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Mp_autoteambalance locked


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GGBL
Junior Member
Join Date: Jan 2016
Old 10-07-2018 , 23:33   Mp_autoteambalance locked
Reply With Quote #1

en:
Hello, I have a MG server (Minigames) and players can only enter 1 team, but they are not able, I already put mp_limitteams 0 and it worked, but when I put mp_autoteambalance 0, sm says it has changed, but not changed in the console still continues mp_autoteambalance 1, already placed in server.cfg, gamemode_casual_server.cfg, gamemode_casual.cfg, until I used the plugin like this https://forums.alliedmods.net/showthread.php?t=201189, but not worked, do you know what it can be?

pt:
Salve, eu tenho um servidor MG (Minigames) e os jogadores só podem entrar em uma equipe, consegue entrar uns 4, o resto não consegue, eu já coloquei mp_limitteams 0 e funcionou, mas quando eu coloquei mp_autoteambalance 0, aparece a mensagem do sm dizendo que mudou, mas no console ainda continua mp_autoteambalance 1, já coloquei os comandos no server.cfg, gamemode_casual_server.cfg, gamemode_casual.cfg, até usei este plugin https://forums.alliedmods.net/showthread.php?t=201189, mas não deu certo, sabe o que pode ser?

Last edited by GGBL; 10-07-2018 at 23:35.
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Neuro Toxin
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Join Date: Oct 2013
Location: { closing the void; }
Old 10-08-2018 , 03:37   Re: Mp_autoteambalance locked
Reply With Quote #2

Maybe a plugin is forcing it back everytime the convar changes.

Try disable all non base SM plugins and see if the same behaviour occurs.
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eyal282
Veteran Member
Join Date: Aug 2011
Old 10-08-2018 , 03:44   Re: Mp_autoteambalance locked
Reply With Quote #3

Quote:
Originally Posted by Neuro Toxin View Post
Maybe a plugin is forcing it back everytime the convar changes.

Try disable all non base SM plugins and see if the same behaviour occurs.
Almost 100% sure it's not the case.

Post author, pay this file a visit: bspconvar_whitelist.txt
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GGBL
Junior Member
Join Date: Jan 2016
Old 10-08-2018 , 12:13   Re: Mp_autoteambalance locked
Reply With Quote #4

Code:
// This file should include convars which custom bsps are permitted to change via the bsp cfg file
// if a convar doesn't exist in this list, a map is not permitted to change it via the map's cfg file
// all convars in this list will also get set to their default values when a game mode cfg file is executed

"convars"
{
	ammo_grenade_limit_default							1	// How many of each grenade (except flashbangs) are we allowed to carry?
	ammo_grenade_limit_flashbang						1	// How many flashbangs are we allowed to carry?
	ammo_grenade_limit_total							1	// How many total grenades can we carry?
	bot_allow_grenades									1	// If nonzero, bots may use grenades.
	bot_allow_machine_guns								1	// If nonzero, bots may use the machine gun.
	bot_allow_pistols									1	// If nonzero, bots may use pistols.
	bot_allow_rifles									1	// If nonzero, bots may use rifles.
	bot_allow_rogues									1
	bot_allow_shotguns									1	// If nonzero, bots may use shotguns.
	bot_allow_snipers									1	// If nonzero, bots may use sniper rifles.
	bot_allow_sub_machine_guns							1	// If nonzero, bots may use sub-machine guns.
	bot_autodifficulty_threshold_high					1	// Amount above avg human contribution score, above which a bot should lower its difficulty
	bot_autodifficulty_threshold_low					1	// Amount below avg human contribution score, below which a bot should raise its difficulty
	bot_chatter											1	// Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'.
	bot_defer_to_human_goals							1	// If nonzero and there is a human on the team, the bots will not do the scenario tasks.
	bot_defer_to_human_items							1	// If nonzero and there is a human on the team, the bots will not get scenario items.
	bot_difficulty										1	
	bot_quota											1	// Determines the total number of bots in the game.
	bot_quota_mode										1	// Determines the type of quota. Allowed values: 'normal', 'fill', and 'match'. If 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota. If 'match', the server will maintain a 1:N ratio of humans to bots, where N is bot_quota.
	cash_player_bomb_defused							1
	cash_player_bomb_planted							1
	cash_player_damage_hostage							1	// The penalty (or bonus) players get from harming a hostage
	cash_player_get_killed								1	// Money a player can get when they are killed by another player
	cash_player_interact_with_hostage					1
	cash_player_killed_enemy_default					1	// Money award to player when they kill an enemy (which then gets scaled per weapon)
	cash_player_killed_enemy_factor						1	// Scaler that adjusts the money recieved per kill
	cash_player_killed_hostage							1	// The penalty (or bonus) players get for killing a hostage
	cash_player_killed_teammate							1
	cash_player_rescued_hostage							1
	cash_player_respawn_amount							1	// The money bonus a play can get when they respawn (if respawning is enabled)
	cash_team_elimination_bomb_map						1
	cash_team_elimination_hostage_map_ct				1
	cash_team_elimination_hostage_map_t					1
	cash_team_hostage_alive								1
	cash_team_hostage_interaction						1
	cash_team_loser_bonus								1
	cash_team_loser_bonus_consecutive_rounds			1
	cash_team_planted_bomb_but_defused					1
	cash_team_rescued_hostage							1
	cash_team_survive_guardian_wave						1
	cash_team_terrorist_win_bomb						1
	cash_team_win_by_defusing_bomb						1
	cash_team_win_by_hostage_rescue						1
	cash_team_win_by_time_running_out_bomb				1
	cash_team_win_by_time_running_out_hostage			1
	ff_damage_reduction_bullets							1	// How much to reduce damage done to teammates when shot.  Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
	ff_damage_reduction_grenade							1
	ff_damage_reduction_grenade_self					1
	ff_damage_reduction_other							1
	global_chatter_info								    1
	mp_afterroundmoney									1	// Amount of money awared to every player after each round
	mp_anyone_can_pickup_c4								1
	mp_autoteambalance									0
	mp_buy_allow_grenades								1	// Whether or not grenades can be purchased from the buy menu
	mp_buy_allow_guns									1	// Bitfield: which weapons can be purchased. pistols (1), SMGs (2), rifles (4), shotguns (8), sniper rifles (16), heavy MGs (32)
	mp_buy_anywhere										1
	mp_buy_during_immunity								1
	mp_buytime											1	// How many seconds after round start players can buy items for.
	mp_c4_cannot_be_defused								1
	mp_c4timer											1
	mp_consecutive_loss_max								1	// Maximum loss streak (default 4).  Maximum per-round impact is mp_consecutive_loss_max * cash_team_loser_bonus_consecutive_rounds
	mp_coop_force_join_ct								1
	mp_coopmission_bot_difficulty_offset				1
	mp_coopmission_mission_number						1
	mp_ct_default_grenades								1	// The default grenades that the CTs will spawn with.  To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'
	mp_ct_default_melee									1	// The default melee weapon that the CTs will spawn with.  Even if this is blank, a knife will be given.  To give a taser, it should look like this: 'weapon_knife weapon_taser'.  Remember to set mp_weapons_allow_zeus to 1 if you want to give a taser!
	mp_ct_default_primary								1	// The default primary (rifle) weapon that the CTs will spawn with
	mp_ct_default_secondary								1	// The default secondary (pistol) weapon that the CTs will spawn with
	mp_damage_headshot_only								1	// Bullets that aren't headshots don't deal damage
	mp_damage_scale_ct_body								1	// Scales the damage a CT player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)
	mp_damage_scale_ct_head								1	// Scales the damage a CT player takes by this much when they take damage in the head. (1 == 100%, 0.5 == 50%)
	mp_damage_scale_t_body								1	// Scales the damage a T player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)
	mp_damage_scale_t_head								1	// Scales the damage a T player takes by this much when they take damage in the head. (1 == 100%, 0.5 == 50%)
	mp_damage_vampiric_amount							1	// Hits heal you
	mp_death_drop_c4									1
	mp_death_drop_defuser								1	// Whether a defuser drops from a player holding on when they die
	mp_death_drop_grenade								1	// Which grenade to drop on player death: 0=none, 1=best, 2=current or best
	mp_death_drop_gun									1	// Which gun to drop on player death: 0=none, 1=best, 2=current or best
	mp_deathcam_skippable								1	// Determines whether a player can early-out of the deathcam
	mp_default_team_winner_no_objective					1	// if set, the map will declare this team the winner when the round timer expires.  (-1 == map default, 0 == draw, 2 == Ts, 3 == CTs)
	mp_defuser_allocation								1	// How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
	mp_display_kill_assists								1	// Whether to display and score player assists
	mp_dm_bonus_percent									1	// Additional % of kill score to award for a bonus weapon kill
	mp_dm_bonus_respawn									1	// Whether to respawn when you get the DM bonus weapon or just have it given to you at your current location
	mp_dm_bonusweapon_dogtags							1	// How many additional dogtags to drop when getting a kill with the bonus weapon
	mp_dm_dogtag_score									1	// How many points it is worth to collect an enemy's dogtag in deathmatch
	mp_dm_kill_base_score								1	// How many points to award for a kill in deathmatch
	mp_dm_teammode										1	// Deathmatch uses team DM rules
	mp_dm_teammode_bonus_score							1	// Team DM victory points to award for kills with the bonus weapon
	mp_dm_teammode_dogtag_score							1	// Team DM victory points to award for enemy dogtag collection
	mp_dm_teammode_kill_score							1	// Team DM victory points to award for player kills
	mp_dogtag_despawn_on_killer_death					1	// If set, dogtags will despawn when the person who killer the owner dies
	mp_dogtag_despawn_time								1	// Dogtags automatically despawn after this many seconds (0=infinite)
	mp_dogtag_pickup_rule								1	// Who is allowed to pick up dogtags (0=killer, 1=killer's team, 2=victim's team, 3=killer OR victim's team, 4=everyone)
	mp_economy_reset_rounds								1	// how many rounds before economy is reset to default
	mp_equipment_reset_rounds							1	// how many rounds before equipment is reset to default
	mp_force_assign_teams								1
	mp_force_pick_time									1	// The amount of time a player has on the team screen to make a selection before being auto-teamed
	mp_forcecamera										1	// Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_fadetoblack).
	mp_free_armor										1	// Determines whether armor (1) and/or helmet (2) are given automatically.
	mp_freezetime										0	// how many seconds to keep players frozen when the round starts
	mp_friendlyfire										1
	mp_ggprogressive_round_restart_delay				1
	mp_ggtr_always_upgrade								1
	mp_ggtr_bomb_defuse_bonus							1
	mp_ggtr_bomb_detonation_bonus						1
	mp_ggtr_bomb_pts_for_flash							1
	mp_ggtr_bomb_pts_for_he								1
	mp_ggtr_bomb_pts_for_molotov						1
	mp_ggtr_bomb_pts_for_upgrade						1
	mp_ggtr_bomb_respawn_delay							1
	mp_ggtr_end_round_kill_bonus						1
	mp_ggtr_halftime_delay								1
	mp_ggtr_last_weapon_kill_ends_half					1
	mp_give_player_c4									1	// Whether this map should spawn a c4 bomb for a player or not
	mp_global_damage_per_second							1	// Being alive damages you (can't die from this damage)
	mp_guardian_bot_money_per_wave						1
	mp_guardian_loc_adjective							1	// (If set) kill condition token (#quest_hud_guardian_adjective_<name>)
	mp_guardian_loc_condition							1	// (If set) kill condition token (#quest_hud_guardian_condition_<name>)
	mp_guardian_loc_icon								1	// (If set) icon to override for guardian mission
	mp_guardian_loc_mission								1	// Token to use to generate guardian mission (#quest_hud_guardian_mission_<name>)
	mp_guardian_loc_override							1	// Token to use to display guardian mission (#quest_hud_guardian_override_<name>) (if exists) (IMPORTANT FOR LOC: should be unique for each guardian mission)
	mp_guardian_loc_weapon								1	// (If set) weapon name token (#SFUI_WPNHUD_<name>)
	mp_guardian_player_dist_max							1
	mp_guardian_player_dist_min							1
	mp_guardian_special_kills_needed					1
	mp_guardian_special_weapon_needed					1
	mp_guardian_target_site								1
	mp_halftime											1	// Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
	mp_halftime_pausetimer								1	// Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
	mp_heavyassaultsuit_cooldown						1	// Controls heavy assault suit cooldown (disabled in cooperative modes)
	mp_hostagepenalty									1	// Terrorist are kicked for killing too much hostages
	mp_hostages_max										1	
	mp_hostages_spawn_force_positions					1
	mp_hostages_spawn_same_every_round					1
	mp_items_prohibited								    1
	mp_limitteams										0	// Max # of players 1 team can have over another (0 disables check)
	mp_match_can_clinch									1	// 0=No mercy rule, 1=team can clinch match win early if they win > 1/2 total rounds
	mp_max_armor										1	// Determines whether armor (1) and/or helmet (2) are available for purchase.
	mp_maxmoney											1	// maximum amount of money allowed in a player's account
	mp_maxrounds										1	// max number of rounds to play before server changes maps
	mp_molotovusedelay									1	// Number of seconds to delay before the molotov can be used after acquiring it
	mp_playercashawards									1	// Players can earn money by performing in-game actions
	mp_radar_showall									1   // Determines who should see all in the radar.	0 = default. 1 = both teams. 2 = Terrorists. 3 = CTs.
	mp_randomspawn										1	// Determines whether players are to spawn.		0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs.
	mp_randomspawn_dist									1
	mp_randomspawn_los									1
	mp_respawn_immunitytime								1	// How many seconds after respawn immunity lasts.
	mp_respawn_on_death_ct								1	// When set to 1, counter-terrorists will respawn after dying.
	mp_respawn_on_death_t								1	// When set to 1, terrorists will respawn after dying.
	mp_respawnwavetime_ct								1	// Time between respawn waves for CTs.
	mp_respawnwavetime_t								1	// Time between respawn waves for Terrorists.
	mp_round_restart_delay									1 // the default is "7". the "1" here is not used
	mp_roundtime										1	// How many minutes each round takes.
	mp_roundtime_defuse									1	// How many minutes each round of Bomb Defuse takes.
	mp_roundtime_hostage								1	// How many minutes each round of Hostage Rescue takes.
	mp_solid_teammates									1	// Determines whether teammates are solid or not.
	mp_starting_losses									1	// Loss streak to start each team with (default 0).  Results in the first round being worth additional cash for the losing team
	mp_startmoney										1	// Amount of money each player starts with on match start, half start or reset
	mp_t_default_grenades								1	// The default grenades that the CTs will spawn with.  To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'
	mp_t_default_melee									1	// The default melee weapon that the Ts will spawn with.  Even if this is blank, a knife will be given.  To give a taser, it should look like this: 'weapon_knife weapon_taser'.  Remember to set mp_weapons_allow_zeus to 1 if you want to give a taser!
	mp_t_default_primary								1	// The default primary (rifle) weapon that the Ts will spawn with
	mp_t_default_secondary								1	// The default secondary (pistol) weapon that the Ts will spawn with
	mp_taser_recharge_time								1	// How many seconds does it take for a taser to recharge ( -1 = never )
	mp_teamcashawards									1	// Teams can earn money by performing in-game actions
	mp_teammates_are_enemies							1	// When set, your teammates act as enemies and all players are valid targets.
	mp_timelimit										1	// Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round.
	mp_use_respawn_waves								1	// When set to 1, and that player's team is set to respawn, they will respawn in waves.
	mp_warmup_pausetimer								1	// Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.
	mp_warmuptime										1
	mp_warmuptime_all_players_connected					1
	mp_weapon_self_inflict_amount						1	// Attacking damages you if you miss (can't die from this damage)
	mp_weapons_allow_heavy								1	// Determines which teams can purchase heavy weapons (-1 = any; 0 = none; 2 = Ts; 3 = CTs)
	mp_weapons_allow_heavyassaultsuit					1	// Determines whether the Heavy Assault Suit is purchaseable or not (T only)
	mp_weapons_allow_map_placed							1	// If this convar is set, when a match starts, the game will not delete weapons placed in the map.
	mp_weapons_allow_pistols							1	// Determines which teams can purchase pistols (-1 = any; 0 = none; 2 = Ts; 3 = CTs)
	mp_weapons_allow_rifles								1	// Determines which teams can purchase rifles (-1 = any; 0 = none; 2 = Ts; 3 = CTs)
	mp_weapons_allow_smgs								1	// Determines which teams can purchase smgs (-1 = any; 0 = none; 2 = Ts; 3 = CTs)
	mp_weapons_allow_typecount							1	// How many weapons of each type can be purchased
	mp_weapons_allow_zeus								1	// Determines whether the Zeus is purchasable or not
	mp_weapons_glow_on_ground							1	// If this convar is set, weapons on the ground will have a glow around them and can be seen through walls.
	mp_weapons_max_gun_purchases_per_weapon_per_match	1	// Can only buy each weapon this often per match ("weapons expert")
	mp_heavyassaultsuit_speed							1	// The max speed of a player when they are wearing the heavy assault suit
	mp_heavyassaultsuit_deploy_timescale						1	// How fast a player wearing the heavy assault suit will draw their weapon (1.0 = normal speed, 0.5 = half speed)
	mp_heavyassaultsuit_aimpunch							1	// How much EXTRA aim punch will happen when a player wearing the assault suit gets when shot
	mp_heavybot_damage_reduction_scale						1	
	mp_win_panel_display_time							1
	occlusion_test_async								1
	spec_freeze_panel_extended_time						1	// Time spent with the freeze panel still up after observer freeze cam is done.
	spec_freeze_time									1	// Time spend frozen in observer freeze cam.
	spec_replay_enable									1 // the default is "0". the "1" here is not used
	sv_accelerate										1
	sv_airaccelerate									1	
	sv_allow_votes										1	// Voting allowed in this mode
	sv_alltalk											1	// DEPRECATED. Players can hear all enemy communication (voice, chat).  Use sv_talk_enemy_dead and sv_talk_enemy_living instead.
	sv_arms_race_vote_to_restart_disallowed_after		1
	sv_auto_adjust_bot_difficulty						1
	sv_auto_full_alltalk_during_warmup_half_end			1	// When enabled, full alltalk is enabled at warmup, halftime and endgame
	sv_autobunnyhopping									1	// Automatically jumps when touching ground
	sv_autobuyammo										1
	sv_bot_buy_decoy_weight								1
	sv_bot_buy_flash_weight								1
	sv_bot_buy_grenade_chance							1
	sv_bot_buy_hegrenade_weight							1
	sv_bot_buy_molotov_weight							1
	sv_bot_buy_smoke_weight								1
	sv_bots_force_rebuy_every_round						1
	sv_bots_get_easier_each_win							1
	sv_bots_get_harder_after_each_wave					1	// only used in Guardian mode
	sv_bounce											1	//"Bounce multiplier for when physically simulated objects collide with other objects.
	sv_buy_status_override								1	// Override for buy status map info. 0 = everyone can buy, 1 = ct only, 2 = t only 3 = nobody
	sv_deadtalk											1	// When set, dead players can speak (voice, text) to living players on their team
	sv_disable_show_team_select_menu					1
	sv_duplicate_playernames_ok							1
	sv_enablebunnyhopping								1	// Disables in-air movement speed cap
	sv_friction											1	//"World friction."
	sv_gravity											1	// World gravity. (default is 800)
	sv_guardian_heavy_all								1
	sv_guardian_heavy_count								1
	sv_guardian_max_wave_for_heavy						1
	sv_guardian_min_wave_for_heavy						1
	sv_ignoregrenaderadio								1	// Turn off Fire in the hole messages
	sv_infinite_ammo									1
	sv_maxspeed											1
	sv_maxvelocity										1	//Maximum speed any ballistically moving object is allowed to attain per axis.
	sv_occlude_players									1
	sv_staminajumpcost									1	// Modifies jumping stamina (default .08)
	sv_staminalandcost									1	// Modifies landing stamina (default .18)
	sv_stopspeed										1	//"Minimum stopping speed when on ground.
	sv_talk_enemy_dead									1	// Dead players can hear dead enemy communication (voice, chat)
	sv_talk_enemy_living								1	// Live players can hear living enemy communication (voice, chat)
	sv_vote_to_changelevel_before_match_point			1
	sv_wateraccelerate									1	   
	sv_waterfriction									1	   
	tv_delay											1
	weapon_accuracy_nospread							1
	weapon_air_spread_scale								1
	weapon_max_before_cleanup							1
	weapon_recoil_scale									1
	weapon_reticle_knife_show							1
 	ff_damage_reduction_grenade							1	// How much to reduce damage done to teammates by a thrown grenade.  Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
 	ff_damage_reduction_grenade_self					1	// How much to damage a player does to himself with his own grenade.  Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
 	ff_damage_reduction_other							1	// How much to reduce damage done to teammates by things other than bullets and grenades.  Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
 	mp_friendlyfire										1	// Allows team members to injure other members of their team
 	mp_warmuptime										1	// How long the warmup period lasts. Changing this value resets warmup.
 	mp_warmuptime_all_players_connected					1	// How long the warmup period lasts after all humans have connected.
}
This is my bspconvar_whitelist.txt
And the problem is not the plugins, but I do not know what it is
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Bacardi
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Join Date: Jan 2010
Location: mom's basement
Old 10-09-2018 , 14:28   Re: Mp_autoteambalance locked
Reply With Quote #5

I'm not sure what is actual problem in your case.

But I just mention one thing what could do this.
SourceMod script/plugin can set (or remove) boundaries (min. max. value) in console variables (cvars)
https://sm.alliedmods.net/new-api/convars/ConVarBounds

These modified cvar boundaries not reset back to original until you remove plugin and reboot server.


So first, check do you have any boundaries in that specific cvar, use RCON (or srcds console). Don't use sm_cvar command.
Code:
rcon mp_autoteambalance
and read output text from console
Code:
"mp_autoteambalance" = "0" ( def. "1" ) game notify
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eyal282
Veteran Member
Join Date: Aug 2011
Old 10-11-2018 , 05:33   Re: Mp_autoteambalance locked
Reply With Quote #6

Did you try disabling all plugins?
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