| set m1 |
"set g_gametype 6;set g_warmup 60;map te_ufo;set nextmap vstr m2;say ^7Round ^11a^7 of ^12^7, Have fun playing F^1o^7o F^1i^7ghters T^1E". |
| set m2 |
"set g_warmup 15;map_restart;set nextmap vstr m3; say ^7Round ^11b^7 of ^12^7". |
| set m3 |
"map_restart;set nextmap vstr m4; say ^7Round ^12a^7 of ^12^7". |
| set m4 |
"map_restart;set nextmap vstr m1; say ^7Round ^12b^7 of ^12^7, Next map is C^1a^7stle". |
| vstr m1 |
The lines above is the maprotation we are going to use in this explanation. Below you can find explanations on every command that is used.
| Used commands explained. |
| |
| g_gametype |
Sets the gametype. "5" is objective, "6" is stopwatch. |
| In objective mode teams play full-time rounds. The winner is the one that reaches their objective. In stopwatch mode teams play two rounds and swap sides in between those rounds. The team that sets the fastest time wins. The advantage of this is that even maps that are almost impossible to defend, such as Communique, are made suitable for match play. |
| g_warmup |
Sets the warmup time. |
| The amount of warmup time depends completely on your preferences. Don't make it to long though, because seconds last awefully long when players are pumped-up and waiting for a good scrap. |
| map |
Sets the map. |
| Which map you choose depends completely on your preferences as well. You can just go for the original maps, Clanbase war maps or be more daring and play some custom maps on your server. |
| nextmap vstr <name> |
This line binds <name> to the nextmap command. |
| This command is what makes the maprotation tick. It binds <name> to the nextmap command. Whenever the nextmap command is used, either by the admin, players or the server itself, it will execute the string of commands that can be found after <name>. In a maprotation one basically uses this to point to the line of commands relevant for the next round. |
| say |
This command has the server send a message to all players. |
| Red uses this command to announce the map and round players are about to play. |
| map_restart |
This reloads the map. |
| There is no need to load a map all over again after the first round. In fact, reloading a map screws up the stopwatch rounds because stopwatch rounds start at round one every time a map is loaded. Use this command to restart the map without reloading, saving time and leaving the stopwatch proceedings intact. |
There are four lines needed for two stopwatch rounds per map. In this maprotation they are called m1, m2, m3 and m4, but the names are arbitrary and can be as crazy as you want them to be. Every line represents a single round. m1 and m2 make up the first stopwatch round, m3 and m4 make up the second stopwatch round. As you can see there are slight differences per line, so let's take them down one line at a time.
| set m1 |
- The very first round starts of by the "g_gametype 6" command. This is to make sure the gametype is stopwatch. It is not really necessary, since the gametype is also defined in server.cfg, but it is a back-up measure for if somebody fucks up with rcon.
- After that the "g_warmup 60" command follows. This sets the warmup time to sixty seconds. This should be done for every first round of a newly loaded map, since it takes some players a while to load the map. This way everybody will be there when the game starts. Off course, if you configured the server so people will have to type "ready" at the console this is not necessary. This config however does not require people to ready up, so a long first round warmup time is necessary.
- Next up is "map te_ufo". This loads the map Foo Fighters - Tournament Edition. Change the mapname for whichever map you want to load. This command is quite straightforward.
- "set nextmap vstr m2" sets up the next line of the map rotation by binding the nextmap command to m2. As you know, m2 represents the second line of the maprotation.
- All that's left is to have the server send a nice message to kick off the first round. It is completely unnecessary, but kinda gives personality to the proceedings.
|
| set m2 |
- The second round off course takes place on the same map as the first round. People will not have to load the map again, so warmup time can be shortened. This line starts of by doing just that. "g_warmup 15" sets the warmup time to fifteen seconds.
- This time around, because the map has already been loaded in the previous round, the round can be started by simply using "map_restart". It will automatically start the second round of the first stopwatch round.
- After that, "set nextmap vstr m3" sets up the next line of the maprotation again.
- Off course a message is used once again to get the game going.
|
| set m3 and set m4 |
- The m3 and m4 lines are virtually the same as the second one, with just small differences. Warmup time does not have to be specified anymore since it was already set to fifteen seconds in the second line. m4 sends a message to all players announcing the map that will be played after this final round of the current map. Off course both lines point to the next line of the maprotation. m3 points to m4 and m4 points to m1, which sets everything back to the beginning.
|
| vstr m1 |
- The very last line is only there as a fail save. If the maprotation works properly it will never be used.
|
So, there you have it, a maprotation broken down to the core. Hopefully this will help you understand its workings... The most difficult part is to keep setting up the next line. Especially with larger maprotations this is prone to typos that screws things up. Experiment with your own maprotation...
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