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


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mercury
Member
Join Date: Jun 2004
Old 07-31-2006 , 04:38   Re: Ptahhotep's Team Balancer 1.8b1 (Immunity & alive transf
Reply With Quote #71

Quote:
Originally Posted by Brad
Since I'm more or less supporting the Team Alert plugin anyway, feel free to post your request there and then I'll post the code changes so Allen can steal my code.
did it yet ("anyone can help" link in previous post).
thanks, Brad.
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KronCW
Junior Member
Join Date: Aug 2006
Old 08-01-2006 , 23:16   Re: Ptahhotep's Team Balancer 1.8b1 (Immunity & alive transf
Reply With Quote #72

is there any fix for when a CT gets transferred to T and he had defuser kit on CT now he is T with a fake bomb pack? please help ty.

running mm 1.19
amxx 1.7

Thanks,

KronCW
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lantz69
AMX Mod X Beta Tester
Join Date: Mar 2004
Location: Sweden, Skåne
Old 08-02-2006 , 06:06   Re: Ptahhotep's Team Balancer 1.8b1 (Immunity & alive transf
Reply With Quote #73

Quote:
Originally Posted by KronCW
is there any fix for when a CT gets transferred to T and he had defuser kit on CT now he is T with a fake bomb pack? please help ty.

running mm 1.19
amxx 1.7

Thanks,

KronCW
No not yet.
It will hopefully be in the next update.
Brads suggestion with HLSW will also be added.
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lantz69
AMX Mod X Beta Tester
Join Date: Mar 2004
Location: Sweden, Skåne
Old 08-02-2006 , 08:20   Re: Ptahhotep's Team Balancer 1.8b1 (Immunity & alive transf
Reply With Quote #74

Quote:
Originally Posted by KronCW
is there any fix for when a CT gets transferred to T and he had defuser kit on CT now he is T with a fake bomb pack? please help ty.

running mm 1.19
amxx 1.7

Thanks,

KronCW
Try the attached file
Code:
 * 1.8b2 lantz69: 2006-08-03
  - If player has defuse kit before a transfer it will be removed (thx teame06)
  - Added compile option #define SHOW_IN_HLSW To be able to remove transfers being showed in HLSW chat (Sug. Brad)
Attached Files
File Type: sma Get Plugin or Get Source (ptb.sma - 880 views - 45.3 KB)
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Phobos
Senior Member
Join Date: Jul 2005
Location: Germany
Old 08-02-2006 , 16:24  
Reply With Quote #75

Hi,
I use PTB and AFK KISS (http://forums.alliedmods.net/showthr...hlight=AFKKISS)
but there is 1 problem...
AFKKISS put AFK into specmode and PTB switch them back into a team, if ptb "think" a action is necessary (only specs from afkkiss get switched)

Is there any solution for this problem?

Thx a lot
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lantz69
AMX Mod X Beta Tester
Join Date: Mar 2004
Location: Sweden, Skåne
Old 08-02-2006 , 17:12   Re: Ptahhotep's Team Balancer 1.8b1 (Immunity & alive transf
Reply With Quote #76

It can be this setting which force players to autojoin a team (ptb.cfg)
Code:
amx_ptb autorounds 0
If you set that to a high number then ptb force the player to autojoin the right team (CT or T)
Try and set it to 0
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-=STN=- MaGe
Veteran Member
Join Date: Apr 2004
Location: Asault World
Old 08-07-2006 , 16:29   Re: Ptahhotep's Team Balancer 1.8b1 (Immunity & alive transf
Reply With Quote #77

1v1 and ptb send one guy to the other team. so there is 2 on ct and none on t.

using cs1.6

ptb.cfg is attached
Attached Files
File Type: cfg ptb.cfg (2.8 KB, 136 views)
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Trip~Hazard
Senior Member
Join Date: Jun 2004
Location: North Carolina
Old 08-08-2006 , 10:16   Re: Ptahhotep's Team Balancer 1.8b1 (Immunity & alive transf
Reply With Quote #78

Quote:
Originally Posted by lantz69
It can be this setting which force players to autojoin a team (ptb.cfg)
Code:
amx_ptb autorounds 0
If you set that to a high number then ptb force the player to autojoin the right team (CT or T)
Try and set it to 0
So lantz are you saying if I put amx_ptb autorounds at like 20, it will force player autojoin to the appropriate team for 20 rounds? Then after that you can join as you wish? I have never fully understood that particular cvar.

BTW 1.8b2 so far appears to have been successful in removing defuse kits before live switching. I haven't seen any more multi C4 carrying Ts.
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jd91651
Member
Join Date: Mar 2006
Old 08-09-2006 , 00:33   Re: Ptahhotep's Team Balancer 1.8b1 (Immunity & alive transf
Reply With Quote #79

I just want to warn everyone of a problem I encountered tonight and how to avoid it.
On most maps there are 2 objectives:
1. hostage, vip, bomb before time runs out.
2. kill all the other team members before time runs out
BUT on some maps (fy maps in particular) there is only one objective, kill all the other team.
On maps with one objective the mp_roundtime is irrelevant. Even if time runs out the round will not end until one team has killed the other. So here is what happened tonight on my fy_iceworld_cz server with a mp_roundtime of 2.00.
There were 2 ct's and 1 t left alive. The T called for knife with me (a ct). About this time the time ran out. Before either of us killed the other the remaining CT on my team came around the corner and killed me with a para while shooting at the T. I was stunned since FF is off and that should have been impossible.
What happened is PTB switched the other CT to the terrorist team because the time had run out but the uniform didn't change since the objective wasn't accomplished yet. I know this sounds bizarre but that's what happened.
Anyhow I have now set the mp_roundtime to 5.00 (which is twice the time needed) so this will not happen again. Just want to make it clear that this could only happen on maps with 1 objective where mp_roundtime can't end a round. Only killing the other team ends the round.

On another note I too am having a problem with players being changed in the buy zone or running to the buyzone and getting killed. Not sure what to do about it either.
[EDIT]
I just tried changing the delay time from 4.0 sec to 5.0 sec to delay the problem with plyrs changing and getting killed in buy zone as suggested in some previous posts and what happened is that the plyr actually spawned in as a ct in the T spawn area which was quite a surprise to everyone (especially the ct who probably thought he was a t at that point - why are they shooting at me??? ). So that didn't work to fix it.
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Last edited by jd91651; 08-09-2006 at 02:21.
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JyNx
Junior Member
Join Date: Jul 2006
Old 08-18-2006 , 13:42   Re: Ptahhotep's Team Balancer 1.8b1 (Immunity & alive transf
Reply With Quote #80

Well, for some reason my ptb won't switch anyone. Here are my settings:
HTML Code:
// PTB Configuration
//
// File location: addons/amxmodx/configs/ptb.cfg
//
// Settings are loaded on every mapchange
// from this cfg file
//

echo [PTB] Ptb.cfg is being executed

// 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         3 // 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    0 // 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   1        // number of rounds after which teams limiting begins
amx_ptb limitmin     5        // number of minimum players on map for team limiting
amx_ptb maxsize      11        // maximum team size per team
amx_ptb maxdiff      0    // 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         on             // kick for wtj counts
amx_ptb savewtj      on          // 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    5        // number of minimum players on map for switching
amx_ptb switchfreq   1        // relative next possible switch round
amx_ptb playerfreq   3        // relative next possible switch round for player
amx_ptb forceswitch  1     // 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      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

// 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
AMXMODX v1.71, MetaMod v1.19

My server is 21 slots if that helps.
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