Just like Quake 3, EF does utilize a voting system, which allows players to call votes for game type, maps and kicking players. This does however require the server to allow that. Especially when using a map cycle, it is recommended to not allow voting, as after a map vote the map cycle will not continue on its own.
To activate voting on the server, set g_allowvote
to 1
, which is the default.
After that, the principle is always the same. callvote [command]
calls for a vote, whereas [command]
can be one of the vote types:
map_restart
: Either restart the current map without new loading, or (if a previous vote or map cycle set it) load the next map.nextmap
: Sets the next map. When the current round is finished, the map set by this command will be started.map [mapname]
: Switches directly to the map given by [mapname]
. Note: This is the technical name of the map, e.g. hm_voy1
.kick [playername]
: Asks whether the player with the nick defined by [playername]
should be kicked from the server.g_gametype [number]
: Switch the game type, e. g. from DM to CTF. The change will take effect only after a changing the current map. See also Game Types and Modes on valid values for [number]
.Once a vote has been called, you will be notified by the game about that fact.
In order to vote, you have to use the command vote
, followed either by yes
or no
. By default, vote yes
is bound to F1 while vote no
is bound to F2.
The decision whether a vote is successful or not follows these rules:
E.g. 3 players allowed to vote means the vote:
If you are playing with no other human players on a server (so alone or only bot players besides you), then votes are always passed, because 100% of voters voted yes.
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