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  3. [Release] [Zombies] Map Restart Clientside Issues Workaround

[Release] [Zombies] Map Restart Clientside Issues Workaround

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  • luigistyleundefined luigistyle

    Hey JezuzLizard, I finally tried to add it to my server, and I'm getting an error almost immediately after starting my Die Rise server (specifically Die Rise). Do you know why that is / how to fix it? I'm pretty new to GSC so sorry if I'm acting dumb or whatever4f795359-ebcc-4a96-9c1d-097c36297bd6-image.png

    JezuzLizardundefined Offline
    JezuzLizardundefined Offline
    JezuzLizard
    Plutonium Staff
    wrote on last edited by
    #6

    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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    • Xerxesundefined Offline
      Xerxesundefined Offline
      Xerxes
      Plutonium Staff
      wrote on last edited by
      #7

      JezuzLizard check your pull requests. I have drastically edited and simplified the way of how give_personality_characters and give_team_characters are called.

      https://github.com/JezuzLizard/Public-BO2-Mods/pull/6

      1 Reply Last reply
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      • luigistyleundefined luigistyle

        Hey JezuzLizard, I finally tried to add it to my server, and I'm getting an error almost immediately after starting my Die Rise server (specifically Die Rise). Do you know why that is / how to fix it? I'm pretty new to GSC so sorry if I'm acting dumb or whatever4f795359-ebcc-4a96-9c1d-097c36297bd6-image.png

        JezuzLizardundefined Offline
        JezuzLizardundefined Offline
        JezuzLizard
        Plutonium Staff
        wrote on last edited by
        #8

        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.

        luigistyleundefined 1 Reply Last reply
        1
        • JezuzLizardundefined JezuzLizard

          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.

          luigistyleundefined Offline
          luigistyleundefined Offline
          luigistyle
          Plutonium Staff
          wrote on last edited by luigistyle
          #9

          JezuzLizard
          Xerxes

          Will try, thanks alot 😄

          EDIT: It works, thanks so much

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          • adriangoundefined Offline
            adriangoundefined Offline
            adriango
            wrote on last edited by
            #10

            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

            luigistyleundefined 1 Reply Last reply
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            • adriangoundefined adriango

              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

              luigistyleundefined Offline
              luigistyleundefined Offline
              luigistyle
              Plutonium Staff
              wrote on last edited by
              #11

              adriango
              There's a guide around here somewhere on loading GSC in your dedicated server

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              • adriangoundefined Offline
                adriangoundefined Offline
                adriango
                wrote on last edited by
                #12

                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

                JezuzLizardundefined 1 Reply Last reply
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                • adriangoundefined adriango

                  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

                  JezuzLizardundefined Offline
                  JezuzLizardundefined Offline
                  JezuzLizard
                  Plutonium Staff
                  wrote on last edited by
                  #13

                  adriango Did you compile it as _clientids.gsc in maps/mp/gametypes_zm?
                  Did you merge it with any other scripts?

                  luigistyleundefined adriangoundefined 2 Replies Last reply
                  0
                  • JezuzLizardundefined JezuzLizard

                    adriango Did you compile it as _clientids.gsc in maps/mp/gametypes_zm?
                    Did you merge it with any other scripts?

                    luigistyleundefined Offline
                    luigistyleundefined Offline
                    luigistyle
                    Plutonium Staff
                    wrote on last edited by
                    #14

                    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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                    • JezuzLizardundefined JezuzLizard

                      adriango Did you compile it as _clientids.gsc in maps/mp/gametypes_zm?
                      Did you merge it with any other scripts?

                      adriangoundefined Offline
                      adriangoundefined Offline
                      adriango
                      wrote on last edited by
                      #15

                      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

                      JezuzLizardundefined 1 Reply Last reply
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                      • adriangoundefined adriango

                        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

                        JezuzLizardundefined Offline
                        JezuzLizardundefined Offline
                        JezuzLizard
                        Plutonium Staff
                        wrote on last edited by
                        #16

                        adriango

                        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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                        • A Former User? Offline
                          A Former User? Offline
                          A Former User
                          wrote on last edited by
                          #17

                          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?

                          JezuzLizardundefined 1 Reply Last reply
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                          • A Former User? A Former User

                            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?

                            JezuzLizardundefined Offline
                            JezuzLizardundefined Offline
                            JezuzLizard
                            Plutonium Staff
                            wrote on last edited by
                            #18

                            @peximaximum Did you call the compiled script _clientids.gsc and did you place it in data/maps/mp/gametypes_zm in your server folder?

                            A Former User? 1 Reply Last reply
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                            • JezuzLizardundefined JezuzLizard

                              @peximaximum Did you call the compiled script _clientids.gsc and did you place it in data/maps/mp/gametypes_zm in your server folder?

                              A Former User? Offline
                              A Former User? Offline
                              A Former User
                              wrote on last edited by
                              #19

                              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.

                              JezuzLizardundefined 1 Reply Last reply
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                              • A Former User? A Former User

                                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.

                                JezuzLizardundefined Offline
                                JezuzLizardundefined Offline
                                JezuzLizard
                                Plutonium Staff
                                wrote on last edited by
                                #20

                                @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.

                                A Former User? 1 Reply Last reply
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                                • JezuzLizardundefined JezuzLizard

                                  @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.

                                  A Former User? Offline
                                  A Former User? Offline
                                  A Former User
                                  wrote on last edited by A Former User
                                  #21

                                  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 😕

                                  Original dedicated_zm.cfg

                                  EDIT: Even trying to change the map with the command !maprotate from IW4M-Admin generates the error and disconnects from the server

                                  So Highundefined 1 Reply Last reply
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                                  • A Former User? A Former User

                                    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 😕

                                    Original dedicated_zm.cfg

                                    EDIT: Even trying to change the map with the command !maprotate from IW4M-Admin generates the error and disconnects from the server

                                    So Highundefined Offline
                                    So Highundefined Offline
                                    So High
                                    wrote on last edited by
                                    #22

                                    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.

                                    JezuzLizardundefined 1 Reply Last reply
                                    0
                                    • So Highundefined So High

                                      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.

                                      JezuzLizardundefined Offline
                                      JezuzLizardundefined Offline
                                      JezuzLizard
                                      Plutonium Staff
                                      wrote on last edited by
                                      #23

                                      @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.

                                      So Highundefined 1 Reply Last reply
                                      0
                                      • JezuzLizardundefined JezuzLizard

                                        @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.

                                        So Highundefined Offline
                                        So Highundefined Offline
                                        So High
                                        wrote on last edited by
                                        #24

                                        JezuzLizard what is the actual script

                                        JezuzLizardundefined 1 Reply Last reply
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                                        • So Highundefined So High

                                          JezuzLizard what is the actual script

                                          JezuzLizardundefined Offline
                                          JezuzLizardundefined Offline
                                          JezuzLizard
                                          Plutonium Staff
                                          wrote on last edited by
                                          #25

                                          @Hobo-Tim main.gsc is the actual script.

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