H-Balance (Team balancer)
9 Attachment(s)
Feature list:
* automatic teambalance on round end (round based mode) / player death (continous mode) * adjusts team sizes on imbalance and swaps players on team strengh difference * team balance is calculated based on team score and players kill/death ratio * designed NOT to anoy single players by repeatedly swapping them around * supports CS:GO * NEW: supports games with respawning like TF2 or DOD Reference server: If you want to have a look at it before installing:46.228.195.116:27015 (CS:GO), CVARS: sm_teambalance [1/0]: Activate/Disable team balancer (default 1) sm_balance_log_level [0-2]: Verbosity of chat logging (0=off, 1=on balance, 2=always) sm_balanceDamping: increase to slow down balancing (default 2), recommendation: just do not touch ;) sm_adminProtection [0/1/2]: protects admins from beeing balanced (0=no protection, 1=moderate protection, 2=full protection [BALANCE PERFORMANCE MAY BE REDUCED MASIVELY], default=0) sm_balance_min_players [>=2]: Minimum players in game to start balancing sm_balance_mode [1/0]: !EXPERIMENTAL! Balancing mode (0=continous/respawn, 1=round based)
CMDS: sm_force_balance: trigger a balance operation exactly now (note: players will be slayed on swap) Changelog: 1.6.2: added some secure coding and debug output 1.6: added config variables sm_balance_min_players and sm_balance_mode [EXPERIMENTAL STATE] 1.5.1 crash fix 1.5: admin protection 1.4: balancing disabled during warmup 1.3: added sm_force_balance command , added translation-support, switch is triggered at the end of round restart delay to avoid kills after switch, chat output verbosity 1.0: first public release Installation instructions: Just copy the .smx to your plugins directory and hbalance.phrases.txt to your translations file Supported languages: * English * German * French (thx Avo) * Polish (thx SanKen/dzej dzej) Future plans: * none |
Re: H-Balance (Team balancer)
I'll see how it works, thanks.
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Re: H-Balance (Team balancer)
I've only glanced at it, but this seems to be more of a team scrambler rather than a team balancer, at least by Valve's terminology (mp_autoteambalance and mp_teams_unbalance_limit cvars just make sure one team doesn't have more people than the other, while TF2's mp_scrambleteams_auto cvar and mp_scrambleteams cmd swap players around when one team wins too many rounds)
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Re: H-Balance (Team balancer)
What is the difference about other teambalancers? Hope this plugin won't swap only one player all the time.
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Re: H-Balance (Team balancer)
* Yes, I will add translations on future releases, but no, not in the next days
* It does not scramble by random but on team strength difference (score of the last 3 rounds), it swaps players based on their d:d ratio * no, it avoids swapping single players repeatedly |
Re: H-Balance (Team balancer)
Why you use GetMaxClients() instead MaxClients var ?
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Re: H-Balance (Team balancer)
Quote:
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Re: H-Balance (Team balancer)
I think, using of var give more performance. Because you don't call function for got address where value located, instead this you use direct access.
It give more performance in the loops. for ( new i = 1; i <= GetMaxClients(); i++ ) for(new i = 1; i <= MaxClients; i++) |
Re: H-Balance (Team balancer)
ok. I tested it. Just one thing. Add option to turn off announcements. Its annoying when it appears every round.
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Re: H-Balance (Team balancer)
Pls add cvar to admin immune with custom flag.
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