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Hybrid-Darstellung

  1. #1
    Silver I Benutzerbild von disto1978
    Registriert seit
    Jun 2016
    Beiträge
    1

    Standard Maprotation auf Community Server

    Hallo,
    ich habe vor kurzem einen CS:GO Server unter Debian aufgesetzt und verzweifle langsam etwas. Der Server startet, läuft gut und Spielen mit den Bots ist alles OK. Was ich einfach nicht hinbekomme ist die verflixte Maprotation.

    Ich habe folgende Dateien angelegt:

    /csgo/cfg/autoexec.cfg
    Code:
    log on
    hostname "Mein toller Server"
    rcon_password "geheim"
    sv_password ""
    sv_cheats 0 														    
    sv_lan 0 															
    exec banned_user.cfg
    exec banned_ip.cfg
    /csgo/cfg/server.cfg
    Code:
    mp_autoteambalance 1
    mp_limitteams 1
    writeid
    writeip
    /csgo/gamemodes_server.cfg
    Code:
    "GameModes_Server.txt"
    {
    		"gameTypes"
    		{
    				"classic"
    				{
    						"gameModes"
    						{
    								"competitive"	
    								{		
    								"maxplayers"		"12"														
    
    								"mapgroupsMP"						
    										{
    										"mg_custom"		""
    										}
    								}
    
    								"casual"		
    								{
    
    								"maxplayers"		"16"
    
    								"mapgroupsMP"						
    										{
    										"mg_custom"		""
    										}
    								}
    						}
    				}
    		}
    
    
    
    
    	"mapgroups"
    	{
    		"mg_custom"
    		{
    			"name"			"mg_custom"
    			"maps"
    			{
    				"de_mirage"		""
    				"de_nuke"		"" 
    				"de_cbble"		""
    				"de_overpass"	""
    				"de_cache"	    ""
    				"de_dust2"		""
    			}
    		}
    	}
    }
    /csgo/cfg/gamemode_competitive_server.cfg
    Code:
    bot_autodifficulty_threshold_high					5.0	// Value between -20.0 and 20.0 (Amount above avg human contribution score, above which a bot should lower its difficulty)
    bot_autodifficulty_threshold_low					-2.0	// Value between -20.0 and 20.0 (Amount below avg human contribution score, below which a bot should raise its difficulty)
    bot_chatter											normal
    bot_defer_to_human_goals							1
    bot_defer_to_human_items							1
    bot_difficulty										3
    bot_quota											10
    bot_quota_mode										fill
    cash_player_bomb_defused							300
    cash_player_bomb_planted							300
    cash_player_damage_hostage							-30
    cash_player_interact_with_hostage					300
    cash_player_killed_enemy_default					300
    cash_player_killed_enemy_factor						1
    cash_player_killed_hostage							-1000
    cash_player_killed_teammate							-300
    cash_player_rescued_hostage							1000
    cash_team_elimination_bomb_map						3250
    cash_team_elimination_hostage_map_t					3000
    cash_team_elimination_hostage_map_ct				3000
    cash_team_hostage_alive								0
    cash_team_hostage_interaction						600
    cash_team_loser_bonus								1400
    cash_team_loser_bonus_consecutive_rounds			500
    cash_team_planted_bomb_but_defused					800
    cash_team_rescued_hostage							600
    cash_team_terrorist_win_bomb						3500
    cash_team_win_by_defusing_bomb						3500
    cash_team_win_by_hostage_rescue						2900
    cash_team_win_by_time_running_out_hostage			3250
    cash_team_win_by_time_running_out_bomb				3250
    ff_damage_reduction_bullets							0.33
    ff_damage_reduction_grenade							0.85
    ff_damage_reduction_grenade_self					1
    ff_damage_reduction_other							0.4
    mp_afterroundmoney									0
    mp_buytime											20
    mp_buy_anywhere										0
    mp_buy_during_immunity								0
    mp_death_drop_defuser								1	
    mp_death_drop_grenade								2			// 0=none, 1=best, 2=current or best
    mp_death_drop_gun									1			// 0=none, 1=best, 2=current or best
    mp_defuser_allocation								0
    mp_force_pick_time									15
    mp_forcecamera										1			// Set to 1 for team only spectating.
    mp_free_armor										0		
    mp_freezetime										15
    mp_friendlyfire										1
    mp_win_panel_display_time							3
    mp_ggprogressive_round_restart_delay				15
    mp_ggtr_bomb_defuse_bonus							1
    mp_ggtr_bomb_detonation_bonus						1
    mp_ggtr_bomb_pts_for_flash							4
    mp_ggtr_bomb_pts_for_he								3
    mp_ggtr_bomb_pts_for_molotov						5
    mp_ggtr_bomb_pts_for_upgrade						2
    mp_ggtr_bomb_respawn_delay							0
    mp_ggtr_end_round_kill_bonus						1
    mp_ggtr_halftime_delay								0.0
    mp_ggtr_last_weapon_kill_ends_half					0
    mp_respawn_immunitytime								0
    mp_halftime											1
    mp_match_can_clinch									1			// 0=No mercy rule, 1=team can clinch match win early if they win > 1/2 total rounds
    mp_maxmoney											16000
    mp_maxrounds										30
    mp_molotovusedelay									0
    mp_playercashawards									1
    mp_roundtime										1.92
    mp_roundtime_hostage								1.92
    mp_roundtime_defuse									1.92
    mp_solid_teammates									1
    mp_startmoney										800
    mp_teamcashawards									1
    mp_timelimit										0
    mp_warmuptime										60
    mp_weapons_allow_zeus								1
    spec_freeze_panel_extended_time						0
    spec_freeze_time									3.0
    sv_allow_votes										0		// Voting allowed in this mode
    sv_talk_enemy_living								0
    sv_talk_enemy_dead									0		
    sv_auto_full_alltalk_during_warmup_half_end			0
    sv_arms_race_vote_to_restart_disallowed_after		0
    sv_deadtalk											1
    sv_ignoregrenaderadio								0
    tv_delay											105
    mp_warmup_pausetimer								0
    mp_halftime_pausetimer								0
    mp_randomspawn										0
    mp_randomspawn_los									0
    sv_infinite_ammo									0
    ammo_grenade_limit_flashbang						1
    ammo_grenade_limit_total							2
    //
    mp_weapons_allow_map_placed							1
    mp_weapons_glow_on_ground							0
    mp_display_kill_assists								1
    mp_respawn_on_death_t								0
    mp_respawn_on_death_ct								0
    mp_ct_default_melee									weapon_knife
    mp_ct_default_secondary								weapon_hkp2000
    mp_ct_default_primary								""
    mp_t_default_melee									weapon_knife
    mp_t_default_secondary								weapon_glock
    mp_t_default_primary								""
    mp_default_team_winner_no_objective					-1		// 2 == CTs, 3 == Ts
    
    sv_occlude_players								1
    occlusion_test_async								0
    spec_replay_enable								0
    Startline:
    Code:
    ./srcds_run -game csgo -console -usercon -tickrate 100 +game_type 0 +game_mode 1 +mapgroup mg_custom +map de_dust2 +sv_setsteamaccount XXXXXXXXXXXXXXXXXXXXXXXXX +port 27025
    Der Server startet auf Dust2, am Ende des Matches erscheint das Mapvoting. Egal was hier gevotet wird (kann man das nicht sowieso ganz deaktivieren?) und ungeachtet der von mir erstellten Mapgroup wechselt der Server nach Dust2 immer auf Train anstatt auf Mirage bzw. die gevotete Map. Er bestätigt sogar die gevotete Map, wechselt dann aber doch stur auf Train. Was zum Henker mache ich da falsch?

    Bin um jede Hilfe dankbar.
    Geändert von disto1978 (29. Juni 2016 um 01:13 Uhr)

  2. #2
    Silver I Benutzerbild von assojan
    Registriert seit
    Jul 2016
    Beiträge
    4

    Standard

    Hallo,

    mich wundert das du es mit der alten Methode der Maprotation machst. Ich wüde dir empfehlen den Server über die Funktion Communitymaps und dem Workshop empfehlen.

    https://developer.valvesoftware.com/...ngine_Commands
    Freeware Blog: http://free-warez.de

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