[TF2] MatchMod
MatchMod for TF2
By Hawkeye All the documentation and files will now be released through the website (http://matchmod.net/) Support and release announcements will still be given through this thread. |
Re: [TF2] MatchMod
Usage
Once this mod and the configs are uploaded to the server, you will want to load the mod to generate the config file for some of the key settings. Code:
sm plugins load matchmod The default is below: Code:
// This file was auto-generated by SourceMod (v1.3.1)
Code:
//sv_password "changeme" Note: Assumption here is you have the matchmod_league cvar set to CEVO What should be done is select the map, this can be done via your RCON access. for example for Badlands it would be: Code:
rcon changelevel cp_badlands Code:
sm_matchmod_config cevo-push We can now begin the match sequence by issuing the following command: Code:
sm_matchmod_begin Commands available to players: Chat commands
When six players on a team have readied up, the entire team will automatically be flagged as ready. When both teams are flagged as ready, a 15 second delay will occur to allow for players to ensure they are in match class and have the weapons equipped they want. You will hear a 5 second countdown to go time. After this the match is live and in the first half. At the end of the first half, (30 minutes for 4 caps for Push) the teams will be automatically switched sides and be dropped back into ready-up. The players will need to ready up again to begin the second half. The procedure is identical to the pre-game. If the score is tied at the end of the second half, the team will be placed into a ready up again for a sudden death overtime. At the end of the match, a winner is declared and the mod will execute the "matchmod_servercfgidle" value to restore normal operations. Installing SOAP TF2DM with matchmod You don't need all the plug-ins included in Lange's release, MatchMod actually fills some of the functions of those plug-ins for you. From the SOAP release, you will need to following files /addons/sourcemod/configNow to utilize this with MatchMod, you will want to unload the three plugins before a match begins. This is what the prematch.cfg is designed for.tf2dm.cfg/addons/sourcemod/extensions The Prematch.cfg should look like: PHP Code:
After the match completed we want to restore the server plugins, so postmatch.cfg should look like: PHP Code:
What this feature is really designed to do, is allow server operators who have public server or more social focused community the ability to use their existing servers to run a match, temporarily disabling any plugins that might interfere with the match, then re-enabling then after its over. This with the tf2lobby integration I put into the last version, means it is possible to use empty public servers for lobbies as long as your prematch.cfg removes all the offending plugins (see the OP where the recommended plugins to remain loaded are listed). |
Re: [TF2] MatchMod
Updated, the example configs from before were the wrong set, the right set is here now, and so is the code update with a few extra things.
|
Re: [TF2] MatchMod
Intresting but match servers are not using sourcemod :)
|
Re: [TF2] MatchMod
Nice job! :)
|
Re: [TF2] MatchMod
Quote:
|
Re: [TF2] MatchMod
Updated once again.
Should the logging stay on the entire match period (like now) or should it split into 1st half, 2nd half, and Overtime logs? What makes sense for you guys? |
Re: [TF2] MatchMod
Nice work, using it on our clans server for matches now. Can't wait for the individual ready up and future versions.
Re: the logs, personally I'd prefer them to be kept as a single file. |
Re: [TF2] MatchMod
Not a plugin update, but thinking over the menu integration, not a whole lot would really be able to make it into the menu since most of the options exist as outside .cfg files ued by the mod.
That being said, I made a custom menu for adminmenu_custom.txt for those using the example configs. Code:
"Commands" |
Re: [TF2] MatchMod
Nice work. One problem I have come across is that it never actually starts recording a demo when both teams ready up. I had a look through your code and the recording part seems to be set up properly but on my server I'm not even getting a 'PrintToChatAll' that it has started recording when the first half starts.
|
All times are GMT -4. The time now is 10:03. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.