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Ptahhotep's Team Balancer 1.8b3 (Immunity & alive trans)


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BoK | Krazy
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Join Date: Dec 2005
Location: Dayton, OH
Old 04-06-2006 , 17:38  
Reply With Quote #11

Thank lantz69 for making this. The new updates really help.

+ karma for you
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lantz69
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Join Date: Mar 2004
Location: Sweden, Skåne
Old 04-06-2006 , 18:17  
Reply With Quote #12

Quote:
Originally Posted by Trip~Hazard
A few people observed something last night and I wanted to let you know: when PTB decided to switch a live player, the process would start about 1-2 seconds before actual round end. Several people indicated they saw a person change from a CT to a T just before round end....giving in some cases enough time for a CT to kill the switched player who just found themselves amongst enemies and not even know it . Most of the time it happened too fast to be an issue, but there is apparently room for it to cause a problem at some point if there is time for you to observe the player morphing to another team. I personally never got a chance to see it, but some of my admins did.
Right now the time is set to 4 seconds at round end before a player is swithed to the other team.
If that time would be just a little higher like 4.5 seconds the teamchange might occour when a new round has started.
Think if PTB transfered a terrorist with the bomb to CT
That would not be so good would it

I hope you understand now.
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Trip~Hazard
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Join Date: Jun 2004
Location: North Carolina
Old 04-07-2006 , 17:14  
Reply With Quote #13

Yea thats fine. I see now that now additional time can be adjusted for the very reason you describe...would be a mess if that happened.
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jd91651
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Join Date: Mar 2006
Old 04-08-2006 , 15:10   Re: Ptahhotep's Team Balancer 1.8b1 (Immunity & alive tr
Reply With Quote #14

Quote:
Originally Posted by lantz69
Ptahhotep's Team Balancer 1.8b1

To make it fit your server
amx_ptb maxsize should be set at maxplayers/2 + amx_ptb maxdiff/2
Can you give 1 or two examples of this using real number.
AND
What about Reserved slots? Does that make a difference since a
16 slot server with 2 reserved slots really only has 14 slots available for
non admin personnel. How does that add in to the formula? If you set it at server max of 16 but it can really only hold 14 non-admin players could that create a problem? thanks
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lantz69
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Old 04-08-2006 , 15:56  
Reply With Quote #15

@jd91651

For a 20 pl server:
Code:
amx_ptb maxsize      11  // maximum team size per team 
amx_ptb maxdiff      2  // maximum team size difference
then it can be 11 vs. 9
or
Code:
amx_ptb maxsize      12  // maximum team size per team 
amx_ptb maxdiff      4  // maximum team size difference
Then it can be 12 vs. 8

On your server I would set
Code:
amx_ptb maxsize      9  // maximum team size per team 
amx_ptb maxdiff      2  // maximum team size difference
Then it can be 9 vs. 7 or 8 vs. 6
I'm not really sure how your 2 reserved slots would affect with that setting, but try it out and see for yourself.
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new_idiot
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Join Date: Sep 2005
Old 04-12-2006 , 13:08  
Reply With Quote #16

Can someone tell us how it works with the reserved slots ? We count those ?
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Trip~Hazard
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Join Date: Jun 2004
Location: North Carolina
Old 04-12-2006 , 13:56  
Reply With Quote #17

Sort of depends really on the number of slots you have. I purposely have 21 slots, using 1 for reserve so my amx_ptb maxsize is 10 since the teams can truely be 10 on 10 at full.

If you have a total of 20 slots using 1 as reserve (19 player total) then I would try keeping amx_ptb maxsize an even division of your total slots. (amx_ptb maxsize 10 for a 20 slot). Otherwise you would have to pick 9 which would be limiting one player and may cause issues....not sure on this. You can experiment both ways....not gonna ruin you either way.
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new_idiot
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Join Date: Sep 2005
Old 04-15-2006 , 07:28  
Reply With Quote #18

My Ptb doesn't change the good players to the loosing team.

I get this msg very often
PTB: Round ended, checking teams.
PTB: Can't switch players, need valid target in each team.


Code:
ptb_saychat 		1 // can be 0 for off 1 on if set to 2 then Transfers will show in hud but not chat 
			  // if set to 3 it will show all messages in chat and transfers in hudtext

ptb_transfer_type	2 // can only be 1, 2 or 3 and 3 is the most agressive transfer 
			  // 1 is the original transfertype

ptb_switch_immunity	1 // Set to 0 if admins with immunity also should be switched.

ptb_limitjoin_immunity	1 // Set to 0 so admins with immunity cant choose any team they want.


// team selection control
amx_ptb limitjoin    on 	// set limits on team joining
amx_ptb limitafter   0		// number of rounds after which teams limiting begins
amx_ptb limitmin     4		// number of minimum players on map for team limiting
amx_ptb maxsize      11		// maximum team size per team
amx_ptb maxdiff      1		// maximum team size difference
amx_ptb autorounds   2		// number of first rounds into match, which allow autojoin only
amx_ptb wtjauto      3		// wtj tries needed to become autojoined
amx_ptb wtjkick      4		// wtj tries needed to become kicked
amx_ptb kick         off	// kick for wtj counts
amx_ptb savewtj      off 	// save wtjs to wtj.log

// team balancing actions
amx_ptb switch       on		// switch/transfer players
amx_ptb switchafter  0		// number of rounds after which switching begins
amx_ptb switchmin    4		// number of minimum players on map for switching
amx_ptb switchfreq   1		// relative next possible switch round
amx_ptb playerfreq   7		// relative next possible switch round for player
amx_ptb forceswitch  1		// number of tries after which PTB switches alive, if neccessary
amx_ptb deadonly     on 	// switch dead only

// messages (good to have on when debugging if you use statsx dont have them on)
amx_ptb tellwtj      off 	// tell about wtj tries
amx_ptb announce     off	// announce team status at beginning of round
amx_ptb sayok        off	// announce team status, if teams are alright
amx_ptb typesay      off	// use HUD messages

// team strength limits
amx_ptb maxstreak    3		// max. allowed team win streak
amx_ptb maxscore     2		// max. allowed team score difference
amx_ptb minrating    1.5	// minimum critical team rating
amx_ptb maxrating    2.0	// maximum critical team rating
amx_ptb superrating  3.0	// super critical team rating
amx_ptb maxincidents 50		// maximum kills + deaths before the score is divided by PTB_SCALEDOWN
amx_ptb scaledown    2		// divisor for kills and deaths, when PTB_MAXINCIDENTS is reached
I run a 20+2 slots server.

Any help ?
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lantz69
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Old 04-15-2006 , 08:56  
Reply With Quote #19

Change
amx_ptb maxdiff 1
to
amx_ptb maxdiff 2

And change
amx_ptb playerfreq 7
to
amx_ptb playerfreq 5

That should make more valid targets

Also the big error in your settings
Change
amx_ptb deadonly on
to
amx_ptb deadonly off

This version of PTB can switch alive without killing them so amx_ptb deadonly Should always be off
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vostok4
Member
Join Date: Aug 2005
Old 04-16-2006 , 14:10  
Reply With Quote #20

My PTB doesn't really work at all... only makes people autoselect teams. I've got 17 slots + 2 reserved.... I'd like it as strict as possible so it makes sure the teams are always even (right now sometimes its 28-3 etc)... Thanks!

Code:
// PTB Configuration

// These two cvars must be set to 0 for PTB proper working
mp_autoteambalance      0
mp_limitteams           0

// Four new cvars to control chatmessages, transfertype and immunity
ptb_saychat             1 // can be 0 for off 1 on if set to 2 then Transfers will show in hud but not chat
                          // if set to 3 it will show all messages in chat and transfers in hudtext

ptb_transfer_type       3 // can only be 1, 2 or 3 and 3 is the most agressive transfer
                          // 1 is the original transfertype

ptb_switch_immunity     1 // Set to 0 if admins with immunity also should be switched.

ptb_limitjoin_immunity  1 // Set to 0 so admins with immunity cant choose any team they want.


// team selection control
amx_ptb limitjoin    on         // set limits on team joining
amx_ptb limitafter   0          // number of rounds after which teams limiting begins
amx_ptb limitmin     0          // number of minimum players on map for team limiting
amx_ptb maxsize      9          // maximum team size per team
amx_ptb maxdiff      1          // maximum team size difference
amx_ptb autorounds   3          // number of first rounds into match, which allow autojoin only
amx_ptb wtjauto      3          // wtj tries needed to become autojoined
amx_ptb wtjkick      7          // wtj tries needed to become kicked
amx_ptb kick         on         // kick for wtj counts
amx_ptb savewtj      off        // save wtjs to wtj.log

// team balancing actions
amx_ptb switch       on         // switch/transfer players
amx_ptb switchafter  3          // number of rounds after which switching begins
amx_ptb switchmin    5          // number of minimum players on map for switching
amx_ptb switchfreq   1          // relative next possible switch round
amx_ptb playerfreq   7          // relative next possible switch round for player
amx_ptb forceswitch  0          // number of tries after which PTB switches alive, if neccessary
amx_ptb deadonly     off        // switch dead only

// messages (good to have on when debugging if you use statsx dont have them on)
amx_ptb tellwtj      off        // tell about wtj tries
amx_ptb announce     off        // announce team status at beginning of round
amx_ptb sayok        off        // announce team status, if teams are alright
amx_ptb typesay      off        // use HUD messages

// team strength limits
amx_ptb maxstreak    3          // max. allowed team win streak
amx_ptb maxscore     2          // max. allowed team score difference
amx_ptb minrating    1.5        // minimum critical team rating
amx_ptb maxrating    2.0        // maximum critical team rating
amx_ptb superrating  3.0        // super critical team rating
amx_ptb maxincidents 50         // maximum kills + deaths before the score is divided by PTB_SCALEDOWN
amx_ptb scaledown    2          // divisor for kills and deaths, when PTB_MAXINCIDENTS is reached
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