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


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jsterling
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Join Date: Mar 2004
Location: Denver, CO, USA
Old 03-18-2007 , 19:12   Re: Ptahhotep's Team Balancer 1.8b3 (Immunity & alive trans)
Reply With Quote #171

Lantz, I am sure at one point I hae asked you this before but can we get an addition to the ptb_saychat cvar that only shows chat messages and not HUD?

Thanks
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lantz69
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Location: Sweden, Skåne
Old 03-19-2007 , 14:33   Re: Ptahhotep's Team Balancer 1.8b3 (Immunity & alive trans)
Reply With Quote #172

Quote:
Originally Posted by jsterling View Post
Lantz, I am sure at one point I hae asked you this before but can we get an addition to the ptb_saychat cvar that only shows chat messages and not HUD?

Thanks
I tried this in ptb.cfg
Code:
 
ptb_saychat 1
// messages
amx_ptb tellwtj      on  // tell about wtj tries
amx_ptb announce     on // announce team status at beginning of round
amx_ptb sayok        on // announce team status, if teams are alright
amx_ptb typesay      off // use HUD messages
Then i saw all chatmessages and not any hud messages
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lantz69
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Old 03-19-2007 , 14:33   Re: Ptahhotep's Team Balancer 1.8b3 (Immunity & alive trans)
Reply With Quote #173

Quote:
Originally Posted by mo0n View Post
++++ karma


my server is a 24 player server

i set the max/min to 13 and 2

do u think thats good?
Yes that is a good setting.
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lantz69
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Old 03-19-2007 , 14:38   Re: Ptahhotep's Team Balancer 1.8b3 (Immunity & alive trans)
Reply With Quote #174

Quote:
Originally Posted by bmann_420 View Post
I know this may be a rhetorical question, but on one of my servers I am running CSDM. Is their any way of the switch function, not going by rounds? But just an instant switch if their alive (which they always are). I know this is kinda, well bigger than a normal question ;) I know it wont happen but I have to ask. Since I love the way this works so much I wanted to implement it on my dm server, although it goes by rounds most of the time.
I think the players would be confused if you change their teams randomly.
I have FFA on my CSDM server without PTB and I think that is better as the team does not matter.
Maybe you could try and code it yourself as I belive you can.
You could just change try and change what triggers the function public round_end()
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bmann_420
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Old 03-19-2007 , 21:34   Re: Ptahhotep's Team Balancer 1.8b3 (Immunity & alive trans)
Reply With Quote #175

Alright, ill see what I can do
Thank you for the response
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mo0n
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Join Date: Feb 2007
Old 03-22-2007 , 22:00   Re: Ptahhotep's Team Balancer 1.8b3 (Immunity & alive trans)
Reply With Quote #176

on this part of the cfg file:


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


what do you mean by debugging? can i still have statsx plugin on if i turn these messages on? because i want to use both and i want to make sure i can
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lantz69
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Old 03-23-2007 , 05:57   Re: Ptahhotep's Team Balancer 1.8b3 (Immunity & alive trans)
Reply With Quote #177

Yes you can have statx on, but some stats or miscstats might overwrite the PTB huds.
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ldoom777
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Old 03-25-2007 , 22:43   Re: Ptahhotep's Team Balancer 1.8b3 (Immunity & alive trans)
Reply With Quote #178

Any one want to tell me what i have set wrong in cfg file? @ this point it don't help @ all to be honest things are the same as before. Rounds are going
22/6
34/16
16/6

Please tell me what i must do......

// PTB Configuration
//
// File location: addons/amxmodx/configs/ptb.cfg
//
// Settings are loaded on every mapchange
// from this cfg file
//
// For details on the settings check out the documentation
// in the readme.txt file
echo [PTB] Ptb.cfg is being executed

// These two cvars must be set to 0 so PTB can work properly.
mp_autoteambalance 0
mp_limitteams 0

// Control of chatmessages which 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 as hudtext
ptb_saychat 1

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

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

// Set to 0 if admins with immunity cant choose the team they wants
ptb_limitjoin_immunity 1

// Here you set which flag an admin must have to be immune against transfers (Default o ADMIN_LEVEL_C)
ptb_immunity_level "o"

// Here you set which flag an admin must have to be able to change PTB settings (Default l ADMIN_RCON)
ptb_access_level "l"

// If you want to see Transfers made in the HLSW chat have this set to 1
ptb_show_in_hlsw 0


// 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 2 // 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 5 // 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 3 // number of rounds after which switching begins
amx_ptb switchmin 5 // number of minimum players on map for switching
amx_ptb switchfreq 3 // relative next possible switch round
amx_ptb playerfreq 5 // 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 5 // max. allowed team win streak
amx_ptb maxscore 5 // 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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lantz69
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Old 03-26-2007 , 06:04   Re: Ptahhotep's Team Balancer 1.8b3 (Immunity & alive trans)
Reply With Quote #179

Quote:
Originally Posted by ldoom777 View Post
Any one want to tell me what i have set wrong in cfg file? @ this point it don't help @ all to be honest things are the same as before. Rounds are going
22/6
34/16
16/6
I assume you have a 16player server
Then these settings are good (as you already have)
Code:
 
amx_ptb maxsize 9 // maximum team size per team
amx_ptb maxdiff 2 // maximum team size difference
You could also try
Code:
 
amx_ptb maxsize 10 // maximum team size per team
amx_ptb maxdiff 4 // maximum team size difference
Then it can be 10 vs 6 but maybe a little extreme

The scores you show above can also depend on what kind of maps is played and if there is a really good player in the other team(maybe even immune)
To many immune players make PTB suffer in its work of balancing the team.
Often also some players disconnect when they are in the losing team.

So my questions to you are:
What maps are the scores from?
How many maxplayers does your server have?
How many immune player do you have?
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ldoom777
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Join Date: Aug 2005
Old 03-26-2007 , 17:52   Re: Ptahhotep's Team Balancer 1.8b3 (Immunity & alive trans)
Reply With Quote #180

Thanks for the help Lantz69,

What maps are the scores from? de_inferno, de_dust2 & de_nuke
How many maxplayers does your server have? 16 man
How many immune player do you have? 2
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