Skip to content
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Donate
Collapse

Plutonium

  1. Home
  2. BO2 Modding Releases & Resources
  3. [Release] [Zombies] Map Restart Clientside Issues Workaround

[Release] [Zombies] Map Restart Clientside Issues Workaround

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
25 Posts 8 Posters 4.4k Views 2 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • 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

    1 Reply Last reply
    0
    • 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
      0
      • 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

          1 Reply 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?

            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
            0
            • 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.

              1 Reply Last reply
              0
              • 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
                0
                • 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
                  0
                  • 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
                    0
                    • 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
                      0
                      • 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
                        0
                        • 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
                              0
                              • 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.

                                1 Reply Last reply
                                0
                                Reply
                                • Reply as topic
                                Log in to reply
                                • Oldest to Newest
                                • Newest to Oldest
                                • Most Votes


                                • 1
                                • 2
                                • Login

                                • Don't have an account? Register

                                • Login or register to search.
                                • First post
                                  Last post
                                0
                                • Recent
                                • Tags
                                • Popular
                                • Users
                                • Groups
                                • Donate