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View Full Version : Another mixed map question


ParrotCA
03-20-2003, 08:41 PM
I know, sorry to bring this up again, but everytime I do a search for the mixed map thing I get more confused.

Right now, I have CK's mixed map pk3 file on our server. We run weekly map changes, to allow everybody to enjoy their own favorite maps, and this week one of our members have requested an OBJ map in addition to the custom maps and stock TDM maps we run. We are usually a TDM, but like the occasional change of pace a OBJ map brings.

I got the mixed map to work, by setting the gametype to OBJ, loading "the bridge" as my first map. Rotation starts just fine. The problem is, our normal frag limit is 150. When I start the bridge map, it would take 150 victories to start the next map. I have manually edited the fraglimit to a lower number through RCON. once I get to that number, say 5, it rotates into Southern France just fine, but with a fraglimit of 5.
So, after reading other forum threads, I found one where it says to set your frag limit to "0". I thought this might force the OBJ map to pull in default obj settings for "the bridge" and we could go without a fraglimit for the TDM maps, and just let the timelimit run itself out.

Nope... I tested it on my home machines, and once I got to 12 bridges exploded, I figured it wasn't going to change maps and game-type.

Is there a line I can add to "the bridge" .scr file to force it to rotate after, say 10 bridge explosions? Then it would go into dm/mohdm1 (next map in rotation)

Would I have to edit the southern france.scr file to get the fraglimit back to 150?
Is there a program out there now that will easily allow me to run mixed game types as I wish, and allow different settings for each particular map?

Our server is hosted through xgameservers.com and run on a windows machine.
I run Delator 2.0.0.8 and CK's autokicker programs from my location.

TIA

Parrot(CA)
www.confederatearmada.com

Hammer
03-20-2003, 09:31 PM
You should check out my Goodies mod, it allow you to configure all those parameters on an individual map basis WITHOUT having to hack map script files ... here's the post:
http://www.mohadmin.com/nuke/modules.php?name=Forums&file=viewtopic&t=711

--[MC] Hammer

ParrotCA
03-20-2003, 10:45 PM
Thank you. I will begin reading all the info. Lots of stuff to learn with this one, but it looks like you have incorporated a lot of features here.

Thanks.

ParrotCA
03-21-2003, 05:27 PM
Holy Shit!!

Could you please tell me what file goes where?
Do I add a command line in my server config file to execute the goodies package?
If I add custom maps to the rotation, then do I have to go to the map list, and add the *:*:4:* etc... to the new maps listed? we usually run 6 stock maps and 4 custom every week, 10 maps total. the customs get swapped out every week.

Uhm, i read your instructions twice, but I am still a little unsure where to start.

Should I remove the existing mixed map mod, PJG security, Delator mod, and dogmeat map fixes before putting this into effect?

I understand what the scripting does for the individual maps, and I understand the security settings and preferences.. that stuff doesn't confuse me. I just need a 1-2-3 set of instructions.

I would apprecieate it much if you could help out Hammer. Thank you.

Hammer
03-22-2003, 09:36 AM
First, I assume you've ready the requirement for MoH_AdminMod (MAM), so get both MAM v1.2 and Goodies' v2.2 and install all files in the packages under your MOHAA/main folder. Then add two lines to your server startup config, ie. server.cfg:
[code:1]exec MoH_AdminMod.cfg
exec con_Hammer_Goodies.cfg
[/code:1]
The only file you should remove is the mixed-map mod, all others can stay since MAM will take over for them. Should you wish to include any of them on your server, eg. Delator, you'll need to add (to the server.cfg after the exec MoH_AdminMod.cfg) mam_register_mod commands for each of the mods, eg. append mam_register_mod "global/delator.scr".

Based on what you want to do, you need to go into con_Hammer_Goodies_Presets.cfg and update the _ham_defaults section as follows:
[code:1]///////////////////////////////////////
// Match-type defaults ...
// Entry Format (fields):
// timelimit - Overall map duration in minutes (0= infinite)
// fraglimit - Number of kills before map ends (0= no limit)
// roundlimit - Round duration in minutes RBM/OBJ/TOW
// respawn - Force respawn: 0= disable, 1= enable
// g_teamdamage - Friendly Fire: 0= disable, 1= enable
// g_realismmode - Realism: 0= disable, 1= enable (Spearhead)
// ======== ONLY FOR OBJ/TOW types ========
// bomb_defuse_time - Time needed to defuse a bomb (in seconds)
// bomb_set_time - Time needed to set a bomb (in seconds)
// bomb_tick_time - How long before bomb blows (in seconds)
//
// Fields are separated by a colon (:). Entries are separated by a single
// space. A field value of asterisk (*) indicates to use the settings from
// game variables (cvars). Errors will occur is this format is not followed!!
set _ham_defaults ""
// NOTE: ENTRIES MUST BE LISTED IN GAME-TYPE ORDER (FFA=1, TDM=2, RBM=3,
// OBJ=4, TOW=5) AND THERE MUST BE EXACTLY ONE FOR EACH GAME TYPE.
append _ham_defaults "*:150:*:*:*:*" // FFA
append _ham_defaults "*:150:*:*:*:*" // TDM
append _ham_defaults "*:5:*:*:*:*" // RBM
append _ham_defaults "*:5:*:*:*:*:*:*:*" // OBJ
append _ham_defaults "*:*:*:*:*:*:*:*:*" // TOW
[/code:1]
--[MC] Hammer

ripPajo
04-17-2003, 08:12 AM
Ok, I am hoping someone can help me here. I have the goodies all working fine. What I would like to do is to mix maps together. I have looked over everything, and I just want to make sure what I am doing is correct. I have yet to try it out so....

I am mixing a few dm maps with obj maps. I want to have each map run for 20 minutes. I want no respawning on the dm maps. So what I did was set all the time limits to 20, and set respawn to 0 for tdm maps. Will this work? If not, can someone please explain to me how to do it properly?

ripPajo