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
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
"Does not work" is an error report for a bug between keyboard and chair.
All hail Artie Effem
sabixão (17th May 2014)
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();
}
Last edited by sabixão; 16th May 2014 at 18:19.
I have them izno
must be something wrong in my scripts gametype.gsc?
Last edited by sabixão; 16th May 2014 at 15:53.
sabixão (17th May 2014)
solved my problem,occurs only in dedicated 0 :P and I do not need dedicated 0 ,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.
"Does not work" is an error report for a bug between keyboard and chair.
All hail Artie Effem
sabixão (17th May 2014)