View Full Version : Callvote.cfg...Cool Stuff
General_Death
11-15-2002, 01:47 PM
This little cfg file has some neat stuff in it to modifiy the controls of the clients. I have been playing with it and would like to add the dmflags as an option to vote on. So many people whine, im sorry I mean discuss...lol, the dmflag options and I thought it would be cool to add them in as a vote. Problem is I cant see to get it to work. Anyone else tried?
Heres what I have tried:
"Lean + Strafe (under development)" "set" list
{
"on" "set dmflags 262144"
"off" "set dmflags 0"
}
And:
"Lean + Strafe (under development)" "set" list
{
"on" "set dmflags 262144;reloadmap"
"off" "set dmflags 0;reloadmap"
}
Vote works but the gameplay remains the same. Any ideas?
BTW:.....found out its really easy to add your custom maps to the voteing also...
Cshelton
11-15-2002, 02:25 PM
DMFLAGS doesn't have to be set, so try it without the set command. Secondly, I guess it's a misconception that you have to restart the level after issuing a DMFLAGS change. That is not the case, most if not all of the DMFLAGS changes are real time, so the leaning works instantly upon issuing the command.
Glad you like the voting config, it's very flexible.
Chris
General_Death
11-15-2002, 02:44 PM
Thx man...ill give it a try.
General_Death
11-15-2002, 02:47 PM
Works great thx!!!!
HankScorpio
11-15-2002, 03:12 PM
Speaking of cool stuff in callvote.cfg, I noticed all the weapon related voting which has been commented out. I tried enabling it but it doesn't do anything. The votes all set various weapon variables to either 0 or 1, such as g_weapon_rocket. It appears those variables don't exist. I guess I understand why it does not work.
So, I guess this question is for Chris Shelton...is this something which will be added in the future with a patch?
General_Death
11-15-2002, 03:53 PM
Just started to mess with that and also would like to know when it will be ready for use in the callvote...
ismar
11-17-2002, 11:31 AM
It works but other votes arent on the list
General_Death
11-17-2002, 12:35 PM
How did you get the weapon votes to work?
Other votes?...what ya mean?
ismar
11-17-2002, 01:13 PM
other votes like Realistic mode, FF, maps...
General_Death
11-17-2002, 02:15 PM
they are in the list....if you dont see them someone has removed them from the callvote.cfg file. You can modify the file to or not to vote on bout anything;)
thejerk
11-18-2002, 12:25 AM
Huh.. what... huh??? English, plz. :)
Seriously, when you put this on the server, can you just run it like a normal config file? Do you have to restart the server to pick it up? What's the deal here?
And were you guys just saying that weapon voting is NOT enabled? That is, it doesn't work? Or did this last few posts mean that it CAN be enabled, but it was said in some foreign language?
Ahhhh, I want to have that vote option so baaaaadddd.. :)
BTW, back to running the config... I tried calling it (rcon exec callvote.cfg) and it didn't work.... do you have to restart a map to get it to work?
General_Death
11-18-2002, 09:40 AM
Rude is putting up my guide on this soon:
Extract out the callvote.cfg out of the pak2.pk3 and place it in the mainta folder. Open the callvote.cfg file and edit any votes you want. Save the file and restart your server. Spearhead will run it if its in the mainta folder. You dont have to put it back in the pk3 file.
No, to my knowledge we have to wait for the patch for the weapon vote options to be enabled......thats simply based on tring every possible thing I could in the callvote.cfg....you will see the format in that file.
Just a hunch, have you tried to set sv_pure to 0. Just like the loc.txt problem?
You never know.
I will try and get the guide up ASAP, when I get home tonight
thejerk
11-18-2002, 10:15 AM
Rude is putting up my guide on this soon:
Extract out the callvote.cfg out of the pak2.pk3 and place it in the mainta folder. Open the callvote.cfg file and edit any votes you want. Save the file and restart your server. Spearhead will run it if its in the mainta folder. You dont have to put it back in the pk3 file.
No, to my knowledge we have to wait for the patch for the weapon vote options to be enabled......thats simply based on tring every possible thing I could in the callvote.cfg....you will see the format in that file.
Actually, found out something... you can run it just like any config/script file. You either restart the map or wait until the next map for the changes to take effect. That's it.
As far as the weapons are concerned, I'm going to play around a little bit to see if I can figure this out. Sure would be nice to hear Chris's opinion on this one.
HankScorpio
11-18-2002, 11:47 AM
Just to expand on this for those who haven't extracted callvote.cfg from the pak file, this is what we're talking about...
[code:1]
//"Disallow Weapon" "" list
//{
// "Rifle" "g_weapon_rifle 0"
// "Sniper Rifle" "g_weapon_sniper 0"
// "Submachinegun" "g_weapon_smg 0"
// "Machinegun" "g_weapon_mg 0"
// "Rocket Launcher" "g_weapon_rocket 0"
// "Shotgun" "g_weapon_shotgun 0"
//}
//"Allow Weapon" "" list
//{
// "Rifle" "g_weapon_rifle 1"
// "Sniper Rifle" "g_weapon_sniper 1"
// "Submachinegun" "g_weapon_smg 1"
// "Machinegun" "g_weapon_mg 1"
// "Rocket Launcher" "g_weapon_rocket 1"
// "Shotgun" "g_weapon_shotgun 1"
//}
//"Only One Weapon" "" list
//{
// "Rifle" "g_weapon_rifle 1;g_weapon_sniper 0;g_weapon_smg 0;g_weapon_mg 0;g_weapon_rocket 0;g_weapon_shotgun 0"
// "Sniper Rifle" "g_weapon_rifle 0;g_weapon_sniper 1;g_weapon_smg 0;g_weapon_mg 0;g_weapon_rocket 0;g_weapon_shotgun 0"
// "Submachinegun" "g_weapon_rifle 0;g_weapon_sniper 0;g_weapon_smg 1;g_weapon_mg 0;g_weapon_rocket 0;g_weapon_shotgun 0"
// "Machinegun" "g_weapon_rifle 0;g_weapon_sniper 0;g_weapon_smg 0;g_weapon_mg 1;g_weapon_rocket 0;g_weapon_shotgun 0"
// "Rocket Launcher" "g_weapon_rifle 0;g_weapon_sniper 0;g_weapon_smg 0;g_weapon_mg 0;g_weapon_rocket 1;g_weapon_shotgun 0"
// "Shotgun" "g_weapon_rifle 0;g_weapon_sniper 0;g_weapon_smg 0;g_weapon_mg 0;g_weapon_rocket 0;g_weapon_shotgun 1"
//}
//"Allow All Weapons" "g_weapon_rifle 1;g_weapon_sniper 1;g_weapon_smg 1;g_weapon_mg 1;g_weapon_rocket 1;g_weapon_shotgun 1" nochoices
[/code:1]
So, basically it looks like there was/will be cvars for each weapon class. We'd be able to disable weapons by class in the server config or, as this example shows, make them voting options.
So the question still remains, is this going to be added at some point in time?
General_Death
11-18-2002, 01:06 PM
Just a hunch, have you tried to set sv_pure to 0. Just like the loc.txt problem?
You never know.
I will try and get the guide up ASAP, when I get home tonight
Yea I have tried that also.....still no luck.
thejerk
11-18-2002, 03:28 PM
You know what just occurred to me is that we could create a temporary fix for this... You know those server side mods that take away ammo for weapons? Well, just basically take a mod like that, add in a cvar that activates the tiki file for the weapon, and use that cvar to the callvote.cfg. Example:
1 tiki file has 32 rounds of ammo for the mp40
2nd tiki file has 0 rounds of ammo for the mp40
query a cvar such as mp40_ammo... if mp40_ammo = 1 then the mp40 has 32 rounds of ammo, else the mp40 has 0 rounds...
then in the config you put in something like this:
[code:1]"Disallow Weapon" "" list
{
"MP40 Submachine Gun" "mp40_ammo 0; restart"
}
"Allow Weapon" "" list
{
"MP40 Submachine Gun" "mp40_ammo 1; restart"
}[/code:1]
That sound feasable?
HankScorpio
11-18-2002, 07:14 PM
No. You can't just make up cvars like that.
thejerk
11-18-2002, 08:53 PM
Could you be more specific? I haven't seen a scripting language, and this would qualify from what I can see, that doesn't allow the creation of variables.
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