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Thread: DMPrecache Issues with Latest Version of Reborn 1.116

  1. #11
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    The script engine does not seem to run certain things for a certain set time. You can load some basic things but not others, Any loop should be delayed until the maps have properly booted, otherwise the script is paused (yes they can be paused) and is unpaused after the map loads. Some maps with heavy loading and heavy console output, also appear to run a script but console output will be minimal , and the script catches up later, (up to a minute later).


    That being said I think you will find it does run everytime. That being said the println commands do not run, the console buffer actually seems to drop everything, and prints and things do not work. However the script engine does boot and things run....eventually.

    to test this and test my theory;...please try the following;

    in the top of your dmprecache where it has main, add a wait 10

    Code:
    main:
    
    wait 10
    
    println "DMpreache is called"
    and try your restart...wait 10 seconds. (sorry no loops here)...

    2nd note;
    instead of exec, try thread for elgbot, I forgot actually what does what;
    exec and thread are different but you can do this for both

    exec new.scr
    thread new.scr

    exec new.scr::hi
    thread new.scr::hi

    exec : one of them starts a new scripting engine (I think exec) instance. Which has its own local, and group variables.
    thread, starts off a new thread which continues and has the same variable and headers (thread I think)
    - never tested but yeah


    Just some curious testing; (the only thing I can think of for elgbot)

    from elgbot, remove this;

    Code:
    	//when some players have spawned
    	level waittill playerspawn
    because it makes scripts wait. Though it should only be that thread.


    anyway..try the wait 10... and report back please...

  2. #12

    Default

    Thanks Elgan, I will try both of your suggestions tonight and will let you know.

    @Sor, yeah that test pk3 works fine, but as you make it bigger, it seems to run into what my ubermod is running into where I can't tell if the dmprecache is being executed or not.
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  3. #13
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    no problem, remember its only to see, so take it out after, as I'm sure your aware..just want to see for real if it works or not,

    and when it does, send your wife/mother/daughters/bike pump to elgan@getoutside.co.ck

  4. #14
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    Coming soon:

    Elgan's Bike Pump Shop. Moddable Bike Pumps every color and size, brandnew or used from all over the world.

  5. #15

    Default

    I added wait 15 to the beginning of DMPrecache, and it is not execed when a map is changed:

    Code:
    g_gametype will be changed upon restarting.
    ------ Server Initialization ------
    Server: dm/mohdm6
    LoadLibrary (main/gamex86.dll)
    
    
    ------------------ MoH:AA 1.12 Reborn Patch InitGame ------------------ 
    Initializing CVARS. Done!
    Performing game and patch files integrity check...
    --> MoHAA Server Hash: 6e6c402831306025d75ada19a66fc156
    --> Gamex86 Hash:      06546e0c5345617b22a340c85110b574
    --> mohaa_server.exe file valid!
    --> gamex86mohaa.dll file valid!
    --> Last update was made 45 hours ago (1 day/s ago).
    --> Checking for update...
    --> Data available: 66 byte(s)
    --> Number of files to update: 0
    --> No update needed!
    Could not open chatfilter.cfg
    Initializing Chat Filter. Done!
    Could not open namefilter.cfg
    Initializing Banned Names List. Done!
    Could not open ipfilter.cfg
    Initializing Banned IPs List. Done!
    Could not open allowedvotes.cfg
    Initializing Allowed Votes List. Done!
    Could not open allowedmaps.cfg
    Initializing Allowed Maps List. Done!
    Initializing Admins List. Done!
    Could not open protectednamefilter.cfg
    Initializing Protected Names List. Done!
    Reborn.map mapped into address space. Shared settings initialized!
    LocalizationError fix Address: 0x0043bb24
    LocalizationError removal fix applied.
    G_BulletAttack Address: 0x31176e10
    G_BulletAttack: Hooked correctly.
    SV_AddEntitiesVisibleFromPoint Address: 0x434520
    Anti Wallhack/Visuals Protection applied
    Black Window Patch Address: 0x31177640
    Shoot through Black Window/Furniture/Light Bulbs Hack Protection applied
    RConFlood Patch Address: 0x432fc1
    RConFlood Crash Protection applied
    InfoBoom Patch Address: 0x421ba3 & 0x421b4e
    InfoBoom Patch Address: 0x421ba3
    InfoBoom Crash Protection applied
    MoH:AA BOF (Buffer Overflow) Address: 0x428fad
    MoH:AA BOF (Buffer Overflow) Crash Protection applied
    SV_UpdateUserinfo_f Address: 0x42f0f0
    UserInfo Buffer overflow protection applied (512 chars limit)
    Player::CondMinChargeTime CallAddress: 0x3112cb31
    Grenade Drop&Charge Crash Protection applied
    Player::PreviousWeapon Infinite Loop Crash Protection applied
    Player::NextWeapon Infinite Loop Crash Protection applied
    ScriptedEvents System Initialized
    Kick/Ban Announcements Initialized
    Internal Packet Flood Protection Initialized
    Allowed remote tool IP: 127.0.0.1 (7f000001)
    ---------------- MoH:AA 1.12 Reborn Patch InitFinished ----------------
    
    
    ==== InitGame ====
    sizeof(Actor) == 2960
    Magic sizeof actor numer: 2896
    
    ------------------
    Event system initialized: 154 classes 1348 events 830368 total memory in response list
    
    ==== CleanupGame ====
    CM_LoadMap( maps/dm/mohdm6.bsp, 0 )
    ^~^~^ Can't find textures/general_structure/jh_conc2.tga
    ^~^~^ Can't find textures/interior/hotelwthr_trim.tga
    ^~^~^ Can't find textures/general_industrial/deckgrate_set1b.tga
    ^~^~^ Can't find textures/interior/whitewoodbm.tga
    Adding script: 'dm/mohdm6_precache.scr'
    -------------------- Spawning Entities -----------------------
    soundtrack switched to .
    -------------------- Actual Spawning Entities -----------------------
    -------------------- Actual Spawning Entities Done ------------------ 9 ms
    0 teams with 0 entities
    Adding script: 'dm/mohdm6.scr'
    ^~^~^ Add the following line to the *_precache.scr map script:
    cache models/fx/dummy.tik
    39 entities spawned
    115 simple entities spawned
    0 entities inhibited
    -------------------- Spawning Entities Done ------------------ 163 ms
    
    
    -----------PARSING UBERSOUND (SERVER)------------
    Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
    CG_Command_ProcessFile: ubersound/ubersound.scr
    Parse/Load time: 0.081000 seconds.
    -------------UBERSOUND DONE (SERVER)---------------
    
    
    
    -----------PARSING UBERDIALOG (SERVER)------------
    Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
    CG_Command_ProcessFile: ubersound/uberdialog.scr
    Parse/Load time: 0.829000 seconds.
    -------------UBERDIALOG DONE (SERVER)---------------
    
    ------ Server Initialization Complete ------  3.45 seconds
    soundtrack switched to music/mohdm6.mus.
    playing music/mohdm6.mus
    music set to normal with fallback normal
    Loading Ambient.scr
    Hitch warning: 3472 msec frame time
    Hitch warning: 3871 msec frame time
    DMPrecache called
    DMPrecache is about to run
    ^~^~^ Box data is corrupted for 'models/human/allied_pilot/allied_pilot.skd'
    ^~^~^ Morph targets data is corrupted for 'models/human/allied_pilot/allied_pilot.skd'
    Channel named Bip01 L Clavicle pos not added. (Bone will not work without it)
    Channel named Bip01 R Clavicle pos not added. (Bone will not work without it)
    TIKI_InitTiki: could not find surface 'panzerschreck2' in 'models/weapons/panzerschreck.tik' (check referenced skb/skd files).
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/equipment/usgear/helmets/us_helmet.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/vehicles/ktigertank_d/ktigertank_all_d.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/vehicles/shermantank/sherman_damage.skc
    TIKI_ParseInit: unknown init command classname in models/animate/fire.tik on line 14, skipping line.
    TIKI_ParseInit: unknown init command notsolid in models/animate/fire.tik on line 15, skipping line.
    DMPrecache called
    Hitch warning: 2531 msec frame time
      level waittill spawn (elgbot/main.scr, 4)
      level ^
    
    ^~^~^ Script Error: invalid waittill spawn for 'Level'
    
    	level waittill prespawn (elgbot/main.scr, 38)
    	level ^
    
    ^~^~^ Script Error: invalid waittill prespawn for 'Level'
    
    Debug CVAR Print
    0
    1
    Running ElgbotElgbot Version: 2.2.1ELGBOT elgbot_announceend NOT setELGBOT elgbot_dbltime NOT set, using 20------ Server Initialization ------
    Server: dm/mohdm5
    
    
    ------------------ MoH:AA 1.12 Reborn Patch Shutdown ------------------ 
    Shared settings memory deinitialized correctly.
    LocalizationError removal fix shutdown.
    G_BulletAttack: Unhooked correctly.
    Anti Wallhack/Visuals protection shutdown
    UserInfo Buffer overflow protection shutdown
    RConFlood Crash Protection shutdown
    InfoBoom Crash Protection shutdown
    MoH:AA BOF (Buffer Overflow) Crash Protection shutdown
    Grenade Throw Crash Protection shutdown
    Player::PreviousWeapon Infinite Loop Crash Protection shutdown
    Player::NextWeapon Infinite Loop Crash Protection shutdown
    Kick/Ban Announcements Deinitialized
    ScriptedEvents System Deinitialized
    ScriptedTimers System Deinitialized
    Internal Packet Flood Protection Deinitialized
    ----------------- MoH:AA 1.12 Reborn Patch ShutdownEnd ---------------- 
    
    
    
    
    ------------------ MoH:AA 1.12 Reborn Patch InitGame ------------------ 
    Initializing CVARS. Done!
    Performing game and patch files integrity check...
    --> MoHAA Server Hash: 6e6c402831306025d75ada19a66fc156
    --> Gamex86 Hash:      06546e0c5345617b22a340c85110b574
    --> mohaa_server.exe file valid!
    --> gamex86mohaa.dll file valid!
    --> Next update check will be performed after 0 hours (0 day/s)!
    Could not open chatfilter.cfg
    Initializing Chat Filter. Done!
    Could not open namefilter.cfg
    Initializing Banned Names List. Done!
    Could not open ipfilter.cfg
    Initializing Banned IPs List. Done!
    Could not open allowedvotes.cfg
    Initializing Allowed Votes List. Done!
    Could not open allowedmaps.cfg
    Initializing Allowed Maps List. Done!
    Initializing Admins List. Done!
    Could not open protectednamefilter.cfg
    Initializing Protected Names List. Done!
    Reborn.map mapped into address space. Shared settings initialized!
    LocalizationError fix Address: 0x0043bb24
    LocalizationError removal fix applied.
    G_BulletAttack Address: 0x31176e10
    G_BulletAttack: Hooked correctly.
    SV_AddEntitiesVisibleFromPoint Address: 0x434520
    Anti Wallhack/Visuals Protection applied
    Black Window Patch Address: 0x31177640
    Shoot through Black Window/Furniture/Light Bulbs Hack Protection applied
    RConFlood Patch Address: 0x432fc1
    RConFlood Crash Protection applied
    InfoBoom Patch Address: 0x421ba3 & 0x421b4e
    InfoBoom Patch Address: 0x421ba3
    InfoBoom Crash Protection applied
    MoH:AA BOF (Buffer Overflow) Address: 0x428fad
    MoH:AA BOF (Buffer Overflow) Crash Protection applied
    SV_UpdateUserinfo_f Address: 0x42f0f0
    UserInfo Buffer overflow protection applied (512 chars limit)
    Player::CondMinChargeTime CallAddress: 0x3112cb31
    Grenade Drop&Charge Crash Protection applied
    Player::PreviousWeapon Infinite Loop Crash Protection applied
    Player::NextWeapon Infinite Loop Crash Protection applied
    ScriptedEvents System Initialized
    Kick/Ban Announcements Initialized
    Internal Packet Flood Protection Initialized
    Allowed remote tool IP: 127.0.0.1 (7f000001)
    ---------------- MoH:AA 1.12 Reborn Patch InitFinished ----------------
    
    
    ------ Server Initialization Complete ------  2.48 seconds
    Hitch warning: 2550 msec frame time
    ^~^~^ Box data is corrupted for 'models/human/allied_pilot/allied_pilot.skd'
    ^~^~^ Morph targets data is corrupted for 'models/human/allied_pilot/allied_pilot.skd'
    Hitch warning: 1052 msec frame time
    Running ElgbotElgbot Version: 2.2.1Hitch warning: 9065 msec frame time
    broadcast: print "console: Welcome to #Suf Sniper United Forces\n"
    ----- Server Shutdown -----
    broadcast: print "Server quit\n"
    
    
    ------------------ MoH:AA 1.12 Reborn Patch Shutdown ------------------ 
    Shared settings memory deinitialized correctly.
    LocalizationError removal fix shutdown.
    G_BulletAttack: Unhooked correctly.
    Anti Wallhack/Visuals protection shutdown
    UserInfo Buffer overflow protection shutdown
    RConFlood Crash Protection shutdown
    InfoBoom Crash Protection shutdown
    MoH:AA BOF (Buffer Overflow) Crash Protection shutdown
    Grenade Throw Crash Protection shutdown
    Player::PreviousWeapon Infinite Loop Crash Protection shutdown
    Player::NextWeapon Infinite Loop Crash Protection shutdown
    Kick/Ban Announcements Deinitialized
    ScriptedEvents System Deinitialized
    ScriptedTimers System Deinitialized
    Internal Packet Flood Protection Deinitialized
    ----------------- MoH:AA 1.12 Reborn Patch ShutdownEnd ---------------- 
    
    
    ---------------------------
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  6. #16

    Default

    Also, changing it to thread didn't work either, but it seems elgbot is printing that it's running...

    Code:
    main:
      waitframe
      
      level waittill spawn
       
    	///debugging help
    	level.debug = 0
    
    	if(level.elgbotDone == 1)
    	{
    		end
    	}
    	level.elgbotDone  = 1
    	
    	//get if elgbot is on
    	level.elgboton = getcvar "elgbot"
    	if(level.elgboton == "")
    	{
    		//set elgbot on
    		setcvar "elgbot" "1"
    		level.elgboton = 1
        
    	}
    	else
    	{
    		if(level.elgboton == "0" || int(level.elgboton) == 0)
    		{
    			level.elgboton = 0
    			end
    		}
    		else
    		{
    			level.elgboton = 1
    		}
    	}
    
      //dont crash!
    	level waittill prespawn
      
      //Register Events
      thread eventregister "connected" elgbot/eventhandlers.scr::connected
      waitframe
      thread eventregister "disconnected" elgbot/eventhandlers.scr::disconnected
      waitframe
      thread eventregister "spawn" elgbot/eventhandlers.scr::spawn
      waitframe
      thread eventregister "damage" elgbot/eventhandlers.scr::damage
      waitframe
      thread eventregister "kill" elgbot/eventhandlers.scr::kill
      waitframe
      thread eventregister "keypress" elgbot/eventhandlers.scr::keypress
      waitframe
      thread eventregister "intermission" elgbot/eventhandlers.scr::intermission
      waitframe
    
    	//set elgbot version
    	local.version = "2.2.1"
    	setcvar "elgbot_version" local.version
    
    	//just let console know we are running the mod
    	conprintf "Running Elgbot"
    	conprintf ("Elgbot Version: " + local.version )
      
    	level.elgbot_sounds = int(getcvar "elgbot_sounds")
    	if(!level.elgbot_sounds)
    	{
    		//set elgbot_sounds to local
    		setcvar "elgbot_sounds" "1"
    		conprintf "Elgbot warning: elgbot_sounds not srt, local (1) set by default"
    		level.elgbot_sounds = 1
    	}
    	else if(level.elgbot_sounds == 2)
    	{
    		//generate sounds to play over all the map
    		local.master = spawn scriptmaster
    		local.master aliascache headshot sounds/headshot.wav soundparms 1.2 0.1 0.9 0.2 320 4000 voice loaded maps "m dm obj"
    		local.master aliascache dominating sounds/dominating.wav soundparms 1.2 0.1 0.9 0.2 320 4000 voice loaded maps "m dm obj"
    		local.master aliascache double_kill sounds/double_kill.wav soundparms 1.2 0.1 0.9 0.2 320 4000 voice loaded maps "m dm obj"
    		local.master aliascache firstblood sounds/firstblood.wav soundparms 1.2 0.1 0.9 0.2 320 4000 voice loaded maps "m dm obj"
    		local.master aliascache godlike sounds/godlike.wav soundparms 1.2 0.1 0.9 0.2 320 4000 voice loaded maps "m dm obj"
    		local.master aliascache holyshit sounds/holyshit.wav soundparms 1.2 0.1 0.9 0.2 320 4000 voice loaded maps "m dm obj"
    		local.master aliascache killingspree sounds/killingspree.wav soundparms 1.2 0.1 0.9 0.2 320 4000 voice loaded maps "m dm obj"
    		local.master aliascache monsterkill sounds/monsterkill.wav soundparms 1.2 0.1 0.9 0.2 320 4000 voice loaded maps "m dm obj"
    		local.master aliascache multikill sounds/multikill.wav soundparms 1.2 0.1 0.9 0.2 320 4000 voice loaded maps "m dm obj"
    		local.master aliascache rampage sounds/rampage.wav soundparms 1.2 0.1 0.9 0.2 320 4000 voice loaded maps "m dm obj"
    		local.master aliascache ultrakill sounds/ultrakill.wav soundparms 1.2 0.1 0.9 0.2 320 4000 voice loaded maps "m dm obj"
    		local.master aliascache unstoppable sounds/unstoppable.wav soundparms 1.2 0.1 0.9 0.2 320 4000 voice loaded maps "m dm obj"
    	}
    
    	//For tracking weapon stats
    	level.weaponmodels = makearray
    	"models/fx/m2fgrenadeexplosion.tik"			"m2frag"	
    	"models/fx/m2fgrenadeexplosion.tik"			"stielhandgranate"		
    	"models/weapons/bar.tik"							"bar"	
    	"models/weapons/bazooka.tik"					"bazooka"
    	"models/weapons/colt45.tik"						"colt"
    	"models/weapons/kar98.tik"						"kar98"
    	"models/weapons/KAR98sniper.tik"				"kar98sniper"
    	"models/weapons/m1_garand.tik"  				"m1_garand"
    	"models/weapons/mp40.tik"						"mp40"
    	"models/weapons/mp44.tik"						"mp44"
    	"models/weapons/p38.tik"							"p38"
    	"models/weapons/panzerschreck.tik"			"panzerschreck"
    	"models/weapons/shotgun.tik"					"axisshotgun"
    	"models/weapons/shotgun.tik"					"shotgun"
    	"models/weapons/springfield.tik"					"springfield"
    	"models/weapons/thompsonsmg.tik"			"thompson"
    	endarray
    	
    	//for quickly getting the name of a model, too lazy to loop and do conversions, just get it here, hope it saves a cpu cycle or two	
    	level.weaponmodeltoname["models/weapons/bar.tik"] =  	"bar"	
    	level.weaponmodeltoname["models/weapons/bazooka.tik"] = 		"bazooka"
    	level.weaponmodeltoname["models/weapons/colt45.tik"] =  "colt"
    	level.weaponmodeltoname["models/weapons/kar98.tik"] =  "kar98"
    	level.weaponmodeltoname["models/weapons/KAR98sniper.tik"] = 	"kar98sniper"
    	level.weaponmodeltoname["models/weapons/m1_garand.tik"] =   	"m1_garand"
    	level.weaponmodeltoname["models/weapons/mp40.tik"] =  "mp40"
    	level.weaponmodeltoname["models/weapons/mp44.tik"] =  "mp44"
    	level.weaponmodeltoname["models/weapons/p38.tik"] =  	"p38"
    	level.weaponmodeltoname["models/weapons/panzerschreck.tik"] = "panzerschreck"
    	level.weaponmodeltoname["models/weapons/shotgun.tik"] = 		"shotgun"
    	level.weaponmodeltoname["models/weapons/springfield.tik"] = 		"springfield"
    	level.weaponmodeltoname["models/weapons/thompsonsmg.tik"] = "thompson"
    
    	//Messages and sound names for double kills
    	//More could be added
    	level.doublekillmessages = makearray
    	"Double-Kill!!" "double_kill"		"dblkill"
    	"Multi-Kill!!" "multikill"				"multikill"
    	"Ultra-Kill!!" "ultrakill"				"ultrakill"
    	"MONSTERKILL!!" "monsterkill" "monstkill"
    	endarray
    
    	//Messages and sound names first blood event
    	level.firstblood = makearray
    	"FIRST BLOOD!!" "firstblood"
    	endarray
    
    	//Messages and sound names getting a bash event
    	//message, sound
    	level.bashmessage = makearray
    	"BASH!!" ""
    	endarray
    
    	//these are all the known stats
    	// These are the stats to read and write (save)
    	// NOTE: Locations are not included
    	level.readwritestats = makearray
    	//temp, to grab from last round
    	"time"
    	"kdr"
    	"damage"
    	"accuracy"
    	"timeplayed"
    	"assists"
    	"rounds"
    	"allies"
    	"axis"
    	"gotbash"
    	"wasbashed"
    	"firstblood"
    	"suicides"
    	"deathsnokill"
    	"killsnodeath"
    	"kills"
    	"deaths"
    	"endedspree"
    	"teamkills"
    	endarray
    
    	//  freze tag stats
    	level.freezetagstats = makearray
    	"melts"	
    	endarray
    
    	//Messages and sounds for location events
    	//Must keep them the same order,
    	//
    	//1
    	//location ID  INT
    	//
    	//2
    	//message on screen
    	// This only shows for a "killer"
    	//
    	//3
    	//sound file to play
    	//
    	//4
    	//stat name for records
    	level.locations = makearray
    	-1 "" "" "unknown"
    	0 "HEADSHOT!!" "headshot" "head"
    	//"1" "" "" ""
    	2 "" "" "neck"
    	3 "" "" "torso"
    	4 "" "" "torso"
    	5 "" ""  "torso"
    	6 "" "" "torso"
    	7 "" "" "arm"
    	8 "" "" "arm"
    	9 "" "" "leg"
    	10 "" "" "leg"
    	11 "" "" "arm"
    	12 "" "" "arm"
    	13 "" "" "arm"
    	14 "" "" "leg"
    	//15 "" ""  "leg"
    	//16 "" "" "leg"
    	17 "" "" "leg"
    	18 "" "" "leg"
    	endarray
    
    	//Killing spree messages and sounds
    	//Must keep them the same order,
    	//
    	//1
    	//kills needed for event INT
    	//
    	//2
    	//message on screen
    	//
    	//3
    	//sound file to play
    	//
    	//4
    	//stat name for records
    	level.killingspreemessages = makearray
    	5     "Killing-Spree!!"  "killingspree"      "kspree"
    	10   "Rampage!!"		"rampage"			 "rampage"
    	15   "Dominating!!"    "dominating"       "dominating"
    	20   "Unstoppable!!"   "unstoppable"     "unstoppable"
    	25   "God-Like!!"        "godlike"             "godlike"
    	30   "HOLY-SHIT!!"    "holyshit"             "holyshit"
    	endarray
    
    	//instructions to show
    	// this is no longer used. but left here so you can reenable instructionslocal_old or intructions
    	// ..maybe for educational reasons
    	/*
    	// Removed by OwN-3m-All
    	level.instructions = makearray
    	"INSTRUCTIONS:"
    	""
    	"Elgbot Serverside Kill Streak Mod"
    	"by Elgan"
    	""
    	"You can view your personal server STATS"
    	"View your round STATS, Your Server Stats, Your scoreboard by:"
    	"Console Bind these commands for stats, by typing in console the following:"
    	"Bind KEY \"keyp 1\"       -This is your round stats"
    	"Bind KEY \"keyp 2\"		 -This is your server stats"
    	"Bind KEY \"keyp 3\"		 -This is your weapon stats"
    	"Bind KEY \"keyp 4\"		 -This is your player kills scoreboard"
    	"Bind KEY \"keyp 5\"		 -This is the server all time top players scoreboard"
    	"Where KEY, is a key on your keyboard. Enable console in MOAHA options"
    	""
    	"UT Style Sounds Available"
    	"Headshotm, Killing Spree! Double Kill!"
    	"Download At:"
    	"www.ModTheater.com"
    	"www.x-null.net"
    	""
    	"This menu will ONLY show this once, press USE to hide, or join a team"
    	endarray
    	*/
    
    	//make instructions
      // OwN-3m-All Edited Removed Instructions
    	// waitthread makeinstructions
    	
    	//Type of message displayed at the bottom,
    	//should NOT edit these 2 lines.
    	level.messagetype_yellow = 1
    	level.messagetype_white = 0
    	
    	//get gametype from cvar for ease
    	level.gametype = int(getcvar "g_gametype")
    
    	level.announceend = getcvar "elgbot_announceend"
    	if(level.announceend == "")
    	{
    		conprintf "ELGBOT elgbot_announceend NOT set"
    		//set elgbot_announceend on
    		setcvar "elgbot_announceend" "1"
    		level.announceend = 1
    	}
    	else
    	{
    		//get its value
    		level.announceend = int level.announceend
    	}
    
    	//BOOL have we done first blood or not yet
    	level.donefirstblood = 0
    
    	//set the time between double kills
    	local.cvar = int(getcvar "elgbot_dbltime")
    	//if its not set, make it 5
    	if(local.cvar <= 0)
    	{
    		//set double kill time
    		conprintf "ELGBOT elgbot_dbltime NOT set, using 20"
    		setcvar "elgbot_dbltime" "20"
    		local.cvar = 5
    	}
    
    	//check if we are in a round based type
    	local.gametype =  int(getcvar "g_gametype")
    	
    	//so we can detect team kills efficiently
    	level.freidnlyfire = int(getcvar "g_teamdamage ")
    
    	//set time between double kills
    	level.quickkilltime = local.cvar
    
    	//delay in seconds while showing our credits scoreboard
    	level.creditsdisplayfor = 5 //seconds
    
    	//chance in percent of displaying our credits.
    	level.creditsdisplaychance = 50
    
    	//delay in seconds between showing our scoreboard
    	level.scoreboarddisplaydelay  = 60 //seconds
    
    	//create a server object to keep satts
    	level.server = local CreateListener
    	
    	//tagrtname
    	level.server.targetname = "elgbot"
    	
    	//let them know we are the server
    	level.server.areserver = 1
    
    	//proetend entnum
    	level.server.cvar = "elgbot_statserve"
    
    	//list of types of stats
    	//by adding to this array you will record top 5 for each category added
    	//named the same as the stats above
    	level.serverstats = makearray
    	"damage"				"elgbot"			"Most Damaging!"
    	"accuracy" 			"elgbot"			"Most Accurate!"
    	"kdr"						"elgbot"			"Most Lethal"
    	"timeplayed"			"elgbot"			""
    	"kills"					"elgbot"			"Most Deadly!"
    	"deaths"				"elgbot"			""
    	"killsnodeath"			"elgbot"			"Streak King!"
    	"deathsnokill"			"elgbot"			"Target"
    	"rounds"				"elgbot"			""
    //	"teamkills"				"elgbot"			""
    	"gotbash"				"elgbot"			"Bash king!"
    	//not used other than totals
    	"head"					"killloc"			"Headhunter!"
    	"melts"					"ft"				"Melt King!"
    	endarray
    		
    	//because it works ona rrays
    	local.serverstatkeys = makearray
    	"player1"
    	"score1"
    	"player2"
    	"score2"	
    	"player3"
    	"score3"
    	"player4"
    	"score4"	
    	"player5"
    	"score5"	
    	endarray
    
    	//how many stats do we have?
    	level.server.stats = 0
    
    	//init stats for 5 players
    	for(local.i = 1; local.i <= level.serverstats.size; local.i++)
    	{
    		//get the sections of top players from the list
    		local.section = level.serverstats[local.i][1]
    
    		//init to find the best player in this category
    		level.server.elgbot[local.section]["player"] = NIL
    		level.server.elgbot[local.section]["score"] = 0
    		
    		//local what is the cvar
    		local.cvar = ("elgbot_most" + local.section)
    
    		//get best player from last round for this stat
    		level.award[local.section] = getcvar local.cvar
    
    		// now clear the cvars, we dont want them anymore.	
    		setcvar local.cvar ""
    
    		//Initilise stats for the server
    		//waitthread elgbot/elgbot.scr::initstat "stat" local.section local.serverstats 1	
    		level.server waitthread elgbot/elgbot.scr::initstat local.section local.serverstatkeys 1 		
    	}
    
    	//do file stuff and grab a 
    	level.server thread serverfile
    	
    	//when some players have spawned
    	level waittill playerspawn
    
    	//run scoreboard
    	thread elgbot/hud.scr::scoreboard
    
    	//this is a new map/round. print best players from last round/
    	//display a little hud for this
    	waitthread elgbot/hud.scr::bestplayers
    end
    //////////////////////////////////////////
    // serverfile
    // runs threads to read	server file
    //////////////////////////////////////////
    serverfile:
    
      // Bug found by OwN-3m-All
    	// dont execute too fast or BOOM
    	// level waittill prespawn
    
    	//open a file object for the sever
    	self.elgbotfile = waitthread elgbot/files.scr::openserverfile
    	
    	//now all the stats are initiated:
    	//try getting stats back from the cvar...(if we changed round, map or something...)
    	//if not, then read from the file
    	if(!(waitthread elgbot/elgbot.scr::readstatscvar))
    	{
    		//read the file
    		waitthread elgbot/files.scr::readstats
    	}
    	else
    	{	
    		//save our stats to file,
    		waitthread elgbot/files.scr::writestats
    		
    		//and delete
    		waitthread self.elgbotfile.deletefile
    	}
    
    
    end local.elgbotfile
    //////////////////////////////////////////
    // makeinstructions
    // build the instruction text from the array
    //////////////////////////////////////////
    makeinstructions:
    	//buffer
    	local.text  = ""
    
    	//New instructions, just text
    	//loop through the above and turn the array in to text
    	//loop through and join the lines, but then strip the spaces too
    	for(local.i=1;local.i<=level.instructions.size ;local.i++ )
    	{
    		//get the instruction string.
    		//add the string to the scrll text
    		local.text += "\n" + level.instructions[local.i][1]
    	}
    	//reassign the instructions
    	level.instructions = local.text
    end
    //////////////////////////////////////////
    // eventregister
    // Registering events
    //////////////////////////////////////////
    eventregister local.event local.script:
    	
    	// Unregister event first
    	
    	// local.unregged = unregisterev local.event
    	
    	//try to register
    	local.regged = registerev local.event local.script
    	
    	//did we fail
    	if(local.regged > 0)
    	{
    		conprintf ("Elgbot Error: Failed to register event \"" + local.event + "\" Error Code: \"" + local.regged + "\"" )		
    	}
    
    end
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  7. #17
    Purple Developer Purple Elephant1au's Avatar
    Join Date
    Feb 2012
    Location
    Australia
    Posts
    1,269

    Default

    Question:

    Why is there a level waittill spawn BEFORE the level waittill prespawn.... shouldnt it be after,
    that could be a reason why its starting on the 2nd round after a map change.
    It could be running the script and get to the level waittill prespawn , and since that has already happened on that round. It has to wait until next round to exec the rest of the script.

    So try removing the level waittill prespawn in the above script and see if it works.

    Also on that subject, level waittill prespawn shouldnt be used in a script exec from dmprecache.scr , since dmprecache is already exec after prespawn in the map.scr.

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  8. #18

    Default

    You're right about the prespawn.

    I changed them all to postthink, but I'm still not getting a printout as to whether or not the dmprecache is called when a map changes. I assume it is working / running because my mods still work, but I've not been able to confirm when the precache is about to run or is actually running!

    I'd like to know since it would help me debug why the teamswap script isn't working. But then again, I had fraglimit set to 1 to test. I noticed you said there had to be more than one round. So, I tried an objective scrim with 2 players and a fraglimit of 2. After the map limit was reached, players were not switched... I'm using the same script you are which leads me to believe there is something wrong with the dmprecache. I noticed that I sometimes get this in my logs:

    Code:
    WARNING: Com_PushEvent overflow
    Anyone know what this means / why I'm still having problems with this?
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    MOHAA Mods and Utilities
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  9. #19
    Developer Sor's Avatar
    Join Date
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    The Medieval City of Bruges
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    747

    Default

    If you really want to be sure it's running, you could write the necessary debug lines to your own logfile.
    Morpheus Script (MoH) => You try to shoot yourself in the foot only to discover that MorpheusScript already shot your foot for you.

  10. #20
    Purple Developer Purple Elephant1au's Avatar
    Join Date
    Feb 2012
    Location
    Australia
    Posts
    1,269

    Default

    Or what I do is make the dmprecache set a cvar like test then when your in game you can check if the cvar is set, that way you don't have to go through lines of log files to see a printin

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