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JezuzLizard 2020-03-09 01:06:46 -07:00
commit 7a14142e24

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#**Map Restart Workaround** ## Map Restart Workaround
This is a mod that gets around the clientside errors that happen after a zombies game ends. 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. 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: 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.
-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. 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** ## 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. 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. 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, 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. and as a result it reads a certain function in _zm.gsc. This only a part of the function but its the only part that matters
to this fix.
```
onallplayersready() onallplayersready()
{ {
timeout = getTime() + 5000; timeout = getTime() + 5000;
while ( getnumexpectedplayers() == 0 && getTime() < timeout ) while ( getnumexpectedplayers() == 0 && getTime() < timeout )
{ {
wait 0,1; wait 0.1;
} }
/#
println( "ZM >> player_count_expected=" + getnumexpectedplayers() );
#/
player_count_actual = 0; player_count_actual = 0;
while ( getnumconnectedplayers() < getnumexpectedplayers() || player_count_actual != getnumexpectedplayers() ) while ( getnumconnectedplayers() < getnumexpectedplayers() || player_count_actual != getnumexpectedplayers() )
{ {
@ -43,43 +45,24 @@ onallplayersready()
} }
i++; i++;
} }
/#
println( "ZM >> Num Connected =" + getnumconnectedplayers() + " Expected : " + getnumexpectedplayers() ); wait 0.1;
#/
wait 0,1;
} }
setinitialplayersconnected(); ```
/#
println( "ZM >> We have all players - START ZOMBIE LOGIC" ); So in this function there is a while loop that has 2 potential conditions and it will end on either of them being met. getnumconnectedplayers()
#/ outputs the current number of players in the lobby. getnumexpectedplayers() outputs the expected number of players to join the game, this is determined at
if ( getnumconnectedplayers() == 1 && getDvarInt( "scr_zm_enable_bots" ) == 1 ) map launch. Servers always launch the map assuming only 1 player will join; which is why tombstone doesn't spawn in without mods, why players have 3 afterlives
{ on MoTD, and why doors are cheaper on Origins. Therefore, getnumexpectedplayers() will always output 1 since its value is predetermined and will not change.
level thread add_bots(); The first condition in the while loop will terminate immediately as soon as there is more than 1 player in the lobby when the function is ran. The second condition
flag_set( "initial_players_connected" ); is based on a counter that counts the number of players currently in the sessionstate "playing". Since player_count_actual will exceed the value of getnumexpectedplayers()
} it will never meet its end condition of player_count_actual being equal to getnumexpectedplayers(). This results in an infinite loop since as long as there are more than
else 1 player in the lobby the loop will ever end preventing the blackscreen from passing, and rendering map_restart useless.
{
players = get_players(); However, player_count_actual only counts players that are spawned in and in "playing" state so the solution is to kill all players except player[0], and respawn them after a short delay.
if ( players.size == 1 ) Not exactly ideal, but it does mean all players can remain in the lobby and all players can have sound.
{
flag_set( "solo_game" ); #### Extras
level.solo_lives_given = 0; -Players keep all points
_a379 = players;
_k379 = getFirstArrayKey( _a379 ); -End game check is disabled just incase player[0] leaves during the respawn function its reenabled when players are respawned
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 );
}