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fysiks
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Join Date: Sep 2007
Location: Flatland, USA
Old 11-02-2018 , 23:53   Re: Polymorph: Mod Manager
Reply With Quote #949

Quote:
Originally Posted by shady101 View Post
when the server restarts, or the map is changed by an admin, polymorph loads the incorrect plugins instead of the correct plugins according to the map.
Plugins are not configured based on the map. They are only configured based on the mod. If you manually change the map, it will load the mod that is set as "next mod" on that new map. See the answer to your second issue below for more detail on how plugins are configured to run in Polymorph.

If you are looking for static map-based plugins and configuration you can look here and here respectively.

Quote:
Originally Posted by shady101 View Post
Also it doesn't seem to be loading new plugins on map change, only on server restart. Anyway to fix this?
Because plugins cannot be loaded dynamically, they have to be configured prior to a map starting. So, what I do is configure which plugins will run on the next map at the end of the current map hased on what is set as the "next mod".

However, if the current mod and the next mod are the same, it will skip configuring the plugins because it assumes that nothing has changed. So, if by "new plugins" you mean plugins that you added to the mod's config file while that mod is running, then it won't load the plugins that you just added to the list. This can be remedied by unconditionally calling UpdatePluginFile() on line 258.

If you don't need a longer term solution and/or don't want to recompile the plugin, you can simply set the next mod to something other than the current one, change the map then set the next mod back to the mod that you want and change the map again. Note that using the "restart" command in the server console is the same as changing the map.
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Last edited by fysiks; 11-09-2018 at 21:20. Reason: fixed the quoted text
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