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Klick mal mit Rechtsklick deinen Server in Miniadmin an und wähle "Server ändern" aus. Irgendwo in dem nachfolgenden Menü kannst du einen Haken setzen bei "Nutze Maprotation aus Liste" oder so ähnlich.
Anschließend werden nur noch die Maps angezeigt, die in deiner maprotation drin sind und zu denen du bereits Screenshots hast.
Tipp: Hier gibt es bereits eine kleine Screenshotsammlung: TT Mappics für Miniadmin, Ultrastats und Serverboxen (HP)
Wenn etwas fehlt, musst du dir selbst Bildchen basteln oder warten, bis es Updates gibt.
cu Mike
__________________ ++++ To Yoda: Jedi-Meister bekommt Auris zugeschickt. Unmöglich nichts ist ++++
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Dein Link klappt nicht.
Andere Frage: Hast du nach der Änderung Miniadmin neu gestartet?
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Jo, scho klar. Du sollst mal Testen, ob nach Eingabe des Rechtepassworts die Mapliste richtig angezeigt wird. Könnt ich mir gut vorstellen, das erst nach der Passworteingabe die volle RCON Funktionalität gegeben ist.
ToM
__________________

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Hast Du es versehentlich in eine inaktive Rotation geschrieben? Ansonsten könnte es ein Bug sein.
ToM
__________________

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scheibe1
Kühe-Melker
   
Dabei seit: 04.11.2007
Beiträge: 810

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also, erstmal die rotation vom miniadmin:
http://img165.imageshack.us/my.php?image...rotationgg8.jpg
und dann die maprotation.cfg:
//*************************************************************************
**************************************************
//COD4 - Server Rotation Config Setup
//*************************************************************************
**************************************************
//Server Configuration File for Call of Duty 4 Multiplayer
//Updated : May 31 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 "0"
// rotate map if server is empty for the set number of minutes
// 0 = disabled, max = 1440, default = 5
set ace_rotate_if_empty "0"
//*************************************************************************
**************************************************
// 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 "1"
//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 "12"
// 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 "3"
// 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 "1"
//=========================================================================
====================================
// 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 CTF and WAR map voting
//set ace_map_vote_gametypes "dm war sd koth dom"
//set ace_map_vote_sd_maps "mp_carentan mp_broadcast mp_creek mp_killhouse mp_dhc_carentan mp_pow_rld mp_scrap mp_flemishtown mp_burg_b1 mp_rd3 mp_bacalao mp_the_hidden mp_mtl_the_rock mp_backlot_2 mp_pipeline mp_crash"
//set ace_map_vote_war_maps "mp_carentan mp_broadcast mp_creek mp_killhouse mp_dhc_carentan mp_pow_rld mp_scrap mp_flemishtown mp_burg_b1 mp_rd3 mp_bacalao mp_the_hidden mp_mtl_the_rock mp_backlot_2 mp_pipeline mp_crash"
//set ace_map_vote_dm_maps "mp_carentan mp_broadcast mp_creek mp_killhouse mp_dhc_carentan mp_pow_rld mp_scrap mp_flemishtown mp_burg_b1 mp_rd3 mp_bacalao mp_the_hidden mp_mtl_the_rock mp_backlot_2 mp_pipeline mp_crash"
//set ace_map_vote_koth_maps "mp_carentan mp_broadcast mp_creek mp_killhouse mp_dhc_carentan mp_pow_rld mp_scrap mp_flemishtown mp_burg_b1 mp_rd3 mp_bacalao mp_the_hidden mp_mtl_the_rock mp_backlot_2 mp_pipeline mp_crash"
//set ace_map_vote_dom_maps "mp_carentan mp_broadcast mp_creek mp_killhouse mp_dhc_carentan mp_pow_rld mp_scrap mp_flemishtown mp_burg_b1 mp_rd3 mp_bacalao mp_the_hidden mp_mtl_the_rock mp_backlot_2 mp_pipeline mp_crash"
//*************************************************************************
***************************************************************************
******************
// 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
// 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 "dm"
set sv_mapRotationCurrent ""
//*************************************************************************
**************************************************
// rotation examples
//*************************************************************************
**************************************************
//*************************************************************************
**************************************************
// DM -- FREE FOR ALL DEATHMATCH
//*************************************************************************
**************************************************
set sv_mapRotation "gametype dm map mp_carentan gametype dm map mp_broadcast gametype dm map mp_creek gametype dm map mp_killhouse gametype dm map mp_dhc_carentan gametype dm map mp_pow_rld gametype dm map mp_scrap gametype dm map mp_flemishtown gametype dm map mp_burg_b1 gametype dm map mp_rd3 gametype dm map mp_bacalao gametype dm map mp_the_hidden gametype dm map mp_mtl_the_rock gametype dm map mp_backlot_2"
//*************************************************************************
**************************************************
// DOM -- DOMINATION
//*************************************************************************
**************************************************
//set sv_mapRotation "gametype dom map mp_subway 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_subway 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_subway 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_subway 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_subway 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_subway 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_subway 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_carentan map mp_subway map mp_qmx_matmata map mp_crash_snow map mp_village map mp_citystreets map mp_pk_harbor map mp_bloc map mp_offices_v3 map mp_bog map mp_rd3 map mp_cargoship map mp_meanstreet map mp_backlot_2 map mp_convoy map mp_matroska map mp_countdown map mp_pval 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"
und es ist egal, ob ich diese variante nehme, oder die spieltyp bezogenen rotationen. sobald ich während einer map über die console /map_rotate eingebe, rotieren die alten standartmaps, angefangen mit backlot.
es gibt ja schlimmeres auf der welt, aber ich würd es gern wenigstens verstehen, warum das so ist.
__________________ MfG Scheibe

"Wir essen jetzt Opa" / "Wir essen jetzt, Opa" - Satzzeichen retten Leben!!
Dieser Beitrag wurde 1 mal editiert, zum letzten Mal von scheibe1: 06.06.2008 07:04.
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Da Du Mapvoting an hast, solltest Du schon die auskommentierzeichen wegmachen, hab in Deiner Rotation mal rot markiert, was falsch ist und weg muss:
//*************************************************************************
**************************************************
//COD4 - Server Rotation Config Setup
//*************************************************************************
**************************************************
//Server Configuration File for Call of Duty 4 Multiplayer
//Updated : May 31 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 "1"
// use random map rotation
// 0 = disabled, 1 = enable, default = 0
set ace_random_maprotation "0"
// rotate map if server is empty for the set number of minutes
// 0 = disabled, max = 1440, default = 5
set ace_rotate_if_empty "0"
//*************************************************************************
**************************************************
// 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 "1"
//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 "12"
// 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 "3"
// 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 "1"
//=========================================================================
====================================
// 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 CTF and WAR map voting
//set ace_map_vote_gametypes "dm war sd koth dom"
//set ace_map_vote_sd_maps "mp_carentan mp_broadcast mp_creek mp_killhouse mp_dhc_carentan mp_pow_rld mp_scrap mp_flemishtown mp_burg_b1 mp_rd3 mp_bacalao mp_the_hidden mp_mtl_the_rock mp_backlot_2 mp_pipeline mp_crash"
//set ace_map_vote_war_maps "mp_carentan mp_broadcast mp_creek mp_killhouse mp_dhc_carentan mp_pow_rld mp_scrap mp_flemishtown mp_burg_b1 mp_rd3 mp_bacalao mp_the_hidden mp_mtl_the_rock mp_backlot_2 mp_pipeline mp_crash"
//set ace_map_vote_dm_maps "mp_carentan mp_broadcast mp_creek mp_killhouse mp_dhc_carentan mp_pow_rld mp_scrap mp_flemishtown mp_burg_b1 mp_rd3 mp_bacalao mp_the_hidden mp_mtl_the_rock mp_backlot_2 mp_pipeline mp_crash"
//set ace_map_vote_koth_maps "mp_carentan mp_broadcast mp_creek mp_killhouse mp_dhc_carentan mp_pow_rld mp_scrap mp_flemishtown mp_burg_b1 mp_rd3 mp_bacalao mp_the_hidden mp_mtl_the_rock mp_backlot_2 mp_pipeline mp_crash"
//set ace_map_vote_dom_maps "mp_carentan mp_broadcast mp_creek mp_killhouse mp_dhc_carentan mp_pow_rld mp_scrap mp_flemishtown mp_burg_b1 mp_rd3 mp_bacalao mp_the_hidden mp_mtl_the_rock mp_backlot_2 mp_pipeline mp_crash"
//*************************************************************************
***************************************************************************
******************
// 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
// 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 "dm"
set sv_mapRotationCurrent ""
//*************************************************************************
**************************************************
// rotation examples
//*************************************************************************
**************************************************
//*************************************************************************
**************************************************
// DM -- FREE FOR ALL DEATHMATCH
//*************************************************************************
**************************************************
set sv_mapRotation "gametype dm map mp_carentan gametype dm map mp_broadcast gametype dm map mp_creek gametype dm map mp_killhouse gametype dm map mp_dhc_carentan gametype dm map mp_pow_rld gametype dm map mp_scrap gametype dm map mp_flemishtown gametype dm map mp_burg_b1 gametype dm map mp_rd3 gametype dm map mp_bacalao gametype dm map mp_the_hidden gametype dm map mp_mtl_the_rock gametype dm map mp_backlot_2"
//*************************************************************************
**************************************************
// DOM -- DOMINATION
//*************************************************************************
**************************************************
//set sv_mapRotation "gametype dom map mp_subway 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_subway 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_subway 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_subway 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_subway 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_subway 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_subway 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_carentan map mp_subway map mp_qmx_matmata map mp_crash_snow map mp_village map mp_citystreets map mp_pk_harbor map mp_bloc map mp_offices_v3 map mp_bog map mp_rd3 map mp_cargoship map mp_meanstreet map mp_backlot_2 map mp_convoy map mp_matroska map mp_countdown map mp_pval 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"
Test mal, was er jetzt als Rotation schreibt...
ToM
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und was passiert bei /rcon map_rotate oder wenn du zB HLSW nutzt zum rotieren?
__________________ "Mögest du in interessanten Zeiten leben"
Rincewind, Zaubberer
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Impressum ||Datenschutzerklärung
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