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