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

[Release] [Zombies] Map Restart Clientside Issues Workaround

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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
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      • 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
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        • 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.

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