NextMap Popup ?


(AgentHani) #1

H There guys, ive played on one of the other servers for some time and i noticed they had Jaymod running and i saw that hey had this Nextmap: (mapname) popping up in their banners every 40 seconds,

But however i actually wanted to know how to try adding that “Nextmap: (mapname)” pop up whenever the map ends or in banners? i thought it would only work in other mods other than jaymod tho but i was wrong

Can u guys tell me how… if possible if u guys have any idea about it, also if u can give me the codes for it ? :slight_smile:


(Micha) #2

I’m not 100% sure but I think it is enhanced mod for jaymod.


(Timothy) #3

There are two options: use a lua script (most of today’s mods feature this) and use something like WolfAdmin or create your own announcer. My WolfAdmin lua add on parses some cvars that are used for the map cycle and displays these announcements accordingly. This option has benefit over the second option in the sense that it does not require edits once your rotation changes.

The second option is actually a vanilla feature, provided your server uses an objective (or stopwatch/lms) cycle. The downside is that you have to edit the announcements as well.

// Simple next map viewer (delete the comments if you use this file)
// g_msg0 of the banner vars is used to show the maps regularly in game 
// so keep in mind if you write your banner texts

set d1 "set g_gametype 2; map oasis; set nextmap vstr d2; set g_msg0 Next map: Baserace Desert"
set d2 "set g_gametype 2; map baserace_desert; set nextmap vstr d3; set g_msg0 Next map: Marrakech Streets by Night"
set d3 "set g_gametype 2; map et_mor2_night_final; set nextmap vstr d4; set g_msg0 Next map: Bremen"
set d4 "set g_gametype 2; map bremen_final; set nextmap vstr d5; set g_msg0 Next map: Braundorf"
set d5 "set g_gametype 2; map braundorf_final; set nextmap vstr d6; set g_msg0 Next map: Haunted Mansion"
set d7 "set g_gametype 2; map haunted_mansionb5; set nextmap vstr d7; set g_msg0 Next map: Transmitter"
set d8 "set g_gametype 2; map transmitter; set nextmap vstr d8; set g_msg0 Next map: Gold Rush"
set d9 "set g_gametype 2; map goldrush; set nextmap vstr d9; set g_msg0 Next map: Missile"
set d10 "set g_gametype 2; map missile_b3; set nextmap vstr d10; set g_msg0 Next map: Caen"
set d11 "set g_gametype 2; map caen2; set nextmap vstr d11; set g_msg0 Next map: Supply Depot"
set d12 "set g_gametype 2; map supplydepot2; set nextmap vstr d12; set g_msg0 Next map: Warbell"
set d13 "set g_gametype 2; map warbell; set nextmap vstr d13; set g_msg0 Next map: Venice"
set d14 "set g_gametype 2; map venice_ne4; set nextmap vstr d14; set g_msg0 Next map: Frostbite"
set d15 "set g_gametype 2; map frostbite; set nextmap vstr d1; set g_msg0 Next map: Siwa Oasis"

set objective_maps "Siwa Oasis,Baserace Desert,Marrakech Streets by Night,Bremen,Braundorf,Haunted Mansion,Transmitter,Gold Rush,Missile,Caen,Supply Depot,Warbell,Venice,Frostbite"

vstr d1

This is one of my versions of the default (I believe) NoQuarter objectivecycle.cfg. The objective_maps CVAR that is set is entirely optional, but is used by WolfAdmin to display the !listmaps information (until I find out a nicer way :p).


(AgentHani) #4

[QUOTE=VWOer;547305]There are two options: use a lua script (most of today’s mods feature this) and use something like WolfAdmin or create your own announcer. My WolfAdmin lua add on parses some cvars that are used for the map cycle and displays these announcements accordingly. This option has benefit over the second option in the sense that it does not require edits once your rotation changes.

The second option is actually a vanilla feature, provided your server uses an objective (or stopwatch/lms) cycle. The downside is that you have to edit the announcements as well.

// Simple next map viewer (delete the comments if you use this file)
// g_msg0 of the banner vars is used to show the maps regularly in game 
// so keep in mind if you write your banner texts

set d1 "set g_gametype 2; map oasis; set nextmap vstr d2; set g_msg0 Next map: Baserace Desert"
set d2 "set g_gametype 2; map baserace_desert; set nextmap vstr d3; set g_msg0 Next map: Marrakech Streets by Night"
set d3 "set g_gametype 2; map et_mor2_night_final; set nextmap vstr d4; set g_msg0 Next map: Bremen"
set d4 "set g_gametype 2; map bremen_final; set nextmap vstr d5; set g_msg0 Next map: Braundorf"
set d5 "set g_gametype 2; map braundorf_final; set nextmap vstr d6; set g_msg0 Next map: Haunted Mansion"
set d7 "set g_gametype 2; map haunted_mansionb5; set nextmap vstr d7; set g_msg0 Next map: Transmitter"
set d8 "set g_gametype 2; map transmitter; set nextmap vstr d8; set g_msg0 Next map: Gold Rush"
set d9 "set g_gametype 2; map goldrush; set nextmap vstr d9; set g_msg0 Next map: Missile"
set d10 "set g_gametype 2; map missile_b3; set nextmap vstr d10; set g_msg0 Next map: Caen"
set d11 "set g_gametype 2; map caen2; set nextmap vstr d11; set g_msg0 Next map: Supply Depot"
set d12 "set g_gametype 2; map supplydepot2; set nextmap vstr d12; set g_msg0 Next map: Warbell"
set d13 "set g_gametype 2; map warbell; set nextmap vstr d13; set g_msg0 Next map: Venice"
set d14 "set g_gametype 2; map venice_ne4; set nextmap vstr d14; set g_msg0 Next map: Frostbite"
set d15 "set g_gametype 2; map frostbite; set nextmap vstr d1; set g_msg0 Next map: Siwa Oasis"

set objective_maps "Siwa Oasis,Baserace Desert,Marrakech Streets by Night,Bremen,Braundorf,Haunted Mansion,Transmitter,Gold Rush,Missile,Caen,Supply Depot,Warbell,Venice,Frostbite"

vstr d1

This is one of my versions of the default (I believe) NoQuarter objectivecycle.cfg. The objective_maps CVAR that is set is entirely optional, but is used by WolfAdmin to display the !listmaps information (until I find out a nicer way :p).[/QUOTE]

So it typically shows out for objective maps, what about frag maps/ctf maps? will it work on it too :stuck_out_tongue: ?

and basically it would work on banners like this one? : set g_banners1; g_msg0 Next map: Marrakech Streets by Night"


(Timothy) #5

Yes, this g_msg0 thing should work for all maps, provided you use the above method (for campaign cycle this will not work f.e.).

I do not see how the banners method that you suggested should work?


(phisherman) #6

Have a look at this lua script. Unlike the one posted above, it works fully automatically.


(Destroy666) #7

Did I miss Jaymod getting LUA support?