Entfile argument for /map.

Status: 
Accepted

Title says it all...

An argument for /map that lets you pick an entfile to load on map start.

Ex: /map mp/ffa3 previous

Created with rotations in mind.

set d1 "set g_gametype 0; map mp/ffa1 ; set nextmap vstr d2"
set d2 "set g_gametype 0; map mp/ffa3; set nextmap vstr d3"
set d3 "set g_gametype 0; map mp/ffa1 stashonly; set nextmap vstr d4
set d4 "set g_gametype 0; map mp/ffa3 ffaonly ; set nextmap vstr d1"

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Siebe
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Joined: 05/26/2010
nice idea.

nice idea.

RoboPhred
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Joined: 05/06/2010
While the map command cannot
Status: Pending»Accepted

While the map command cannot be modified, I can add a cvar that is checked, and can be set in the rotation cvar.

iMp
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Joined: 05/15/2010
i wonder if set d1 "set

i wonder if
set d1 "set g_gametype 0; map mp/ffa1 ; loadit mapversion2; set nextmap vstr d2"
would work

Crazy Assassin
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Joined: 05/13/2010
No

Problem there is, it loads the default ents first.

Bad nono.

RoboPhred
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Joined: 05/06/2010
Whoever said it would load

Whoever said it would load default in that case?

If the cvar points to a valid file it will load that file, otherwise it will load default.

Edit: Didn't see the post before crazy's. That will work.

iMp
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Joined: 05/15/2010
main problems are NPCs

main problems are NPCs causing lag for being loaded 1st i think adding npc kill all in the string should work fine

RoboPhred
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Joined: 05/06/2010
To use the loadit method, you

To use the loadit method, you really should set it up so the default entity file for that map is nothing but a worldspawn and a single spawn point for safety. The stress caused by clearing all entities then loading a few hundred more within a single game time can cause issues with the server.

This will also ensure that you don't hit the index limit for models, effects, and npcs, which will cause invisible ents for the first two and a crash on the third.