[Release] [Zombies] Map Restart Clientside Issues Workaround
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luigistyle I hadn't known about that bug at the time I had posted the mod but currently the best fix I have is commenting out give_team_characters() when running die rise. The same goes for give_personality_characters() when running nuketown.
I'm working on a fix so it won't be necessary to have to comment out code each time for these 2 maps. I'll update the post when I have it working.The reason this happens is die rise doesn't have its own give_team_characters(), not even a blank one. Same thing goes for nuketown there isn't a give_personality_characters() built in to the map.
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JezuzLizard check your pull requests. I have drastically edited and simplified the way of how give_personality_characters and give_team_characters are called.
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luigistyle I approved the pull request from Xerxes the mod shouldn't have any problems loading on nuketown and die rise. Download the latest version off the github.
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i don't know how to modify things for my server and i want to put this in mine, someone could explain how i do it? If someone can help me this is my discord Adriango#5023 thank you
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adriango
There's a guide around here somewhere on loading GSC in your dedicated server -
I just put the code to my server, and it doesn't work, that is, the code should fix the music and demase, but I still have those problems
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adriango Did you compile it as _clientids.gsc in maps/mp/gametypes_zm?
Did you merge it with any other scripts? -
JezuzLizard said in [Release] [Zombies] Map Restart Clientside Issues Workaround:
Did you merge it with any other scripts?
Does that make a difference? I have like 3 merged scripts total and it seems to be fine atm
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JezuzLizard I've done everything right and I've got it compiled with another script that's to remove the drink limit, the limit of fucniona drinks but this script doesn't and I don't know why
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Send me your script source on discord JezuzLizard#7864. I'll review it and see if its a common problem since this isn't the first time this script doesn't work when compiled with another script.
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I compiled the main.gsc and put the script on server, but when game ends nothing happens, I continue disconnecting and receiving the error "CG_Spawn: no free fake entities". What I doing wrong?
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peximaximum Did you call the compiled script _clientids.gsc and did you place it in data/maps/mp/gametypes_zm in your server folder?
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JezuzLizard Yes, I did all that, including with and without other codes together. I tried change my code in dedicated_zm.cfg and now is getting the error "An error occured while connecting to the server." and error notification of PlutoT6 "EXE_CONFIGSTRINGMISMATCH" when map rotate.
dedicated_zm.cfg file: https://pastebin.com/NqyfNHjm
In the tests I did with these settings, only the Buried map successfully restarted on dying, without having to do anything! When using map_rotate it disconnects and gives the same error as above.
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peximaximum I never expected anyone to use multiple maps in sv_maprotation, but being that your getting errors from doing so I would definitely have to conclude that trying to restart the map and change the map would cause errors.
Basically, you cannot change the map using map_restart I've tried it will not work. Try setting only one map in your sv_maprotation and see if it still gives errors. -
JezuzLizard Before, only one map (tranzit bus) was configured. I put several to be able to test. Even with a map it just doesn't work
EDIT: Even trying to change the map with the command !maprotate from IW4M-Admin generates the error and disconnects from the server
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Yea im having the same issue. The only way i could even get the script to compile with zombies++ was by removing #include maps\mp\zombies_zm_utility;
#include maps\mp_utility;
#include common_scripts\utility;Idk if it wont work without them but i tried two different things. First i tried just adding this to the clientids--
onallplayersready()
{
timeout = getTime() + 5000;
while ( getnumexpectedplayers() == 0 && getTime() < timeout )
{
wait 0.1;
}
player_count_actual = 0;
while ( getnumconnectedplayers() < getnumexpectedplayers() || player_count_actual != getnumexpectedplayers() )
{
players = get_players();
player_count_actual = 0;
i = 0;
while ( i < players.size )
{
players[ i ] freezecontrols( 1 );
if ( players[ i ].sessionstate == "playing" )
{
player_count_actual++;
}
i++;
}wait 0.1; }
and that compiled with no errors but didnt change anything, then i put the main.gsc into the clientids (getting bad syntax in line 1339 until i removed the # things, and it still doesnt work.
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@Hobo-Tim I'm sorry for the confusion but thats not the actual script infact thats the broken part of _zm.gsc that I had fixed with my script. Try downloading the actual script and see if it works.
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JezuzLizard what is the actual script
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@Hobo-Tim main.gsc is the actual script.