Raised This Month: $51 Target: $400
 12% 

Dynamic Map Rotations (Nextmap Based on # of Players, Time, etc)


Post New Thread Reply   
 
Thread Tools Display Modes
DontWannaName
Veteran Member
Join Date: Jun 2007
Location: VALVe Land, WA
Old 05-06-2008 , 03:42   Re: Dynamic Map Rotations (Nextmap Based on # of Players, Time, etc)
Reply With Quote #51

What if you put it like
"time_gte" "23:00" and "time_gte" "24:00" would it not read both? I can wait, no rush
__________________

DontWannaName is offline
FLOOR_MASTER
Senior Member
Join Date: Mar 2008
Old 05-06-2008 , 17:12   Re: Dynamic Map Rotations (Nextmap Based on # of Players, Time, etc)
Reply With Quote #52

I uploaded the latest version with the following fixes/additions:
  • Fixed conditional nextmap bug where times weren't properly calculated when both time_lte and time_gte are used in a single conditional nextmap
  • Added sm_unsetnextmap command
  • Added sm_reloaddmr command
DontWannaName: let me know if you run into any issues with my first fix.
FLOOR_MASTER is offline
Jokerz99
Senior Member
Join Date: Apr 2008
Old 05-11-2008 , 12:34   Re: Dynamic Map Rotations (Nextmap Based on # of Players, Time, etc)
Reply With Quote #53

hey floor_master re our convo on irc

can you please add "ability to lock the nextmap when intermission begins"
Jokerz99 is offline
Jokerz99
Senior Member
Join Date: Apr 2008
Old 05-13-2008 , 00:47   Re: Dynamic Map Rotations (Nextmap Based on # of Players, Time, etc)
Reply With Quote #54

I still think it is having issues with two time conditions here is my dmr and it still playing maps even if the time range is not between 12:00 - 22:00

Code:
"rotation"
{
    "start"    "10"
    "10"
    {
        "map"            "cp_dustbowl"
        "default_nextmap"    "20"
            "80"
                {
                    "players_lte"    "12"
                }
    }
    "20"
    {
        "map"            "pl_goldrush"
        "default_nextmap"    "30"
            "120"
            { 
               "players_gte"    "20"
               "time_gte"       "12:00"
               "time_lte"        "22:00"
               
            }            
    }
    "30"
    {
        "map"            "cp_gravelpit"
        "default_nextmap"    "40"
            "10"
                {
                    "players_lte"    "12"
                }
            "130"
            {
               "players_gte"    "20"
               "time_gte"       "12:00"
               "time_lte"        "22:00"
            }
    }
    "40"
    {
        "map"            "cp_warpath2"
        "default_nextmap"    "60"
            "10"
                {
                    "players_lte"    "12"
                }
            "50"
            {
               "players_gte"    "20"
               "time_gte"       "12:00"
               "time_lte"        "22:00"
            }

    }
    "50"
    {
        "map"            "tc_hydro"
        "default_nextmap"    "60"
    }
    "60"
    {
        "map"            "cp_badlands"
        "default_nextmap"    "80"
            "10"
                {
                    "players_lte"    "12"
                }

            "70"
            {
               "players_gte"    "20"
               "time_gte"       "12:00"
               "time_lte"        "22:00"
            }

    }
    "70"
    {
        "map"            "avanti_b1"
        "default_nextmap"    "80"
    }
    "80"
    {
        "map"            "cp_granary"
        "default_nextmap"    "90"
            "10"
                {
                    "players_lte"    "12"
                }
            "110"
            { 
               "players_gte"    "20"
               "time_gte"       "12:00"
               "time_lte"        "22:00"
            }
    }
    "90"
    {
        "map"            "cp_labor"
        "default_nextmap"    "100"
            "10"
                {
                    "players_lte"    "12"
                }
    }
    "100"
    {
        "map"            "cp_well"
        "default_nextmap"    "10"
    }
    "110"
    {
        "map"            "cp_fastlane_b1"
        "default_nextmap"    "90"

    }
    "120"
    {
        "map"            "ctf_turbine_v3"
        "default_nextmap"     "30"
    }
    "130"
    {
        "map"            "cp_castle4"
        "default_nextmap"    "40"
    }
}
Jokerz99 is offline
FLOOR_MASTER
Senior Member
Join Date: Mar 2008
Old 05-15-2008 , 01:45   Re: Dynamic Map Rotations (Nextmap Based on # of Players, Time, etc)
Reply With Quote #55

I've uploaded version 0.7 which should address the bug you're experiencing with times, Jokerz. "Locking" the nextmap on intermission is on my to-do list.
FLOOR_MASTER is offline
Koshy
BANNED
Join Date: Jun 2007
Old 06-12-2008 , 23:37   Re: Dynamic Map Rotations (Nextmap Based on # of Players, Time, etc)
Reply With Quote #56

Can this be setup to run before round end and see from a list what people would like to be next? I.E it picks a set of maps based on the configs you gave it... meaning # of players, whats coming up next on the list, etc?

Thanks,
- Koshy
Koshy is offline
BooBooo
New Member
Join Date: Jun 2008
Old 06-23-2008 , 09:49   Re: Dynamic Map Rotations (Nextmap Based on # of Players, Time, etc)
Reply With Quote #57

Hi.

I have for you one question : can I do some random map on one key, like this :

Code:
"rotation"
{
    "start"    "10"
    "10"
    {
        "map"            "scoutshine"
        "map"            "fy_oasis_css"
        "map"            "aim_map"
        "default_nextmap"    "10"
         "20"
        {
            "players_gte"    "10"
        }
    }
    "20"
        "map"            "de_dust2"
        "default_nextmap"    "20"
        {
            "players_lte"    "10"
        }
    }

}
And, when "10" is load, the servers choose the nextmap with one random ?
BooBooo is offline
Downtown1
Veteran Member
Join Date: Mar 2004
Old 06-28-2008 , 18:22   Re: Dynamic Map Rotations (Nextmap Based on # of Players, Time, etc)
Reply With Quote #58

Any chance of making it so when a map or nextmap is set manually, the map rotation resumes from the new map?

i.e. two maps from now it will go to cp_fastlane, but I decide to go to cp_fastlane as the next map. When I now switch to cp_fastlane the nextmap will still be cp_fastlane !
Downtown1 is offline
Freelancer
Senior Member
Join Date: Jun 2007
Location: Bristol , uk
Old 06-29-2008 , 20:38   Re: Dynamic Map Rotations (Nextmap Based on # of Players, Time, etc)
Reply With Quote #59

use dmr_map_key <map name> and just dont pick a map thats is already next in the rota.

I kinda like the way it goes back to the original dmr rota.
Freelancer is offline
Downtown1
Veteran Member
Join Date: Mar 2004
Old 06-29-2008 , 20:41   Re: Dynamic Map Rotations (Nextmap Based on # of Players, Time, etc)
Reply With Quote #60

I don't remember what the map key is, I don't even manage the dmr.txt file. I just like to change the map when the server is empty or a bunch of people speak up. I'm not saying it should be the default, but it would be nice if there was an option to have the rotation sync-up with the current map instead of what it was before.
Downtown1 is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 13:13.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode