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[ND] Warmup Round / Team Balancer - V1.2.4


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Player 1
Member
Join Date: Apr 2012
Plugin ID:
2968
Plugin Version:
1.2.4
Plugin Category:
Server Management
Plugin Game:
Nuclear Dawn
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Includes an a warmup round and level balancer.
    Old 05-24-2012 , 12:40   [ND] Warmup Round / Team Balancer - V1.2.4
    Reply With Quote #1

    Description:
    How does the level balancer work? During the warmup round, everyone's rank is put into an array. Then the plugin searches for level 80's. When it finds one, it places him on Empire. Then it moves onto search for the next level 80, and puts him on Consortium. When there are no level 80's left, it moves onto level 79 and repeats all the way down to level 0.

    Basically, it puts the players in order by level, then then puts every other player on the same team.
    There is also an admin command to re-run the balancer at any time, which commanders are immune from.

    Cvars:

    • sm_nd_balancer_enable | Default = 1 | Set 0 to disable the balancer and only run the warmup round
    • sm_warmup_time | Default = 65 | Sets the warmup timer.
    • sm_warmup_end_message | Default = "Engage Post-Nuclear Combat!" | Sets the message displayed when the warmup round ends [MaxLength == 100 characters]
    • sm_warmup_text_color | Default = "0 255 0" | Set the warmup text RGB values seperated by spaces. Must be enclosed in quotes!
    • sm_warmup_modify_ff | Default = 0 | Enabling this Cvar will turn FF on durning the warmup round, then back off when it ends.
    • sm_warmup_modify_gravity | Default = 0 | 0 = Don't change gravity; any > 0 will set gravity to that value, then return to default after the warmup round.
    Command:
    • sm_balanceteams | Runs the team balancer immediately.


    New in Version 1.2.4:
    * Added SetClientSpawnPoint() to ForceSpawn() to fix a bug where the player would be stuck trying to spawn without a Transport Gate selected.
    * Added AutoExecConfig() - All cvars and descriptions will be placed in a config file at nucleardawn/cfg/sourcemod/nd_balancer.cfg
    Attached Files
    File Type: sp Get Plugin or Get Source (nd_balancer.sp - 921 views - 9.1 KB)

    Last edited by Player 1; 12-02-2012 at 20:41. Reason: updated to v1.2.4
    Player 1 is offline
    msunovator
    New Member
    Join Date: Oct 2012
    Old 10-21-2012 , 07:40   Re: [ND] Warmup Round / Team Balancer
    Reply With Quote #2

    Good Day, Player1.
    How to use that plug-in without balancer?
    That is needed for some matches.
    Thank you.

    Last edited by msunovator; 10-21-2012 at 07:40.
    msunovator is offline
    Player 1
    Member
    Join Date: Apr 2012
    Old 10-21-2012 , 13:50   Re: [ND] Warmup Round / Team Balancer
    Reply With Quote #3

    New version is posted msunovator.
    Player 1 is offline
    msunovator
    New Member
    Join Date: Oct 2012
    Old 10-21-2012 , 14:24   Re: [ND] Warmup Round / Team Balancer
    Reply With Quote #4

    Here is some bug with rendering of the message "The round will start at %% seconds".

    Old messages are not erasing correctly.
    msunovator is offline
    Player 1
    Member
    Join Date: Apr 2012
    Old 10-21-2012 , 21:16   Re: [ND] Warmup Round / Team Balancer
    Reply With Quote #5

    I've thoroughly tested the text and I don't see any problems, so something must be wrong on your end.

    Last edited by Player 1; 11-18-2012 at 14:34.
    Player 1 is offline
    msunovator
    New Member
    Join Date: Oct 2012
    Old 10-24-2012 , 07:26   Re: [ND] Warmup Round / Team Balancer
    Reply With Quote #6

    Works fine. Great!
    msunovator is offline
    DIMEDROLL
    Junior Member
    Join Date: Apr 2012
    Old 05-29-2013 , 14:39   Re: [ND] Warmup Round / Team Balancer - V1.2.4
    Reply With Quote #7

    There is a problem with the plugin. Those players who are spectating or AFK are forced into a team and eventually doesn't spawn. Right now we had 7 players in our team after warmup round and only 2 players played. This happens pretty often. After a 1 hour round many players go AFK for 5-10 minutes and leave the game running, what leads to incorrect balancing.
    What is needed to be fixed is don't force players to a team when they connect. The most correct way would be to add a convar that enables this feature and enable it by default. Thanks
    DIMEDROLL is offline
    stickz
    Senior Member
    Join Date: Oct 2012
    Location: Ontario, Canada
    Old 06-18-2013 , 17:05   Re: [ND] Warmup Round / Team Balancer - V1.2.4
    Reply With Quote #8

    Quote:
    Originally Posted by DIMEDROLL View Post
    There is a problem with the plugin. Those players who are spectating or AFK are forced into a team and eventually doesn't spawn. Right now we had 7 players in our team after warmup round and only 2 players played. This happens pretty often. After a 1 hour round many players go AFK for 5-10 minutes and leave the game running, what leads to incorrect balancing.
    What is needed to be fixed is don't force players to a team when they connect. The most correct way would be to add a convar that enables this feature and enable it by default. Thanks
    this is intentional otherwise people could avoid the balancer by joining spectate. (causing an ever bigger problem) Use an afk manger to automatically draw them back into spectate isn't the fault of this plugin. other nuclear dawn servers already solved this problem by doing so.
    stickz is offline
    DIMEDROLL
    Junior Member
    Join Date: Apr 2012
    Old 08-28-2013 , 15:58   Re: [ND] Warmup Round / Team Balancer - V1.2.4
    Reply With Quote #9

    Yep, AFK manager solves this thanks.
    But there is another problem, spectators get balanced by sm_balanceteams command. Spectators get in teams.
    Can you please not balance spectators when using sm_balanceteams and after a warmup round(when somebody joined spectate)
    DIMEDROLL is offline
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