when I change map, gametype change for DM gametype! :/ can someone help?
on console : g_gametype obs_elim is not a valid gametype, defaulting to dm
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when I change map, gametype change for DM gametype! :/ can someone help?
on console : g_gametype obs_elim is not a valid gametype, defaulting to dm
you've got maps\mp\gametypes\obs_elim.gsc?
Or do you have \maps\mp\gametypes\obs_elim.gsc.txt by any chance? :P
I have them izno :(
must be something wrong in my scripts gametype.gsc?
I think too that you have got obs_elim.gsc.txt.
(If you use Windows) You can change on options the endings to enable.
Just look which file type it has, like in this picture:
Attachment 705
Or just create a .IWD-File and put your mod in there. Then move your .IWD-File in your main folder.
load normal the server,the mod work too ,but the problem is when changing map by rotation or command console callback AbortLevel() working at this moment
AbortLevel()
{
println("Aborting level - gametype is not supported");
level.callbackStartGameType = ::callbackVoid;
level.callbackPlayerConnect = ::callbackVoid;
level.callbackPlayerDisconnect = ::callbackVoid;
level.callbackPlayerDamage = ::callbackVoid;
level.callbackPlayerKilled = ::callbackVoid;
setcvar("g_gametype", "dm");
exitLevel(false);
}
////////////////////////////////////////
here is my Callback StartGameType
Callback_StartGameType()
{
level.splitscreen = isSplitScreen();
// defaults if not defined in level script
if(!isDefined(game["allies"]))
game["allies"] = "american";
if(!isDefined(game["axis"]))
game["axis"] = "german";
// server cvar overrides
if(getCvar("scr_allies") != "")
game["allies"] = getCvar("scr_allies");
if(getCvar("scr_axis") != "")
game["axis"] = getCvar("scr_axis");
precacheStatusIcon("hud_status_dead");
precacheStatusIcon("hud_status_connecting");
precacheRumble("damage_heavy");
thread maps\mp\gametypes\_menus::init();
thread maps\mp\gametypes\_serversettings::init();
thread maps\mp\gametypes\_clientids::init();
thread maps\mp\gametypes\_teams::init();
thread maps\mp\gametypes\_weapons::init();
thread maps\mp\gametypes\_scoreboard::init();
thread maps\mp\gametypes\_killcam::init();
thread maps\mp\gametypes\_shellshock::init();
thread maps\mp\gametypes\_damagefeedback::init();
thread maps\mp\gametypes\_healthoverlay::init();
thread maps\mp\gametypes\_spectating::init();
thread maps\mp\gametypes\_ER::init();
level.xenon = (getcvar("xenonGame") == "true");
thread maps\mp\gametypes\_quickmessages::init();
setClientNameMode("auto_change");
spawnpoints = getentarray("mp_tdm_spawn", "classname");
if(!spawnpoints.size)
{
spawnpoints = getentarray("mp_dm_spawn", "classname");
if(!spawnpoints.size)
{
maps\mp\gametypes\_callbacksetup::AbortLevel();
return;
}
}
for(i = 0; i < spawnpoints.size; i++)
spawnpoints[i] placeSpawnpoint();
allowed[0] = "tdm";
maps\mp\gametypes\_gameobjects::main(allowed);
// Time limit per map
setCvar("ui_timelimit" + level.timelimit);
makeCvarServerInfo("ui_timelimit"+ level.timelimit);
level.scorelimit = 10000;
setCvar("ui_scorelimit" + level.scorelimit);
makeCvarServerInfo("ui_scorelimit"+ level.scorelimit);
if(!isDefined(game["state"]))
game["state"] = "playing";
level.mapended = false;
level.team["allies"] = 0;
level.team["axis"] = 0;
thread startGame();
thread maps\mp\gametypes\_ER_checktime::inicio();
thread updateGametypeCvars();
//thread maps\mp\gametypes\_teams::addTestClients();
}
solved my problem,occurs only in dedicated 0 :P and I do not need dedicated 0 :D ,ty all
dedi 0 indeed does not reload scripts on even starts. First, third, fifth etc starts are ok, but second, fourth etc are bad.