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

[Release] [Zombies] Map Restart Clientside Issues Workaround

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  • adriangoundefined Offline
    adriangoundefined Offline
    adriango
    replied to JezuzLizard 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
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    • JezuzLizardundefined Offline
      JezuzLizardundefined Offline
      JezuzLizard Plutonium Staff
      replied to adriango 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.

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      • 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
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        • JezuzLizardundefined Offline
          JezuzLizardundefined Offline
          JezuzLizard Plutonium Staff
          replied to A Former User 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
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          • A Former User? Offline
            A Former User? Offline
            A Former User
            replied to JezuzLizard 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
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            • JezuzLizardundefined Offline
              JezuzLizardundefined Offline
              JezuzLizard Plutonium Staff
              replied to A Former User 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
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              • A Former User? Offline
                A Former User? Offline
                A Former User
                replied to JezuzLizard 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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                • So Highundefined Offline
                  So Highundefined Offline
                  So High
                  replied to A Former User 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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                  • JezuzLizardundefined Offline
                    JezuzLizardundefined Offline
                    JezuzLizard Plutonium Staff
                    replied to So High 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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                    • So Highundefined Offline
                      So Highundefined Offline
                      So High
                      replied to JezuzLizard on last edited by
                      #24

                      JezuzLizard what is the actual script

                      JezuzLizardundefined 1 Reply Last reply
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                      • JezuzLizardundefined Offline
                        JezuzLizardundefined Offline
                        JezuzLizard Plutonium Staff
                        replied to So High on last edited by
                        #25

                        @Hobo-Tim main.gsc is the actual script.

                        1 Reply Last reply
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