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JezuzLizard 2020-03-08 23:42:50 -07:00
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#**Map Restart Workaround**
This is a mod that gets around the clientside errors that happen after a zombies game ends.
When a zombies game ends and the clients remain in the server after the intermission restart, clients may experience several different clientside only bugs.
Some examples of these errors include:
-No sound except music
-Barriers are glitched
-Mystery box is glitched
-A few more minor bugs
These are only clientside so have no effect on the server itself and can be fixed by simply leaving and rejoining.
However, I created a workaround that allows players to remain in the lobby after it ends and not experience any of these clientside issues.
#**The Workaround**
Basically, what I did was utilize map_restart in the GSC and I call it around 20 seconds after level.intermission is set to 1.
What happens is the game uses a map_restart instead of the normal method Plutonium servers use.
There is a reason this is a workaround though. That is because when map_restart occurs the game reparses all the scripts its supposed to load in the first place,
and as a result it reads a certain function in _zm.gsc.
onallplayersready()
{
timeout = getTime() + 5000;
while ( getnumexpectedplayers() == 0 && getTime() < timeout )
{
wait 0,1;
}
/#
println( "ZM >> player_count_expected=" + getnumexpectedplayers() );
#/
player_count_actual = 0;
while ( getnumconnectedplayers() < getnumexpectedplayers() || player_count_actual != getnumexpectedplayers() )
{
players = get_players();
player_count_actual = 0;
i = 0;
while ( i < players.size )
{
players[ i ] freezecontrols( 1 );
if ( players[ i ].sessionstate == "playing" )
{
player_count_actual++;
}
i++;
}
/#
println( "ZM >> Num Connected =" + getnumconnectedplayers() + " Expected : " + getnumexpectedplayers() );
#/
wait 0,1;
}
setinitialplayersconnected();
/#
println( "ZM >> We have all players - START ZOMBIE LOGIC" );
#/
if ( getnumconnectedplayers() == 1 && getDvarInt( "scr_zm_enable_bots" ) == 1 )
{
level thread add_bots();
flag_set( "initial_players_connected" );
}
else
{
players = get_players();
if ( players.size == 1 )
{
flag_set( "solo_game" );
level.solo_lives_given = 0;
_a379 = players;
_k379 = getFirstArrayKey( _a379 );
while ( isDefined( _k379 ) )
{
player = _a379[ _k379 ];
player.lives = 0;
_k379 = getNextArrayKey( _a379, _k379 );
}
level maps/mp/zombies/_zm::set_default_laststand_pistol( 1 );
}
flag_set( "initial_players_connected" );
while ( !aretexturesloaded() )
{
wait 0,05;
}
thread start_zombie_logic_in_x_sec( 3 );
}
fade_out_intro_screen_zm( 5, 1,5, 1 );
}