Map Script Files
GE:S uses script files to determine critical gameplay information about how maps and gameplays are selected. These allow for full customization of your server map and gameplay rotation.
A map script file should go in scripts/maps and use the exact map name as its filename, minus extension (ge_archives.bsp becomes ge_archives.txt). All files there by default can be changed on the whims of the server owner.
default.txt specifies the default settings which are used unless overridden by a map script.
Parameters
| Parameter | Description |
|---|---|
| BaseWeight | The weight the map has at its ideal playercount |
| MaxPlayers | Highest playercount on the server before the map will no longer be considered for selection |
| MinPlayers | Lowest playercount on the server before the map will no longer be considered for selection |
| ResIntensity | Amount of memory the map uses, used to determine when to take measures to prevent client crashes. |
| TeamThreshold | Playercount required before teamplay gets enabled on teamplay capable modes. |
| WeaponsetWeights | Weaponset names contained in the brackets following this keyword will have their random selection weights overridden with whatever is specified. If they are not included at all in a given gameplay’s loadout list, the weight will not be overridden. |
| GamemodeWeights | The random selection weights of the gamemodes you want to be played on your map. If a gamemode is listed in default.txt it will use that weight on all maps that do not specify a new weight. If a gamemode is not specified at all it will not come up in rotation. |
| TeamGamemodeWeights | Same as gamemode weights, but this selection pool will only be used if the map is switched to when the playercount is above its team threshold. |