Sie sind nicht angemeldet.

Lieber Besucher, herzlich willkommen bei: sourceserver.info. Falls dies Ihr erster Besuch auf dieser Seite ist, lesen Sie sich bitte die Hilfe durch. Dort wird Ihnen die Bedienung dieser Seite näher erläutert. Darüber hinaus sollten Sie sich registrieren, um alle Funktionen dieser Seite nutzen zu können. Benutzen Sie das Registrierungsformular, um sich zu registrieren oder informieren Sie sich ausführlich über den Registrierungsvorgang. Falls Sie sich bereits zu einem früheren Zeitpunkt registriert haben, können Sie sich hier anmelden.

NacKteOmA

Fortgeschrittener

  • »NacKteOmA« ist der Autor dieses Themas

Beiträge: 252

Wohnort: Düsseldorf

Beruf: Fachinformatiker Systemintegration

Rootserver vorhanden: Ja

  • Nachricht senden

1

Montag, 27. Juli 2009, 21:55

ccB - Teambalancer

Hallo ich nutze den ccBalance ein Teambalance Plugin für das Eventscipt. Mein Englisch ist nicht das beste. Würde mir jemand die genauen auswirkungen der Funktionen in der Config erklären? Bzw. das Model wie der alles zusammenrechnet? Damit ich noch einwenig Hand an legen kann beim Finetuning.

Hier ist übrigens die config

Quellcode

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
# 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


Über Hilfe würde ich mich sehr freuen :)