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1

Donnerstag, 23. August 2012, 19:44

Arms Race Waffenreihenfolge

Mahlzeit,

ich hatte die Waffenreihenfolge auf unserm Server geändert.
Das ganze geht ja recht easy in der gamemodes.txt.
Nun habe ich aber festellen müssen, das die Datei bei Updates überschrieben wird.
Gibts da schon ne Möglichkeit, die Reihenfolge aushalb dieser gamemodes.txt zu speichern?
Oder ne andere Lösung?

Jackmaster

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2

Donnerstag, 23. August 2012, 19:46

gamemodes_server.txt

3

Donnerstag, 23. August 2012, 21:49

jaja, wer lesen könnte und so -.-


// To customize your server, see gamemodes_server.txt.example

4

Donnerstag, 23. August 2012, 22:37

Jetzt hab ich das mal in die gamemodes_server.txt übertragen und das xample beim Dateinamen weg gemacht.
Aber leider wird weiterhin die Waffenreihenfolge von der gamemodes.txt genutz.
Ist hier ein Fehler drin, oder hab ich mal wieder nicht gelesen?

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// To use this file, rename it to GameModes_Server.txt
//
// Values here override the default gamemodes.txt 

"GameModes_Server.txt"
{
	"gameTypes"
	{
		"gungame"
		{
			"value"				"1"
			"nameID"			"#SFUI_GameTypeGungame"

			// This is the list of game modes supported by this game type.
			"gameModes"
			{
				"gungameprogressive"
				{
					"value"				"0"
					"nameID"			"#SFUI_GameModeGGProgressive"
					"descID"			"#SFUI_GameModeGGProgressiveDesc"
					"matchmakingvalue"	"competitive"
					"uid"				"11"
					"maxplayers"			"10"

					// These are the descriptive ui elements to display in the information box on.
					// These key/values should be pairs of strings.  The "key" will appear in the left
					// column, the "value" will appear in the right column.
					"ui"
					{
						"0"		{ "label" "#SFUI_WinMatchColon"			"value" "30 #SFUI_Minutes" }
						"1"		{ "label" "#SFUI_SpectateColon"			"value" "#SFUI_SpectateAnyone" }
						"2"		{ "label" "#SFUI_BotsColon"				"value" "#SFUI_BotDifficulty2" }
					}

					// These are the convars that get setup when a game mode of this type is created.			
					"convars"
					{
						"bot_quota_mode"					"fill"
						"bot_quota"						"10"
						"bot_defer_to_human_items"			"1"
						"bot_defer_to_human_goals"			"0"
						"bot_difficulty"					"1"
						"bot_dont_shoot"					"0"
						"bot_chatter"						"off"
						"cl_playerspraydisable"				"1"
							// bot_quota is ommited here because the map's min/max players determine's it's value.
						"mp_friendlyfire"					"1"
						"ff_damage_reduction_grenade"		"0.4"
						"ff_damage_reduction_bullets"		"0.1"
						"ff_damage_reduction_other"			"0.4"
						"ff_damage_reduction_grenade_self"	"0"
						"mp_startmoney"						"0"
						"mp_maxmoney"						"0"
						"mp_afterroundmoney"				"0"
						"mp_playercashawards"				"0"
						"mp_teamcashawards"					"0"
						"mp_timelimit"						"30"
						"mp_roundtime"						"30"
						"mp_freezetime"						"6"
						"mp_buytime"						"0"
						"mp_forcecamera"					"0"			// Set to 1 for team only spectating.
						"mp_defuser_allocation"				"0"			// 0=none, 1=random, 2=everyone
						"mp_death_drop_gun"					"0"			// 0=none, 1=best, 2=current or best
						"mp_death_drop_grenade"				"0"			// 0=none, 1=best, 2=current or best
						"mp_death_drop_defuser"				"0"	
						"mp_match_can_clinch"				"0"			// 0=No mercy rule, 1=team can clinch match win early if they win > 1/2 total rounds

						"mp_gungameimmunitytime"			"4"
						"cl_enable_roundstart_autobuy"		"0"
						"spec_freeze_time"					"2"
						"spec_freeze_panel_extended_time"	"1"
						"sv_ignoregrenaderadio"				"1"
						"mp_ggprogressive_round_restart_delay" "15"
						"mp_ggprogressive_win_panel_pct" "0.33333"

						"mp_weapons_allow_zeus"				"0"
						"mp_solid_teammates"				"0"
						"mp_free_armor"							"1"			

						"mp_molotovusedelay"				"0"
						"sv_alltalk"						"1"
						"sv_deadtalk"						"1"
						"bot_autodifficulty_threshold_low"	"-2.0"	// Value between -20.0 and 20.0 (Amount below avg human contribution score, below which a bot should raise its difficulty)
						"bot_autodifficulty_threshold_high"	"0.0"	// Value between -20.0 and 20.0 (Amount above avg human contribution score, above which a bot should lower its difficulty)

						"sv_allow_votes"						"1"		// Voting allowed in this mode
						"sv_arms_race_vote_to_restart_disallowed_after"	"26"

						// cash award convars (not used in this mode)
						"cash_team_terrorist_win_bomb"				"0"
						"cash_team_elimination_hostage_map"			"0"
						"cash_team_elimination_bomb_map"			"0"
						"cash_team_win_by_time_running_out"			"0"
						"cash_team_win_by_defusing_bomb"			"0"
						"cash_team_win_by_hostage_rescue"			"0"
						"cash_team_loser_bonus"						"0"
						"cash_team_loser_bonus_consecutive_rounds"	"0"
						"cash_team_rescued_hostage"					"0"
						"cash_team_hostage_alive"					"0"
						"cash_team_planted_bomb_but_defused"		"0"
						"cash_team_hostage_interaction"				"0"
						"cash_player_killed_teammate"				"0"
						"cash_player_killed_enemy_default"			"0"
						"cash_player_killed_enemy_factor"			"0"
						"cash_player_bomb_planted"					"0"
						"cash_player_bomb_defused"					"0"
						"cash_player_rescued_hostage"				"0"
						"cash_player_interact_with_hostage"			"0"
						"cash_player_damage_hostage"				"0"
						"cash_player_killed_hostage"				"0"

						// gungame tr defaults (not used in this mode)
						"mp_ggtr_bomb_respawn_delay"			"0"
						"mp_ggtr_bomb_detonation_bonus"			"1"
						"mp_ggtr_bomb_defuse_bonus"				"1"
						"mp_ggtr_bomb_pts_for_upgrade"			"2"
						"mp_ggtr_bomb_pts_for_he"				"3"
						"mp_ggtr_bomb_pts_for_flash"			"4"
						"mp_ggtr_bomb_pts_for_molotov"			"5"
						"mp_ggtr_halftime_delay"				"0.0"
						"mp_ggtr_rounds_per_half"				"5"
						"mp_ggtr_end_round_kill_bonus"			"1"
						"mp_ggtr_last_weapon_kill_ends_half"	"0"

						// required defaults
						"mp_maxrounds"						"0"
						"mp_halftime"						"0"
						"mp_force_pick_time"				"15"
					}
					
					// Map groups for offline modes
					"mapgroupsSP"
					{
						"random_ar"			""
					}

					// Map groups for online modes
					"mapgroupsMP"
					{
						"mg_armsrace"	""
					}

					"no_reset_vote_threshold_ct" 		"knife"
					"no_reset_vote_threshold_t" 		"knife"

					"weaponprogression_ct"
					{

						"glock"			{ "kills"	"1" }
						"tec9"			{ "kills"	"1" }
						"hkp2000"		{ "kills"	"1" }
						"p250"			{ "kills"	"1" }
						"deagle"		{ "kills"	"1" }
						"fiveseven"		{ "kills"	"1" }
						"elite"			{ "kills"	"1" }
						"mag7"			{ "kills"	"1" }
						"sawedoff"		{ "kills"	"1" }
						"nova"			{ "kills"	"1" }
						"xm1014"		{ "kills"	"1" }
						"mp9"			{ "kills"	"1" }
						"mac10"			{ "kills"	"1" }
						"mp7"			{ "kills"	"1" }
						"bizon"			{ "kills"	"1" }
						"ump45"			{ "kills"	"1" }
						"p90"			{ "kills"	"1" }
						"galilar"		{ "kills"	"1" }
						"famas"			{ "kills"	"1" }
						"ak47"			{ "kills"	"1" }
						"m4a1"			{ "kills"	"1" }
						"sg556"			{ "kills"	"1" }
						"aug"			{ "kills"	"1" }
						"awp"			{ "kills"	"1" }
						"m249"			{ "kills"	"1" }
						"negev"			{ "kills"	"1" }
						//"hegrenade"		{ "kills"	"1" }
						"knifegg"		{ "kills"	"1" }
					}
					
					"weaponprogression_t"
					{

						"glock"			{ "kills"	"1" }
						"tec9"			{ "kills"	"1" }
						"hkp2000"		{ "kills"	"1" }
						"p250"			{ "kills"	"1" }
						"deagle"		{ "kills"	"1" }
						"fiveseven"		{ "kills"	"1" }
						"elite"			{ "kills"	"1" }
						"mag7"			{ "kills"	"1" }
						"sawedoff"		{ "kills"	"1" }
						"nova"			{ "kills"	"1" }
						"xm1014"		{ "kills"	"1" }
						"mp9"			{ "kills"	"1" }
						"mac10"			{ "kills"	"1" }
						"mp7"			{ "kills"	"1" }
						"bizon"			{ "kills"	"1" }
						"ump45"			{ "kills"	"1" }
						"p90"			{ "kills"	"1" }
						"galilar"		{ "kills"	"1" }
						"famas"			{ "kills"	"1" }
						"ak47"			{ "kills"	"1" }
						"m4a1"			{ "kills"	"1" }
						"sg556"			{ "kills"	"1" }
						"aug"			{ "kills"	"1" }
						"awp"			{ "kills"	"1" }
						"m249"			{ "kills"	"1" }
						"negev"			{ "kills"	"1" }
						//"hegrenade"		{ "kills"	"1" }
						"knifegg"		{ "kills"	"1" }
					}
				}
			}
		}
	}

//////////////////////////////////////////////////////////////////////////////////////////////
// Map groups
//
// To use a mapgroup, it needs to be defined in a keyvalues
// block such as the example below, as well as listed in the 
// 'mapgroupsMP' block within the game mode that will run it,
// such as the example above.
2//
// Then launch the server with '+mapgroup MAPGROUPNAME'
//
// Example:
//
// srcds -game csgo +game_mode 1 +mapgroup mg_bomb_se +map de_nuke_se
//
//
// Check the developer wiki for updated community info
// https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Dedicated_Servers
//////////////////////////////////////////////////////////////////////////////////////////////


	"mapgroups"
	{
		"mg_bomb_se"									// mapgroup definition
		{
			"name"			"mg_armsrace"
			"maps"
			{
				"aim_ag_texture2_csgo.bsp"	""
				"ar_aim_shotty_ia.bsp"		""
				"ar_deagle5_ia.nav"		""
				"mg_ar_baggage"			""
				"mg_ar_shoots"			""
			}
		}
	}
}

darkranger

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Beiträge: 8

Wohnort: Austria

Rootserver vorhanden: Ja

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5

Samstag, 25. August 2012, 13:25

ich glaub das mit der waffenreihenfolge dürfte ein BUG sein, geht bei mir auch "noch" nicht.

ich lösch voerst immer aus der gamesmode.txt die waffen raus und lass sie nur in der gamemodes_server.txt" drinnen!

6

Samstag, 25. August 2012, 18:40

Tatsache.... wird warscheinlich echt ein Bug sein.
Gilt das selbe auch für die Mapgroup, weil die Maps in der gamemodes_server.txt nicht gespielt werden.

darkranger

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Beiträge: 8

Wohnort: Austria

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7

Samstag, 25. August 2012, 21:23

nö. mapgroups funktionieren bei mir. hab nur custom maps in meiner gamemodes_server.txt
was ich aber zusätzlich gemacht hab ist die maps auch in die mapcycle und maplist einzutragen.

und nach jedem update werden automatisch die original dateien mit meine überspielt :)

8

Montag, 27. August 2012, 14:45

hmm, hab ich eigentlich auch so.
aber funktionieren tut es leider nicht.

kannst du mir mal bitte deine gamemodes_server.txt schicken, danke =)

darkranger

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Beiträge: 8

Wohnort: Austria

Rootserver vorhanden: Ja

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9

Montag, 27. August 2012, 16:15

hier bitte :)
»darkranger« hat folgende Datei angehängt:

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