// 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 mapset 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"
//******************************************************************************// 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 = enableset 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
// This cvar sets your large map rotation.// Use it exactly like you would sv_maprotation.set scr_large_rotation ""
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
//******************************************************************************// 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 = enableset 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 mapset 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