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Ultimate Map Manager (1.2.5.0 - 03/26/15)


Prophet731

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Originally Posted by kcuestag*:

 

Hi,

I got one question - is it possible to set same ticket number for different game modes (CQL, CQS) via this plugin?

I want to set 800tickets for both.

Adaptive ticket count plugin doesn't work all the time.

If not - can anyone help me find solution with my problem?

Yes, you can set different presets, so you'll be able to use whatever tickets you want for each map.
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  • 3 weeks later...

Originally Posted by rimmy*:

 

Hi,

I have UMM running with custom preset for each mode.

Example of custom preset I use:-

Code:

# Custom Preset: CQL
vars.preset custom
vars.gameModeCounter 200
vars.roundTimeLimit 150
vars.vehicleSpawnDelay 80
And here is my startup.txt for above value:-

Code:

vars.gameModeCounter 100
vars.roundTimeLimit 100
vars.vehicleSpawnDelay 80
var.preset "CUSTOM" false
My plugin setting as below:-

1. Enable Map list manager - Yes

2. Allow map-specific game presets - Yes

3. Send preset commands after every round - Yes

4. Allow additional presets to be sent after each level loads - No

 

The problem is all the maps on the list loaded with startup.txt preset. The plugin seems won't override the preset.

Any help?

 

Thank you.

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Originally Posted by Locheed*:

 

Hello,

 

We have a server of 48 players and it is set with an adaptive game modes. It runs a Domination/Rush/ConquesS if player count is under 33 players and above 33 players it switches map rotation just to Conques Large.

 

Now between map switch there might be a drop of players under 33 so map rotation is immediadly changed to different gaming mode. Is there any way to set somekind a threshold that if certain period of time it is allowed to player count to drop like 28 players, without map rotation change?

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Originally Posted by 013-TML8*:

 

Is the server providers configuration or something just crappy, because changing maplists and UMM options is often ridiculously laggy?

 

Like, changing a maplist name might take 30 seconds? You can do numerous changes but they just don't show, then anywhere from a few seconds to like 30+ all those changes suddenly happen.

 

Server is otherwise running AdKats, and xvotemap.

Granted last time I was doing this, the server had over 40 players playing.

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  • 3 weeks later...

Originally Posted by Riggenstimple*:

 

Falcontx putting Gun master list on the Graveyard Shift 2 maps and Operation Outbreak_v2 not le the Ultimate Map Manager only runs the 2 main without _v2 has no fix for this bug?

I'm also having this problem with the v2 maps. They're staying in UMM, but in the map list, they're just the regular maps.

 

As a test I stopped the procon service and poked around in the code a little. I found that the v2 maps are controlled by the gamemode (GunMaster0 vs GunMaster1 for example)

 

I went an opened CUltimateMapManager.cfg in the ~/procon/configs/{server}/CUltimateMapManager.cfg, found the map that was suppose to be v2, and saw this line:

procon.protected.plugins.setVariable "CUltimateMapManager" "[1] [19] Game Mode" "CONFIG:TeamDeathMatch0"

 

TeamDeathMatch0 should be TeamDeathMatch1, so I changed it and then relaunched the procon service.

 

The map manager config says it's the normal map, but when the list is applied to the server map list, the correct map was in the server map list.

 

So, this appears to be an issue on the configuration side saving the game mode incorrectly to the config file.

 

Edit(11/24/2015): Making any changes in UMM rewrites the config file, and will clear these settings.

 

Thanks,

Riggs

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Originally Posted by Po1337iKeR*:

 

Hey boys and girls!

 

I've got a question but have to explain what i'm tryning to get to run first.

 

I've got a 32 Player CQL Locker only Server and want to make an adaptive-slot-like-server.

 

My question in short is: Is it possible with UMM to load a new maplist immediately at a specified number of player WITHOUT loading a new map.

 

Because adding or deleting a map to/from the maplist with a gamemode with fewer/more maxPlayer is enough to alter the maxPlayer variable and I don't want to start a new round when (lets say) 10 player has joined the server.

 

Is it possible or will i have to use other plugins? Is the Adaptive Server Size plugin still working with BF4?

 

 

LONG STORY:

 

We all know that the "vars.maxPlayers" variable is read-only while a game is running to prevent adaptive-slot-server. But as you also may know the maxPlayer variable is changed on the fly when u add a map with a "fewer-player-gamemode (e.g a defuse or TDM map) to the maplist in procon.

 

This also works the other way round. Delete the defuse map from the maplist in procon and the maximum player number immediately raises.

 

This means, when the server is empty i need a maplist with Locker Defuse (10 Player), Locker TDM (20 Player) and Locker CQL (32 Player) to have a 10 Slot server.

 

When 9 or 10 player has joined the game i want to delete the Defuse Map from the maplist but NO NEW MAP should be loaded. The same should happen with the TDM map when 19 or 20 players are online. Delete the TDM map from the list but DON'T LOAD a new map. So that only maxPlayer is altered but the players doesn't notice anything.

 

Thanks for your help in advance.

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Originally Posted by Remi*:

 

Hello. Anyone know how to get rotations to work on specific days? Do you remove the days from the list, or do you have to write a symbol or something else?

 

I've enabled day/time dependt map lists, and works fine with time. But when I remove some of the days from the list under the rotation, it get's reset when new round starts (UMM is turned off, while changing it).

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Originally Posted by kcuestag*:

 

Hello. Anyone know how to get rotations to work on specific days? Do you remove the days from the list, or do you have to write a symbol or something else?

 

I've enabled day/time dependt map lists, and works fine with time. But when I remove some of the days from the list under the rotation, it get's reset when new round starts (UMM is turned off, while changing it).

Works by removing the days you DON'T want the maplist to work on. For example if you want it on weekends, remove all days except Friday, Saturday and Sunday.

 

Keep in mind, the plugin uses the system's language, since you are hosted in G-Portal like me, the days of the week must be set in GERMAN.

 

Here they are:

 

Code:

Donnerstag
Freitag
Samstag
Sonntag
Montag
Dienstag
Mittwoch
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Originally Posted by Po1337iKeR*:

 

Hey boys and girls!

 

I've got a question but have to explain what i'm tryning to get to run first.

 

I've got a 32 Player CQL Locker only Server and want to make an adaptive-slot-like-server.

 

My question in short is: Is it possible with UMM to load a new maplist immediately at a specified number of player WITHOUT loading a new map.

 

Because adding or deleting a map to/from the maplist with a gamemode with fewer/more maxPlayer is enough to alter the maxPlayer variable and I don't want to start a new round when (lets say) 10 player has joined the server.

 

Is it possible or will i have to use other plugins? Is the Adaptive Server Size plugin still working with BF4?

 

 

LONG STORY:

 

We all know that the "vars.maxPlayers" variable is read-only while a game is running to prevent adaptive-slot-server. But as you also may know the maxPlayer variable is changed on the fly when u add a map with a "fewer-player-gamemode (e.g a defuse or TDM map) to the maplist in procon.

 

This also works the other way round. Delete the defuse map from the maplist in procon and the maximum player number immediately raises.

 

This means, when the server is empty i need a maplist with Locker Defuse (10 Player), Locker TDM (20 Player) and Locker CQL (32 Player) to have a 10 Slot server.

 

When 9 or 10 player has joined the game i want to delete the Defuse Map from the maplist but NO NEW MAP should be loaded. The same should happen with the TDM map when 19 or 20 players are online. Delete the TDM map from the list but DON'T LOAD a new map. So that only maxPlayer is altered but the players doesn't notice anything.

 

Thanks for your help in advance.

PUSH =)

 

want to load a maplist without loading a new map while midround.

 

Someone any idea or is this something for an update_!

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Originally Posted by kcuestag*:

 

Hey boys and girls!

 

I've got a question but have to explain what i'm tryning to get to run first.

 

I've got a 32 Player CQL Locker only Server and want to make an adaptive-slot-like-server.

 

My question in short is: Is it possible with UMM to load a new maplist immediately at a specified number of player WITHOUT loading a new map.

 

Because adding or deleting a map to/from the maplist with a gamemode with fewer/more maxPlayer is enough to alter the maxPlayer variable and I don't want to start a new round when (lets say) 10 player has joined the server.

 

Is it possible or will i have to use other plugins? Is the Adaptive Server Size plugin still working with BF4?

 

 

LONG STORY:

 

We all know that the "vars.maxPlayers" variable is read-only while a game is running to prevent adaptive-slot-server. But as you also may know the maxPlayer variable is changed on the fly when u add a map with a "fewer-player-gamemode (e.g a defuse or TDM map) to the maplist in procon.

 

This also works the other way round. Delete the defuse map from the maplist in procon and the maximum player number immediately raises.

 

This means, when the server is empty i need a maplist with Locker Defuse (10 Player), Locker TDM (20 Player) and Locker CQL (32 Player) to have a 10 Slot server.

 

When 9 or 10 player has joined the game i want to delete the Defuse Map from the maplist but NO NEW MAP should be loaded. The same should happen with the TDM map when 19 or 20 players are online. Delete the TDM map from the list but DON'T LOAD a new map. So that only maxPlayer is altered but the players doesn't notice anything.

 

Thanks for your help in advance.

Sadly this is not possible at the moment, but it would be really nice if falcontx added this feature, instead of forcing the new round, just adding the maplist and keep the current round going. :tongue:

 

I have PM'd and emailed him hoping he takes a look at it. So far I am doing this manually every morning, which is a huge pain in the butt, would be awesome if UMM could deal with it.

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Originally Posted by Po1337iKeR*:

 

Hey kcuestag

 

EXACTLY! We also do it manually every morning + playing around with spectator slots in the last step.:smile:

 

I thought of realising it with insane limits plugin but doesn't have the time ATM, don't know if it is even possible and never did such before...

 

Thanks for "PMing" him.

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Originally Posted by falcontx*:

 

Sadly this is not possible at the moment, but it would be really nice if falcontx added this feature, instead of forcing the new round, just adding the maplist and keep the current round going. :tongue:

 

I have PM'd and emailed him hoping he takes a look at it. So far I am doing this manually every morning, which is a huge pain in the butt, would be awesome if UMM could deal with it.

Turn on "Switch to new map list immediately_" (with all warnings disabled, of course) and comment out line 2055 of the source code.

 

This should do what you want.

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Originally Posted by kcuestag*:

 

Turn on "Switch to new map list immediately_" (with all warnings disabled, of course) and comment out line 2055 of the source code.

 

This should do what you want.

Tried doing it but it either doesn't work or I did it wrong.

 

Any chance you could do it? I am willing to donate again for this feature.

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Originally Posted by falcontx*:

 

Tried doing it but it either doesn't work or I did it wrong.

 

Any chance you could do it? I am willing to donate again for this feature.

I really don't have time. I was originally going to say I couldn't do it at all, but glanced at the code for a quick workaround. I didn't test it, but it looked like it should work.
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Originally Posted by kcuestag*:

 

I really don't have time. I was originally going to say I couldn't do it at all, but glanced at the code for a quick workaround. I didn't test it, but it looked like it should work.

What program do you suggest to edit the plugin file? I'll give it another try.
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Originally Posted by falcontx*:

 

Posted Image

 

Comment out all those lines or just the one with "public void DelayedNextRound() {"?

Line 2055 only. It's "this.ExecuteCommand("procon.protected.send", "mapList.runNextRound");"

 

But it's not the one in the DelayedNextRound function. Maybe you're looking at old code?

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Originally Posted by kcuestag*:

 

Line 2055 only. It's "this.ExecuteCommand("procon.protected.send", "mapList.runNextRound");"

 

But it's not the one in the DelayedNextRound function. Maybe you're looking at old code?

Maybe, line 2055 on Notepad++ is the one I mentioned in bold (public void.....), last UMM version I got emailed was on February 3rd, 2014, and been using that one since then, Ultimate Map Manager 1.2.4.0

 

I'll give it a try and see if it works, I was trying with the one I mentioned and not the line you said.

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Originally Posted by falcontx*:

 

Maybe, line 2055 on Notepad++ is the one I mentioned in bold (public void.....), last UMM version I got emailed was on February 3rd, 2014, and been using that one since then, Ultimate Map Manager 1.2.4.0

 

I'll give it a try and see if it works, I was trying with the one I mentioned and not the line you said.

Ahh, yeah that's an old version. The latest version is in the first post.
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Originally Posted by kcuestag*:

 

Ahh, yeah that's an old version. The latest version is in the first post.

Well only difference I see is added compatibility for Hardline, no big deal then. :tongue:

 

I've commented out that line you said, I'll let you know if it works, waiting for my server to empty to see if it changes maplists properly without running next round. :biggrin:

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Originally Posted by falcontx*:

 

Does not work, still forces a next round LOL!

If you've commented out the line that sends the next round command, then it logically can not force a next round. So, either the correct line isn't commented out, or your options aren't right (warning disabled, etc).
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Originally Posted by Po1337iKeR*:

 

Tried doing it but it either doesn't work or I did it wrong.

 

Any chance you could do it? I am willing to donate again for this feature.

You need to restart your procon-layer.

 

First it didn't work for us too. Than I added some lines in the code have a debug infos.

 

debug.PNG

 

Than i noticed that this lines were not written to the console. So I added this "writePuginConsole"-Lines to the OnPluginEnable() function where I know there it has to be written to the console but it also didn't.

 

After restarting the procon-layer it worked like a charm. :smile:

 

THX falcontx!

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Originally Posted by kcuestag*:

 

You need to restart your procon-layer.

 

First it didn't work for us too. Than I added some lines in the code have a debug infos.

 

debug.PNG

 

Than i noticed that this lines were not written to the console. So I added this "writePuginConsole"-Lines to the OnPluginEnable() function where I know there it has to be written to the console but it also didn't.

 

After restarting the procon-layer it worked like a charm. :smile:

 

THX falcontx!

Any chance you could upload the modified file somewhere or attach it to your post? :tongue:
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Originally Posted by Po1337iKeR*:

 

Any chance you could send me the file you modified to make it work without forcing a nextround?

 

Thanks!

Hi!

 

Sure. but i can't attach a file here.

 

First you should try this:

 

1. Update your UMM to the latest Version (1.2.5.0)

 

2. locate the CUltimateMapManager.inc file on your procon ftp (you will find it directly in the root\Plugins folder NOT in Plugins\BF4)

 

3. copy it to your local PC and modify the line 2055 like falcontx said. Put "//" in front of the command

 

this.ExecuteCommand("procon.protected.send", "mapList.runNextRound");

 

4. Save the file and upload it with overwriting the original file.

 

5. Restart your procon layer via the server-hoster-website

 

That's it.

 

You already found the right command but in the wrong function of the script.

 

I add the pic again with line numbers this time.

 

debug.PNG

(why is it so small? Like to have it as big as you did it! ^^)

 

If you still doesn't get it work PM me again with an email address.

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