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  #1 (permalink)  
Old 21-07-2010, 11:00 PM
EntraVenuS's Avatar
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Default Help me please

ok as the support is down, could anyone please tell me how i get my payload maps to get to the end?? as arena has a 3 point win so does my payload maps .. so how do i get them to the end?? ( i sure hope you know what im talking about ) i run sourcemod only .. thanks in advance
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Old 22-07-2010, 12:40 PM
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so i guess absolutly no one knows how to fix this???
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Old 22-07-2010, 12:57 PM
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Sorry m8 i'm lost on that one, don't know much about TF2, maybe take a look at the server.cfg, something like mp_timelimit may need to be made longer.

But like I say, not good with TF2 so that was just a guess.

Good luck
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Old 22-07-2010, 01:17 PM
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Hi , I d like to help but I know very little about tf2 server running, but I m not even sure I understand.

Are payload maps the ones with the locomotive thing?
I can't even get the arena maps to start so I removed them off the maplist (I hope).

If it is a question of cfg settings maybe the following could be useful:

Quote:
// Game time per map in minutes
//Default is 0
//0=unlimited
mp_timelimit 60

// Max number of rounds to play before server changes maps
mp_maxrounds 1000

// Max number of rounds one team can win before a server changes maps
mp_winlimit 1000
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Old 22-07-2010, 01:27 PM
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firstly thanks for replying.. this seems to be hurting my head :P will do some google i think
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Old 22-07-2010, 02:26 PM
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you can set each config per map by putting pl_goldrush.cfg, cp_dustbowl etc... into the main cfg folder. mp_maxrounds 2 to play dustbowl and goldrush twice, one attack one defence. You'll have to set it to 0 on other maps though so it doesn't suddenly end your map once it gets played twice round.
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Old 22-07-2010, 06:22 PM
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As others have said you can set it in the server.cfg. I personally use rounds to determine map changes as my server runs a rotation of Attack\Defend Capture Point maps and Payload maps. A good thing to remember is that as far as Payload is concerned a round will be over when a team changes from attacking to defending e.g on Hoodoo or Goldrush if the attacking time wins all three stages the round will only be over when the attacking team changes to defending, not when it moves onto the next stage. Remember if you are including Payload Race maps in your rotation they have a tendancy to stalemate and using rounds as the only map change variable doesn't seem to work so well. If you have Payload Race maps in there was well I'd set a time for map change as well as rounds.

I have this in my server.cfg

mp_timelimit 0
// game time per map in minutes

// start cvars for win conditions
mp_maxrounds 2
// Max number of rounds to play before server changes maps
mp_winlimit 0
// Max number of rounds one team can win before a server changes maps

It means for both Payload and Attack\Defend CP maps each team will have 1 go attacking and 1 go defending before the map changes.

Hope that helps
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Old 22-07-2010, 07:27 PM
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ok plz dont shoot me or call me noob.. where is this file you are showing me? i have looked in the config in the control pannel. and i have trawled ftp but cant find this file or reference anywhere.. please advise thanks in advance
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Old 22-07-2010, 07:47 PM
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Select your server from the control panel
Click on the icon on top, the one that says cfg
Click on the link "orangebox/tf/cfg/server.cfg"
you should then be able to edit it
remember to click on update at the bottom of the file when you finished editing
and you also need to restart the server for the changes you ve made to take effect

I hope that helps you a bit
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