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Hockster

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  1. I made some changes to this script and added in changing the round time limit for Obliteration maps, currently defaulting to 20 minutes at 100% round time limit. I'd like to double the timel imit and came up with this change. Not sure if I did this right? // Round End - Server Ticket Changer // settings for insane limits: limit_evaluation: OnRoundOver , limit_first_check: Code if (server.NextGamemode == "Chainlink0") { // chainlink plugin.ServerCommand("vars.gameModeCounter", "200"); plugin.ServerCommand("vars.roundTimeLimit", "140"); plugin.ConsoleWrite("Set 200% ticket count for next round (" + server.NextGamemode + ")"); } else if (server.NextGamemode == "ConquestSmall0") { // cq small plugin.ServerCommand("vars.gameModeCounter", "200"); plugin.ServerCommand("vars.roundTimeLimit", "150"); plugin.ConsoleWrite("Set 200% ticket count for next round (" + server.NextGamemode + ")"); } else if (server.NextGamemode == "obliteration") { // obliteration plugin.ServerCommand("vars.gameModeCounter", "100"); plugin.ServerCommand("vars.roundTimeLimit", "200"); plugin.ConsoleWrite("Set 200% round time limit for next round (" + server.NextGamemode + ")"); } else { // all other modes plugin.ServerCommand("vars.gameModeCounter", "100"); plugin.ServerCommand("vars.roundTimeLimit", "100"); plugin.ConsoleWrite("Set 100% ticket count for next round (" + server.NextGamemode + ")"); }
  2. I just learned that if i uncheck the Insane Limits plugin and reboot the Procon Layer, I lose all my settings. I reconfigured it but now the Limit #1 is saying Enabled/Not Compiled. Where as yesterday it said it was Compiled. Pretty sure I set it back to how it was yesterday. Update - False alarm. I messed up in the copy/paste of the code. It's back to saying Compiled.
  3. Thanks for the change and I think I'm starting to get a grasp on this stuff. I don't have any background in coding. I'm actually in Sales for a living I'll test this new script and will report back.
  4. He is correct. We needed to get official rounds going for it to kick in. We once did it works fine and changes between 2000 and 800 tickets as planned. Again, thank you very much for the help. Much appreciated!!
  5. I should also mention that this was tested on a server with one player and no official round going.
  6. With some much appreciated help from [E4GL] Hedius, we got the script going in Insane Limits. It partially works. The main server config has the default tickets for both CQ Large and Chain Link set at 125%, making Chain Link tickets 1250. The Insane Limits is changing the Conquest LG rounds to 800 tickets, like it should. However it sets Chain Link at 1000, which is the default 100%.
  7. Thank you for the suggestion. I'll definitely try this out. I have Insane Limits installed but have never used it. It looks like i need to do some reading on how it works. I'll report back on if your suggestion worked or not in case anyone else asks the same question.
  8. I am trying to run a mixed map rotation of Chain Link and CQ Large maps. on BF4. I've turned on Allow Map-Specific Presets and created a Custom Preset and add vars.gameModeCounter 100 or vars.gameModeCounter 200 depending on which map it is. My goal is to have Chain Link maps have 2000 tickets and CQ Large maps have 800 tickets. The problem is, after playing a Chain Link map at 200% tickets, when it changes to a CQ Large, it doubles the tickets to 1600. If I restart the map, it will correct itself and set the tickets back to 800. Unfortunately map retarts aren't an option with players on the server. I've tried all sorts of combinations with custom presets vars.gameModeCounter and nothing seems to work in terms of eliminating the need to restart the map a second time for correct tickets. The same issue happens using Adaptive Ticket Count plugin. It would be nice to not have to use just one ticket count for these different modes. Chain Link maps at 1000 tickets are way too short. Anyone have any ideas? Thank you!
  9. Thanks for the response. Good to see peeps are still reading these great boards. Sincece posting, I've literally tried everything I could think of and could never fix it. I think somehow once the vars.gameModeCounter is set to a fixed ticket percentage, making any change do it with a Preset in UMM requires an additional restart on the round for it to kick in. Such as, Changing from a Chain Link map at 200% tickets to a Conquest Large map with 100% tickets, it will double the Conquest tickets to 1600 with the first load of the map. Restarting it will set it back to 100%. Super frustating because Chain Link 1000 ticket rounds are way to short and 400 tickets for a CQ Small map isn't enough.
  10. Not sure how much this thread is still monitored but I'm hoping somebody has a suggestion here. I am trying to run a map rotation of CQ Small and CQ Large maps. on BF4. The issue is that when using the plugin to control the tickets, (I want all maps to be 800 tickets) when it switches between a CQ Small and Large map, the ticket count won't carry over unless the map is restarted again. Such as, its on Small map with 800 tickets, it changes to a CQ Large map and the tickets double to 1600. When it changes from a Large map to a Small map, the tickets default back to 400. I've tried using Actual Number of Tickets and also by Percentage. It experiences the same issue regardless. The only way to get it back to 800 tickets is to restart the map a second time after the initial change. I've even tried using the Ultimate Map Manager using Custom presets with the VARS ticket count and it still experiences the same issues. It doesn't seem possible in BF4 to have a rotation of CQ Large/Small maps while maintaining one defined ticket count, regardless of the Small or Large?
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