elapsed_seconds += 0.5;
        }
        

        }

        force_next_random_map()
        {
        // FIX: Manually starting the index at 0 so the array initializes perfectly
        maps[0] = "mp_carrier";
        maps[maps.size] = "mp_cargo";
        maps[maps.size] = "mp_drone";
        maps[maps.size] = "mp_express";
        maps[maps.size] = "mp_hijacked";
        maps[maps.size] = "mp_meltdown";
        maps[maps.size] = "mp_nuketown_2020";
        maps[maps.size] = "mp_overflow";
        maps[maps.size] = "mp_plaza";
        maps[maps.size] = "mp_raid";
        maps[maps.size] = "mp_slums";
        maps[maps.size] = "mp_standoff";
        maps[maps.size] = "mp_turbine";
        maps[maps.size] = "mp_yemen";

        // DLC 1
        maps[maps.size] = "mp_downhill";   
        maps[maps.size] = "mp_mirage";     
        maps[maps.size] = "mp_hydro";      
        maps[maps.size] = "mp_skate";      
        
        // DLC 2
        maps[maps.size] = "mp_concert";    
        maps[maps.size] = "mp_magma";      
        maps[maps.size] = "mp_studio";     
        maps[maps.size] = "mp_vertigo";    
        
        // DLC 3
        maps[maps.size] = "mp_uplink";     
        maps[maps.size] = "mp_bridge";     
        maps[maps.size] = "mp_castaway";   
        maps[maps.size] = "mp_paintball";  
        
        // DLC 4
        maps[maps.size] = "mp_dig";        
        maps[maps.size] = "mp_frostbite";  
        maps[maps.size] = "mp_pod";        
        maps[maps.size] = "mp_takeoff";    
        
        random_map = maps[ randomInt( maps.size ) ];
        
        // Change the global rotation variable so the game picks it up when transitioning
        setDvar("g_gametype", "war"); 
        setDvar("sv_mapRotation", "gametype war map " + random_map);
        setDvar("sv_mapRotationCurrent", "gametype war map " + random_map);
        
        // Override the UI lobby pointers directly
        setDvar("ui_mapname", random_map);
        setDvar("mapname", random_map);
        
        // Command the engine to progress immediately to the rotation we just established
        exitLevel( false );
        

        }

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        • Resxt
          Resxt
          Resxt
          Plutonium Staff
          wrote last edited by
          #4

          You can always take a mapvote script, such as mine, and make it rotate directly instead of displaying the vote by editing the code a little bit

          I've edited mine for some people before for this use case and it's just a few lines, would gladly send it to you if you wish

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          0
          • La_Ferrari2013
            La_Ferrari2013
            La_Ferrari2013
            wrote last edited by
            #5

            Yes please, how would it improve it, would it be more efficient or consistent.

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            0

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