[Release] [Zombies] Map Restart Clientside Issues Workaround
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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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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 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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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. @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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@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. JezuzLizard what is the actual script 
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JezuzLizard what is the actual script @Hobo-Tim main.gsc is the actual script. 


