WFlexMap 2.5

The place to chat about mods and other Unreal related stuff :-)
Post Reply
BBG-(DOG)-
Posts: 3
https://www.facebook.com/warszawa.kuchnie.na.wymiar/
Joined: Wed Feb 25, 2009 12:29 pm

WFlexMap 2.5

Post by BBG-(DOG)- »

Hello,
I started a local listening server in dmcurse with Unreal1+Uteam10F, PureKOTH, NumIdealPlayerLoad=2 in the Bot section and WflexMap to select mapsbased on playerload.
The idea is to play one vs one with a bot in small maps while waiting for human players to join server.
bot joins, map ends and wflexmap selects dmdeathfan.
At the end of this map IMO me and my fellow bot add up to 2 players so i'd expect a jump to elsinore but I get Morbias , and all the maps in following order.
I dont think the bots count as player beacuse Wflexmap is going through all maps disregarding the player count.
It looks like player count = 1 even when the bot joins. Wflex doesn't switch to the correct one on mapchange. If i did all correctly,
I'm wondering now if bots actually add up to the playercount variable. (to be verified, I got to ask Wolf). If they do not then I'm stuck in this case:
( from wflexmap manual)
-> 0 or 1 players are ignored and the server will then just go through ALL maps
disregarding the playercount (there ain't much to count....).
In this case there is nothing else I can do, well, it was worth giving it a try.
Temporary conclusion: no way to play 1human vs 1bot in wflexmap in in ( map-x 2 2) selected maps.
Any ideas? Maybe some switch like AddBotToPlayerCount might be implemented in a future version?
Cheers,
BBG.




------------------------------------------------------------
[WFlexMap.WFlexMapSA]
debug=False
CopyOldMapList=False
Enabled=True
randomize=False
ChooseMapsByPlayernumber=True
expectedmap=
MapChangeByML=False
LargeMapList[0]=dmdeathfan 2 4
LargeMapList[1]=dmmorbias 4 4
LargeMapList[2]=dmtundra 4 4
LargeMapList[3]=dmelsinore 2 6
LargeMapList[4]=dmariza 5 6
LargeMapList[5]=dmcurse 2 2
LargeMapList[6]=dmhealpod 4 6
LargeMapList[7]=dmdeck16 2 2
LargeMapList[8]=dmradikus 3 7
LargeMapList[9]=dmfith 2 2
.....................
User avatar
}TCP{Wolf
Site Admin
Posts: 4663
Joined: Thu Dec 19, 2002 7:30 pm
Location: https://signal.me/#eu/4zInut2kHeg_ry0GD ... pdqka17o2F
Contact:

Post by }TCP{Wolf »

Your assumption is most likely correct, that bots do not count as "players" (I would have to look at the code though, not knowing everything I did years back out of the back of my head :-))

I didn't think anyone would still use some of my old mods, or even make suggestions for improvements. An option to count bots as players should be easy to implement and will be noted down, in the unlikely case I will touch the mod again :)

Thank you for the suggestion, I am even thinking of releasing the source.
-=]I AM GETTING TOO OLD FOR SUBTLETY[=-

mail: chaos.worx[at]gmx.net
IRC Quakenet +OTR: }TCP{Wolf @#oldunreal @#tcp.clan
Jabber/XMPP +OTR: Wolfy359@jabber.org
Threema: CR6Y9YSS
Signal: see profile
ICQ: dead since russian takeover disables OTR
User avatar
}TCP{Wolf
Site Admin
Posts: 4663
Joined: Thu Dec 19, 2002 7:30 pm
Location: https://signal.me/#eu/4zInut2kHeg_ry0GD ... pdqka17o2F
Contact:

Post by }TCP{Wolf »

I have updated the mod to version 2.6.

Bots now count as players, and the "minimum" number of players of 2 in order to consider player numbers has been removed.

I also released the entire sourcecode now.

Enjoy.


http://wolf.tcpclan.net/projects/Unreal/WFlexMap.html
-=]I AM GETTING TOO OLD FOR SUBTLETY[=-

mail: chaos.worx[at]gmx.net
IRC Quakenet +OTR: }TCP{Wolf @#oldunreal @#tcp.clan
Jabber/XMPP +OTR: Wolfy359@jabber.org
Threema: CR6Y9YSS
Signal: see profile
ICQ: dead since russian takeover disables OTR
BBG-(DOG)-
Posts: 3
Joined: Wed Feb 25, 2009 12:29 pm

Post by BBG-(DOG)- »

Testing Wflexmap v2.6 on offline server.
0 0 parameters lets server cycle through all maps
with no players as I wished.A human player will enter on any 0 0 map.
The following settings in server ini,
maxplayer load 3
max bots 1
lets one bot join and on mapchange triggers maps 1 2 and will cycle throgh them. If a human player or if bot is added it unlocks
maps 3 6 that is, it goes through the whole map list. A third human player will disable the bot.
Update v2.6 is working fine, a few more testings and I will upload to server. Thank you very much for working on it again. It would be interesting to see a mutator selection from Wflexmap in an eventual future version.
For example let wflexmap decide to activate infiltration gamebridge. Adding a third parameter like GAME GB_INFILTRATION.

LargeMapList[0]=DmCurse 0 0 GAME GB_INFILTRATION

could enter the map with inf weapons activated without a CALLVOTE from players.
Thanks again,
BBG-(DOG)-



Example Wflexmap v2.6 settings

[WFlexMap.WFlexMapSA]
debug=False
CopyOldMapList=False
Enabled=True
randomize=False
ChooseMapsByPlayernumber=True
expectedmap=
MapChangeByML=False
LargeMapList[0]=DmCurse 0 0
LargeMapList[1]=DmDeathFan 0 0
LargeMapList[2]=DmRadikus 0 0
LargeMapList[3]=DMfith 0 0
LargeMapList[4]=DmHealPod 0 0
LargeMapList[5]=DmMorbias 0 0
LargeMapList[6]=DmTundra 0 0
LargeMapList[7]=DmAriza 0 0
LargeMapList[8]=DmDeck16 0 0
LargeMapList[9]=DMElsinore 0 0
LargeMapList[10]=DMfith 1 2
LargeMapList[11]=DmHealPod 1 2
LargeMapList[12]=DmMorbias 1 2
LargeMapList[13]=DmCurse 3 6
LargeMapList[14]=DmDeathFan 3 6
LargeMapList[15]=DmRadikus 3 6
LargeMapList[16]=DMfith 3 6
LargeMapList[17]=DmHealPod 3 6
LargeMapList[18]=DmMorbias 3 6
LargeMapList[19]=DmTundra 3 6
LargeMapList[20]=DmAriza 3 6
LargeMapList[21]=DmDeck16 3 6
LargeMapList[22]=DMElsinore 3 6
Post Reply