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Campaign cycle


oskarg

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I need some help and guidance with campaign rotation, narowly what should i do to make it work.

 

I run server with noquarter 1.1.1

 

I have created pk3 file name camp.pk3

The file contain :

{
 name		"camp 1/3"
 shortname   "cmpgn_k_1"
 description "description"
 maps		"goldrush;snatch3"
 mapTC	   374 374
 type		"wolfmp"
  }
  {
 name		"camp 2/3"
 shortname   "cmpgn_k_2"
 description "description"
 maps		"venice;oasis"
 mapTC	   374 374
 type		"wolfmp"
  }
  {
 name		"camp 3/3"
 shortname   "cmpgn_k_3"
 description "description"
 maps		"fueldump;v2base"
 mapTC	   374 374
 type		"wolfmp"
  }

server config do:

exec campaigncycle.cfg
  set com_watchdog_cmd "vstr d_initial; say watchdog found no map running - restarted mapcycle"

 

and campaigncycle look like this:

 

campaigncycle.cfg

   set d1 "campaign cmpgn_k_1; set nextcampaign vstr d2"
  set d2 "campaign cmpgn_k_2; set nextcampaign vstr d3"
  set d3 "campaign cmpgn_k_3; set nextcampaign vstr d1"


  // server doesn't recognise the campaign command when the gamecode isn't running yet.
  set d_initial "set g_gametype 4; map goldrush; set nextcampaign vstr d2"
  vstr d_initial

 

Now server stops at last map of first campaign and I can't get it jump to next campaign.

 

If anyone of you see waht is wrong and can help me I be greatfull.

Thx

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Why bother with campaign on noquarter? Just use the objectivecycle, which is much easier to work with, and requires no custom campaign pk3 files. Campaigns were more of a work-around to make etpro mod have a version of xp-save, where that option is native in the pub-style mods like noquarter.

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Why bother with campaign on noquarter? Just use the objectivecycle, which is much easier to work with, and requires no custom campaign pk3 files. Campaigns were more of a work-around to make etpro mod have a version of xp-save, where that option is native in the pub-style mods like noquarter.

Do you mean just changing 30 maps ? one after another.

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That would technically be the effect, yes. Campaigns will work, but they seem so unneccesary with pub mods.

 

One of the issues you're likely running into above, is that not all maps work as starting maps or ending maps for campaigns. You generally have to test them to see if they will work.

 

 

"Just for another irritating annoyance, a few custom maps aren't really 100% compatible with campaigns at all, and some maps (including officials) dont work properly at the start or end of campaigns... It's not hard to quickly check though, simply load ET and select to host server, selecting campaign mode and then the map you're thinking of starting off with - you will get a message if the map isnt setup to start a campaign. Radar and Oasis are both safe maps to start off campaigns, while Goldrush and Fueldump are safe for ending campaigns on."

 

I snipped that quote from This Site which is a well written resource on ET, and I've personally referred to it many times when setting up an ET server.

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Thx for answer :)

 

But i found what was wrong.

There where 10 maps in first campaign - I have reduced it to 9 and its working now.

 

I also created 3 diferent files.campaign in script folder, compresed in one .pk3

 

but it should also work with one file. so do as you like,

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Campaigns generally have a limitation of 10 maps. Objectivecyle doesn't. There's a know bug in ET referred to as the pk3-count bug. For some reason campaigns suffer most from this, although I've seen issues with various mods where just one to many pk3 files in the etmain folder can cause the server to crash. General rule of thumb, 10 map pk3 files in the etmain is about the limit. This includes the stock pk3 files that contain the stock maps. While not set in stone, as there are other maps that work, using Oasis or Radar as campaign starters and Fueldump or Goldrush as campaign enders works really well. By default, these maps are known "starting" and "ending" maps.

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