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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
          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 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
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                          • HUNTERXHUNTER444undefined Offline
                            HUNTERXHUNTER444undefined Offline
                            HUNTERXHUNTER444
                            wrote on last edited by
                            #38

                            pliiz i cant connecte my acc on the plotunium application

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