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-   -   Dynamic cvar by number of players (https://forums.alliedmods.net/showthread.php?t=47561)

kp_uparrow 11-20-2006 21:13

Dynamic cvar by number of players
 
Is there / I need a plugin that dymanicly changes the a Cvar by how many people are in the server

The Specialist 11-21-2006 03:36

Re: Dynamic cvar by number of players
 
what cvar ? but i dont think so. can you describe exactly what you want and then i might do it for you very quickly :wink:

kp_uparrow 11-21-2006 10:53

Re: Dynamic cvar by number of players
 
so when there is 1 player in the server, the plugin changes the sv_maxrate to 20000, when there is 4 people, sv_maxrate to 10000, when there is 8 people, sv_maxupdaterate to 15, when there is 10 people sv_maxrate to 7000 and so on

Hawk552 11-21-2006 17:38

Re: Dynamic cvar by number of players
 
You know, lowering rates with more people connected is kind of like raising taxes when there's a recession.

I'm not disputing the idea, but changing your rates is not a wise idea (especially lowering it with more people).

kp_uparrow 11-21-2006 18:11

Re: Dynamic cvar by number of players
 
im not lowering rates, im increasing rates when tehre is less people

RaD-PimP 11-21-2006 18:31

Re: Dynamic cvar by number of players
 
You're decreasing rates when there is more people in the server.
You're increasing rates when there is less people in the server.

Both mean the same thing which I also think is a bad idea, but I think the coders around here will make it for you.

kp_uparrow 11-21-2006 18:53

Re: Dynamic cvar by number of players
 
the rate will always be 6000 if there is nothing to change it
some 10000 is better than always 6000

Hawk552 11-21-2006 19:03

Re: Dynamic cvar by number of players
 
Quote:

Originally Posted by kp_uparrow (Post 405755)
the rate will always be 6000 if there is nothing to change it
some 10000 is better than always 6000

No, it's not, because clients will never use that much anyway if there's less players.

I don't think you understand the math behind bandwidth consumption in HLDS. The more players, the more bandwidth each player takes up. Why? Let's say there's 3 players (Player A, B, C). The server has to transmit to A the locations of B and C, has to transmit to B the locations of A and C, and has to transmit to C the locations of A and B. That's 6 transactions (discounting the transmission between the server and client itself). Let's add player D. So it now looks like A: B, C, D - B: A, C, D - C: A, B, D - D: A, B, C. That's a total of 12 transactions.

What I said above is very very far from what actually goes on (there's a lot more to it, but that's the basics). I guess it's like saying "a car is a hunk of metal".

kp_uparrow 11-21-2006 19:12

Re: Dynamic cvar by number of players
 
so you are saying that players transfer data without going thru server???

Hawk552 11-21-2006 19:14

Re: Dynamic cvar by number of players
 
Quote:

Originally Posted by kp_uparrow (Post 405768)
so you are saying that players transfer data without going thru server???

You know what? There really is no hope for you. I really don't care, its your server that you'll be destroying. You obviously don't understand my point (which I clearly stated twice in my previous post), so just forget it.


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