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somebody please help w/mapcycle


mindgam3r

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After much wrestling I've got rotation going on a Linux server BUT I've got my suspicions that it's not working the way I think it should. The pertinents:

 

seta g_gametype 3

set timelimit 20

seta duel_fraglimit 10

seta fraglimit 2

seta g_autoMapCycle 1

map duel_hangar

 

 

So here's what I understand the above to do:

 

Duel-style gametype. Maps rotate begining with duel_hangar. Next map rotates in after a player has 10 victories (two kills per victory) or 20 minutes is up.

 

Here's what really occurs:

 

Duel-style gametype. Maps rotate begining with duel_hangar. Next map rotates in after a player has 10 victories (two kills per victory). Next map WILL NOT rotate in unless someone gets 10 victories. One map can go for hours.

 

What the hell am I doing wrong?

 

Dilvish the Damned

 

BTW, I do have a mapcycle.txt in my /base directory that contains a list of all the Duel maps, e.g.:

 

duel_jedi

duel_carbon

 

etc.

 

Is that a needful thing for the auto-rotate?

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I have heard that the timelimit won't result in a map cycle on duel maps. I'm not sure if there is a setting to alter that behavior. As far as the txt file, I don't think it's necessary for the autoCycle. It's probably just there for informational purposes.

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Originally posted by MatrixCPA

I have heard that the timelimit won't result in a map cycle on duel maps. I'm not sure if there is a setting to alter that behavior. As far as the txt file, I don't think it's necessary for the autoCycle. It's probably just there for informational purposes.

 

Thanks for the info! After fooling with it the rest of the day, I'm leaning toward believing that the timelimit DOESN'T work on duel maps. That limits the tools I have to adjust gameplay on my server, though. At present with 8 public slots, I'm trying:

 

1 kill = 1 victory

10 victories = map change

 

or in server.cfg lingo:

 

seta duel_fraglimit 10

seta fraglimit 1

 

With 6 players waiting to get their chance at the fight I found the 2 kills = victory a bit slow with that many players waiting. But basing the map change on the number of victories, I'm finding that 10 is good if for no other reason that at least every player who is waiting will have a shot at each map.

 

BTW, I think I'm spoiled in regards to being able to subscribe to mailing lists such as hlds_linux in which Valve coders participate. Would that there was such a list/Forum/whatever for JK2 server operators in which JK2 coders would participate. It'd be nice to hear one of them say, "Yeah man. We busted the timelimit on Duel maps."

 

Dilvish the Damned

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With the search function still turned off (real helpful, fellas), I'm loathe to start yet another thread dealing with map cycles. So at present my mapcycle is set up:

 

 

set d1 "map duel_bay ; set nextmap vstr d2"

set d2 "map duel_carbon ; set nextmap vstr d3"

set d3 "map duel_pit ; set nextmap vstr d4"

set d4 "map duel_training ; set nextmap vstr d5"

set d5 "map duel_jedi ; set nextmap vstr d6"

set d6 "map duel_hangar ; set nextmap vstr d7"

set d7 "map duel_temple ; set nextmap vstr d1"

vstr d1

 

So say we're on duel_jedi and the peeps say, "Hey we wanna do duel_training again. Please?" If I do at console:

 

map duel_training

 

we get duel_training but the rotation breaks and duel_training eternal rotates. At least for me. So would doing:

 

vstr d4

 

be the proper way of doing it? Or is my thinking scrambled?

 

Thanks!

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No your not screwed up.

 

 

vstr d4

 

is the proper way of doing it. This is what I usually do, so say players ask for ffa_bespin I do this in the console.

 

 

/rcon password map ffa_bespin ; set nextmap vstr d1

 

 

By doing that, it will load bespin, and after that will go back to your rotation. That's probably a better way, will ensure even if you get dropped for some reason your server continues on.

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KH is correct. What I like to do is something like the following:

 

set bay "map duel_bay ; set nextmap vstr d2"

set carbon "map duel_carbon ; set nextmap vstr d3"

set pit "map duel_pit ; set nextmap vstr d4"

set training "map duel_training ; set nextmap vstr d5"

set jedi "map duel_jedi ; set nextmap vstr d6"

set hangar "map duel_hangar ; set nextmap vstr d7"

set temple "map duel_temple ; set nextmap vstr d1"

vstr bay

 

Then all you need to do to skip to a different map in the rotation (and not break it) is: vstr training When it's done, it'll just move on to jedi and keep going. It's a bit easier to remember than d1, d2, d3, d4, etc. ;)

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