View Full Version : Map rotation + div weapon settings
Lunski
05-20-2006, 05:09 PM
Hi all,
i was wondering if it's possible to have different weapons for each map?
Harbor sd rifles only - dawnville ctf all weapons.
is this possible!?
does any 1 have a cfg file i can look into on how this can be setup!?
thnx in advance
Lunski.
Goliath
07-18-2006, 03:59 AM
Yes, you can.
One way is to have a cfg file for each map. For example, when mp_brecourt loads, the game tries to load mp_brecourt.cfg (if it exists). You would need to assign your weapon cvars in mp_brecourt.cfg. The shortcoming of this is that you may want different weapon choices playing CTF and TDM on the same map.
This can be overcome by writing several cfg files. For example create SMG.cfg (which enables SMG and disables all others) and RIFLE.cfg (which enables rifles and disables and disables all others). Then include similar to this in your map rotation of your server cfg:-
set sv_maprotation "exec SMG.cfg gametype ctf map mp_brecourt exec RIFLE.cfg gametype tdm map mp_brecourtl"
The cfg files execute on map rotation. The drawback to this method is that if a VOTE starts the new map, rather than ROTATE, the cfg doesn't run. In this case you can always execute the cfg from console or RCON.
Somebody a bit cleverer than me may be able to write a conditional cfg based on gametype.
Hysteria
08-01-2006, 09:21 PM
Can this method be used to turn off certain vehicles on certain maps/gametypes as we want to run CTF on some maps with only tanks.
Currently I can't get any way to work.
Any help appreciated.
Goliath
08-08-2006, 04:15 AM
Yes. Just enable and disable vehicles as you like in the cfg files which you cause to be executed on map rotation. This is for UO 1.51 of course.
Goliath
08-19-2006, 05:53 AM
Actually, I wasn't quite right. On loading each map it looks for a cfg file based on map name AND gametype. Example playing tdm on mp_brecourt, on start it attempts to load file called "mp_brecourt_tdm.cfg". I suspect that the setting from the previous map would stay in effect when you rotated to the next map if you didn't also have a cfg for the new map and gametype. Basically you would need a cfg for EVERY combination of map AND gametype to meet all contingencies.
I would say there is opportunity here for some clever sausage to alter the coding to look for a default cfg if the specific cfg doesn't exist.
vBulletin® v3.7.4, Copyright ©2000-2009, Jelsoft Enterprises Ltd.