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[Support] Server Side Support

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  • TheHiddenHourundefined TheHiddenHour

    Farzad isPlayer(player); This will check if the player is a bot or not.
    Basically, you're going to want to follow these steps:

    • Iterate over every player when the round starts
    • Check if they're a bot
    • If they are, kick them
    • Spawn another bot to replace them
    foreach(player in level.players) {
    	if(!isPlayer(player)) { // Player is a bot
    		player kickPlayer();
    		// Spawn bot line here 
    	}
    }
    

    Something like this. You'll have to play around and experiment as I haven't tested it ofc.

    Farzadundefined Offline
    Farzadundefined Offline
    Farzad
    wrote on last edited by
    #23

    TheHiddenHour well how come I get kicked as soon as I try to connect to my server?

    TheHiddenHourundefined 1 Reply Last reply
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    • Farzadundefined Farzad

      TheHiddenHour well how come I get kicked as soon as I try to connect to my server?

      TheHiddenHourundefined Offline
      TheHiddenHourundefined Offline
      TheHiddenHour
      Contributor
      wrote on last edited by
      #24

      Farzad I don't know, what errors are you receiving? I'm almost done for the night so I'll be able to help you more in a bit.

      Farzadundefined 1 Reply Last reply
      0
      • TheHiddenHourundefined TheHiddenHour

        Farzad I don't know, what errors are you receiving? I'm almost done for the night so I'll be able to help you more in a bit.

        Farzadundefined Offline
        Farzadundefined Offline
        Farzad
        wrote on last edited by
        #25

        TheHiddenHour well.. you know, the kick message, the most common one, “server disconnected- player has been kicked

        TheHiddenHourundefined 1 Reply Last reply
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        • Farzadundefined Farzad

          TheHiddenHour well.. you know, the kick message, the most common one, “server disconnected- player has been kicked

          TheHiddenHourundefined Offline
          TheHiddenHourundefined Offline
          TheHiddenHour
          Contributor
          wrote on last edited by TheHiddenHour
          #26

          Farzad Ahh, that's probably from the bot check fucking up. Again, I didn't test it or anything. Just remove it for now, I'll help you in a little while.

          Farzadundefined 1 Reply Last reply
          0
          • TheHiddenHourundefined TheHiddenHour

            Farzad Ahh, that's probably from the bot check fucking up. Again, I didn't test it or anything. Just remove it for now, I'll help you in a little while.

            Farzadundefined Offline
            Farzadundefined Offline
            Farzad
            wrote on last edited by Farzad
            #27

            TheHiddenHour well you clearly can’t test it unfortunately based off your specs, though may you like try to write something else quickly or is that not possible? Sorry for like spamming you by the way

            TheHiddenHourundefined 1 Reply Last reply
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            • Farzadundefined Farzad

              TheHiddenHour well you clearly can’t test it unfortunately based off your specs, though may you like try to write something else quickly or is that not possible? Sorry for like spamming you by the way

              TheHiddenHourundefined Offline
              TheHiddenHourundefined Offline
              TheHiddenHour
              Contributor
              wrote on last edited by
              #28

              Farzad I test on a CFW PS3 lol. Anyways, I wrote you something

              init() {
              	level.botsSpawned = false; // Whether bots have been spawned yet 
              	level.botsAmount = 1; // Amount of bots to spawn 
              }
              
              onPlayerSpawned() {
              	for(;;) {
              		self waittill("spawned_player");
              		
              		self thread switchTeam("axis"); // Move all players to axis team 
              		
              		if(!level.botsSpawned) {
              			// Kick existing bots 
              			foreach(player in level.players) {
              				if(isAI(player)) { // Player is a bot 
              					ent_num = player getEntityNumber(); // Get bot entity number 
              					kick(ent_num); // Kick bot 
              				}
              			}
              			
              			// Spawn new bots 
              			for(i = 0; i < level.botsAmount; i++) {
              				level thread maps/mp/bots/_bot::spawn_bot("allies");
              			}
              			
              			level.botsSpawned = true;
              		}
              	}
              }
              
              switchTeam(team) {
              	if ( self.sessionstate != "dead" ) {
              		self.switching_teams = 1;
              		self.joining_team = team;
              		self.leaving_team = self.pers[ "team" ];
              		// self suicide();
              	}
              	self.pers[ "team" ] = team;
              	self.team = team;
              	self.sessionteam = self.pers[ "team" ];
              	if ( !level.teambased ) {
              		self.ffateam = team;
              	}
              	self maps/mp/gametypes/_globallogic_ui::updateobjectivetext();
              	self maps/mp/gametypes/_spectating::setspectatepermissions();
              	// self setclientscriptmainmenu( game[ "menu_class" ] );
              	// self openmenu( game[ "menu_class" ] );
              	self notify( "end_respawn" );
              }
              

              Give this a whack. Again, I didn't test, and if there's any problems then you're on your own since I really can't test atm. Sorry.

              Farzadundefined 5 Replies Last reply
              0
              • TheHiddenHourundefined TheHiddenHour

                Farzad I test on a CFW PS3 lol. Anyways, I wrote you something

                init() {
                	level.botsSpawned = false; // Whether bots have been spawned yet 
                	level.botsAmount = 1; // Amount of bots to spawn 
                }
                
                onPlayerSpawned() {
                	for(;;) {
                		self waittill("spawned_player");
                		
                		self thread switchTeam("axis"); // Move all players to axis team 
                		
                		if(!level.botsSpawned) {
                			// Kick existing bots 
                			foreach(player in level.players) {
                				if(isAI(player)) { // Player is a bot 
                					ent_num = player getEntityNumber(); // Get bot entity number 
                					kick(ent_num); // Kick bot 
                				}
                			}
                			
                			// Spawn new bots 
                			for(i = 0; i < level.botsAmount; i++) {
                				level thread maps/mp/bots/_bot::spawn_bot("allies");
                			}
                			
                			level.botsSpawned = true;
                		}
                	}
                }
                
                switchTeam(team) {
                	if ( self.sessionstate != "dead" ) {
                		self.switching_teams = 1;
                		self.joining_team = team;
                		self.leaving_team = self.pers[ "team" ];
                		// self suicide();
                	}
                	self.pers[ "team" ] = team;
                	self.team = team;
                	self.sessionteam = self.pers[ "team" ];
                	if ( !level.teambased ) {
                		self.ffateam = team;
                	}
                	self maps/mp/gametypes/_globallogic_ui::updateobjectivetext();
                	self maps/mp/gametypes/_spectating::setspectatepermissions();
                	// self setclientscriptmainmenu( game[ "menu_class" ] );
                	// self openmenu( game[ "menu_class" ] );
                	self notify( "end_respawn" );
                }
                

                Give this a whack. Again, I didn't test, and if there's any problems then you're on your own since I really can't test atm. Sorry.

                Farzadundefined Offline
                Farzadundefined Offline
                Farzad
                wrote on last edited by
                #29

                TheHiddenHour will it give it a try, thanks for your help

                1 Reply Last reply
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                • TheHiddenHourundefined TheHiddenHour

                  Farzad I test on a CFW PS3 lol. Anyways, I wrote you something

                  init() {
                  	level.botsSpawned = false; // Whether bots have been spawned yet 
                  	level.botsAmount = 1; // Amount of bots to spawn 
                  }
                  
                  onPlayerSpawned() {
                  	for(;;) {
                  		self waittill("spawned_player");
                  		
                  		self thread switchTeam("axis"); // Move all players to axis team 
                  		
                  		if(!level.botsSpawned) {
                  			// Kick existing bots 
                  			foreach(player in level.players) {
                  				if(isAI(player)) { // Player is a bot 
                  					ent_num = player getEntityNumber(); // Get bot entity number 
                  					kick(ent_num); // Kick bot 
                  				}
                  			}
                  			
                  			// Spawn new bots 
                  			for(i = 0; i < level.botsAmount; i++) {
                  				level thread maps/mp/bots/_bot::spawn_bot("allies");
                  			}
                  			
                  			level.botsSpawned = true;
                  		}
                  	}
                  }
                  
                  switchTeam(team) {
                  	if ( self.sessionstate != "dead" ) {
                  		self.switching_teams = 1;
                  		self.joining_team = team;
                  		self.leaving_team = self.pers[ "team" ];
                  		// self suicide();
                  	}
                  	self.pers[ "team" ] = team;
                  	self.team = team;
                  	self.sessionteam = self.pers[ "team" ];
                  	if ( !level.teambased ) {
                  		self.ffateam = team;
                  	}
                  	self maps/mp/gametypes/_globallogic_ui::updateobjectivetext();
                  	self maps/mp/gametypes/_spectating::setspectatepermissions();
                  	// self setclientscriptmainmenu( game[ "menu_class" ] );
                  	// self openmenu( game[ "menu_class" ] );
                  	self notify( "end_respawn" );
                  }
                  

                  Give this a whack. Again, I didn't test, and if there's any problems then you're on your own since I really can't test atm. Sorry.

                  Farzadundefined Offline
                  Farzadundefined Offline
                  Farzad
                  wrote on last edited by Farzad
                  #30
                  This post is deleted!
                  1 Reply Last reply
                  0
                  • TheHiddenHourundefined TheHiddenHour

                    Farzad I test on a CFW PS3 lol. Anyways, I wrote you something

                    init() {
                    	level.botsSpawned = false; // Whether bots have been spawned yet 
                    	level.botsAmount = 1; // Amount of bots to spawn 
                    }
                    
                    onPlayerSpawned() {
                    	for(;;) {
                    		self waittill("spawned_player");
                    		
                    		self thread switchTeam("axis"); // Move all players to axis team 
                    		
                    		if(!level.botsSpawned) {
                    			// Kick existing bots 
                    			foreach(player in level.players) {
                    				if(isAI(player)) { // Player is a bot 
                    					ent_num = player getEntityNumber(); // Get bot entity number 
                    					kick(ent_num); // Kick bot 
                    				}
                    			}
                    			
                    			// Spawn new bots 
                    			for(i = 0; i < level.botsAmount; i++) {
                    				level thread maps/mp/bots/_bot::spawn_bot("allies");
                    			}
                    			
                    			level.botsSpawned = true;
                    		}
                    	}
                    }
                    
                    switchTeam(team) {
                    	if ( self.sessionstate != "dead" ) {
                    		self.switching_teams = 1;
                    		self.joining_team = team;
                    		self.leaving_team = self.pers[ "team" ];
                    		// self suicide();
                    	}
                    	self.pers[ "team" ] = team;
                    	self.team = team;
                    	self.sessionteam = self.pers[ "team" ];
                    	if ( !level.teambased ) {
                    		self.ffateam = team;
                    	}
                    	self maps/mp/gametypes/_globallogic_ui::updateobjectivetext();
                    	self maps/mp/gametypes/_spectating::setspectatepermissions();
                    	// self setclientscriptmainmenu( game[ "menu_class" ] );
                    	// self openmenu( game[ "menu_class" ] );
                    	self notify( "end_respawn" );
                    }
                    

                    Give this a whack. Again, I didn't test, and if there's any problems then you're on your own since I really can't test atm. Sorry.

                    Farzadundefined Offline
                    Farzadundefined Offline
                    Farzad
                    wrote on last edited by
                    #31

                    TheHiddenHour I spawn in with the bot, and whenever I attempt to switch teams, I literally can’t, like I switch teams to seals but the moment I spawn in after switching team to seals I get switched back to the bots team which is sdc in other words axis, may you help like fix it? That’s the only issue, everything else is well 👍🏻

                    1 Reply Last reply
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                    • TheHiddenHourundefined TheHiddenHour

                      Farzad I test on a CFW PS3 lol. Anyways, I wrote you something

                      init() {
                      	level.botsSpawned = false; // Whether bots have been spawned yet 
                      	level.botsAmount = 1; // Amount of bots to spawn 
                      }
                      
                      onPlayerSpawned() {
                      	for(;;) {
                      		self waittill("spawned_player");
                      		
                      		self thread switchTeam("axis"); // Move all players to axis team 
                      		
                      		if(!level.botsSpawned) {
                      			// Kick existing bots 
                      			foreach(player in level.players) {
                      				if(isAI(player)) { // Player is a bot 
                      					ent_num = player getEntityNumber(); // Get bot entity number 
                      					kick(ent_num); // Kick bot 
                      				}
                      			}
                      			
                      			// Spawn new bots 
                      			for(i = 0; i < level.botsAmount; i++) {
                      				level thread maps/mp/bots/_bot::spawn_bot("allies");
                      			}
                      			
                      			level.botsSpawned = true;
                      		}
                      	}
                      }
                      
                      switchTeam(team) {
                      	if ( self.sessionstate != "dead" ) {
                      		self.switching_teams = 1;
                      		self.joining_team = team;
                      		self.leaving_team = self.pers[ "team" ];
                      		// self suicide();
                      	}
                      	self.pers[ "team" ] = team;
                      	self.team = team;
                      	self.sessionteam = self.pers[ "team" ];
                      	if ( !level.teambased ) {
                      		self.ffateam = team;
                      	}
                      	self maps/mp/gametypes/_globallogic_ui::updateobjectivetext();
                      	self maps/mp/gametypes/_spectating::setspectatepermissions();
                      	// self setclientscriptmainmenu( game[ "menu_class" ] );
                      	// self openmenu( game[ "menu_class" ] );
                      	self notify( "end_respawn" );
                      }
                      

                      Give this a whack. Again, I didn't test, and if there's any problems then you're on your own since I really can't test atm. Sorry.

                      Farzadundefined Offline
                      Farzadundefined Offline
                      Farzad
                      wrote on last edited by Farzad
                      #32

                      TheHiddenHour okay basically i have team set to axis, never changed your script at all. For the map carrier, the team name for axis is SDC, when I first load into the server, I go into SDC, but the bot joins SDC he doesn’t join the parameter set which was Allies, and if I do attempt to switch teams I do go to allies which is seals but after I choose a class it auto switches back to axis (SDC) within half a second, I’ve spent a whole hour actually changing the script up, but I just can’t seem to find the flaw in it because my brain isn’t as complex as some of you, so may you just fix this up?

                      1 Reply Last reply
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                      • TheHiddenHourundefined TheHiddenHour

                        Farzad I test on a CFW PS3 lol. Anyways, I wrote you something

                        init() {
                        	level.botsSpawned = false; // Whether bots have been spawned yet 
                        	level.botsAmount = 1; // Amount of bots to spawn 
                        }
                        
                        onPlayerSpawned() {
                        	for(;;) {
                        		self waittill("spawned_player");
                        		
                        		self thread switchTeam("axis"); // Move all players to axis team 
                        		
                        		if(!level.botsSpawned) {
                        			// Kick existing bots 
                        			foreach(player in level.players) {
                        				if(isAI(player)) { // Player is a bot 
                        					ent_num = player getEntityNumber(); // Get bot entity number 
                        					kick(ent_num); // Kick bot 
                        				}
                        			}
                        			
                        			// Spawn new bots 
                        			for(i = 0; i < level.botsAmount; i++) {
                        				level thread maps/mp/bots/_bot::spawn_bot("allies");
                        			}
                        			
                        			level.botsSpawned = true;
                        		}
                        	}
                        }
                        
                        switchTeam(team) {
                        	if ( self.sessionstate != "dead" ) {
                        		self.switching_teams = 1;
                        		self.joining_team = team;
                        		self.leaving_team = self.pers[ "team" ];
                        		// self suicide();
                        	}
                        	self.pers[ "team" ] = team;
                        	self.team = team;
                        	self.sessionteam = self.pers[ "team" ];
                        	if ( !level.teambased ) {
                        		self.ffateam = team;
                        	}
                        	self maps/mp/gametypes/_globallogic_ui::updateobjectivetext();
                        	self maps/mp/gametypes/_spectating::setspectatepermissions();
                        	// self setclientscriptmainmenu( game[ "menu_class" ] );
                        	// self openmenu( game[ "menu_class" ] );
                        	self notify( "end_respawn" );
                        }
                        

                        Give this a whack. Again, I didn't test, and if there's any problems then you're on your own since I really can't test atm. Sorry.

                        Farzadundefined Offline
                        Farzadundefined Offline
                        Farzad
                        wrote on last edited by
                        #33

                        TheHiddenHour since you can’t really test, I tried to explain the whole script error when joining the server as much as I can. I hope you understand, thanks man 🙏🏼

                        Cahzundefined 1 Reply Last reply
                        0
                        • Farzadundefined Farzad

                          TheHiddenHour since you can’t really test, I tried to explain the whole script error when joining the server as much as I can. I hope you understand, thanks man 🙏🏼

                          Cahzundefined Offline
                          Cahzundefined Offline
                          Cahz
                          VIP
                          wrote on last edited by
                          #34

                          Farzad if you are using the "change class mid game" script, it will cause bots to not spawn in on multiple rounds of SND because of this line

                          self.pers[ "class" ] = undefined;
                          

                          if you called the script on a bot, their loadout for the next round is non-existent, thus they dont spawn in.

                          As for the team changing issue, I have no idea what your code looks like, so i cannot say for sure how to fix.

                          Farzadundefined 2 Replies Last reply
                          0
                          • Cahzundefined Cahz

                            Farzad if you are using the "change class mid game" script, it will cause bots to not spawn in on multiple rounds of SND because of this line

                            self.pers[ "class" ] = undefined;
                            

                            if you called the script on a bot, their loadout for the next round is non-existent, thus they dont spawn in.

                            As for the team changing issue, I have no idea what your code looks like, so i cannot say for sure how to fix.

                            Farzadundefined Offline
                            Farzadundefined Offline
                            Farzad
                            wrote on last edited by Farzad
                            #35

                            Cahz Don’t thus me like that. I don’t have that line implemented in my functions, and the bot would still spawn in, but with no weapon i assume. Theirs no way he wouldn’t spawn in..

                            1 Reply Last reply
                            0
                            • Cahzundefined Cahz

                              Farzad if you are using the "change class mid game" script, it will cause bots to not spawn in on multiple rounds of SND because of this line

                              self.pers[ "class" ] = undefined;
                              

                              if you called the script on a bot, their loadout for the next round is non-existent, thus they dont spawn in.

                              As for the team changing issue, I have no idea what your code looks like, so i cannot say for sure how to fix.

                              Farzadundefined Offline
                              Farzadundefined Offline
                              Farzad
                              wrote on last edited by Farzad
                              #36

                              Cahz And I’ve resolved all issues thanks to a pal of mine on discord

                              if your reading this, here’s this for you:

                              for(😉)
                              {
                              ❤️
                              }

                              Farzadundefined 1 Reply Last reply
                              0
                              • Farzadundefined Farzad

                                Cahz And I’ve resolved all issues thanks to a pal of mine on discord

                                if your reading this, here’s this for you:

                                for(😉)
                                {
                                ❤️
                                }

                                Farzadundefined Offline
                                Farzadundefined Offline
                                Farzad
                                wrote on last edited by
                                #37

                                Cahz consider that heart an if statement because it doesn’t have a semi colon at the end of its parenthesis.

                                1 Reply Last reply
                                0
                                • HUNTERXHUNTER444undefined Offline
                                  HUNTERXHUNTER444undefined Offline
                                  HUNTERXHUNTER444
                                  wrote on last edited by
                                  #38

                                  pliiz i cant connecte my acc on the plotunium application

                                  1 Reply Last reply
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