[Release] IW5 Mapvote
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Ah I see. I sent a pull request for you. So far I tested it with scr_war_timelimit .1 bunch of times and look fine.
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how can I fix that ?
(I have installed the .dll in the plugins folder -
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Thanatos
Read the g
Installation:- Download the .gsc file from the main repository.
- Download the .dll file from the repository it is dependant on.
- Place the .gsc file at %localappdata%/plutonium/storage/iw5/scripts.
- Place the .dll file at %localappdata%/plutonium/storage/iw5/plugins.
- Note: Create folders if they do not exist.
Read 4 and 5
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Thanatos Are you trying to use this locally? This will only work for dedicated servers
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birchy it seems that there is a problem to load the plugin. How can I fix that ? I already tried to reinstall c++...
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Fed needs to update his dll. right now this wont work since August.
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Is there an update being worked on? This still doesn't seem to be working anymore at least for me
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@lResxt doesn't work for me either
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Thanatos I'm using this instead works fine https://forum.awog.at/topic/172/release-vote-manager
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You can now use this without fed's gsc plugin.
change
executeCommand("map " + level.mapvotemaps[level.mapvoteindices[besti]]);
to
cmdexec("map " + level.mapvotemaps[level.mapvoteindices[besti]]);
Also birchy I have sent a pull request.
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How can I make it change the game mode too?
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I have adapted it in my own way so that it supports voting for maps and game modes.
#include maps\mp\_utility; #include common_scripts\utility; #include maps\mp\gametypes\_hud_util; init() { precacheshader("gradient_fadein"); precacheshader("gradient_top"); precacheshader("white"); //Set here the maps you want to rotate, separate them with a #. level.mapvotemaps = strtok("mp_alpha#mp_bootleg#mp_bravo#mp_carbon#mp_dome#mp_exchange#mp_hardhat#mp_interchange#mp_lambeth#mp_mogadishu#mp_paris#mp_plaza2#mp_radar#mp_seatown#mp_underground#mp_village#mp_terminal_cls#mp_rust#mp_highrise#mp_italy#mp_park#mp_overwatch#mp_morningwood#mp_meteora#mp_cement#mp_qadeem#mp_restrepo_ss#mp_hillside_ss#mp_courtyard_ss#mp_aground_ss#mp_six_ss#mp_burn_ss#mp_crosswalk_ss#mp_shipbreaker#mp_roughneck#mp_moab#mp_boardwalk#mp_nola#mp_favela#mp_nuked#mp_nightshift", "#"); //Set the type/gamemode here, whatever your dsr file is called without the . When doing so, you must also modify within the "maptostring()" function in the "switch(type)" section so that the name of the dsr file matches the type/game mode. level.mapvotetype = strtok("TDM_default#DOM_default", "#"); //The description of maps must go hand in hand with the maps, so that there are no errors when showing them in the vote. level.mapvotedescs = strtok("European city center. Great for Team \nDefender.#Medium sized Asian market. Fun for all game \nmodes.#African colonial settlement. Fight to control \nthe center.#Medium sized refinery. Great for any number \nof players.#Small outpost in the desert. Fast and frantic \naction.#Urban map with wide streets. Good for long \nand short range fights.#A small construction site. Fast paced, close \nquarter action.#Destroyed freeway. Great for a wide range of \nspaces and styles.#Derelict Russian ghost town. Great for \ncareful, tactical engagements.#Crash site in an African city. Classic urban \ncombat.#Parisian district. Great for Domination and Kill \nConfirmed.#Medium sized German mall. Intense Search & \nDestroy games.#Large Siberian airbase. Great for epic large \nbattles.#A costal town. Narrow streets bring hectic, \nclose encounters.#Small subway station. Fast paced action both \ninside and out.#Large African village. Great for all game \nmodes.#Russian airport terminal under siege. The \nclassic fan favorite is back.#Tiny desert sandstorm. Fast-paced action on \na small map.#Classic MW2's Rooftop skyscraper.#A small coastal Italian town. Features tight \nclose quarter combat.#Large New York park set in autumn. Great for \nlong distance fire fights.#Unfinished top of a skyscraper. Features \ntense Demolition matches.#Air Force One crash site. Very open map with a \nfew homes that provide cover.#Greek Monastery on a sandstone pillar. \nFeatures both medium and long range combat.#Korean cement factory. Great for close \nquarter combat and tactical maneuvering.#Luxury resort in Dubai. Features Intense \nDomination maches# Remote outpost in Afghanistan. Tight, Sparse \ninteriors linked by open lanes and overlooks #Upscale beachside retreat. Multi-tiered run \nand gun combat haven. #Roman ruins near Mt. Vesuvius. Strong \ninteriors offset by multi-level flanks.#Shipwreck on the irish coast. Open layout \nallows for long distance engagements#American farm in the path of a monster \ntornado. Sparse interiors and well-defined lanes.#War torn section of mid-east highway. \nPlentiful cover and close quarter fighting#Metro intersection on lockdown. Strong \ninterior locations and tactical urban combat#Ship scavenging operation on the indian \ncoast. Dominant overwatch positions and \n strong flank routes.#Deep Water drilling rig. Medium to long range \nengagements between multi-tiered, joined \nplatforms#Abandoned Utah mining settlement. Features \nan open layout and strong flanks.#Jersey shore amusement boardwalk. \nElevated main path set off by close quarters. \nflanks#New Orleans under assault. Features \nfast-paced matches with abundant close \nquarters fighting.#Alleyways of Brazil. Great for all modes\nand all sizes.#A deserted nuke testing facility used in the Cold War.#Urban City fighting. In and out of apartments/nclose range engagements.", "#"); level.mapvoteindices = []; tryes = 0; while(level.mapvoteindices.size < 6 && tryes < 100) { tryes++; j = randomint(level.mapvotemaps.size); k = randomint(level.mapvotetype.size); while(inArray(level.mapvoteindices,(level.mapvotemaps[j] + "#" + level.mapvotetype[k] + "#" + level.mapvotedescs[j]))) { j = randomint(level.mapvotemaps.size); k = randomint(level.mapvotetype.size); } level.mapvoteindices[level.mapvoteindices.size] = level.mapvotemaps[j] + "#" + level.mapvotetype[k] + "#" + level.mapvotedescs[j]; } replacefunc(maps\mp\gametypes\_gamelogic::waittillFinalKillcamDone, ::finalkillcamhook); } finalkillcamhook() { if (!IsDefined(level.finalkillcam_winner)) { mapvote(); return false; } else { level waittill("final_killcam_done"); mapvote(); return true; } } mapvote() { if (!waslastround()) return; level.mapvoteui[0] = shader("white", "TOP", "TOP", 0, 120, 350, 20, (0.157,0.173,0.161), 1, 1, true); level.mapvoteui[1] = shader("white", "TOP", "TOP", 0, 140, 350, 60, (0.310,0.349,0.275), 1, 1, true); level.mapvoteui[2] = shader("gradient_top", "TOP", "TOP", 0, 140, 350, 2, (1,1,1), 1, 2, true); level.mapvoteui[3] = shader("white", "TOP", "TOP", 0, 200, 350, 20, (0.212,0.231,0.220), 1, 1, true); level.mapvoteui[4] = shader("white", "TOP", "TOP", 0, 220, 350, 20, (0.180,0.196,0.188), 1, 1, true); level.mapvoteui[5] = shader("white", "TOP", "TOP", 0, 240, 350, 20, (0.212,0.231,0.220), 1, 1, true); level.mapvoteui[6] = shader("white", "TOP", "TOP", 0, 260, 350, 20, (0.180,0.196,0.188), 1, 1, true); level.mapvoteui[7] = shader("white", "TOP", "TOP", 0, 280, 350, 20, (0.212,0.231,0.220), 1, 1, true); level.mapvoteui[8] = shader("white", "TOP", "TOP", 0, 300, 350, 20, (0.180,0.196,0.188), 1, 1, true); level.mapvoteui[9] = shader("white", "TOP", "TOP", 0, 320, 350, 20, (0.157,0.173,.161), 1, 1, true); level.mapvoteui[10] = shader("white", "TOP", "TOP", 0, 340, 350, 20, (0.310,0.349,0.275), 1, 1, true); level.mapvoteui[11] = shader("gradient_top", "TOP", "TOP", 0, 320, 350, 2, (1,1,1), 1, 2, true); level.mapvoteui[12] = text(&"VOTING PHASE: ", "LEFT", "TOP", -170, 130, 1, "hudSmall", (1,1,1), 1, 3, true, 20); level.mapvoteui[13] = text( maptostring(strTok(level.mapvoteindices[0],"#")[0], strTok(level.mapvoteindices[0],"#")[1]), "LEFT", "TOP", -170, 210, 1.5, "objective", (1,1,1), 1, 3, true); level.mapvoteui[14] = text( maptostring(strTok(level.mapvoteindices[1],"#")[0], strTok(level.mapvoteindices[1],"#")[1]), "LEFT", "TOP", -170, 230, 1.5, "normal", (1,1,1), 1, 3, true); level.mapvoteui[15] = text( maptostring(strTok(level.mapvoteindices[2],"#")[0], strTok(level.mapvoteindices[2],"#")[1]), "LEFT", "TOP", -170, 250, 1.5, "normal", (1,1,1), 1, 3, true); level.mapvoteui[16] = text( maptostring(strTok(level.mapvoteindices[3],"#")[0], strTok(level.mapvoteindices[3],"#")[1]), "LEFT", "TOP", -170, 270, 1.5, "normal", (1,1,1), 1, 3, true); level.mapvoteui[17] = text( maptostring(strTok(level.mapvoteindices[4],"#")[0], strTok(level.mapvoteindices[4],"#")[1]), "LEFT", "TOP", -170, 290, 1.5, "normal", (1,1,1), 1, 3, true); level.mapvoteui[18] = text( maptostring(strTok(level.mapvoteindices[5],"#")[0], strTok(level.mapvoteindices[5],"#")[1]), "LEFT", "TOP", -170, 310, 1.5, "normal", (1,1,1), 1, 3, true); ////////////// //TODO: speed_throw/toggleads_throw will show bound/unbound for hold/toggle ads players. compromise may be to use forward/back, depending on how controller //bindings handle this. level.mapvoteui[19] = text("Up ^2[{+attack}] ^7Down ^2[{+toggleads_throw}]", "LEFT", "TOP", -170, 330, 1.5, "normal", (1,1,1), 1, 3, true); level.mapvoteui[20] = text("Vote ^2[{+activate}]", "RIGHT", "TOP", 170, 330, 1.5, "normal", (1,1,1), 1, 3, true); foreach(player in level.players) player thread input(); for(i = 0; i <= 20; i++) { level.mapvoteui[12] setvalue(20 - i); //playsoundonplayers("trophy_detect_projectile"); wait 1; } level notify("mapvote_over"); besti = 0; bestv = -1; for(i = 0; i < 6; i++) { if(level.mapvoteui[i + 13].value > bestv) { besti = i; bestv = level.mapvoteui[i + 13].value; } } //Note: We wait to prevent the scoreboard popping up at the end for a cleaner transition (Don't wait infinitely as a failsafe). //TODO: Proper manipulation of sv_level.mapvotemaps is the better way to do this as it would allow the final scoreboard to show. setDvar( "sv_maprotationcurrent", "dsr " + strTok(level.mapvoteindices[besti],"#")[1] + " map " + strTok(level.mapvoteindices[besti],"#")[0] ); } input() { self endon("disconnect"); self endon("mapvote_over"); index = 0; selected = -1; select[0] = self text((index + 1) + "/6", "RIGHT", "TOP", 170, 130, 1.5, "normal", (1,1,1), 1, 3, false); select[1] = self text(strTok(level.mapvoteindices[index],"#")[2], "LEFT", "TOP", -170, 150, 1.5, "normal", (1,1,1), 1, 3, false); select[2] = self shader("gradient_fadein", "TOP", "TOP", 0, 200, 350, 20, (1,1,1), 0.5, 2, false); select[3] = self shader("gradient_top", "TOP", "TOP", 0, 220, 350, 2, (1,1,1), 1, 2, false); self notifyonplayercommand("up", "+attack"); self notifyonplayercommand("up", "+forward"); self notifyonplayercommand("down", "+toggleads_throw"); self notifyonplayercommand("down", "+speed_throw"); self notifyonplayercommand("down", "+back"); self notifyonplayercommand("select", "+usereload"); self notifyonplayercommand("select", "+activate"); self notifyonplayercommand("select", "+frag"); for(;;) { command = self waittill_any_return("up", "down", "select"); if(command == "up" && index > 0) { index--; select[0] settext((index + 1) + "/6"); select[1] settext(strTok(level.mapvoteindices[index],"#")[2]); select[2].y -= 20; select[3].y -= 20; self playlocalsound("mouse_over"); } else if(command == "down" && index < 5) { index++; select[0] settext((index + 1) + "/6"); select[1] settext(strTok(level.mapvoteindices[index],"#")[2]); select[2].y += 20; select[3].y += 20; self playlocalsound("mouse_over"); } else if(command == "select") { if(selected == -1) { selected = index; level.mapvoteui[selected + 13].value += 1; level.mapvoteui[selected + 13].text = strTok(level.mapvoteui[selected + 13].text,":")[0] + ":" + level.mapvoteui[selected + 13].value; level.mapvoteui[selected + 13] settext(level.mapvoteui[selected + 13].text); //iPrintLn(level.mapvoteui[selected + 13].text); self playlocalsound("mouse_click"); } else if(selected != index) { level.mapvoteui[selected + 13].value -= 1; level.mapvoteui[selected + 13].text = strTok(level.mapvoteui[selected + 13].text,":")[0] + ":" + level.mapvoteui[selected + 13].value; level.mapvoteui[selected + 13] settext(level.mapvoteui[selected + 13].text); selected = index; level.mapvoteui[selected + 13].value += 1; level.mapvoteui[selected + 13].text = strTok(level.mapvoteui[selected + 13].text,":")[0] + ":" + level.mapvoteui[selected + 13].value; level.mapvoteui[selected + 13] settext(level.mapvoteui[selected + 13].text); //iPrintLn(level.mapvoteui[selected + 13].text); self playlocalsound("mouse_click"); } } } } text(text, align, relative, x, y, fontscale, font, color, alpha, sort, server, value) { element = spawnstruct(); if(server) { element = createServerFontString( font, fontscale ); } else { element = self createFontString( font, fontscale ); } if(isdefined(value)) { element.label = text; element.value = value; element setvalue(value); } else { element settext(text); element.text = text; element.value = 0; } element.hidewheninmenu = true; element.color = color; element.alpha = alpha; element.sort = sort; element setpoint(align, relative, x, y); return element; } addTextHud( who, x, y, alpha, alignX, alignY, horiz, vert, fontScale, sort ) { if( isPlayer( who ) ) hud = newClientHudElem( who ); else hud = newHudElem(); hud.x = x; hud.y = y; hud.alpha = alpha; hud.sort = sort; hud.alignX = alignX; hud.alignY = alignY; if(isdefined(vert)) hud.vertAlign = vert; if(isdefined(horiz)) hud.horzAlign = horiz; if(fontScale != 0) hud.fontScale = fontScale; hud.foreground = 1; hud.archived = 0; return hud; } shader(shader, align, relative, x, y, width, height, color, alpha, sort, server) { element = spawnstruct(); if(server) { element = newhudelem(self); } else { element = newclienthudelem(self); } element.elemtype = "icon"; element.hidewheninmenu = true; element.shader = shader; element.width = width; element.height = height; element.align = align; element.relative = relative; element.xoffset = 0; element.yoffset = 0; element.children = []; element.sort = sort; element.color = color; element.alpha = alpha; element setparent(level.uiparent); element setshader(shader, width, height); element setpoint(align, relative, x, y); return element; } randomindices() { array = []; for (i = 0; i < 6; i++) { array[i] = randomint(level.mapvotemaps.size); for (j = 0; j < i; j++) { if (array[i] == array[j]) { i--; break; } } } return array; } maptostring(map,type) { switch(map) { case "mp_alpha": map = "LOCKDOWN"; break; case "mp_bootleg": map = "BOOTLEG"; break; case "mp_bravo": map = "MISSION"; break; case "mp_carbon": map = "CARBON"; break; case "mp_dome": map = "DOME"; break; case "mp_exchange": map = "DOWNTURN"; break; case "mp_hardhat": map = "HARDHAT"; break; case "mp_interchange": map = "INTERCHANGE"; break; case "mp_lambeth": map = "FALLEN"; break; case "mp_mogadishu": map = "BAKAARA"; break; case "mp_paris": map = "RESISTANCE"; break; case "mp_plaza2": map = "ARKADEN"; break; case "mp_radar": map = "OUTPOST"; break; case "mp_seatown": map = "SEATOWN"; break; case "mp_underground": map = "UNDERGROUND"; break; case "mp_village": map = "VILLAGE"; break; case "mp_terminal_cls": map = "TERMINAL"; break; case "mp_rust": map = "RUST"; break; case "mp_highrise": map = "HIGHRISE"; break; case "mp_italy": map = "PIAZZA"; break; case "mp_park": map = "LIBERATION"; break; case "mp_overwatch": map = "OVERWATCH"; break; case "mp_morningwood": map = "BLACK BOX"; break; case "mp_meteora": map = "SANCTUARY"; break; case "mp_qadeem": map = "OASIS"; break; case "mp_restrepo_ss": map = "LOOKOUT"; break; case "mp_hillside_ss": map = "GETAWAY"; break; case "mp_courtyard_ss": map = "EROSION"; break; case "mp_aground_ss": map = "AGROUND"; break; case "mp_six_ss": map = "VORTEX"; break; case "mp_burn_ss": map = "U-TURN"; break; case "mp_crosswalk_ss": map = "INTERSECTION"; break; case "mp_shipbreaker": map = "DECOMMISSION"; break; case "mp_roughneck": map = "OFF SHORE"; break; case "mp_moab": map = "GULCH"; break; case "mp_boardwalk": map = "BOARDWALK"; break; case "mp_nola": map = "PARISH"; break; case "mp_favela": map = "FAVELA"; break; case "mp_nuked": map = "NUKETOWN"; break; case "mp_nightshift": map = "SKIDROW"; break; case "mp_cement": map = "FOUNDATION"; break; default: break; } switch(type) { case "TDM_default": map = map + " (TEAM DEATHMATCH)" + " :0"; break; case "DOM_default":map = map + " (DOMINATION)" + " :0"; break; case "DEM_default": map = map + " (DEMOLITION)" + " :0"; break; case "INF_Default": map = map + " (INFECTED)" + " :0"; break; case "FFA_default":map = map + " (FREE FOR ALL)" + " :0"; break; case "CTF_default":map = map + " (CAPTURE THE FLAG)" + " :0"; break; case "DZ_default":map = map + " (DROP ZONE)" + " :0"; break; case "GG_default":map = map + " (GUN GAME)" + " :0"; break; case "HQ_default":map = map + " (HEADQUARTERS)" + " :0"; break; case "JUG_default":map = map + " (JUGGERNAUT)" + " :0"; break; case "KC_default":map = map + " (KILL CONFIRMED)" + " :0"; break; case "OIC_default":map = map + " (ONE IN THE CHAMBER)" + " :0"; break; case "SAB_default":map = map + " (SABOTAGE)" + " :0"; break; case "SD_default":map = map + " (SEARCH AND DESTROY)" + " :0"; break; case "TDEF_default":map = map + " (TEAM DEFENDER)" + " :0"; break; case "TJ_default":map = map + " (TEAM JUGGERNAUT)" + " :0"; break; default: break; } return map; } inArray(array, text) { for(i=0; i<array.size; i++) { if(array[i] == text) return true; } return false; }
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First of all, thanks for making this open source. It's a great script.
I'm running a vanilla server that's supposed to replicate the original feel, and as we know the original game only had the option to choose between 2 maps instead of 6.
So I made a fork that only gives you two maps to choose from. Most people would say that's taking away from the QOL, and well, you aren't wrong. But I like it better for my niche case, and it results in more variety.
Only having an A/B logic opens the door for easier controls, all buttons now move between A and B without being restricted to only up or only down. I also tried to take advantage of the simplifications to optimize the script, I'm sure there's more that can be done since this is my first .gsc script.
I'm sure you'll dismiss the 2-maps-only idea, but there's a change I made that you might want to consider: the text in the top right corner now shows total votes/players. Your version shows the index position of the cursor, which I don't really see the benefit of.
Another thing I did is select a random map in a tie instead of always picking the first one.
Link to the fork with more description: https://github.com/cachho/iw5-mapvote/
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So when I use this for infected it works but we cannot see the white line on what map to vote any fixes?