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ACE MOD 1.8 funzt nicht richtig |
Hutsch
Teetrinker
 
Dabei seit: 26.03.2008
Beiträge: 45

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Schonmal Danke für die Info mit den Ranks (dann brauch ich da nichtmehr suchen)
Meine maprotation.cfg:
//*************************************************************************
**************************************************
//COD4 - Server Rotation Config Setup
//*************************************************************************
**************************************************
//Server Configuration File for Call of Duty 4 Multiplayer
//Updated : 15 March 2008 by Wildcard
//Email : wildcard@wildcardsonline.nl
//Support WebSite: http://www.wildcardonline.nl
//This config file controls the Gametype & Rotation settings
//*************************************************************************
**************************************************
//*************************************************************************
**************************************************
// First gametype to load
// "dm" - free for all deathmatch
// "dom" - domination
// "koth" - headquarters
// "sab" - sabotage
// "sd" - search & destroy
// "war" - team deathmatch
// "ctf" - capture the flag
// "ctfb" - capture the flag back
// "htf" - hold the flag
//*************************************************************************
**************************************************
//*************************************************************************
**************************************************
// 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 "30"
//*************************************************************************
**************************************************
// Endgame mapvoting
//*************************************************************************
**************************************************
//=========================================================================
====================================
// Vote for the next map from 7 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 "1"
// Timeout for voting in seconds (min 10, max 180) (default 30)
set ace_mapvote_time "30"
// Make last alternative an option to replay the same map (0 = no, 1 = yes) (default 0)
set ace_mapvote_replay "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_map_vote_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, 7 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 CTF and WAR map voting
//set ace_map_vote_gametypes "ctf war"
//set ace_map_vote_ctf_maps "mp_bloc mp_strike mp_citystreets mp_overgrown mp_showdown mp_countdown mp_cargoship mp_farm"
//set ace_map_vote_war_maps "mp_pipeline mp_bog"
//*************************************************************************
***************************************************************************
******************
// 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.
// NOTE! If the next map vote with gametypes is enabled it will override the playerbased mapvoting
// NOTE! If mapvoting is enabled is enabled it will take maps from the playerbased rotation thats active
// player based rotation global
// 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.
// 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.
// min = 0, max = 64, default = 0;
//set ace_pbrmedium "11"
// This cvar sets your small map rotation. Use it exactly like you would sv_maprotation.
// [map rotation]
//set scr_small_rotation "gametype war map mp_cargoship map mp_bloc map mp_bog"
// This cvar sets your medium map rotation. Use it exactly like you would sv_maprotation.
// [map rotation]
//set scr_med_rotation "gametype war map mp_citystreets map mp_countdown map mp_crash"
// This cvar sets your large map rotation. Use it exactly like you would sv_maprotation.
// [map rotation]
//set scr_large_rotation "gametype war map mp_crash_snow map mp_citystreets map mp_bloc map mp_bog map mp_cargoship map mp_backlot 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"
set g_gametype "mp"
set sv_mapRotationCurrent ""
//*************************************************************************
**************************************************
// 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_shipment map mp_showdown map mp_strike map mp_vacant"
//*************************************************************************
**************************************************
// DOM -- DOMINATION
//*************************************************************************
**************************************************
//set sv_mapRotation "gametype dom 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_shipment map mp_showdown map mp_strike map mp_vacant"
//*************************************************************************
**************************************************
// KOTH -- HEADQUARTERS
//*************************************************************************
**************************************************
//set sv_mapRotation "gametype koth 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_shipment map mp_showdown map mp_strike map mp_vacant"
//*************************************************************************
**************************************************
// SAB -- SABOTAGE
//*************************************************************************
**************************************************
//set sv_mapRotation "gametype sab 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_shipment map mp_showdown map mp_strike map mp_vacant"
//*************************************************************************
**************************************************
// SD -- SEARCH & DESTROY
//*************************************************************************
**************************************************
//set sv_mapRotation "gametype sd 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"
//*************************************************************************
**************************************************
// CTF -- CAPTURE THE FLAG
//*************************************************************************
**************************************************
//set sv_mapRotation "gametype ctf 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"
//*************************************************************************
**************************************************
// CTFB -- CAPTURE THE FLAG BACK
//*************************************************************************
**************************************************
//set sv_mapRotation "gametype ctfb 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"
//*************************************************************************
**************************************************
// HTF -- HOLD THE FLAG
//*************************************************************************
**************************************************
//set sv_mapRotation "gametype htf 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"
//*************************************************************************
**************************************************
// WAR -- TEAM DEATH MATCH
//*************************************************************************
**************************************************
set sv_mapRotation "gametype war map mp_rdx_snipers_run_v2 map mp_crash_snow map mp_citystreets map mp_bloc map mp_bog map mp_cargoship map mp_backlot 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"
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Poste mal bitte die letzten 150 Zeilen des console_mp.log, zu Finden im Modordner. Passwörter und GUID's bitte entfernen...
ToM
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