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t-bob Mr Floppy
5-Minuten-Ei


Dabei seit: 12.08.2008
Beiträge: 20


map voting (_ex_votemaps.gsc) Auf diesen Beitrag antworten Zitatantwort auf diesen Beitrag erstellen Diesen Beitrag editieren/löschen Diesen Beitrag einem Moderator melden       Zum Anfang der Seite springen

Huhu,
hat jemand eine ahnung wie das mapvotig richtig funzt bei mir kommt immer nur no localized mapname in der auswahl und auch keine standartmaps.
hier mal meine confics
//*************************************************************************
*****
// Call of Duty 4 - eXtreme+ modification
//*************************************************************************
*****
// author : eXtreme+ Support Crew
// email : admin@mycallofduty.com
// website : http://www.mycallofduty.com
//
// mod : X4 : eXtreme+ Warfare
// version : 2.0
// update : June 2008
//*************************************************************************
*****


//*************************************************************************
*****
// End-of-game voting extension
//*************************************************************************
*****
// Global switch for end-game map voting -- MapVoting must be OFF for CTF, CTFB, and HTF
// 0 = disable (default)
// 1 = enable
set ex_mapvote "1"

// Maximum number of maps allowed in voting system
// It doesn't have to match the number of maps you have in the rotation or
// in the map list (config\_ex_votemaps.gsc). This is to cap the voting
// system to a certain number of maps to vote for.
// min = 10 (one page), max = 160 (sixteen pages, default)
set ex_mapvote_max "25"

// The way maps are presented in map voting system
// For options 2 and 3, see related settings in maprotation.cfg
// 0 = normal rotation -- unchanged (default)
// 1 = normal rotation -- random
// 2 = player based rotation -- unchanged
// 3 = player based rotation -- random
// 4 = based on config\_ex_votemaps.gsc -- alpha sorted
// 5 = based on config\_ex_votemaps.gsc -- random
set ex_mapvote_mode "3"

// Time allowed for voting maps in seconds
// min = 10, max = 180 (default = 30)
set ex_mapvote_time "12"

// Time allowed for voting game type in seconds (mode 4 and 5 only)
// min = 10, max = 180 (default = 10)
set ex_mapvote_time_gt "20"

// Make last candidate an option to replay the same map
// 0 = disabled (default)
// 1 = enabled
set ex_mapvote_replay "1"

// Map vote memory
// Omit maps from the map vote list until they are freed again.
// Enabling this will disable the map replay feature automatically.
// 0 = disabled (default)
// 1 = enabled
set ex_mapvote_memory "0"

// Map vote memory capacity
// The capacity of the memory is key factor in determining how long a map is
// omitted from the map vote list.
// Having a game time of 20 minutes and a memory of 3 maps, it will take one
// hour for the map to be available again.
// min = 2 (if you want only 1, you can simply disable the replay feature)
// max = 160 (auto-cap to 2/3 of number of maps on server, default 3)
set ex_mapvote_memory_max "3"

// Bypass clan voting for the end-game voting system only (all players can participate)
// 0 = disabled (default)
// 1 = enabled
set ex_mapvote_ignore_clanvoting "1"

// Possibility to exclude stock games from the map vote systems.
// WARNING: only remove stock maps if you don't have any of them in the map
// rotation, and you don't want to call a vote for them either.
// 0 = disable (default)
// 1 = enable //must be ENABLED for CTF, CTFB, and HTF
set ex_mapvote_ignore_stock "1"


//*************************************************************************
*****
// Map enviroment settings
//*************************************************************************
*****
// Gravity in percent
// Default gravity is 100. 90 makes gravity 10% less
//set ex_gravity "100"

// Game speed in percent
// Default game speed is 100%. 90 makes game speed 10% less
set ex_speed "100"


//*************************************************************************
*****
// Intermission scoreboard time //Longer Intermission is needed to Create Custom Classes
//*************************************************************************
*****
set scr_intermission_time "15"

//*************************************************************************
*****
// Call of Duty 4 - eXtreme+ modification
//*************************************************************************
*****
// author : eXtreme+ Support Crew
// email : admin@mycallofduty.com
// website : http://www.mycallofduty.com
//
// mod : X4 : eXtreme+ Warfare
// version : 2.0
// update : June 2008
//*************************************************************************
*****


//*************************************************************************
*****
// Map rotation 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 = disable (default)
// 1 = enable (once)
set ex_fix_maprotation "0"

// use random map rotation
// 0 = disable (default)
// 1 = enable
set ex_random_maprotation "1"

// rotate map if server is empty for the set number of minutes
// 0 = disable
// 1 - 1440 = minutes (default)
set ex_rotate_if_empty "5"


//*************************************************************************
*****
// Clear Map Rotation (DO NOT EDIT)
//*************************************************************************
*****
set sv_maprotationcurrent ""


//*************************************************************************
*****
// Player number based map rotation
//*************************************************************************
*****
// here you can set your server to use custom map rotations based on the amount of players
// on the server at that time. As more people join the server, the game will use a different rotation.
// 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 ex_pbrotate "1"

// this is the maximum number of players before the server outgrows the SMALL map rotation,
// and switches to the MEDIUM rotation.
// It will automatically fall back to the SMALL rotation if the number of players drops to this number.
// min = 0, max = 64, default = 0
set ex_pbrsmall "2"

// this is the maximum number of players before the server outgrows the MEDIUM map rotation,
// and switches to the LARGE rotation.
// It will automatically fall back to the MEDIUM rotation if the number of players drops to this number.
// min = 0, max = 64, default = 0
set ex_pbrmedium "4"

// set your SMALL map rotation.
// Use it exactly like you would sv_maprotation.
//set scr_small_rotation ""

// set your MEDIUM map rotation.
// Use it exactly like you would sv_maprotation.
//set scr_med_rotation ""

// set your LARGE map rotation.
// Use it exactly like you would sv_maprotation.
//set scr_large_rotation ""


//*************************************************************************
*****
// First gametype to load (if not specified in sv_mapRotation)
//*************************************************************************
*****
// "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
// WARNING -- Tested Maxiumum of 6 gametypes per map rotation
//set g_gametype "dm"

set sv_mapRotation "gametype war map mp_burgandy gametype war map mp_pb_vantive gametype war map mp_tempest gametype war map mp_bungle gametype war map mp_thehunt_final gametype war map mp_argel gametype war map mp_siege gametype war map mp_hhk_ballroom gametype war map mp_wolfsquare gametype war map mp_crash gametype war map mp_kstoujane gametype war map mp_crossfire gametype war map mp_stonetown gametype war map mp_sps_old_west gametype war map mp_sand_dogs gametype war map mp_rvs_streets_ksk gametype war map mp_inferno gametype war map mp_xi_jordan gametype war map mp_beltot gametype war map mp_countdown"


//*************************************************************************
*****
// Map Rotation Stacker
//*************************************************************************
*****
// If you need a very long map rotation, or you just want to organize the map rotation
// into managable chunks, you can split your rotation into several lines by using the
// rotation stacker. You can add as many lines as you like, but always start at 1,
// and don't skip numbers (no gaps)
// WARNING: this feature is not compatible with the player based rotation!
//-------------------------------------------------------------------------
-----
//set sv_mapRotation1 ""
//set sv_mapRotation2 ""
//set sv_mapRotation3 ""

Danke im voraus

Gruß Floppy


--- Edit by Nightwing: Thema angepasst ---

__________________
Gruß Floppy

xfire:tbobmrfloppy

Dieser Beitrag wurde 1 mal editiert, zum letzten Mal von Nightwing: 12.01.2009 18:53.

t-bob Mr Floppy ist offline E-Mail an t-bob Mr Floppy senden Homepage von t-bob Mr Floppy Beiträge von t-bob Mr Floppy suchen Nehmen Sie t-bob Mr Floppy in Ihre Freundesliste auf
Nightwing
Padawan ;-)


images/avatars/avatar-1617.jpg


Dabei seit: 15.01.2007
Beiträge: 4.859


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

Ich tippe drauf, das Dir die Datei _ex_votemaps.gsc im Ordner configs fehlt?

ToM

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t-bob Mr Floppy
5-Minuten-Ei


Dabei seit: 12.08.2008
Beiträge: 20


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

Die hab ich erstellt und in den ordner getan nur passiert nix.Oder müssen die anderen confics da auch rein weil wir bei strato ja feste confics haben und die da nicht im ordner sind.Ist die so richtig?

Floppy


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_burgandy";
//level.ex_maps[level.ex_maps.size-1].longname = "burgandy";
//level.ex_maps[level.ex_maps.size-1].loclname = &"burgandy";
//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_pb_vantive";
//level.ex_maps[level.ex_maps.size-1].longname = "vantive";
//level.ex_maps[level.ex_maps.size-1].loclname = &"vantive";
//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_tempest";
//level.ex_maps[level.ex_maps.size-1].longname = "tempest";
//level.ex_maps[level.ex_maps.size-1].loclname = &"tempest";
//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_bungle";
//level.ex_maps[level.ex_maps.size-1].longname = "bungle";
//level.ex_maps[level.ex_maps.size-1].loclname = &"bungle";
//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_thehunt_final";
//level.ex_maps[level.ex_maps.size-1].longname = "thehunt";
//level.ex_maps[level.ex_maps.size-1].loclname = &"thehunt";
//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_argel";
//level.ex_maps[level.ex_maps.size-1].longname = "argel";
//level.ex_maps[level.ex_maps.size-1].loclname = &"argel";
//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_siege";
//level.ex_maps[level.ex_maps.size-1].longname = "siege";
//level.ex_maps[level.ex_maps.size-1].loclname = &"siege";
//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_hhk_ballroom";
//level.ex_maps[level.ex_maps.size-1].longname = "ballroom";
//level.ex_maps[level.ex_maps.size-1].loclname = &"ballroom";
//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_wolfsquare";
//level.ex_maps[level.ex_maps.size-1].longname = "wolfsquare";
//level.ex_maps[level.ex_maps.size-1].loclname = &"wolfsquare";
//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_kstoujane";
//level.ex_maps[level.ex_maps.size-1].longname = "kstoujane";
//level.ex_maps[level.ex_maps.size-1].loclname = &"kstoujane";
//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_stonetown";
//level.ex_maps[level.ex_maps.size-1].longname = "stonetown";
//level.ex_maps[level.ex_maps.size-1].loclname = &"stonetown";
//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_sps_old_west";
//level.ex_maps[level.ex_maps.size-1].longname = "sps_old_west";
//level.ex_maps[level.ex_maps.size-1].loclname = &"sps_old_west";
//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_sand_dogs";
//level.ex_maps[level.ex_maps.size-1].longname = "sand_dogs";
//level.ex_maps[level.ex_maps.size-1].loclname = &"sand_dogs";
//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_rvs_streets_ksk";
//level.ex_maps[level.ex_maps.size-1].longname = "rsv_streets_ksk";
//level.ex_maps[level.ex_maps.size-1].loclname = &"rsv_streets_ksk";
//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_inferno";
//level.ex_maps[level.ex_maps.size-1].longname = "inferno";
//level.ex_maps[level.ex_maps.size-1].loclname = &"inferno";
//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_xi_jordan";
//level.ex_maps[level.ex_maps.size-1].longname = "xi_jordan";
//level.ex_maps[level.ex_maps.size-1].loclname = &"xi_jordan";
//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_beltot";
//level.ex_maps[level.ex_maps.size-1].longname = "beltot";
//level.ex_maps[level.ex_maps.size-1].loclname = &"beltot";
//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
}

__________________
Gruß Floppy

xfire:tbobmrfloppy

Dieser Beitrag wurde 2 mal editiert, zum letzten Mal von t-bob Mr Floppy: 12.01.2009 17:55.

t-bob Mr Floppy ist offline E-Mail an t-bob Mr Floppy senden Homepage von t-bob Mr Floppy Beiträge von t-bob Mr Floppy suchen Nehmen Sie t-bob Mr Floppy in Ihre Freundesliste auf
Nightwing
Padawan ;-)


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Dabei seit: 15.01.2007
Beiträge: 4.859


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Zitat:

Original von t-bob Mr Floppy

Die hab ich erstellt und in den ordner getan nur passiert nix.

Richtig, denn die originale Datei hat einen Inhalt, den Du bestimmt nicht miterstellt hast. Hier der Inhalt:

Code einblendenCode angehängt. Klicke hier zum Ein-/Ausblenden

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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 = "mapname";
	//level.ex_maps[level.ex_maps.size-1].longname = "longname";
	//level.ex_maps[level.ex_maps.size-1].loclname = &"longname";
	//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
}


ToM

__________________

Nightwing ist offline E-Mail an Nightwing senden Homepage von Nightwing Beiträge von Nightwing suchen Nehmen Sie Nightwing in Ihre Freundesliste auf
t-bob Mr Floppy
5-Minuten-Ei


Dabei seit: 12.08.2008
Beiträge: 20


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Oben drüber steht meine was ist daran falsch?

Floppy


PS:Habs hinbekommen hab die schrägstriche davorgelassen ich dummie grosses Grinsen

Danke trozdem

Floppy

__________________
Gruß Floppy

xfire:tbobmrfloppy

Dieser Beitrag wurde 1 mal editiert, zum letzten Mal von t-bob Mr Floppy: 12.01.2009 18:39.

t-bob Mr Floppy ist offline E-Mail an t-bob Mr Floppy senden Homepage von t-bob Mr Floppy Beiträge von t-bob Mr Floppy suchen Nehmen Sie t-bob Mr Floppy in Ihre Freundesliste auf
mac1981
5-Minuten-Ei


Dabei seit: 16.07.2006
Beiträge: 15


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du solltest in der gsc config mal die //// weg machen dann geht das auch...



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_burgandy";
level.ex_maps[level.ex_maps.size-1].longname = "burgandy";
level.ex_maps[level.ex_maps.size-1].loclname = &"burgandy";
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_pb_vantive";
level.ex_maps[level.ex_maps.size-1].longname = "vantive";
level.ex_maps[level.ex_maps.size-1].loclname = &"vantive";
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_tempest";
level.ex_maps[level.ex_maps.size-1].longname = "tempest";
level.ex_maps[level.ex_maps.size-1].loclname = &"tempest";
level.ex_maps[level.ex_maps.size-1].gametype = "dm dom koth sab sd war ctf ctfb htf";

usw.....

Greetz M@C1981

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