[Release] Black ops II Mapvote for Zombies and Multiplayer
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I assume this means it is enabled.
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TacTicToe Yes, then should work as intended if files are in the correct folder and is enable
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TacTicToe Yes, then should work as intended if files are in the correct folder and is enable
You can see in the screenshot above the script is in the right folder. It is enabled, however it does not load.
See attached.
Running latest Win2019 Server if the OS makes a difference, tho it shouldnt.
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TacTicToe show where you located the script. If don't load its because its in the wrong folder, or is empty, or is not a gsc
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TacTicToe show where you located the script. If don't load its because its in the wrong folder, or is empty, or is not a gsc
It is located here:
C:\Users\Administrator\AppData\Local\Plutonium\storage\t6\scripts\mp
[0_1646339152241_mapvote.gsc](Uploading 100%)
The gsc came from github posted in the OP of this thread. I have not modified anything.
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Ok, got it working. Seems to make it work you have to not be a noob and compile it first. Duh!!
Any news on the 5 map option?
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TacTicToe I don't have much motivation to contiunate honestly. I'm looking for ways to keep my server costs down so I'm giving priority to that.
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TacTicToe I don't have much motivation to contiunate honestly. I'm looking for ways to keep my server costs down so I'm giving priority to that.
Sorex What are the current specs of your current machine and how many servers are you hosting?
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Black ops II Mapvote for Zombies and Multiplayer
From now on the current forum post will keep updated the code for the mapvote for both Multiplayer mode and Zombies mode. Version indicates the release version of both versions of mapvote. Official mapvote versions are written in their respective main.gsc files.
- Multiplayer v1.0.2
- 1.0.0:
- 3 maps support
- Credits, sentence and social on bottom left
- Simple keyboard and controller button support
- Better dvar organization
- Code optimization
- Reduce sharder variables to allow other mods to work as intended - 1.0.1:
- Fixed client crash issue
- mv_gametypes added to set g_gametype before map change - 1.0.2:
- mv_gametypes now support also custom cfg files
- 1.0.0:
- Zombies v2.0.1
- 2.0.1:
- Ported new design
- Timer fixed
- Fixed UI animations
- Removed usless functions
- Fixed UI removing screen text
- Added animations during vote
- Fixed design issues
- 2.0.1:
- Multiplayer v1.0.2
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I have a big problem. Want only tdm. first round is ok but the second round is FFA without scoreboard although on the mapvote every map was with TDM.
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Black ops II Mapvote for Zombies and Multiplayer
From now on the current forum post will keep updated the code for the mapvote for both Multiplayer mode and Zombies mode. Version indicates the release version of both versions of mapvote. Official mapvote versions are written in their respective main.gsc files.
- Multiplayer v1.0.2
- 1.0.0:
- 3 maps support
- Credits, sentence and social on bottom left
- Simple keyboard and controller button support
- Better dvar organization
- Code optimization
- Reduce sharder variables to allow other mods to work as intended - 1.0.1:
- Fixed client crash issue
- mv_gametypes added to set g_gametype before map change - 1.0.2:
- mv_gametypes now support also custom cfg files
- 1.0.0:
- Zombies v2.0.1
- 2.0.1:
- Ported new design
- Timer fixed
- Fixed UI animations
- Removed usless functions
- Fixed UI removing screen text
- Added animations during vote
- Fixed design issues
- 2.0.1:
hello sorex I have a problem in zombies, what happens is that when I vote for the corresponding map the map loads in the console and in the game but that error comes out, I tried it without totally vanilla clientids and the same thing happens. what can cause this error
- Multiplayer v1.0.2
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hello sorex I have a problem in zombies, what happens is that when I vote for the corresponding map the map loads in the console and in the game but that error comes out, I tried it without totally vanilla clientids and the same thing happens. what can cause this error
- Do you have all the .cfg in your server folder?
- Idk what do you mean with "totally vanilla clientids" you just have to compile the script and put it in your scripts folder named with a whatever name
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- Do you have all the .cfg in your server folder?
- Idk what do you mean with "totally vanilla clientids" you just have to compile the script and put it in your scripts folder named with a whatever name
umm I think that's it I don't have the cfg of the maps. How do I get it?
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andresito_20
Its all provided once you download the files -
andresito_20
Its all provided once you download the filesThank you very much sorex, I think I managed to get the voting to work, it was just that inconvenience, a very good plugin.
Can I use it on my dedicated server? with developer signature
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As long as you keep the credits you can use it
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This post is deleted!
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The problem I had was just my own stupidity, Awesome mod great work.
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Hey how can I use 5 vote slots like I saw in the suggestion post for this script?
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Black ops II Mapvote for Zombies and Multiplayer
Developed by DoktorSAS
Special thanks to @ZECxR3ap3r & @JezuzLizard for their contributions to the development. Additional thanks to @John Kramer for image editing and birchy for the LUI starting point.
Introduction
This project, initiated in March 2020, enables players to vote for the next map and/or game mode in upcoming matches. The project does not provide compiled files; if needed, compile the file using the gsc-tool.
Black Ops II: multiplayer
How to setup the mapvote step by step
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Compile the Script:
Compile themapvote.gsc
file using a GSC Compiler. This step is not required if you are working with the plutonium client. -
Place the Compiled File:
Copy the compiled file into your directory%localappdata%\Plutonium\storage\t6\scripts\mp\
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Configure Server File:
Copy the content ofmapvote.cfg
into your server configuration file (e.g.,server.cfg
,dedicated_mp.cfg
,dedicated.cfg
, etc.) that manages the Multiplayer server. -
Edit Dvars for Aesthetic Parameters:
- Set the Dvar
mv_maps
to specify the maps shown in the mapvote. For example:set mv_maps "mp_studio mp_nuketown_2020 mp_carrier mp_drone mp_slums"
- Set the Dvar
mv_enable
to 1 to activate the mapvote on your Multiplayer server. - For random gametypes, set the Dvar
mv_gametypes
specifying the gametype ID (dm, war, sd, etc.) and the file to run if necessary. For example:set mv_gametypes "[email protected] [email protected]"
- Set the Dvar
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(Plutonium ONLY) LUI UI with mod support:
- Take the content of the folder
T6Mapvote
and place it in your folder%localappdata%\Plutonium\storage\t6\mods\
- Set the dvar
fs_game
in your server configuration file (e.g.,server.cfg
,dedicated_zm.cfg
,dedicated.cfg
, etc.) - Set the dvar
mv_lui
to in your server configuration file (e.g.,server.cfg
,dedicated_zm.cfg
,dedicated.cfg
, etc.)
- Take the content of the folder
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Run the Server:
Start the server and immerse yourself in the map voting experience. You're done!
Settings: dvars
Dvar Default Value Description mv_enable
1 Enable/Disable the mapvote (1 for enable, 0 for disable). mv_maps
"" List of maps that can be voted on the mapvote; leave empty for all maps. mv_time
20 Time (in seconds) allotted for voting. mv_credits
1 Enable/Disable credits of the mod creator. mv_socialname
"SocialName" Name of the server's social platform (Discord, Twitter, Website, etc.). mv_sentence
"Thanks for playing" Thankful sentence displayed. mv_votecolor
"5" Color of the vote number. mv_arrowcolor
"white" RGB color of the arrows. mv_selectcolor
"lighgreen" RGB color when a map gets voted. mv_backgroundcolor
"grey" RGB color of the map background. mv_blur
"3" Blur effect power. mv_gametypes
"" Dvar to have multiple gametypes with different maps. Specify gametype IDs and associated files. mv_extramaps
0 Enable 6 maps mapvote when set to 1. mv_allowchangevote
1 Enable/Disable the possibility to change vote while the time is still running (1 for enable, 0 for disable). mv_randomoption
1 If set to 1 it will not display which map and which gametype the last option will be (Random) mv_minplayerstovote
1 Set the minimum number of players required to start the mapvote mv_lui
1 If set to 1 it will use the LUA/LUI ui interface (It required the mod support and the lua files) Black ops II: zombies
How to setup the mapvote step by step
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Compile the Script:
Compile themapvote.gsc
file using a GSC Compiler. This step is not required if you are working with the plutonium client. -
Place the Compiled File:
Copy the file into your directory%localappdata%\Plutonium\storage\t6\scripts\zm\
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Configure Server File:
Copy the content ofmapvote.cfg
into your server configuration file (e.g.,server.cfg
,dedicated_zm.cfg
,dedicated.cfg
, etc.) that manages the Zombies server. -
Edit Dvars on your configuration file:
- Set the Dvar
mv_maps
to specify the maps shown in the mapvote. For example:set mv_maps "zm_tomb zm_buried zm_town zm_busdepot zm_farm zm_transit zm_prison zm_highrise zm_nuked"
- Set the Dvar
mv_enable
to 1 to activate the mapvote on your Zombies server.
- Set the Dvar
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Run the Server:
Start the server and enjoy the map voting experience. You're done!
Download
It is possbile to download either the source code or the released code. The source code is not fully test and could run into issue that need to be reported while the release is tested code that could have some bug not fixed but working as intended.
I highly recommend using the unreleased version and keeping it up to date for implementing features and patching reported bugs.
The following buttons will direct you to the corresponding pages:error line 34, can help? is for zm server
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