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Wohnort: Düsseldorf
Beruf: Fachinformatiker Systemintegration
Rootserver vorhanden: Ja
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# set run_frequency to the frequency, in rounds, that you want the autobalancer # to run. The overall idea of this balancer is to be nonintrusive, so we # recommend run frequencies of somewhere between 3 and 5. cfg['run_frequency'] = 3 # The wait_until_dead flag determines whether or not live players are swapped. If # you are running mani admin, it is perfectly safe and desirable to swap live players; # they will not be slain and will be seamlessly be moved to the other team. # if you are not running mani, however, the player will be killed (if they are # alive) to be moved to the other team, in which case the recommended setting # is True. # recommended to be set to False if you do have mani admin. # recommended to be set to True if you do not have mani admin. cfg['wait_until_dead'] = False # the balancer will do nothing until the min_player_count is reached. cfg['min_player_count'] = 6 # At balance time, if team strengths are already balanced to within this percent, # then no one is moved or swapped. Recommended: 10.0 cfg['acceptable_strength_imbalance'] = 8.0 # At any round, if the team COUNTS are imbalanced by this percentage, a balancing # is forced. For example, if it is 7 vs. 5, that imbalance is 5/7*100 = 71%, which # will cause a rebalancing to occur. The default value is 84 percent, which forces # a rebalance on a 24-player server if ever one team has 2 more than another. cfg['team_imbalance_percentage_trigger'] = 40.0 # At any round, if the team STRENGTHS are imbalanced by this percentage, a balancing # is forced. Recommended: 60.0 percent (which means that one team is nearly twice # as strong as the other) cfg['team_strength_percentage_trigger'] = 40.0 # A player gets immunity from swapping once they are swapped, and they keep that # immunity for the rest of the map. However, for maps that stay on for a very long # time, the player loses this immunity, and may be swapped again, after # cfg['lose_immunity_after'] rounds. Recommended: 30. cfg['lose_immunity_after'] = 35 # This parameter determines how long a player is immune from swapping after just # having joined. This is to prevent player swaps as soon as they join. # Recommended: 3 cfg['immune_for'] = 1 # This parameter sets the maximum number of player swaps that are considered; on # large servers, the amount of computation can get quite large, so we limit # it with this parameter. If the balancer is taking too long at end of round, # turn this number down. cfg['max_swaps_considered'] = 100 # the verbosity can be set to 0 to 3, where 3 is a high level of printouts to # console, and 0 completely silences the balancer. cfg['verbose'] = 3 # these are factors that are probably better left alone. Basically, the idea is # that a player's killrate will probably be better if switched to a stronger team, # and worse if switched to a weaker team. These factors determine how much better # or worse the killrate will be. #better_factor = 1.5 # originally proposed by sparty #worse_factor = 0.85 # originally proposed by sparty cfg['better_factor'] = 1.1 cfg['worse_factor'] = 0.9 # player immunity list. Players in this list will not ever be swapped. List # steam id's here in this variable, separated by spaces. cfg['global_immunity'] = "" # how to inform a player that he/she has been swapped. # 0 - no notification # 1 - notification with a colored overlay at spawn # 2 - notification with a colored overlay at spawn, and a brief sound. # 3 - notification with a colored overlay at spawn, sound, and a centered message. cfg['notify_team_change'] = 3 |