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[Support] Server Side Support

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  • Farzadundefined Farzad

    TheHiddenHour basically when the game starts I’m obviously on one team and he’s on another, to the players that join, how would I make them come to my team automatically? Using your line, it bugged out I guess next round, the first round started and I was on axis and he was on allies, but the next round he came to axis (my team) with 0 deaths and wasn’t spawned in, even though I did kill him last round, so what’s restarting in my script then? Do I need something called Waittill or something or no? Sorry for the spam I just need to fix this issue ASAP 🤷🏻‍♂️

    Farzadundefined Offline
    Farzadundefined Offline
    Farzad
    wrote on last edited by
    #13

    Farzad I’m waiting for one of those admins to come in randomly with the whole function done 😂, I wish I’m that person that it happens to, TheHiddenHour not saying anything wrong by the way

    TheHiddenHourundefined 1 Reply Last reply
    0
    • Farzadundefined Farzad

      Farzad I’m waiting for one of those admins to come in randomly with the whole function done 😂, I wish I’m that person that it happens to, TheHiddenHour not saying anything wrong by the way

      TheHiddenHourundefined Offline
      TheHiddenHourundefined Offline
      TheHiddenHour
      Contributor
      wrote on last edited by TheHiddenHour
      #14

      Farzad I'm playing some Warzone with my buds rn, sorry chief lol. I hope that admin comes soon though 👍 .

      EDIT: I can write this for you though.

      getTeamCount(team) {
      	count = 0;
      	foreach(player in level.players) {
      		if(player.team == team) {
      			count++;
      		}
      	}
      	
      	return count;
      }
      
      Farzadundefined 3 Replies Last reply
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      • TheHiddenHourundefined TheHiddenHour

        Farzad I'm playing some Warzone with my buds rn, sorry chief lol. I hope that admin comes soon though 👍 .

        EDIT: I can write this for you though.

        getTeamCount(team) {
        	count = 0;
        	foreach(player in level.players) {
        		if(player.team == team) {
        			count++;
        		}
        	}
        	
        	return count;
        }
        
        Farzadundefined Offline
        Farzadundefined Offline
        Farzad
        wrote on last edited by
        #15

        TheHiddenHour could you explain what this for me? I don’t see a word like Allies or Axis so I’m assuming I need to add some
        Stuff to the function, or is it already complete but I have to add the first line you sent me from the begging of this post followed up with that? Do I call anything? I’m sorry I’m not an expert at this..

        1 Reply Last reply
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        • TheHiddenHourundefined TheHiddenHour

          Farzad I'm playing some Warzone with my buds rn, sorry chief lol. I hope that admin comes soon though 👍 .

          EDIT: I can write this for you though.

          getTeamCount(team) {
          	count = 0;
          	foreach(player in level.players) {
          		if(player.team == team) {
          			count++;
          		}
          	}
          	
          	return count;
          }
          
          Farzadundefined Offline
          Farzadundefined Offline
          Farzad
          wrote on last edited by
          #16

          TheHiddenHour is this function tied with
          maps/mp/teams/_teams::changeteam(team)
          or is it not? Because I ask this because it says teams here and in the function it says Team without an S so like I’m confused on what to paste with the stuff you gave me sorry man

          1 Reply Last reply
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          • TheHiddenHourundefined TheHiddenHour

            Farzad I'm playing some Warzone with my buds rn, sorry chief lol. I hope that admin comes soon though 👍 .

            EDIT: I can write this for you though.

            getTeamCount(team) {
            	count = 0;
            	foreach(player in level.players) {
            		if(player.team == team) {
            			count++;
            		}
            	}
            	
            	return count;
            }
            
            Farzadundefined Offline
            Farzadundefined Offline
            Farzad
            wrote on last edited by
            #17

            TheHiddenHour the line you provided and this function working but like man for some problem the Next Round Of The Game the bot just comes on us team and he isn’t spawned in, that’s all that the issue is, I know you wrote this function and are busy with a war zone match, hence it will take a bit of time for an answer, but please let me know what the best possible solution as I’ve been online all day looking on forums and sources and going inside the functions and not finding what I want, thanks man 👑

            TheHiddenHourundefined 1 Reply Last reply
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            • Farzadundefined Farzad

              TheHiddenHour the line you provided and this function working but like man for some problem the Next Round Of The Game the bot just comes on us team and he isn’t spawned in, that’s all that the issue is, I know you wrote this function and are busy with a war zone match, hence it will take a bit of time for an answer, but please let me know what the best possible solution as I’ve been online all day looking on forums and sources and going inside the functions and not finding what I want, thanks man 👑

              TheHiddenHourundefined Offline
              TheHiddenHourundefined Offline
              TheHiddenHour
              Contributor
              wrote on last edited by
              #18

              Farzad You're going to need to know some scripting knowledge mate. I've given you the means to switch a players team and get the amount of players on a team, now you need to write the logic. I'll even write you a function real quick that can kick players:

              kickPlayer() {
              	ent_num = self getEntityNumber();
              	kick(ent_num);
              }
              

              You can call it like self kickPlayer(); // Will kick the player who called the function
              I won't be writing something that you can C+P as that'd take a while. Hopefully a mod or someone else will help flesh it out for you.

              Farzadundefined 1 Reply Last reply
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              • TheHiddenHourundefined TheHiddenHour

                Farzad You're going to need to know some scripting knowledge mate. I've given you the means to switch a players team and get the amount of players on a team, now you need to write the logic. I'll even write you a function real quick that can kick players:

                kickPlayer() {
                	ent_num = self getEntityNumber();
                	kick(ent_num);
                }
                

                You can call it like self kickPlayer(); // Will kick the player who called the function
                I won't be writing something that you can C+P as that'd take a while. Hopefully a mod or someone else will help flesh it out for you.

                Farzadundefined Offline
                Farzadundefined Offline
                Farzad
                wrote on last edited by
                #19

                TheHiddenHour okay okay, but but why would I need to kick someone? I don’t have an issue with bot spawn in. Dude, the line works, the bot spawns in on the other team and all 5 of us spawn in on one team, not the bots team, but why next round the BOT comes to our team and isn’t spawned in? How is this kick function going to help?

                TheHiddenHourundefined 1 Reply Last reply
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                • Farzadundefined Farzad

                  TheHiddenHour okay okay, but but why would I need to kick someone? I don’t have an issue with bot spawn in. Dude, the line works, the bot spawns in on the other team and all 5 of us spawn in on one team, not the bots team, but why next round the BOT comes to our team and isn’t spawned in? How is this kick function going to help?

                  TheHiddenHourundefined Offline
                  TheHiddenHourundefined Offline
                  TheHiddenHour
                  Contributor
                  wrote on last edited by
                  #20

                  Farzad So you can kick the bot and spawn another one in. Again, no clue why it doesn't spawn in.

                  Farzadundefined 1 Reply Last reply
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                  • TheHiddenHourundefined TheHiddenHour

                    Farzad So you can kick the bot and spawn another one in. Again, no clue why it doesn't spawn in.

                    Farzadundefined Offline
                    Farzadundefined Offline
                    Farzad
                    wrote on last edited by
                    #21

                    TheHiddenHour so, what else would I be missing apart from these?

                    TheHiddenHourundefined 1 Reply Last reply
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                    • Farzadundefined Farzad

                      TheHiddenHour so, what else would I be missing apart from these?

                      TheHiddenHourundefined Offline
                      TheHiddenHourundefined Offline
                      TheHiddenHour
                      Contributor
                      wrote on last edited by
                      #22

                      Farzad isPlayer(player); This will check if the player is a bot or not.
                      Basically, you're going to want to follow these steps:

                      • Iterate over every player when the round starts
                      • Check if they're a bot
                      • If they are, kick them
                      • Spawn another bot to replace them
                      foreach(player in level.players) {
                      	if(!isPlayer(player)) { // Player is a bot
                      		player kickPlayer();
                      		// Spawn bot line here 
                      	}
                      }
                      

                      Something like this. You'll have to play around and experiment as I haven't tested it ofc.

                      Farzadundefined 1 Reply Last reply
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                      • TheHiddenHourundefined TheHiddenHour

                        Farzad isPlayer(player); This will check if the player is a bot or not.
                        Basically, you're going to want to follow these steps:

                        • Iterate over every player when the round starts
                        • Check if they're a bot
                        • If they are, kick them
                        • Spawn another bot to replace them
                        foreach(player in level.players) {
                        	if(!isPlayer(player)) { // Player is a bot
                        		player kickPlayer();
                        		// Spawn bot line here 
                        	}
                        }
                        

                        Something like this. You'll have to play around and experiment as I haven't tested it ofc.

                        Farzadundefined Offline
                        Farzadundefined Offline
                        Farzad
                        wrote on last edited by
                        #23

                        TheHiddenHour well how come I get kicked as soon as I try to connect to my server?

                        TheHiddenHourundefined 1 Reply Last reply
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                        • Farzadundefined Farzad

                          TheHiddenHour well how come I get kicked as soon as I try to connect to my server?

                          TheHiddenHourundefined Offline
                          TheHiddenHourundefined Offline
                          TheHiddenHour
                          Contributor
                          wrote on last edited by
                          #24

                          Farzad I don't know, what errors are you receiving? I'm almost done for the night so I'll be able to help you more in a bit.

                          Farzadundefined 1 Reply Last reply
                          0
                          • TheHiddenHourundefined TheHiddenHour

                            Farzad I don't know, what errors are you receiving? I'm almost done for the night so I'll be able to help you more in a bit.

                            Farzadundefined Offline
                            Farzadundefined Offline
                            Farzad
                            wrote on last edited by
                            #25

                            TheHiddenHour well.. you know, the kick message, the most common one, “server disconnected- player has been kicked

                            TheHiddenHourundefined 1 Reply Last reply
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                            • Farzadundefined Farzad

                              TheHiddenHour well.. you know, the kick message, the most common one, “server disconnected- player has been kicked

                              TheHiddenHourundefined Offline
                              TheHiddenHourundefined Offline
                              TheHiddenHour
                              Contributor
                              wrote on last edited by TheHiddenHour
                              #26

                              Farzad Ahh, that's probably from the bot check fucking up. Again, I didn't test it or anything. Just remove it for now, I'll help you in a little while.

                              Farzadundefined 1 Reply Last reply
                              0
                              • TheHiddenHourundefined TheHiddenHour

                                Farzad Ahh, that's probably from the bot check fucking up. Again, I didn't test it or anything. Just remove it for now, I'll help you in a little while.

                                Farzadundefined Offline
                                Farzadundefined Offline
                                Farzad
                                wrote on last edited by Farzad
                                #27

                                TheHiddenHour well you clearly can’t test it unfortunately based off your specs, though may you like try to write something else quickly or is that not possible? Sorry for like spamming you by the way

                                TheHiddenHourundefined 1 Reply Last reply
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                                • Farzadundefined Farzad

                                  TheHiddenHour well you clearly can’t test it unfortunately based off your specs, though may you like try to write something else quickly or is that not possible? Sorry for like spamming you by the way

                                  TheHiddenHourundefined Offline
                                  TheHiddenHourundefined Offline
                                  TheHiddenHour
                                  Contributor
                                  wrote on last edited by
                                  #28

                                  Farzad I test on a CFW PS3 lol. Anyways, I wrote you something

                                  init() {
                                  	level.botsSpawned = false; // Whether bots have been spawned yet 
                                  	level.botsAmount = 1; // Amount of bots to spawn 
                                  }
                                  
                                  onPlayerSpawned() {
                                  	for(;;) {
                                  		self waittill("spawned_player");
                                  		
                                  		self thread switchTeam("axis"); // Move all players to axis team 
                                  		
                                  		if(!level.botsSpawned) {
                                  			// Kick existing bots 
                                  			foreach(player in level.players) {
                                  				if(isAI(player)) { // Player is a bot 
                                  					ent_num = player getEntityNumber(); // Get bot entity number 
                                  					kick(ent_num); // Kick bot 
                                  				}
                                  			}
                                  			
                                  			// Spawn new bots 
                                  			for(i = 0; i < level.botsAmount; i++) {
                                  				level thread maps/mp/bots/_bot::spawn_bot("allies");
                                  			}
                                  			
                                  			level.botsSpawned = true;
                                  		}
                                  	}
                                  }
                                  
                                  switchTeam(team) {
                                  	if ( self.sessionstate != "dead" ) {
                                  		self.switching_teams = 1;
                                  		self.joining_team = team;
                                  		self.leaving_team = self.pers[ "team" ];
                                  		// self suicide();
                                  	}
                                  	self.pers[ "team" ] = team;
                                  	self.team = team;
                                  	self.sessionteam = self.pers[ "team" ];
                                  	if ( !level.teambased ) {
                                  		self.ffateam = team;
                                  	}
                                  	self maps/mp/gametypes/_globallogic_ui::updateobjectivetext();
                                  	self maps/mp/gametypes/_spectating::setspectatepermissions();
                                  	// self setclientscriptmainmenu( game[ "menu_class" ] );
                                  	// self openmenu( game[ "menu_class" ] );
                                  	self notify( "end_respawn" );
                                  }
                                  

                                  Give this a whack. Again, I didn't test, and if there's any problems then you're on your own since I really can't test atm. Sorry.

                                  Farzadundefined 5 Replies Last reply
                                  0
                                  • TheHiddenHourundefined TheHiddenHour

                                    Farzad I test on a CFW PS3 lol. Anyways, I wrote you something

                                    init() {
                                    	level.botsSpawned = false; // Whether bots have been spawned yet 
                                    	level.botsAmount = 1; // Amount of bots to spawn 
                                    }
                                    
                                    onPlayerSpawned() {
                                    	for(;;) {
                                    		self waittill("spawned_player");
                                    		
                                    		self thread switchTeam("axis"); // Move all players to axis team 
                                    		
                                    		if(!level.botsSpawned) {
                                    			// Kick existing bots 
                                    			foreach(player in level.players) {
                                    				if(isAI(player)) { // Player is a bot 
                                    					ent_num = player getEntityNumber(); // Get bot entity number 
                                    					kick(ent_num); // Kick bot 
                                    				}
                                    			}
                                    			
                                    			// Spawn new bots 
                                    			for(i = 0; i < level.botsAmount; i++) {
                                    				level thread maps/mp/bots/_bot::spawn_bot("allies");
                                    			}
                                    			
                                    			level.botsSpawned = true;
                                    		}
                                    	}
                                    }
                                    
                                    switchTeam(team) {
                                    	if ( self.sessionstate != "dead" ) {
                                    		self.switching_teams = 1;
                                    		self.joining_team = team;
                                    		self.leaving_team = self.pers[ "team" ];
                                    		// self suicide();
                                    	}
                                    	self.pers[ "team" ] = team;
                                    	self.team = team;
                                    	self.sessionteam = self.pers[ "team" ];
                                    	if ( !level.teambased ) {
                                    		self.ffateam = team;
                                    	}
                                    	self maps/mp/gametypes/_globallogic_ui::updateobjectivetext();
                                    	self maps/mp/gametypes/_spectating::setspectatepermissions();
                                    	// self setclientscriptmainmenu( game[ "menu_class" ] );
                                    	// self openmenu( game[ "menu_class" ] );
                                    	self notify( "end_respawn" );
                                    }
                                    

                                    Give this a whack. Again, I didn't test, and if there's any problems then you're on your own since I really can't test atm. Sorry.

                                    Farzadundefined Offline
                                    Farzadundefined Offline
                                    Farzad
                                    wrote on last edited by
                                    #29

                                    TheHiddenHour will it give it a try, thanks for your help

                                    1 Reply Last reply
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                                    • TheHiddenHourundefined TheHiddenHour

                                      Farzad I test on a CFW PS3 lol. Anyways, I wrote you something

                                      init() {
                                      	level.botsSpawned = false; // Whether bots have been spawned yet 
                                      	level.botsAmount = 1; // Amount of bots to spawn 
                                      }
                                      
                                      onPlayerSpawned() {
                                      	for(;;) {
                                      		self waittill("spawned_player");
                                      		
                                      		self thread switchTeam("axis"); // Move all players to axis team 
                                      		
                                      		if(!level.botsSpawned) {
                                      			// Kick existing bots 
                                      			foreach(player in level.players) {
                                      				if(isAI(player)) { // Player is a bot 
                                      					ent_num = player getEntityNumber(); // Get bot entity number 
                                      					kick(ent_num); // Kick bot 
                                      				}
                                      			}
                                      			
                                      			// Spawn new bots 
                                      			for(i = 0; i < level.botsAmount; i++) {
                                      				level thread maps/mp/bots/_bot::spawn_bot("allies");
                                      			}
                                      			
                                      			level.botsSpawned = true;
                                      		}
                                      	}
                                      }
                                      
                                      switchTeam(team) {
                                      	if ( self.sessionstate != "dead" ) {
                                      		self.switching_teams = 1;
                                      		self.joining_team = team;
                                      		self.leaving_team = self.pers[ "team" ];
                                      		// self suicide();
                                      	}
                                      	self.pers[ "team" ] = team;
                                      	self.team = team;
                                      	self.sessionteam = self.pers[ "team" ];
                                      	if ( !level.teambased ) {
                                      		self.ffateam = team;
                                      	}
                                      	self maps/mp/gametypes/_globallogic_ui::updateobjectivetext();
                                      	self maps/mp/gametypes/_spectating::setspectatepermissions();
                                      	// self setclientscriptmainmenu( game[ "menu_class" ] );
                                      	// self openmenu( game[ "menu_class" ] );
                                      	self notify( "end_respawn" );
                                      }
                                      

                                      Give this a whack. Again, I didn't test, and if there's any problems then you're on your own since I really can't test atm. Sorry.

                                      Farzadundefined Offline
                                      Farzadundefined Offline
                                      Farzad
                                      wrote on last edited by Farzad
                                      #30
                                      This post is deleted!
                                      1 Reply Last reply
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                                      • TheHiddenHourundefined TheHiddenHour

                                        Farzad I test on a CFW PS3 lol. Anyways, I wrote you something

                                        init() {
                                        	level.botsSpawned = false; // Whether bots have been spawned yet 
                                        	level.botsAmount = 1; // Amount of bots to spawn 
                                        }
                                        
                                        onPlayerSpawned() {
                                        	for(;;) {
                                        		self waittill("spawned_player");
                                        		
                                        		self thread switchTeam("axis"); // Move all players to axis team 
                                        		
                                        		if(!level.botsSpawned) {
                                        			// Kick existing bots 
                                        			foreach(player in level.players) {
                                        				if(isAI(player)) { // Player is a bot 
                                        					ent_num = player getEntityNumber(); // Get bot entity number 
                                        					kick(ent_num); // Kick bot 
                                        				}
                                        			}
                                        			
                                        			// Spawn new bots 
                                        			for(i = 0; i < level.botsAmount; i++) {
                                        				level thread maps/mp/bots/_bot::spawn_bot("allies");
                                        			}
                                        			
                                        			level.botsSpawned = true;
                                        		}
                                        	}
                                        }
                                        
                                        switchTeam(team) {
                                        	if ( self.sessionstate != "dead" ) {
                                        		self.switching_teams = 1;
                                        		self.joining_team = team;
                                        		self.leaving_team = self.pers[ "team" ];
                                        		// self suicide();
                                        	}
                                        	self.pers[ "team" ] = team;
                                        	self.team = team;
                                        	self.sessionteam = self.pers[ "team" ];
                                        	if ( !level.teambased ) {
                                        		self.ffateam = team;
                                        	}
                                        	self maps/mp/gametypes/_globallogic_ui::updateobjectivetext();
                                        	self maps/mp/gametypes/_spectating::setspectatepermissions();
                                        	// self setclientscriptmainmenu( game[ "menu_class" ] );
                                        	// self openmenu( game[ "menu_class" ] );
                                        	self notify( "end_respawn" );
                                        }
                                        

                                        Give this a whack. Again, I didn't test, and if there's any problems then you're on your own since I really can't test atm. Sorry.

                                        Farzadundefined Offline
                                        Farzadundefined Offline
                                        Farzad
                                        wrote on last edited by
                                        #31

                                        TheHiddenHour I spawn in with the bot, and whenever I attempt to switch teams, I literally can’t, like I switch teams to seals but the moment I spawn in after switching team to seals I get switched back to the bots team which is sdc in other words axis, may you help like fix it? That’s the only issue, everything else is well 👍🏻

                                        1 Reply Last reply
                                        0
                                        • TheHiddenHourundefined TheHiddenHour

                                          Farzad I test on a CFW PS3 lol. Anyways, I wrote you something

                                          init() {
                                          	level.botsSpawned = false; // Whether bots have been spawned yet 
                                          	level.botsAmount = 1; // Amount of bots to spawn 
                                          }
                                          
                                          onPlayerSpawned() {
                                          	for(;;) {
                                          		self waittill("spawned_player");
                                          		
                                          		self thread switchTeam("axis"); // Move all players to axis team 
                                          		
                                          		if(!level.botsSpawned) {
                                          			// Kick existing bots 
                                          			foreach(player in level.players) {
                                          				if(isAI(player)) { // Player is a bot 
                                          					ent_num = player getEntityNumber(); // Get bot entity number 
                                          					kick(ent_num); // Kick bot 
                                          				}
                                          			}
                                          			
                                          			// Spawn new bots 
                                          			for(i = 0; i < level.botsAmount; i++) {
                                          				level thread maps/mp/bots/_bot::spawn_bot("allies");
                                          			}
                                          			
                                          			level.botsSpawned = true;
                                          		}
                                          	}
                                          }
                                          
                                          switchTeam(team) {
                                          	if ( self.sessionstate != "dead" ) {
                                          		self.switching_teams = 1;
                                          		self.joining_team = team;
                                          		self.leaving_team = self.pers[ "team" ];
                                          		// self suicide();
                                          	}
                                          	self.pers[ "team" ] = team;
                                          	self.team = team;
                                          	self.sessionteam = self.pers[ "team" ];
                                          	if ( !level.teambased ) {
                                          		self.ffateam = team;
                                          	}
                                          	self maps/mp/gametypes/_globallogic_ui::updateobjectivetext();
                                          	self maps/mp/gametypes/_spectating::setspectatepermissions();
                                          	// self setclientscriptmainmenu( game[ "menu_class" ] );
                                          	// self openmenu( game[ "menu_class" ] );
                                          	self notify( "end_respawn" );
                                          }
                                          

                                          Give this a whack. Again, I didn't test, and if there's any problems then you're on your own since I really can't test atm. Sorry.

                                          Farzadundefined Offline
                                          Farzadundefined Offline
                                          Farzad
                                          wrote on last edited by Farzad
                                          #32

                                          TheHiddenHour okay basically i have team set to axis, never changed your script at all. For the map carrier, the team name for axis is SDC, when I first load into the server, I go into SDC, but the bot joins SDC he doesn’t join the parameter set which was Allies, and if I do attempt to switch teams I do go to allies which is seals but after I choose a class it auto switches back to axis (SDC) within half a second, I’ve spent a whole hour actually changing the script up, but I just can’t seem to find the flaw in it because my brain isn’t as complex as some of you, so may you just fix this up?

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