Thanks. I never would've thought to try that either.
Edit: Yep, can confirm logfile 0 has fixed all my servers. Thanks again!
Thanks. I never would've thought to try that either.
Edit: Yep, can confirm logfile 0 has fixed all my servers. Thanks again!
But it only happens with the latest version, and doesn't matter if you're using the same config file for both servers or different ones. The config file is definitely there. The only thing that makes a difference between it successfully loading or not is the version of Plutonium I have in its folder. I gave 5 paragraphs of detail besides the screenshot.
I've mentioned this in the Discord but didn't have all the details. I've done a bit of testing now and it looks like using the latest version of Plutonium prevents you from running multiple T4SP servers on the same machine. The second server window just suddenly closes and this is the last thing you see...
My ports and keys are set up fine. I'm using ports 4000 and 4200 on each machine, and I've tried other ports, including 28960.
When I rollback to an older version everything starts working again, and then updating back to the latest version breaks it again. I've tested it on my own PC too and the same thing happened. T5SP, T5MP, T6SP and IW5MP are unaffected and are all working as usual. I don't have any T4MP servers so I don't know about that.
I'm happy using the older version for now, just worried it will eventually stop accepting connections from the latest client.
Edit: I should add, all the machines I've tested it on are running Windows 10. And, although I have some campaign servers and that's not supported, I've tested it with multiple Zombies servers without campaign too, and got the same result.
Usually the first few lines of a GSC file will be lines like this:
#include maps\mp_utility;
... which tell it to include the code from another file. Sometimes they will use forward slashes (/) instead of backslashes () but if you're running the server on Windows, you might need to swap them to backslashes to fix the problem. Also, if you see any lines that look something like this:
maps\mp\zombies_zm_perks::wait_give_perk
... with a filename and two colons (::), you'll need to correct them to backslashes there too.
I've had several problems trying to get this mod to run though. Some maps work and others don't. It hasn't been updated since Jan 2022 so it probably needs a lot of updates to the code.
Red Devil If you haven't already solved this (or for anyone else that gets this error), it's because you're using forward slashes for file/folder paths when it wants backslashes. I just had the same error when I moved a script from the old GSC replacement folder to the scripts folder.
Thanks. I couldn't get the tool to build, but I re-read the blockers GSC file you linked and noticed something I'd missed - think it's more up-to-date than the GSC dump I've been using.
Edit: Yeah, got it working. It was as simple as checking for triggers with the same "target" property. Seems really obvious now but I was trying the wrong properties, thinking it had something to do with the link-related ones.
Hey guys. My Zombies servers (both T5 and T6) have a feature where VIPs can lock a particular door or debris barrier so that other players can't open it and mess up their strategy. It works fine, except that most doors need to have both sides locked separately, and some doors are even linked to other doors (for example, the left-hand stage door in Kino is linked to another door on the floor above, with a flight of stairs between them, which both open if you pay to open one of them) and both doors need to be locked individually. Does anyone know a quick and easy way to figure out which other triggers are linked to a given door trigger, without having to rely on distance? I've tried a few things but can't figure it out.
This is my current code...
closedist = undefined;
closedoor = undefined;
//closetype = undefined;
doors = getEntArray("zombie_door", "targetname");
if (isDefined(doors)) {
for (i = 0; i < doors.size; i ++) {
door = doors[i];
if (isDefined(door.zombie_cost) && (door.zombie_cost > 0) && (door.zombie_cost < 6969)) {
dist = distanceSquared(ply.origin, door.origin);
if (!isDefined(closedist) || (dist < closedist)) {
closedist = dist;
closedoor = door;
//closetype = "zombie_door";
}
}
}
}
doors = getEntArray("zombie_debris", "targetname");
if (isDefined(doors)) {
for (i = 0; i < doors.size; i ++) {
door = doors[i];
if (isDefined(door.zombie_cost) && (door.zombie_cost > 0) && (door.zombie_cost < 6969)) {
dist = distanceSquared(ply.origin, door.origin);
if (!isDefined(closedist) || (dist < closedist)) {
closedist = dist;
closedoor = door;
//closetype = "zombie_debris";
}
}
}
}
//æmoon*æ{
doors = getEntArray("zombie_airlock_buy", "targetname");
if (isDefined(doors)) {
for (i = 0; i < doors.size; i ++) {
door = doors[i];
if (isDefined(door.zombie_cost) && (door.zombie_cost > 0) && (door.zombie_cost < 6969)) {
dist = distanceSquared(ply.origin, door.origin);
if (!isDefined(closedist) || (dist < closedist)) {
closedist = dist;
closedoor = door;
//closetype = "zombie_airlock_buy";
}
}
}
}
//}æ
if (isDefined(closedoor)) {
if (level.ConfigGameMode != "Gun Game")
ply maps\_zombiemode_score::minus_to_player_score(1000);
closedoor.zombie_cost = 6969;
closedoor trigger_off();
}
It's a bit ugly - me and GSC don't get on very well - but it works for an individual side of a single door. The Moon part is obviously cut out of the scripts for other maps, and the price increase is just a failsafe.
Looks awesome! And great work on that Backlot port too, by the way. Didn't want to bump the topic before.
Is it possible to change the game mode title from within the GSC code, or do I need to make a mod to do it? One of my servers is running a custom Team Gun Game mode that I made, but it's just a server-side GSC script and the server list just lists it as Team Deathmatch. I don't really want to make a game mode mod if I can help it because that means players having to download files to join, where as they don't currently.
Artyx If those custom versions are laid out more or less the same as standard Backlot, I'd love for you to port one of them please. I tried porting Backlot too, but didn't really know what I was doing and couldn't find a guide specifically for CoD4 maps.
Ahh, ok. Thanks for the answers. I have my own GSC scripts and external software on BO2 and WaW Zombies, that do similar things to IW4MAdmin, using the log files to detect chat commands, etc. I'll try the symbolic link method later and see what I can get working, then the rest can wait until the full rcon support is implemented.
I can't find any log files after running a BO1 Zombies server. Are they working? I followed the instructions in other threads, but I'm not sure how much of it applies to Zombies. I tried creating the logs folder and file manually, but the server still doesn't seem to be writing anything to it. I've tried several different folder locations but it sounds like the one it should be saving to is ..AppData\Local\Plutonium\storage\t5\logs Is that right? I've also tried with and without "logs" in the dvar.
Works like a dream. Thank you!
Anyone know an easy way to unlock the upgraded staffs in Origins, so that they can be given to players using the giveWeapon function? I'm trying to add them to the progression in my custom gun game mode, but they just vanish after a split second.
I've never really been a fan of Origins so I don't know enough about the map to know what I should be looking for in the GSC dump. I found the dev command to complete the puzzles and copied the flag_sets, etc. from that but it didn't seem to help.
If there isn't a quick way, don't worry about it. I'll figure it out eventually, just wondering if there's already a known way to do it with just a few lines of code.
Yeah, thanks. I figured out I was missing the developer mode line from my config not long after I made that last post. That's why it wasn't giving me any useful information about the original error.
Lol, rookie mistake. Turns out my mystery syntax error was the include lines at the beginning where I'd used forward slashes and it wanted backslashes. Should've been one of the first things I checked :B
Yeah, I tried that and it compiled fine It's ok, I'm gradually working my way through it, replacing BO2 functions with the WaW equivalents. The file is 1700 lines, so doing it a bit at a time.
Thanks, but it's a pretty big script and will have a lot of things that need modifying to work in WaW. I knew it wouldn't work as it is. I just did it for testing purposes and was hoping it would tell me which line numbers contained errors but it isn't for some reason. I'll probably just brush up on the functions in WaW and rewrite it from scratch.
And sorry for posting in the wrong forum. I forgot about the modding forums and just did it quickly.
Is there some kind of WaW-specific GSC compiler or something I can use to check where the syntax errors are in my Zombies server's GSC scripts? I was expecting lots of errors because I've pretty much just copied the GSC from my BO2 servers, but I was expecting to be told where to look to fix them. All I get is "bad syntax" and "see console for details" (even though that's the console telling me that :D). No line numbers or anything.
The only thing Google is turning up is this xensik / gsc-tool, but there doesn't seem to be a release download with an EXE.