View Full Version : S&D total rounds not working right
=H4H=TheButcher
12-17-2007, 01:31 PM
has anyone had this issue:
i have my S&D set up as follows:
// SEARCH AND DESTROY CLASSIC
set scr_sd_scorelimit "11"
set scr_sd_timelimit "3"
set scr_sd_roundlimit "20"
set scr_sd_roundswitch "5" // rounds between switching teams
set scr_sd_numlives "1" // elimination
set scr_sd_bombtimer "35"
set scr_sd_planttime "2.5"
set scr_sd_defusetime "5"
set scr_sd_multibomb "0"
set scr_sd_playerrespawndelay "0"
set scr_sd_waverespawndelay "0"
I only get to the 11 round victory on a few maps. Most of the time, it gets to 6 rounds and declares a winner. It has even gotten to a 6-6 tie, and then called a winner.....
If anyone else has had this issue, and knows a fix, please help.
Thanks!
dixie
12-17-2007, 03:14 PM
i am so glad you posted this..
i am one that hates to post a new thread without searching first. Yes, I have experienced this too. We have a TWL match coming up Wed on our server and want to make sure the TWL config is working and ready.
The rounds seem to be ending to primaturely. If I'm not mistaking according to the SD set as you have posted..
You have a total of 20 rounds, first team to win 11 (the majority) is the winner of that map...
The map ends at any combination of score totally 11 rounds.. and as you said, yes I seen the tie 6-6 which is 12. Made no sense to me.
Now, thinking I have totally lost it.. and in a total complete state confusion.. glad to realize someone else is dumb founded by it...
Your not alone and yes please enlighten us please.. I need a understanding before trying to admin this match Wed and explain to our clan... I'm not so crazy... lol.
Huddex
12-17-2007, 04:33 PM
We got the same problem, bloody annoying ^^
Number7
12-17-2007, 05:54 PM
There is a scripted max value of 12 for SD .. It would require modding to exceed that limit.
The last numeral is the MAX value:
maps\mp\gametypes\_globallogic::registerRoundSwitc hDvar( level.gameType, 3, 0, 9 );
maps\mp\gametypes\_globallogic::registerTimeLimitD var( level.gameType, 2.5, 0, 1440 );
maps\mp\gametypes\_globallogic::registerScoreLimit Dvar( level.gameType, 4, 0, 500 );
maps\mp\gametypes\_globallogic::registerRoundLimit Dvar( level.gameType, 0, 0, 12 );
maps\mp\gametypes\_globallogic::registerNumLivesDv ar( level.gameType, 1, 0, 10 );
dixie
12-17-2007, 07:37 PM
number7,
im not a modder, but what your saying and my theory was after experiencing this difficulty was that the game stock was not scripted to handle above 12 scorelimit for SD.
so is this a simple to be added to the config modification:
maps\mp\gametypes\_globallogic::registerRoundSwitc hDvar( level.gameType, 3, 0, 9 );
maps\mp\gametypes\_globallogic::registerTimeLimitD var( level.gameType, 2.5, 0, 1440 );
maps\mp\gametypes\_globallogic::registerScoreLimit Dvar( level.gameType, 4, 0, 500 );
maps\mp\gametypes\_globallogic::registerRoundLimit Dvar( level.gameType, 0, 0, 12 );
maps\mp\gametypes\_globallogic::registerNumLivesDv ar( level.gameType, 1, 0, 10 );
or actually has to be done in another serverside file or stock file....
looking for a fix as the first fellow mention.. got frustrating to have the map restart
in the middle of a match and have to reset weapons and perks just to go again... especially
with the TWL_config way its set.
Number7
12-17-2007, 11:27 PM
Yessir, it has to be modded. Nothing can be done in a config to get past their imposed limits.
I just updated my mod to bypass these limits, and put together a standalone ver for you guys:
// This mod extends the max-value for all gametypes that use the following dvars:
// set scr_<gametype>_roundswitch // Max = 99
// set scr_<gametype>_roundlimit // Max = 99
// set scr_<gametype>_scorelimit // Max = 999
// set scr_<gametype>_timelimit // Max = 1440
// set scr_<gametype>_numlives // Max = 99
Keep in mind - if you run any other scripted mods that have duplicate files, only the one that
gets loaded [last] will be active on your server.
For cod/uo/cod2, i modded roughly 5 dozen stock vars that could be changed on a map/gametype basis,
No silly limits. That might be something worth doing again here.
..
dixie
12-18-2007, 02:24 AM
thank you so much.. that did the trick.
All I had to do is drop the .iwd file in the existing mod/modwarfare folder. this is where the twl config was located.
Teamswitch, halftime and a 11 round win worked. I tested it tonight by being on the server by myself just switching sides planting til the results were achieved.
I know it will be beneficial to the gentlemen with the simlar problem.
again thank :)
Huddex
12-18-2007, 03:53 AM
Doing this will render the server as "Unranked" yes?
dixie
12-18-2007, 02:11 PM
well, guess that depends. if its placed in as a mod/xxxxxx i think it would be.
if it would work inside the main folder.. experiment.. if it unranks it.. then take it out. you would know
right away if it unranks... your ranks, perks would not show up...
think it would need to be renamed so it shows up at the bottem of the file list in the main. so when the server reloads.. it reads last....
wait on an expert opinion first though...
Number7
12-18-2007, 08:44 PM
Doing this will render the server as "Unranked" yes?
Yessir..
well, guess that depends. if its placed in as a mod/xxxxxx i think it would be.
if it would work inside the main folder.. experiment.. if it unranks it.. then take it out. you would know
right away if it unranks... your ranks, perks would not show up...
think it would need to be renamed so it shows up at the bottem of the file list in the main. so when the server reloads.. it reads last....
wait on an expert opinion first though...
Cod4 will not run any non-stock .iwd files in the Main folder, so you do have to run them from an fs_game folder.
As for the nameing convention of the .iwd's , here's a guide to show how that all plays out:
Check your server console log and you'll see the loading order of the .iwd files.
Whichever file is at the TOP of the list will overwrite any duplicate files within the rest of the .iwd's
Current search path:
E:\CoD4\mods\test\_svr_icons.iwd (16 files) <-- filenames with underscore have highest priority
E:\CoD4\mods\test\z_svr_icons.iwd (16 files) <-- then come alphabetical (a Z is the highest)
E:\CoD4\mods\test\7icons.iwd (16 files) <-- numerical is next
E:\CoD4\mods\test\-icons.iwd (16 files) <-- hyphens have less priority than letters & numbers
E:\CoD4/mods/test
E:\CoD4\main\iw_11.iwd (448 files)
E:\CoD4\main\iw_10.iwd (230 files)
E:\CoD4\main\iw_09.iwd (447 files)
E:\CoD4\main\iw_08.iwd (66 files)
E:\CoD4\main\iw_07.iwd (34 files)
-snip-
You could try using other characters such as $ % ! @ * , etc.. I use the underscore only.
BTW: the reason that i named it with _svr_ is to prevent that file from being sent to the client.
There is no code in this particular mod that the players need at all...
Number7
12-18-2007, 09:05 PM
Doing this will render the server as "Unranked" yes?
BTW, if you plan on running any custom maps when they come out, you will lose the ranks at that point anyways.
I hear that some modders are creating a universal rank system too.
My mod can already save & restore player ranks, as well as the weapon class that players use..
Still waiting on the damn modtools so that i can convert that "numeral" rank into a "named" rank
http://members.cox.net/mpgames1/cod4_saverank.jpg
...
=H4H=TheButcher
12-19-2007, 04:04 PM
on the right side of your screen is the score for kills etc... is that a mod?
If not whats the console command to turn that on?
Number7
12-19-2007, 08:07 PM
on the right side of your screen is the score for kills etc... is that a mod?
If not whats the console command to turn that on?
Yessir. I made it back in the UO days..
vBulletin® v3.7.4, Copyright ©2000-2009, Jelsoft Enterprises Ltd.