Author Topic: Player Based Map Rotation Problem  (Read 963 times)

Offline Mari

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Player Based Map Rotation Problem
« on: November 28, 2010, 09:58:37 am »
Code: [Select]
// 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 "8"

// 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 "18"

// place 1 map here first -- Starting map
set sv_mapRotation "gametype war map mp_sps_sidesniper"

// set your SMALL map rotation.
// Use it exactly like you would sv_maprotation.
set scr_small_rotation "gametype war map mp_sps_old_west map mp_dog_fight map mp_hidden map mp_sps_sidesniper map mp_north_pole_v2 map mp_mhz_sotf2 map mp_ls_round_square map mp_sps_carguero map mp_mhz_cy_1 map mp_islands map mp_mhz_sa_b map mp_ps_drop_dead map mp_sps_arena map mp_wst_castle_v1 map mp_sps_castillo map mp_ps_squareoval"

// set your MEDIUM map rotation.
// Use it exactly like you would sv_maprotation.
set scr_med_rotation "gametype war map mp_mhz_beach_b map mp_sps_second_c map mp_sps_forest map mp_mhz_trenches map mp_mhz_marialva1 map mp_mhz_sotf2 map mp_sps_sidesniper map mp_sps_old_west map mp_sps_castillo map mp_mhz_the_docks map mp_sps_islands map mp_sps_hip-hop_arena map mp_sk_dcliff_b1 map mp_ls_sub_marine map mp_mhz_farm_b map mp_sk_square map map mp_mhz_ruins1 map mp_tlotd_ab_v2 map mp_mhz_freeport map mp_mhz_dsday map mp_sps_substation map mp_sls_serenity map mp_mhz_sa_b map mp_sps_villasniper map mp_mhz_ambush_v2 map mp_sps_village map mp_mhz_village_b2 map mp_mhz_cem_b2 map mp_ps_squareoval"

// set your LARGE map rotation.
// Use it exactly like you would sv_maprotation.
set scr_large_rotation "gametype war map mp_tlotd_ab_v2 map mp_sk_square map mp_sk_dcliff_b1 map mp_mhz_beach_b map mp_mhz_seafront map mp_sps_deadly_bay map mp_sps_embarcadero map mp_fr_village_snipe_v2 map mp_mhz_cem_b2 map mp_fr_thepass_s1 map mp_uhs_wasteland map mp_war_bay_2 map mp_southern_comfort map mp_sk_swamp map mp_sps_chinese_t map mp_sps_rockisland map map mp_mhz_sba_v1 map mp_tlotd_the_blood_forest map mp_sls_serenity map mp_fr_royceworld_v1 map mp_mhz_ambush_v2 map mp_mhz_skunk map mp_mhz_vok_p map mp_mhz_the_docks"

This is the rotation we use but the server will not rotate from the starting map mp_sps_sidesniper it just stays on there. I tried to go on the server and use the rcon command map_rotate to get to the next map but it just heads over to Backlot. Is there anything I did wrong on the rotation?

Offline Mari

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Re: Player Based Map Rotation Problem
« Reply #1 on: November 28, 2010, 10:26:58 am »
Update:

It rotates fine the first time to mp_sps_old_west which is the first map in small rotation but after that it directly rotates back to mp_sps_sidesniper again which is the starting map and then stays on there. Means after the map is over it just restarts.

Offline Joker{eXtreme}

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Re: Player Based Map Rotation Problem
« Reply #2 on: November 28, 2010, 12:43:02 pm »
Where did this come from?

// place 1 map here first -- Starting map
set sv_mapRotation "gametype war map mp_sps_sidesniper"

Offline Mari

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Re: Player Based Map Rotation Problem
« Reply #3 on: November 28, 2010, 01:07:44 pm »
Well it has been in there as I opened it ... could be that 1 of the server admins placed it there.

Offline Joker{eXtreme}

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Re: Player Based Map Rotation Problem
« Reply #4 on: November 28, 2010, 01:10:06 pm »
It is not in any of the stock download configs.  Remove it and restart your server, see how that goes.

Offline Mari

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Re: Player Based Map Rotation Problem
« Reply #5 on: November 28, 2010, 01:46:05 pm »
It loads Backlot now and does not load any custom map at all. I have specified the small, medium & large rotation as above but haven't specified any sv_mapRotation.

Offline Joker{eXtreme}

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Re: Player Based Map Rotation Problem
« Reply #6 on: November 28, 2010, 01:50:24 pm »
Lets see your entire maprotation.cfg please

Offline Mari

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Re: Player Based Map Rotation Problem
« Reply #7 on: November 28, 2010, 01:51:49 pm »
Code: [Select]
//******************************************************************************
// 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 "0"

// rotate map if server is empty for the set number of minutes
// 0 = disable
// 1 - 1440 = minutes (default)
set ex_rotate_if_empty "10"


//******************************************************************************
// 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 "8"

// 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 "18"

// place 1 map here first -- Starting map
// set sv_mapRotation "gametype war map mp_sps_sidesniper"

// set your SMALL map rotation.
// Use it exactly like you would sv_maprotation.
set scr_small_rotation "gametype war map mp_sps_old_west map mp_dog_fight map mp_hidden map mp_sps_sidesniper map mp_north_pole_v2 map mp_mhz_sotf2 map mp_ls_round_square map mp_sps_carguero map mp_mhz_cy_1 map mp_islands map mp_mhz_sa_b map mp_ps_drop_dead map mp_sps_arena map mp_wst_castle_v1 map mp_sps_castillo map mp_ps_squareoval"

// set your MEDIUM map rotation.
// Use it exactly like you would sv_maprotation.
set scr_med_rotation "gametype war map mp_mhz_beach_b map mp_sps_second_c map mp_sps_forest map mp_mhz_trenches map mp_mhz_marialva1 map mp_mhz_sotf2 map mp_sps_sidesniper map mp_sps_old_west map mp_sps_castillo map mp_mhz_the_docks map mp_sps_islands map mp_sps_hip-hop_arena map mp_sk_dcliff_b1 map mp_ls_sub_marine map mp_mhz_farm_b map mp_sk_square map map mp_mhz_ruins1 map mp_tlotd_ab_v2 map mp_mhz_freeport map mp_mhz_dsday map mp_sps_substation map mp_sls_serenity map mp_mhz_sa_b map mp_sps_villasniper map mp_mhz_ambush_v2 map mp_sps_village map mp_mhz_village_b2 map mp_mhz_cem_b2 map mp_ps_squareoval"

// set your LARGE map rotation.
// Use it exactly like you would sv_maprotation.
set scr_large_rotation "gametype war map mp_tlotd_ab_v2 map mp_sk_square map mp_sk_dcliff_b1 map mp_mhz_beach_b map mp_mhz_seafront map mp_sps_deadly_bay map mp_sps_embarcadero map mp_fr_village_snipe_v2 map mp_mhz_cem_b2 map mp_fr_thepass_s1 map mp_uhs_wasteland map mp_war_bay_2 map mp_southern_comfort map mp_sk_swamp map mp_sps_chinese_t map mp_sps_rockisland map map mp_mhz_sba_v1 map mp_tlotd_the_blood_forest map mp_sls_serenity map mp_fr_royceworld_v1 map mp_mhz_ambush_v2 map mp_mhz_skunk map mp_mhz_vok_p map mp_mhz_the_docks"



//******************************************************************************
// 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 "war"


//******************************************************************************
// Map Rotation (only activate ONE sv_maprotation line)
//******************************************************************************
// DM -- FREE FOR ALL DEATHMATCH
//set sv_mapRotation "gametype dm map mp_backlot map mp_bloc map mp_bog map mp_broadcast map mp_carentan map mp_cargoship map mp_citystreets map mp_convoy map mp_countdown map mp_crash map mp_crash_snow map mp_creek map mp_crossfire map mp_farm map mp_killhouse 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_backlot map mp_bloc map mp_bog map mp_broadcast map mp_carentan map mp_cargoship map mp_citystreets map mp_convoy map mp_countdown map mp_crash map mp_crash_snow map mp_creek map mp_crossfire map mp_farm map mp_killhouse 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_backlot map mp_bloc map mp_bog map mp_broadcast map mp_carentan map mp_cargoship map mp_citystreets map mp_convoy map mp_countdown map mp_crash map mp_crash_snow map mp_creek map mp_crossfire map mp_farm map mp_killhouse 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_backlot map mp_bloc map mp_bog map mp_broadcast map mp_carentan map mp_cargoship map mp_citystreets map mp_convoy map mp_countdown map mp_crash map mp_crash_snow map mp_creek map mp_crossfire map mp_farm map mp_killhouse 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_backlot map mp_bloc map mp_bog map mp_broadcast map mp_carentan map mp_cargoship map mp_citystreets map mp_convoy map mp_countdown map mp_crash map mp_crash_snow map mp_creek map mp_crossfire map mp_farm map mp_killhouse 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_sps_bunkers map mp_ls_arena  map mp_mhz_death_arena1  map mp_ls_marktplace map mp_mhz_marialva1 map mp_ls_round_square map mp_ls_sub_marine map mp_mhz_beach_b map mp_mhz_freeport map mp_mhz_ruins1 map mp_mhz_sa_b map mp_mhz_sba_v1 map mp_ps_squareoval map mp_sidesnipe map mp_sk_dcliff_b1 map mp_sk_square map mp_sps_deadly_bay map mp_sps_forest map mp_sps_hip-hop_arena map mp_sps_islands map mp_sps_old_west map mp_sps_sidesniper map mp_mhz_dsday map mp_mhz_sotf2"

// MIXED GAME TYPES
//set sv_mapRotation "gametype war  map mp_killhouse gametype ctfb map mp_broadcast map mp_carentan map mp_creek map mp_killhouse gametype htf map mp_broadcast map mp_carentan map mp_creek map mp_killhouse gametype war map mp_broadcast map mp_carentan map mp_creek map mp_killhouse map mp_backlot gametype ctf map mp_bloc gametype htf map mp_bog gametype dm map mp_cargoship gametype dom map mp_convoy gametype ctfb map mp_countdown gametype ctf map mp_crash gametype htf map mp_crash_snow gametype dm map mp_crossfire gametype war map mp_farm gametype dom map mp_overgrown gametype ctfb map mp_pipeline gametype ctf map mp_shipment gametype htf map mp_showdown gametype dm map mp_strike gametype war map mp_vacant"


//******************************************************************************
// 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 ""


// Starting Map
//------------------------------------------------------------------------------
//map mp_killhouse

Offline Joker{eXtreme}

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Re: Player Based Map Rotation Problem
« Reply #8 on: November 28, 2010, 02:00:54 pm »
Replace

-- // set sv_mapRotation "gametype war map mp_sps_sidesniper"

with this

-- set sv_mapRotation "gametype war map mp_sps_old_west"

map_rotate follows your small rotation now

Offline TnT_Jeta1

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Re: Player Based Map Rotation Problem
« Reply #9 on: November 28, 2010, 02:01:33 pm »
You're missing

Code: [Select]
// This cvar sets your large map rotation.
// Use it exactly like you would sv_maprotation.
set scr_large_rotation ""


Don't know if that is the problem.
Hope it helps,
Jeta1

Offline Mari

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Re: Player Based Map Rotation Problem
« Reply #10 on: November 28, 2010, 02:06:23 pm »
Thanks guys! It is working fine now!

Very much appretiated!

Offline Joker{eXtreme}

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Re: Player Based Map Rotation Problem
« Reply #11 on: November 28, 2010, 02:08:23 pm »
Quote from: "TnT_Jeta1";p="36289"
You're missing

Code: [Select]
// This cvar sets your large map rotation.
// Use it exactly like you would sv_maprotation.
set scr_large_rotation ""


Don't know if that is the problem.
Hope it helps,
Jeta1

He's got it in there ;)

Offline Mari

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Re: Player Based Map Rotation Problem
« Reply #12 on: November 29, 2010, 09:43:07 am »
Well the server is still stuck but now on mp_sps_old_west ... here's the entire maprotation.cfg again hope somebody can tell me the mistake I did.

Code: [Select]
//******************************************************************************
// 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 "0"

// rotate map if server is empty for the set number of minutes
// 0 = disable
// 1 - 1440 = minutes (default)
set ex_rotate_if_empty "10"


//******************************************************************************
// 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 "8"

// 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 "18"

// place 1 map here first -- Starting map
set sv_mapRotation "gametype war map mp_sps_old_west"

// set your SMALL map rotation.
// Use it exactly like you would sv_maprotation.
set scr_small_rotation "gametype war map mp_sps_old_west map mp_dog_fight map mp_hidden map mp_sps_sidesniper map mp_north_pole_v2 map mp_mhz_sotf2 map mp_ls_round_square map mp_sps_carguero map mp_mhz_cy_1 map mp_islands map mp_mhz_sa_b map mp_ps_drop_dead map mp_sps_arena map mp_wst_castle_v1 map mp_sps_castillo map mp_ps_squareoval"

// set your MEDIUM map rotation.
// Use it exactly like you would sv_maprotation.
set scr_med_rotation "gametype war map mp_mhz_beach_b map mp_sps_second_c map mp_sps_forest map mp_mhz_trenches map mp_mhz_marialva1 map mp_mhz_sotf2 map mp_sps_sidesniper map mp_sps_old_west map mp_sps_castillo map mp_mhz_the_docks map mp_sps_islands map mp_sps_hip-hop_arena map mp_sk_dcliff_b1 map mp_ls_sub_marine map mp_mhz_farm_b map mp_sk_square map map mp_mhz_ruins1 map mp_tlotd_ab_v2 map mp_mhz_freeport map mp_mhz_dsday map mp_sps_substation map mp_sls_serenity map mp_mhz_sa_b map mp_sps_villasniper map mp_mhz_ambush_v2 map mp_sps_village map mp_mhz_village_b2 map mp_mhz_cem_b2 map mp_ps_squareoval"

// set your LARGE map rotation.
// Use it exactly like you would sv_maprotation.
set scr_large_rotation "gametype war map mp_tlotd_ab_v2 map mp_sk_square map mp_sk_dcliff_b1 map mp_mhz_beach_b map mp_mhz_seafront map mp_sps_deadly_bay map mp_sps_embarcadero map mp_fr_village_snipe_v2 map mp_mhz_cem_b2 map mp_fr_thepass_s1 map mp_uhs_wasteland map mp_war_bay_2 map mp_southern_comfort map mp_sk_swamp map mp_sps_chinese_t map mp_sps_rockisland map map mp_mhz_sba_v1 map mp_tlotd_the_blood_forest map mp_sls_serenity map mp_fr_royceworld_v1 map mp_mhz_ambush_v2 map mp_mhz_skunk map mp_mhz_vok_p map mp_mhz_the_docks"



//******************************************************************************
// 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 "war"


//******************************************************************************
// Map Rotation (only activate ONE sv_maprotation line)
//******************************************************************************
// DM -- FREE FOR ALL DEATHMATCH
//set sv_mapRotation "gametype dm map mp_backlot map mp_bloc map mp_bog map mp_broadcast map mp_carentan map mp_cargoship map mp_citystreets map mp_convoy map mp_countdown map mp_crash map mp_crash_snow map mp_creek map mp_crossfire map mp_farm map mp_killhouse 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_backlot map mp_bloc map mp_bog map mp_broadcast map mp_carentan map mp_cargoship map mp_citystreets map mp_convoy map mp_countdown map mp_crash map mp_crash_snow map mp_creek map mp_crossfire map mp_farm map mp_killhouse 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_backlot map mp_bloc map mp_bog map mp_broadcast map mp_carentan map mp_cargoship map mp_citystreets map mp_convoy map mp_countdown map mp_crash map mp_crash_snow map mp_creek map mp_crossfire map mp_farm map mp_killhouse 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_backlot map mp_bloc map mp_bog map mp_broadcast map mp_carentan map mp_cargoship map mp_citystreets map mp_convoy map mp_countdown map mp_crash map mp_crash_snow map mp_creek map mp_crossfire map mp_farm map mp_killhouse 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_backlot map mp_bloc map mp_bog map mp_broadcast map mp_carentan map mp_cargoship map mp_citystreets map mp_convoy map mp_countdown map mp_crash map mp_crash_snow map mp_creek map mp_crossfire map mp_farm map mp_killhouse 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_sps_bunkers map mp_ls_arena  map mp_mhz_death_arena1  map mp_ls_marktplace map mp_mhz_marialva1 map mp_ls_round_square map mp_ls_sub_marine map mp_mhz_beach_b map mp_mhz_freeport map mp_mhz_ruins1 map mp_mhz_sa_b map mp_mhz_sba_v1 map mp_ps_squareoval map mp_sidesnipe map mp_sk_dcliff_b1 map mp_sk_square map mp_sps_deadly_bay map mp_sps_forest map mp_sps_hip-hop_arena map mp_sps_islands map mp_sps_old_west map mp_sps_sidesniper map mp_mhz_dsday map mp_mhz_sotf2"

// MIXED GAME TYPES
//set sv_mapRotation "gametype war  map mp_killhouse gametype ctfb map mp_broadcast map mp_carentan map mp_creek map mp_killhouse gametype htf map mp_broadcast map mp_carentan map mp_creek map mp_killhouse gametype war map mp_broadcast map mp_carentan map mp_creek map mp_killhouse map mp_backlot gametype ctf map mp_bloc gametype htf map mp_bog gametype dm map mp_cargoship gametype dom map mp_convoy gametype ctfb map mp_countdown gametype ctf map mp_crash gametype htf map mp_crash_snow gametype dm map mp_crossfire gametype war map mp_farm gametype dom map mp_overgrown gametype ctfb map mp_pipeline gametype ctf map mp_shipment gametype htf map mp_showdown gametype dm map mp_strike gametype war map mp_vacant"


//******************************************************************************
// 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 ""


// Starting Map
//------------------------------------------------------------------------------
//map mp_killhouse

Offline Joker{eXtreme}

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Re: Player Based Map Rotation Problem
« Reply #13 on: November 29, 2010, 12:48:08 pm »
I would definately set this to 1

set ex_fix_maprotation "0"


Explain what you mean by "server is stuck" -- screenshots help :)

Offline Mari

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Re: Player Based Map Rotation Problem
« Reply #14 on: November 29, 2010, 02:30:57 pm »
1. With "Server is stuck" I meant that the server was stuck on this starting map not rotating through it.

2. I changed set ex_fix_maprotation "0"  to set ex_fix_maprotation "1" but still the server was not going through the rotation.

3. What I did to get the server to work was changing this 'set sv_maprotationcurrent "" ' to '//set sv_maprotationcurrent "" ' after I disabled this it worked just fine for me.

I hope this helps anyone in future out.

Cheers Mari