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-   -   [TF2] Rage Quit Announce (https://forums.alliedmods.net/showthread.php?t=102476)

Crispy 09-02-2009 22:44

[TF2] Rage Quit Announce
 
3 Attachment(s)
This plugin is the result of a conversation between a couple of clanmates and myself one night after a mass exodus of players from our server. It will print a message to the screen, and play an announcement when it detects one or more rage quits.

Important:
If you are running a pure server, then you will need to add the following line to your pure_server_whitelist.txt file. Otherwise, the announcement sounds will not play.
Code:

sound\ragequit\...        allow_from_disk+check_crc
Credits:
Plugin coding and announcements by Crispy
Special thanks to Code Echo and Sugar for the great ideas.

Notes:
The announcements don't sound exactly like those in Unreal Tournament.

Changelog:
  • 1.0.0
  • Player's team, frags, and deaths are now queried on player death instead of on disconnect. This should get rid of the errors that have been reported.
  • The check for a player disconnecting with less than 30 seconds left in the round is disabled during the setup phase

Clan XOR
http://xor.clanservers.com/

MjrNuT 09-03-2009 13:41

Re: [TF2] Rage Quit Announce
 
how is this determining execution? set number of disconnects based on time?

only the players left ingame get to hear it though, right? The RQers go away w/o any knowledge.

this is funny

retsam 09-03-2009 14:02

Re: [TF2] Rage Quit Announce
 
I was wondering how it would determine who is "rage quiting" as well...

BrutalGoerge 09-03-2009 14:07

Re: [TF2] Rage Quit Announce
 
looks like it looks at how many people are dominating the client, and if he has a crappy k/d ratio

Crispy 09-03-2009 23:07

Re: [TF2] Rage Quit Announce
 
The criteria I use to determine if a player disconnect is a rage quit is based on a number of assumptions which aren't entirely accurate, but it's all in good fun. The checks that are made to determine a rage quit break down like this:
  • End of Round (and 60 sec thereafter)
    1. Player was on losing team
  • Round will end in 30 sec or less
    1. Any player disconnects
  • Any other time during the round
    1. Player's K/D ratio < 0.1
    2. Player was dominated by more than 2 players
    3. Player was on the losing team for the previous two or more rounds
    4. Opposing team total frags is three times more than that of player's team
Spectators and disconnect reasons other than "Disconnect by user" are not counted.

Quote:

Originally Posted by MjrNuT (Post 921975)
only the players left ingame get to hear it though, right? The RQers go away w/o any knowledge.

That's correct. As far as I know there is no way to interact with a client after receiving the "player_disconnect" event.

MjrNuT 09-04-2009 02:22

Re: [TF2] Rage Quit Announce
 
Great breakdown. Thanks for that. So I'll give it a go.

and... *pound sand* to those RQers that don't get interacted with... lol :P

MjrNuT 09-10-2009 20:26

Re: [TF2] Rage Quit Announce
 
Seems to work. We've only heard the Rage Quit soundbyte. None of the others though. Are the other sound files actually used?

It is a little chuckle to have happen.

Crispy 09-10-2009 22:21

Re: [TF2] Rage Quit Announce
 
Yes, all the sound files are used, and which one is determined by the number of players who have rage quit in the last 30 seconds. I'm still debating over whether to leave it as is, or bump it up to 45 seconds.

MjrNuT 09-11-2009 17:54

Re: [TF2] Rage Quit Announce
 
Ahh, gotya. Hey, I have some error logs.

Quote:

09/09/2009 - 00:00:14: [SM] Native "GetClientTeam" reported: Client index 0 is invalid
L 09/09/2009 - 00:00:14: [SM] Displaying call stack trace for plugin "rageannounce.smx":
L 09/09/2009 - 00:00:14: [SM] [0] Line 150, rageannounce.sp::Event_PlayerDisconnect()

Crispy 09-12-2009 19:28

Re: [TF2] Rage Quit Announce
 
Quote:

Originally Posted by MjrNuT (Post 930232)
Ahh, gotya. Hey, I have some error logs.

Yikes! I never expected client 0 to disconnect, but then again nobody expects the Spanish Inquisition. Ahem, anyway I fixed the issue, and bumped the plugin to version 0.1.1. Thanks for the bug report.


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