public static void setNextGametype() { string[] mapList = new string[16] { "mp_alpha", "mp_bootleg", "mp_bravo", "mp_carbon", "mp_dome", "mp_exchange", "mp_hardhat", "mp_interchange", "mp_lambeth", "mp_mogadishu", "mp_paris", "mp_plaza2", "mp_radar", "mp_seatown", "mp_underground", "mp_village" }; string nextMapname = mapList[GSCFunctions.RandomInt(16)]; string nextGamemode = gametypes[GSCFunctions.RandomInt(gametypes.Length)]; Log.Debug("Next Map is {0}; Next Gametype {1}", nextMapname, nextGamemode); using (StreamWriter rotation = new StreamWriter("admin\\FGMBuffer.dspl", false)) { rotation.WriteLine(nextMapname + "," + nextGamemode + ",1"); rotation.Flush(); rotation.Close(); rotation.Dispose(); } int count = 0; OnInterval(1000, () => { GSCFunctions.SetDvar("nextmap", nextMapname + " " + nextGamemode); count++; if (count == 2) { return(false); } return(true); }); }
private static bool setCurrentGametype() { //yield return Wait(.2f); int randomNextMap = GSCFunctions.RandomInt(gametypes.Length); string nextmap = GSCFunctions.GetDvar("nextmap"); if (nextmap == "") { return(true); } string currentMap = GSCFunctions.GetDvar("mapname"); string currentGamemode = nextmap.Substring(currentMap.Length + 1); //Utilities.PrintToConsole(currentGamemode); if (!gametypes.Contains(currentGamemode)) { return(false); } string currentGametypeName = gametypes_name[Array.IndexOf(gametypes, currentGamemode)]; Log.Debug("Current Gamemode is {0}; Current Gamemode Name is {1}", currentGamemode, currentGametypeName); //setup current gametype elements if (currentGamemode != "AIZ" && currentGamemode != "PropHunt") { HudElem info = HudElem.CreateServerFontString(HudElem.Fonts.HudBig, .7f); info.SetPoint("TOP CENTER", "top center", 0, 1); info.HideWhenInMenu = true; info.HideWhenInDemo = false; info.HideIn3rdPerson = false; info.HideWhenDead = false; info.Archived = true; info.SetText("Gamemode: ^2" + currentGametypeName); } Log.Debug("Server gamemode is {0}", gametypes_serverName[Array.IndexOf(gametypes_name, currentGametypeName)]); GSCFunctions.SetDvar("sv_gametypeName", gametypes_serverName[Array.IndexOf(gametypes_name, currentGametypeName)]); setNextGametype(); return(false); }