mapvote.gsc erstellen bei extreme 2.0

scheibe1
moinsen,
hab den beitrag mal wieder gelöscht, hab nämlich jetzt ne vermutung wie man die gsc erstellt. aber woher weiß man die ganzen longnames der maps? muß ich mich jetzt durch den downloadbereich kämpfen, um die zu erfahren? das ist ja sissifussarbeit.

wenn die gsc fertig ist, muß man die normale maprotation dann deaktivieren und es wir nur die gsc genutzt?
Nightwing
Bei Longname kannst Du eingeben, was Du willst: Village, Village Version 3, etc. Man sollte eben Wissen, das es Village ist. Wie es sich mit der Anzeige sehr langer Namen im Votemenü verhält, weiss ich nicht, Beispiel: Map Project Valhalla

Die *.gsc ersetzt NICHT Deine Maprotation, sie ist nur für das Voting zuständig, da in Ihr die erlaubten Gametypes und eben der Longname drinstehen. Theoretisch reicht 1 Map in der Rotation, da danach eh das Voting greift. Wennst Deine *.gsc fertig hast, stell die mal hier rein, ich würd gern n prüfenden Blick drüberwerfen Augenzwinkern

ToM
scheibe1
funktioniert, soweit ich es getestet habe. so wollte ich das voting schon immer haben, geil, das es jetzt funzt.

edit: hab die stockmaps aus und meine rotation an.

init()
{
// HOW TO USE THIS FILE:
// 1. Copy the template for each CUSTOM map you want to add.
// 2. Uncomment the lines.
// 3. For the "longname" and "loclname" fields, replace the text between quotes
// with the map name and long name of the CUSTOM map.
// 4. The "gametype" field is used for map vote mode 4 and 5 (see mapcontrol.cfg)
// For this field, remove all game types the map doesn't support or you
// don't want to vote for (if you want "lib", you must add it yourself).

// IMPORTANT:
// - DO NOT ADD STOCK MAPS. They are already in here.
// If you don't want stock maps, see mapcontrol.cfg -- ex_mapvote_ignore_stock.
// - ONLY REPLACE TEXT BETWEEN QUOTES. Otherwise you corrupt the structure.
// - DO NOT REMOVE THE &-SIGN. This needs to be there.
// - DO NOT ADD COLOR CODES TO THE GAMETYPES. It will mess up the system.
// - KEEP THIS FILE UNDER 750 LINES (including comments)!
// IMPORTANT: Please Add 1 Map at a Time (including stock maps), the total number of maps is limited!!!!!!!!!

// Add stock maps
if(!level.ex_mapvote_ignore_stock)
{
level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_backlot";
level.ex_maps[level.ex_maps.size-1].longname = "Backlot";
level.ex_maps[level.ex_maps.size-1].loclname = &"Backlot";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_bloc";
level.ex_maps[level.ex_maps.size-1].longname = "Bloc";
level.ex_maps[level.ex_maps.size-1].loclname = &"Bloc";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_bog";
level.ex_maps[level.ex_maps.size-1].longname = "Bog";
level.ex_maps[level.ex_maps.size-1].loclname = &"Bog";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_broadcast";
level.ex_maps[level.ex_maps.size-1].longname = "Broadcase";
level.ex_maps[level.ex_maps.size-1].loclname = &"Broadcast";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_carentan";
level.ex_maps[level.ex_maps.size-1].longname = "Carentan";
level.ex_maps[level.ex_maps.size-1].loclname = &"Carentan";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_cargoship";
level.ex_maps[level.ex_maps.size-1].longname = "Wet Work";
level.ex_maps[level.ex_maps.size-1].loclname = &"Wet Work";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_citystreets";
level.ex_maps[level.ex_maps.size-1].longname = "District";
level.ex_maps[level.ex_maps.size-1].loclname = &"District";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_convoy";
level.ex_maps[level.ex_maps.size-1].longname = "Ambush";
level.ex_maps[level.ex_maps.size-1].loclname = &"Ambush";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_countdown";
level.ex_maps[level.ex_maps.size-1].longname = "Countdown";
level.ex_maps[level.ex_maps.size-1].loclname = &"Countdown";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_crash";
level.ex_maps[level.ex_maps.size-1].longname = "Crash";
level.ex_maps[level.ex_maps.size-1].loclname = &"Crash";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_crash_snow";
level.ex_maps[level.ex_maps.size-1].longname = "Crash Snow";
level.ex_maps[level.ex_maps.size-1].loclname = &"Crash Snow";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_creek";
level.ex_maps[level.ex_maps.size-1].longname = "Creek";
level.ex_maps[level.ex_maps.size-1].loclname = &"Creek";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_crossfire";
level.ex_maps[level.ex_maps.size-1].longname = "Crossfire";
level.ex_maps[level.ex_maps.size-1].loclname = &"Crossfire";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_farm";
level.ex_maps[level.ex_maps.size-1].longname = "Downpour";
level.ex_maps[level.ex_maps.size-1].loclname = &"Downpour";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_killhouse";
level.ex_maps[level.ex_maps.size-1].longname = "Killhouse";
level.ex_maps[level.ex_maps.size-1].loclname = &"Killhouse";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_overgrown";
level.ex_maps[level.ex_maps.size-1].longname = "Overgrown";
level.ex_maps[level.ex_maps.size-1].loclname = &"Overgrown";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_pipeline";
level.ex_maps[level.ex_maps.size-1].longname = "Pipeline";
level.ex_maps[level.ex_maps.size-1].loclname = &"Pipeline";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_shipment";
level.ex_maps[level.ex_maps.size-1].longname = "Shipment";
level.ex_maps[level.ex_maps.size-1].loclname = &"Shipment";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_showdown";
level.ex_maps[level.ex_maps.size-1].longname = "Showdown";
level.ex_maps[level.ex_maps.size-1].loclname = &"Showdown";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_strike";
level.ex_maps[level.ex_maps.size-1].longname = "Strike";
level.ex_maps[level.ex_maps.size-1].loclname = &"Strike";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_vacant";
level.ex_maps[level.ex_maps.size-1].longname = "Vacant";
level.ex_maps[level.ex_maps.size-1].loclname = &"Vacant";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";
}
// DON'T CHANGE ANYTHING ABOVE THIS LINE
// (unless you want to restrict game types for stock maps in map vote mode 4 or 5)


// Add custom maps
// TEMPLATE:
level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_pow_rld";
level.ex_maps[level.ex_maps.size-1].longname = "Powcamp by OMwG";
level.ex_maps[level.ex_maps.size-1].loclname = &"Powcamp by OMwG";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_scrap";
level.ex_maps[level.ex_maps.size-1].longname = "Scrap";
level.ex_maps[level.ex_maps.size-1].loclname = &"Scrap";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";


level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_flemishtown";
level.ex_maps[level.ex_maps.size-1].longname = "Flemishtown";
level.ex_maps[level.ex_maps.size-1].loclname = &"Flemishtown";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_burg_b1";
level.ex_maps[level.ex_maps.size-1].longname = "Burg_b1";
level.ex_maps[level.ex_maps.size-1].loclname = &"Burg_b1";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_dhc_carentan";
level.ex_maps[level.ex_maps.size-1].longname = "DHC_Carentan";
level.ex_maps[level.ex_maps.size-1].loclname = &"DHC_Carentan";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_rd3";
level.ex_maps[level.ex_maps.size-1].longname = "Rd3";
level.ex_maps[level.ex_maps.size-1].loclname = &"Rd3";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_bacalao";
level.ex_maps[level.ex_maps.size-1].longname = "Bacalao";
level.ex_maps[level.ex_maps.size-1].loclname = &"Bacalao";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_the_hidden";
level.ex_maps[level.ex_maps.size-1].longname = "The Hidden";
level.ex_maps[level.ex_maps.size-1].loclname = &"The Hidden";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_mtl_the_rock";
level.ex_maps[level.ex_maps.size-1].longname = "mtl_the_Rock";
level.ex_maps[level.ex_maps.size-1].loclname = &"mtl_the_Rock";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

level.ex_maps[level.ex_maps.size] = spawnstruct();
level.ex_maps[level.ex_maps.size-1].mapname = "mp_backlot_2";
level.ex_maps[level.ex_maps.size-1].longname = "Backlot_2";
level.ex_maps[level.ex_maps.size-1].loclname = &"Backlot_2";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";







// DON'T CHANGE ANYTHING BELOW THIS LINE
Nightwing
Sieht beim darüberfliegen richtig aus. Achja, die Burg gibts in ner Finalversion, schau mal bei den Mapvorstellungen.

ToM
scheibe1
jo, danke mach ich heute abend. nu muß ich erstmal mein brot verdienen gehen.