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Opferlamm-Clan Board » Call of Duty 4 » ACE für CoD 4 » Custom-Maps begrenzt??? (MapRotation begrenzt, playerbased Rotation aktivieren) » Hallo Gast [Anmelden|Registrieren]
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Zum Ende der Seite springen Custom-Maps begrenzt??? (MapRotation begrenzt, playerbased Rotation aktivieren)
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Nettroll
Weichei


Dabei seit: 03.04.2008
Beiträge: 3


Text Mit Abfrage der Spieleranzahl Auf diesen Beitrag antworten Zitatantwort auf diesen Beitrag erstellen Diesen Beitrag editieren/löschen Diesen Beitrag einem Moderator melden       Zum Anfang der Seite springen

Vorab ein kleiner Hinweis:
Spielerbezogene Rotationen sind eine wirklich feine Sache ABER wenn in kurzer Zeit in einem laufenden Spiel eine Menge Spieler dazukommen, bringt es natürlich erst etwas, wenn die Map beendet ist.
Auf unseren Server wird sehr stark darauf geachtet, dass sich der Server nicht als Highpointserver bekannt macht. 32 Spieler auf der Shipment-Standart machen keinen Spaß mehr. Da wir ein eigenes kleine Ranking (Ultrastats) laufen haben muß erst recht darauf geachtet werden zb. darf man nur in den ersten 3 Minuten nach Mapbegin voten, danach nicht mehr. Sonst würden eventuell aufgelaufene Punkte ja nicht gespeichert werden. Also genug gebrabbel hier unsere funktionierende maprotation.cfg. Natürlich müßt Ihr Eure Maps und eventuelle Spielerzahlen anpassen von wann bis wann welche Map läuft:


//*************************************************************************
**************************************************
// Map control settings
//*************************************************************************
**************************************************
// automatically try to fix errors in maprotation. After this has been done the cvar will be set
// to "0" so that it will only run when you start the server or reload your configs.
// 0 = disabled, 1 = enable (once), default = 1
set ace_fix_maprotation "0"

// use random map rotation
// 0 = disabled, 1 = enable, default = 0
set ace_random_maprotation "1"

// rotate map if server is empty for the set number of minutes
// 0 = disabled, max = 1440, default = 5
set ace_rotate_if_empty "1440"

//*************************************************************************
**************************************************
// Endgame mapvoting
//*************************************************************************
**************************************************
//=========================================================================
====================================
// Vote for the next map from 7 or 12 random candidates (0 = no, 1 = yes) (default 0)
//
// NOTE! Enabling this will disable random maprotation
// NOTE! If playerbased maprotation is enabled it will take maps from the playerbased rotation thats active
// NOTE! If the next map vote with gametypes is enabled it will override the playerbased mapvoting
//=========================================================================
====================================
set ace_map_vote "0"

//override clanvoting for endgame mapvote, if set to 1 everyone can use mapvoting, if set to 0
// only clan members can use this, 0 = off, 1 = on, default = 0
set ace_ignore_clanvoting "1"

// Timout for voting in seconds (min 10, max 180) (default 30)
set ace_mapvote_time "180"

// Make last alternative an option to replay the same map (0 = no, 1 = yes) (default 0)
//set ace_mapvote_replay "0"

// Number of "last played maps" to remove from the voting choices.
// 0 = Disable, 1-5 = Enable (default = 0)
set ace_mapvote_last "1"

// if set to 1 the last map in the voting screen will be replaced by "get new selection"
// when voted for it will show another aray of 6 maps you can vote on.
// 0 = off, 1 = on, default = 1
set ace_next_selection "0"

//=========================================================================
====================================
// NEXT MAP VOTE EXTENSION FEATURES
//
// This feature allows you to use the next map voting option in a different way.
// Next map/gametype will not be chosen from the rotation, but from a list specified by the following dvars :
//
// ace_mapvote_gametypes : set the available gametypes on your server you allow to vote for
// ace_map_vote_<gametype>_maps : for each of the gametype that you have set in ace_map_vote_gametypes, you have to
// specify all the maps that you allow to vote for and that are available for that gametype
//
// This helps to avoid voting for incompatible or unwanted maps/gametypes
// Example :
// set ace_map_vote_gametypes "ctf war dm"
// set ace_map_vote_ctf_maps "mp_bloc mp_strike mp_citystreets mp_overgrown"
// set ace_map_vote_war_maps "mp_vacant mp_countdown mp_bog"
// set ace_map_vote_dm_maps "mp_cargoship mp_shipment mp_showdown mp_convoy"
//
// During map vote, 5 couples of map/gametype will be randomly choosen and proposed to the player.
//
// For instance, with the example above :
// Bloc(war)
// Strike(dm)
// Showdown(war)
// Vacant(ctf)
// Overgrown(dm)
//=========================================================================
====================================

//Example dm tdm dom koth sab sdR map voting
//set ace_map_vote_gametypes "dm tdm dom koth sab sd"
//set ace_map_vote_tdm_maps "mp_crash_snow mp_backlot mp_bloc mp_citystreets mp_convoy mp_countdown mp_crash mp_crossfire mp_farm mp_overgrown mp_pipeline mp_strike mp_vacant mp_carentan mp_creek mp_broadcast mp_burg mp_pripyat mp_brkout_v2 mp_burgundy mp_warehouse_ext mp_vertical mp_matroska mp_fruville_final mp_bog mp_cargoship mp_shipment2 mp_showdown mp_killhouse mp_woodland_beta3"
//set ace_map_vote_dm_maps "mp_crash_snow mp_backlot mp_bloc mp_bog mp_cargoship mp_citystreets mp_convoy mp_countdown mp_crash mp_crossfire mp_farm mp_overgrown mp_pipeline mp_shipment2 mp_showdown mp_strike mp_vacant mp_carentan mp_creek mp_broadcast mp_killhouse mp_burg mp_pripyat mp_brkout_v2 mp_burgundy mp_woodland_beta3 mp_warehouse_ext mp_vertical mp_matroska mp_fruville_final"
//set ace_map_vote_sd_maps "mp_crash_snow mp_cargoship mp_backlot mp_bloc mp_bog mp_citystreets mp_convoy mp_countdown mp_crash mp_crossfire mp_farm mp_overgrown mp_pipeline mp_shipment mp_showdown mp_strike mp_vacant mp_carentan mp_creek mp_broadcast mp_killhouse mp_pripyat mp_brkout_v2 mp_burgundy mp_vertical mp_matroska mp_fruville_final"
//set ace_map_vote_dom_maps "mp_crash_snow mp_backlot mp_bloc mp_citystreets mp_convoy mp_countdown mp_crash mp_crossfire mp_farm mp_overgrown mp_pipeline mp_strike mp_vacant mp_carentan mp_creek mp_broadcast mp_burg mp_pripyat mp_brkout_v2 mp_burgundy mp_vertical mp_matroska mp_fruville_final"
//set ace_map_vote_koth_maps "mp_crash_snow mp_backlot mp_bloc mp_citystreets mp_convoy mp_countdown mp_crash mp_crossfire mp_farm mp_overgrown mp_pipeline mp_strike mp_vacant mp_carentan mp_creek mp_broadcast mp_burg mp_pripyat mp_brkout_v2 mp_burgundy mp_vertical mp_matroska mp_fruville_final"
//set ace_map_vote_sab_maps "mp_crash_snow mp_backlot mp_bloc mp_citystreets mp_convoy mp_countdown mp_crash mp_crossfire mp_farm mp_overgrown mp_pipeline mp_strike mp_vacant mp_carentan mp_creek mp_broadcast mp_burg mp_pripyat mp_brkout_v2 mp_burgundy mp_fruville_final"
//*************************************************************************
***************************************************************************
******************
// Player number based map rotation controller
//*************************************************************************
***************************************************************************
******************
// here you can set your server to use custom map rotations based on the ammount of players on the server at that time, as more people
// join the server, the game will use a different rotation is you set it too. If enabled this will kick in after the first gametype/map and is checked
// again at the end of a map to ensure the amount of players is detected before the next map begins.

// player based rotation global HIER KANN MAN ES EINSCHALTEN!!!
// 0 = disable, 1 = enable, default = 0
set ace_pbrotate "1"

// this is the maximum number of players before your server 'outgrows' the SMALL map rotation. It will automatically use this if the amount of players
// falls below this number too. HIER DIE MAXIMALE ANZAHL FÜR KLEINE MAPS!!!! ALLES UEBER 4 SPIELT MITTLERE MAPS!!!
// min = 0, max = 64, default = 0;
set ace_pbrsmall "4"

// this is the maximum number of players before your server 'outgrows' the MEDIUM map rotation. It will automatically uses this if the amount of players
// outgrows the small rotation or if the amount of players drops to this after using the large player based rotation. scr_small_rotation_limit will cause the
// medium map rotation to be used. HIER DIE MAXIMALE ANZAHL FUER MITTLERE MAPS!!!! ALLES UEBER 18 SPIELT GROSSE MAPS!!!
// min = 0, max = 64, default = 0;
set ace_pbrmedium "18"

// This cvar sets your small map rotation. Use it exactly like you would sv_maprotation. BEI UNS LAUFEN BIS 4 SPIELER REINE ARENA-MAPS!
// [map rotation]
set scr_small_rotation "gametype dm map mp_bog map mp_cargoship map mp_shipment2 map mp_showdown map mp_killhouse map mp_woodland_beta3"

// This cvar sets your medium map rotation. Use it exactly like you would sv_maprotation. AB 4 SPIELER LAUFEN DIESE MAPS!!
// [map rotation]
set scr_med_rotation "gametype dm map mp_crash_snow map mp_backlot map mp_bloc map mp_citystreets map mp_convoy map mp_countdown map mp_crash map mp_crossfire map mp_farm map mp_overgrown map mp_pipeline map mp_showdown map mp_strike map mp_vacant map mp_carentan map mp_creek map mp_broadcast map mp_burgundy map mp_warehouse_ext map mp_vertical map mp_matroska map mp_fruville_final"

// This cvar sets your large map rotation. Use it exactly like you would sv_maprotation. AB 18 SPIELER WERDEN RIESIGE MAPS GESPIELT!!
// [map rotation]
set scr_large_rotation "gametype dm map mp_burg mp_pripyat map mp_brkout_v2"

//set g_gametype "dm"
//set sv_mapRotationCurrent "gametype war map mp_bacalao gametype war map mp_brkout_v2 gametype war map mp_burgundy_bulls gametype war map mp_village gametype war map mp_carpark gametype war map mp_deserted gametype war map mp_pripyat gametype war map mp_recondelta gametype war gametype war map mp_killhouse gametype war map mp_creek gametype war map mp_bloc gametype war map mp_carentan gametype war map mp_broadcast gametype war map mp_citystreets gametype war map mp_convoy gametype war map mp_countdown gametype war map mp_crash gametype war map mp_crossfire gametype war map mp_farm gametype war map mp_overgrown gametype war map mp_pipeline gametype war map mp_showdown gametype war map mp_strike gametype war map mp_vacant"

//*************************************************************************
**************************************************
// rotation examples
//*************************************************************************
**************************************************
//*************************************************************************
**************************************************
// DM -- FREE FOR ALL DEATHMATCH
//*************************************************************************
**************************************************
set sv_mapRotation "gametype dm map mp_crash_snow map mp_backlot map mp_bloc map mp_bog map mp_cargoship map mp_citystreets map mp_convoy map mp_countdown map mp_crash map mp_crossfire map mp_farm map mp_overgrown map mp_pipeline map mp_shipment2 map mp_showdown map mp_strike map mp_vacant map mp_carentan map mp_creek map mp_broadcast map mp_killhouse map mp_burg mp_pripyat map mp_brkout_v2 map mp_burgundy map mp_woodland_beta3 map mp_warehouse_ext map mp_vertical map mp_matroska map mp_fruville_final"

//*************************************************************************
**************************************************
// DOM -- DOMINATION
//*************************************************************************
**************************************************
set sv_mapRotation "gametype dom map mp_crash_snow map mp_backlot map mp_bloc map mp_citystreets map mp_convoy map mp_countdown map mp_crash map mp_crossfire map mp_farm map mp_overgrown map mp_pipeline map mp_strike map mp_vacant map mp_carentan map mp_creek map mp_broadcast map mp_burg map mp_pripyat map mp_brkout_v2 map mp_burgundy map mp_vertical map mp_matroska map mp_fruville_final"
//*************************************************************************
**************************************************
// KOTH -- HEADQUARTERS
//*************************************************************************
**************************************************
set sv_mapRotation "gametype koth map mp_crash_snow map mp_backlot map mp_bloc map mp_citystreets map mp_convoy map mp_countdown map mp_crash map mp_crossfire map mp_farm map mp_overgrown map mp_pipeline map mp_strike map mp_vacant map mp_carentan map mp_creek map mp_broadcast map mp_burg map mp_pripyat map mp_brkout_v2 map mp_burgundy map mp_vertical map mp_matroska map mp_fruville_final"

//*************************************************************************
**************************************************
// SAB -- SABOTAGE
//*************************************************************************
**************************************************
set sv_mapRotation "gametype sab map mp_crash_snow map mp_backlot map mp_bloc map mp_citystreets map mp_convoy map mp_countdown map mp_crash map mp_crossfire map mp_farm map mp_overgrown map mp_pipeline map mp_strike map mp_vacant map mp_carentan map mp_creek map mp_broadcast map mp_burg map mp_pripyat map mp_brkout_v2 map mp_burgundy map mp_fruville_final"

//*************************************************************************
**************************************************
// SD -- SEARCH & DESTROY
//*************************************************************************
**************************************************
set sv_mapRotation "mp_crash_snow map mp_cargoship map mp_backlot map mp_bloc map mp_bog map mp_citystreets map mp_convoy map mp_countdown map mp_crash map mp_crossfire map mp_farm map mp_overgrown map mp_pipeline map mp_shipment map mp_showdown map mp_strike map mp_vacant map mp_carentan map mp_creek map mp_broadcast map mp_killhouse map mp_pripyat map mp_brkout_v2 map mp_burgundy map mp_vertical map mp_matroska map mp_fruville_final"

//*************************************************************************
**************************************************
// CTF -- CAPTURE THE FLAG
//*************************************************************************
**************************************************
//set sv_mapRotation "map mp_crash_snow map mp_cargoship map mp_backlot map mp_bloc map mp_bog map mp_citystreets map mp_convoy map mp_countdown map mp_crash map mp_crossfire map mp_farm map mp_overgrown map mp_pipeline map mp_shipment map mp_showdown map mp_strike map mp_vacant map mp_carentan map mp_creek map mp_broadcast map mp_killhouse map mp_brkout_v2"

//*************************************************************************
**************************************************
// CTFB -- CAPTURE THE FLAG BACK
//*************************************************************************
**************************************************
//set sv_mapRotation "map mp_crash_snow map mp_cargoship map mp_backlot map mp_bloc map mp_bog map mp_citystreets map mp_convoy map mp_countdown map mp_crash map mp_crossfire map mp_farm map mp_overgrown map mp_pipeline map mp_shipment map mp_showdown map mp_strike map mp_vacant map mp_carentan map mp_creek map mp_broadcast map mp_killhouse"

//*************************************************************************
**************************************************
// HTF -- HOLD THE FLAG
//*************************************************************************
**************************************************
//set sv_mapRotation "map mp_crash_snow map mp_cargoship map mp_backlot map mp_bloc map mp_bog map mp_citystreets map mp_convoy map mp_countdown map mp_crash map mp_crossfire map mp_farm map mp_overgrown map mp_pipeline map mp_shipment map mp_showdown map mp_strike map mp_vacant map mp_carentan map mp_creek map mp_broadcast map mp_killhouse"

//*************************************************************************
**************************************************
// CH -- CAPTURE AND HOLD
//*************************************************************************
**************************************************
//set sv_mapRotation "map mp_crash_snow map mp_cargoship map mp_backlot map mp_bloc map mp_bog map mp_citystreets map mp_convoy map mp_countdown map mp_crash map mp_crossfire map mp_farm map mp_overgrown map mp_pipeline map mp_shipment map mp_showdown map mp_strike map mp_vacant map mp_carentan map mp_creek map mp_broadcast map mp_killhouse"

//*************************************************************************
**************************************************
// VIP -- VERY IMPORTANT PERSON
//*************************************************************************
**************************************************
//set sv_mapRotation "map mp_crash_snow map mp_backlot map mp_bloc map mp_citystreets map mp_convoy map mp_countdown map mp_crash map mp_crossfire map mp_farm map mp_overgrown map mp_pipeline map mp_strike map mp_vacant map mp_carentan map mp_creek map mp_broadcast map mp_burg map mp_pripyat map mp_brkout_v2 map mp_yard map mp_burgundy"
//*************************************************************************
**************************************************
// WAR -- TEAM DEATH MATCH
//*************************************************************************
**************************************************
set sv_mapRotation "gametype war map mp_crash_snow map mp_backlot map mp_bloc map mp_citystreets map mp_convoy map mp_countdown map mp_crash map mp_crossfire map mp_farm map mp_overgrown map mp_pipeline map mp_strike map mp_vacant map mp_carentan map mp_creek map mp_broadcast map mp_burg map mp_pripyat map mp_brkout_v2 map mp_burgundy map mp_warehouse_ext map mp_vertical map mp_matroska map mp_fruville_final map mp_bog map mp_cargoship map mp_shipment2 map mp_showdown map mp_killhouse map mp_woodland_beta3"



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