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			| Set_Map errors? [message #464388] | Tue, 13 March 2012 18:21  |  
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					|  Agent Messages: 46
 Registered: November 2010
 Location: United States
 
	Karma: 
 | Recruit |  |  |  
	| I don't feel like retyping my question/problem, so: 
 [20:49:42] <SSIhekill> So, I've a simple lil bit here:
 int x = Get_Current_Map_Index();
 if (Set_Map(hfsparams, x+1) == 1) sprintf_s(tempstr,"Map %s set successfully to position %d.\n",Get_Map(x+1), x+1);
 [20:50:11] <SSIhekill> It prints it out as if it were a success
 [20:50:20] <SSIhekill> and any future calls to Get_Map print the map that was set
 [20:50:34] <SSIhekill> however, when gameover is initialized, it does not proceed to the map which was set
 [20:53:12] <SSIhekill> (Instead, it proceeds to the next map in the cycle in tt.cfg)
 [20:53:49] <SSIhekill> And I'm pretty sure that it worked in beta 3 (this is in beta 4)
 [20:58:12] <SSIhekill> So... Was anything changed that might cause this...?
 [21:00:55] <SSIhekill> I would also like to note that Set_Map will not set mission maps (such as M01, M00_Tutorial, or Skrimish00) at all.
 
 The position in which it's being set to is correct, but it seems that when the server is determining which map to load after a gameover, it does not load the map in Set_Map, instead it loads the map that's in tt.cfg. Just in case I've gone blind and made an error:
 
 if ((_strcmpi(hscommand,"setnext") == 0) || (_strcmpi(hscommand,"setnextmap") == 0))
 {
 if (!hfsparams || hfsparams[0] == '\0')
 {
 Console_Output("No parameters for sub-command: %s given.\n",hscommand);
 Console_Output("Syntax: SETNEXT <map>\n");
 return;
 }
 int x = Get_Current_Map_Index();
 char tempstr[1024];
 if (Set_Map(hfsparams, x+1) == 1)
 {
 sprintf_s(tempstr,"Map %s set successfully to position %d.\n",Get_Map(x+1), x+1);
 }
 else
 {
 char tempstr2[1024];
 sprintf_s(tempstr2,"C&C_%s",hfsparams);
 if (Set_Map(tempstr2, x+1) == 1) sprintf_s(tempstr,"Map %s set successfully to position %d.\n",Get_Map(x+1), x+1);
 else sprintf_s(tempstr,"Error: could not set the next map to %s or C&C_%s.\n",hfsparams,hfsparams);
 }
 SSGMGameLog::Log_Message(tempstr,"_NEXTMAPSET");
 Console_Output(tempstr);
 return;
 }
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