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America's Army => mAAp Project => Topic started by: ELiZ on Monday, January 20, 2014, 21:04:00 PM

Title: Mapvote MOD, new version
Post by: ELiZ on Monday, January 20, 2014, 21:04:00 PM
I've started to update the mapvote MOD that is included in the assist server install.

New version includes this:
All maps that's included in the Assist install will be available to select by the mapvote mutator, that includes all new maps automatically when we release them.

Fixed a number of spelling errors.
New version will be available when we release next version of Assists Server/Client.

Any other suggestions/Bugs?
Title: Re: Mapvote MOD, new version
Post by: Spanky on Monday, January 20, 2014, 21:24:56 PM
I remember a while back we tried to vote and there was 4 or 5 people on the server and we ended up giving like 30 out of the 5 required votes and the server still didn't switch. I don't remember the map but if you fixed a lot of spelling errors, that will probably help. Maybe check and make sure only 1 vote per user?
Title: Re: Mapvote MOD, new version
Post by: 82nd_DXO_COL=Shad on Monday, January 20, 2014, 22:07:34 PM
I was gonna write one.  My idea was to just grab the file list from /Maps and present the choices.
Title: Re: Mapvote MOD, new version
Post by: ELiZ on Monday, January 20, 2014, 22:30:08 PM
I was gonna write one.  My idea was to just grab the file list from /Maps and present the choices.

Would be funny to launch one of the training maps, or perhaps even Entry.aao?
The new way reads tours.ini(One of the files that we keep updated by the new Assist Cleint/Server)
And it filters the training maps.

Title: Re: Mapvote MOD, new version
Post by: 82nd_DXO_COL=Shad on Monday, January 20, 2014, 22:55:15 PM
Gotcha.  Your a smart cookie.  I guess it depends on how difficult it is to parse tours.ini (all the MissionText?)  vs reading a dir list and excluding files.  Excluding the training maps was part of the plan, since they are a known item that never get updated.
Title: Re: Mapvote MOD, new version
Post by: [SWISS]Merlin on Tuesday, January 21, 2014, 05:16:37 AM
nice work ELiZ!
how about the mapswitch as itself? does it still freeze/not switch or could you find something to fix that issue?

server switching ........ but then, nothing happends. you have to kill the assist process and login again.
Title: Re: Mapvote MOD, new version
Post by: ELiZ on Tuesday, January 21, 2014, 06:24:08 AM
how about the mapswitch as itself? does it still freeze/not switch or could you find something to fix that issue?
server switching ........ but then, nothing happends. you have to kill the assist process and login again.


Nope, this is unrelated.
Title: Re: Mapvote MOD, new version
Post by: Goncalo on Tuesday, January 21, 2014, 08:22:24 AM
yes i have a suggestion, since we been discussing the importance of sound lately, could you add something in assist settings that would turn soundvolume to 2.0 (since  in armyops is only possible to put it on 1.0 and 2.0 is legal) and also an option for sound channels, 64 for onboard soundcards and 128 for xfi. this would be fair for everybody and makes ppl learn faster
This thread is about the MapVote Mod /ELiZ
Post other suggestions here:
http://aao25.com/feedback-centre/ (http://aao25.com/feedback-centre/)
Title: Re: Mapvote MOD, new version
Post by: 82nd_DXO_COL=Shad on Saturday, January 25, 2014, 15:18:30 PM
A few suggestions.

1.  mutate mapvote by itself should list maps choices.  Probably you will have to form a string array to show map choices in horizontal space like:
mapname mapname mapname mapname
while the line length is <=60 characters (I think that is the cutoff limit without color?) because not everyone remembers the correct spelling of all the map names and a vertical listing would be to long

2.  The list of mapchoices should be compared with user choices without regard to capitalization.  Maybe convert the user map choice and the available map to caps for comparison. Lots of opportunity for not getting capitalization by user input...

3.   Notify joining users that mapvote is enabled on the server.  Something in ModifyPlayer() along the lines of
HC=HumanController(Other.PlayerReplicationInfo.GetController());
HC.NotifyAdminMessage("Vote for a new map:  mutate mapvote [map]");


Title: Re: Mapvote MOD, new version
Post by: [SWISS]Merlin on Saturday, January 25, 2014, 18:14:25 PM
a listing of the maps will be an overkill. therefore I did make a link to see witch maps can be voted, better how they has to be written at all
http://85.0.207.246:8080/public/aa25maps.html (http://85.0.207.246:8080/public/aa25maps.html)
for sure you can copy that, no problem at all. but do not disturb the game with a long map listing.

BUT:
I did see today that the voting isn't really as it should be. you can vote as many times as you like.
so it would be nice to make sure that a vote can be done only once by a player. this is really a bug and this should be fixed soon.
Title: Re: Mapvote MOD, new version
Post by: 82nd_DXO_COL=Shad on Saturday, January 25, 2014, 19:22:01 PM
So, typing 'mutate mapvote' by itself might give:

AA3_Airfield,AA3_Alley,AA3_Bridge,AA3_Impact,AA3_Pipeline
AA3_Ranch,Border,Bridge,Bridge_SE,Dusk,FLS,HQ_Raid
Insurgent_Camp,JRTC_Farm,Mountain_Ambush,Mountain_Pass,
Mountain_Pass_SE,MOUT_McKenna,MP_Aztec,MP_Berg,MP_Breakout
MP_Bridge_Construction,MP_Bunker_Crisis,MP_Canyon,
MP_City_Block,MP_District,MP_ESLDusk,MP_Glass_Kill_House
MP_Ice,MP_Interdiction,MP_Monkey_Island,MP_PBall,MP_Petrol
MP_Pipeline,MP_Pool_Day,MP_Residence,MP_RiverVillage,
MP_Rooftop,MP_SF_Contingency,MP_SF_Floodgate
MP_SF_Office_Assault,MP_SF_OldTown,MP_SF_Refinery,
SFoasis,Pipeline,Pipeline_SF,Radio_Tower,River_Basin
SFarctic,SFblizzard,SFCourtyard,SFcsar,SFDockside
SFextraction,SFhospital,SFPCR,SFrecon

Since futures maps being added would add to the length of this list, it would scoll past the end of
what the user might see in the long console.   Another possibility is to have:  'mutate mapvote [map or category]'
So, if the mod doesn't match the map name, it then looks thru an array of categories and offers a list based on that category. 

'mutate mapvote'
Response:
Categories:  AA3,285,mAAP,

'mutate mapvote AA3'
Response:
AA3_Airfield,AA3_Alley,AA3_Bridge,AA3_Impact,AA3_Pipeline
AA3_Ranch

'mutate mapvote AA3_Airfield'
Response:
Shad voted mapvote AA3_Airfield

The 285 category is large though.  If you wanted to make the categories conform the the 'Mission' categories from the tours.ini, you could break it down smaller. But because those categories have spaces in the names and we couldn't expect anyone to get it right, you might have to have a scheme like:

'mutate mapvote'
Response:
'mutate mapvote 1' lists mAAP CIty maps
'mutate mapvote 2' lists 172nd Sep. Infantry BDE  maps

'mutate mapvote 2'
Response:
Border,Bridge,Bridge_SE,Mountain_Pass,Mountain_Pass_SE
Pipeline,Urban_Assault

URLs might be difficult since you can't click on links, you have to remember the whole url and alt-tab out of the game to get the list, then remember the exact mapname and switch back into the game
Title: Re: Mapvote MOD, new version
Post by: 82nd_DXO_COL=Shad on Saturday, January 25, 2014, 19:31:48 PM
Another suggestion might be to remove the mutate keyword.  It's a difference between using an actual command and just saying it though the say command.  It's not that much of a difference, but might be easier to remember to say mapvote, then to ~mutate mapvate.  Both have their issues.  I equally see people using 'say mutate mapvote' and 'mapvote' which of course is an unknown command
Title: Re: Mapvote MOD, new version
Post by: Spanky on Saturday, January 25, 2014, 19:41:22 PM
Why not accept several variations?

mutate mapvote [map]
mapvote [map]
mv [map]


For the list:
mutate mapvote list


If the user enters the map name wrong, display text saying "Map name not valid, type 'mutate mapvote list' to see available names".
Title: Re: Mapvote MOD, new version
Post by: [SWISS]Merlin on Saturday, January 25, 2014, 20:12:18 PM
yes, this could be the solution.
mapvote list

but as you all know, the players out there are not so familiar with all those commands. therefore at least it should be a map list at aao25.com.
Title: Re: Mapvote MOD, new version
Post by: Spanky on Saturday, January 25, 2014, 20:22:39 PM
Then perhaps a spam message every 4-5 minutes then, telling users that the mod is enabled and usable. This message should be allowed to turn off in the server .ini
Title: Re: Mapvote MOD, new version
Post by: Possessed on Saturday, January 25, 2014, 20:24:40 PM
Then perhaps a spam message every 4-5 minutes then, telling users that the mod is enabled and usable. This message should be allowed to turn off in the server .ini
Can use PB messages too, depending of teh mod, broadicasting a global message in console is a pain in da ass :P
Title: Re: Mapvote MOD, new version
Post by: 82nd_DXO_COL=Shad on Sunday, January 26, 2014, 01:01:29 AM
Agreed.  Just flash an admin message when joining the server.  PB messages that you have configured in ServerMessages can do the reminders if the admin wants.

My thing with 'mutate' is that it's a funky word/command.  With the mod, you can't create new commands available straight from the console but there's a Mutate() function available that reports whatever you combine Mutate with in the console.  But like pickaweapon, the 'Say' command can be intercepted  from BrodcastText() as well, and it would seem more natural to hit your talk button and type 'mapvote pipeline' 
Title: Re: Mapvote MOD, new version
Post by: [SWISS]Merlin on Sunday, January 26, 2014, 07:36:22 AM
but be sure that it is really possible to turn the message of - I don't like that much spam while playing. you can put that really on an external side to watch the maps to vote. I guess my servers are the only ones atm witch has mapvote. and this is really good used and the players know where to look at for mapnames now.

L:\aa250logs\Server04.log:01/24/14 15:13:19 Log: Server switch level: SFDockside
L:\aa250logs\Server04.log:01/24/14 18:27:34 Log: Server switch level: river_basin
L:\aa250logs\Server04.log:01/25/14 18:32:26 Log: Server switch level: SFsandstorm
L:\aa250logs\Server04.log:01/25/14 19:58:55 Log: Server switch level: SFpcr
L:\aa250logs\Server04.log:01/25/14 21:23:30 Log: Server switch level: MP_SF_Floodgate

BUT MORE IMPORTATAT TO ME:
one player can vote multiple votes - so one player can decide to change the map witch is not good at all.
also you always have to leave the server immed after vote is accepted because the change will freeze your aa2!
would also be nice to have that fixed soon (if possible).
Title: Re: Mapvote MOD, new version
Post by: Terminal on Monday, January 27, 2014, 08:51:45 AM
I remember making a mapvote mod for 2.8.5 a while ago and proved highly successful on our =CMW= clan server.
It randomly selected 4 maps to vote for, notified players at the start of the last round to pick a map, stated to say or teamsay 'mapvote 1' or 'mapvote 2' etc, would show the result in console when you voted, then show final result at end of round. It would only let you vote once too.
Im sure I have the source somewhere if it is of any use on 2.5
Title: Re: Mapvote MOD, new version
Post by: Possessed on Tuesday, January 28, 2014, 16:31:18 PM
I guess it need to use "Mutate' due to the nature of Unreal Script, or at least of how it was written :D