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

[Release] [Zombies] Map Restart Clientside Issues Workaround

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  • adriangoundefined adriango

    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 Offline
    JezuzLizardundefined Offline
    JezuzLizard
    Plutonium Staff
    wrote 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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      • A Former User? A Former User

        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 Offline
        JezuzLizardundefined Offline
        JezuzLizard
        Plutonium Staff
        wrote 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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        • JezuzLizardundefined JezuzLizard

          @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? Offline
          A Former User? Offline
          A Former User
          wrote 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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          • A Former User? A Former User

            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 Offline
            JezuzLizardundefined Offline
            JezuzLizard
            Plutonium Staff
            wrote 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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            • 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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