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stufz
godly

Joined: Oct 02, 2011
Posts: 1175
Location: sasnakia
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Posted:
Sun Feb 19, 2012 5:22 pm |
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Sunday the 19th of February
I have the NO RPGs/SMAWs/320s on METRO - Warning then Kick then 15 minute BAN
Looks like repeat offenders get banned again on first time o_O |
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Last edited by stufz on Thu Mar 08, 2012 5:37 pm; edited 1 time in total |
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stufz
godly

Joined: Oct 02, 2011
Posts: 1175
Location: sasnakia
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Posted:
Mon Feb 20, 2012 1:47 am |
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02.20.12
I've added the USAS shotgun - auto shottie - to the DO NOT USE list on METRO
I've also added a spam message every 15 minutes about Metro - I chickened out and pulled the code as Metro was about the last map played last night. |
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Last edited by stufz on Thu Mar 08, 2012 5:36 pm; edited 1 time in total |
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stufz
godly

Joined: Oct 02, 2011
Posts: 1175
Location: sasnakia
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Posted:
Sat Feb 25, 2012 8:22 pm |
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02.25.12
Thanks to Shake for figuring it out, I've got a new map rotation that has 4 maps without vehicles ... plus Metro.
and I've re-enabled the Kick Kill 15 Minute Ban on Metro for using the USAS/rpg/320 weapons.
MP_017 ConquestLarge0 1
XP1_002 ConquestLarge0 1
MP_001 ConquestLarge0 1
XP1_004 ConquestLarge0 1
MP_Subway ConquestLarge0 1
MP_007 ConquestLarge0 1
MP_003 ConquestLarge0 1
MP_012 ConquestLarge0 1
XP1_001 ConquestLarge0 1
MP_013 ConquestLarge0 1
MP_018 ConquestLarge0 1
MP_011 ConquestLarge0 1
XP1_003 ConquestLarge0 1
noshahr - air - hc
oman - air - hc
bazaar - no v - custom
wake - air - hc
metro - no v - hc
caspian - air - hc
teheran - no v - custom
firestorm - air - hc
karkand - no air - hc
damavand - no v - custom
kharg - air - hc
seine - no v - custom
sharqi - air - hc
Total bs - unless procon is run 24/7, the settings revert to normal or softcore .... total garbage.
Vehicles are on for every map as intended by DICE. |
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stufz
godly

Joined: Oct 02, 2011
Posts: 1175
Location: sasnakia
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Posted:
Mon Feb 27, 2012 11:49 pm |
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02.28.12
Trying Insane Balancer - which re-balances after a round, based on SPM from the previous round.
It will split up squads but keep players with same name tags together. Its set to 80 seconds after round ends, so you won't see any player switches on the scoreboard. Wanna read more bout this plugin, go HERE
I've turned off True Balancer's end of round squad balancer if the difference is more than 150 tickets.
Someone bitching about squad breakup - back to True Balancer's 150 ticket re-assignment .. shouldn't break up squadmates |
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stufz
godly

Joined: Oct 02, 2011
Posts: 1175
Location: sasnakia
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Posted:
Thu Mar 08, 2012 5:57 pm |
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03.08.12
I've got a Procon plugin - Ultimate Map Manager - UMM - setup on the 64 to run TDM Infantry thru 9 maps.
When the 11th player joins, the server will flip to SQDM Infantry thru 9 maps.
When the 12th player joins, the server will flip to HC Conquest Large thru 10 maps.
The server name will change per rotation:
=TBD= | HC TDM INFANTRY | Denver The Black Duck
bazaar
kharg
oman
noshahr
sharqi
seine
karkand
metro
firestorm
=TBD= | HC SQDM INFANTRY | Denver The Black Duck
bazaar
damavand
noshahr
metro
sharqi
firestorm
karkand
kharg
oman
=TBD= | HC CQL | Denver The Black Duck
caspian
seine
noshahr
sharqi
kharg
bazaar
oman
firestorm
karkand
tehran
Though the TDM mode handles upto 24 players, the TDM maps are smaller than the SQDM maps, which handles upto 16 players. SQDM maps tend to involve 2 to 3 Conquest Large flag sites.
Also, I've put in a couple lines of code for the StartPlayer & RestartPlayer counts, so that when the player count does hit 11, those long pre-round start times of 30 seconds will drop to the normal 10 seconds or whatever it is - its shorter ! With the default values of 8/4, you cannot start a server without 8 players, but then the server gets that shorter start wait time. So since the server will be over the default limit, we get that shorter wait time; plus, the server is set to start with just 1 player, so we get that benefit, too.
TDM tickets is normally set to the team that gets the first 100 kills - I've cut it to 50.
SQDM, I believe, is set to first of 4 teams to hit 50 kills - I've cut that to 50.
CQL has the usual adaptive slot and ticket plugins working, so more players, more tickets in CQL.
I hope that it all works as intended - the TDM & SQDM Infantry are using custom Infantry pre-sets - hardcore values with vehicles set to NOT spawn and a maxed out delay, and then the player Start/Restart values.
There should be no vehicles showing in TDM maps - there may be Humvees & Vodniks.
SQDM maps feature a re-spawnable LAV - it should be turned off.
The server should show in Battlelog as CUSTOM when in TDM - which may be a problem in attracting pubbers. |
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Last edited by stufz on Tue Mar 13, 2012 4:31 pm; edited 1 time in total |
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stufz
godly

Joined: Oct 02, 2011
Posts: 1175
Location: sasnakia
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Posted:
Sat Mar 10, 2012 1:44 am |
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Ok - SQDM was a hit, but I'm returning this server to 64 slot CQL glory. SQDM goes to the Denver 16 slotter. |
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stufz
godly

Joined: Oct 02, 2011
Posts: 1175
Location: sasnakia
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Posted:
Tue Mar 13, 2012 4:28 pm |
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03.13.12
One more time ! Server will play TDM maps until there are more than 12 players, when it will rotate thru CQL maps.
It won't return to TDM until there are less than 8 players on server.
that should get rid of the switching back n forth when a player or two drops - there's a window of 4 players difference, now. |
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stufz
godly

Joined: Oct 02, 2011
Posts: 1175
Location: sasnakia
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Posted:
Fri Mar 23, 2012 11:21 pm |
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03.25.12
To prolong the agony of TDM, I've set the switch to CQL to the 17th player.
Return to TDM still happens when there's less than 8 players.
Happy Bird-day U sumanabeetch ! |
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stufz
godly

Joined: Oct 02, 2011
Posts: 1175
Location: sasnakia
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Posted:
Tue Mar 27, 2012 2:50 pm |
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03.27.12
Server has been increased to 25 players before switching from TDM to CQL
still takes a player count of less than 8 to return server to TDM |
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stufz
godly

Joined: Oct 02, 2011
Posts: 1175
Location: sasnakia
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Posted:
Wed Mar 28, 2012 4:14 pm |
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03.28.12
Gee ... last time I ever lissen to anyone about server settings.
Back to what it was - good enuf - 17th player to join triggers the CQL rotation.
Still less than 8 returns it to TDM. |
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stufz
godly

Joined: Oct 02, 2011
Posts: 1175
Location: sasnakia
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Posted:
Fri Mar 30, 2012 6:15 pm |
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Ok - Puckeye picked this out - there's a setting in the plugin that switches the server from TDM to CQL - switch to new map list immediately - set it to NO and it will wait till round's end !!!
done. |
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Puckeye
mangod

Joined: Dec 27, 2011
Posts: 115
Location: Laval, Québec, Canada
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Posted:
Sat Mar 31, 2012 9:10 am |
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Found something and PMd Stufz with the findings.
I think that with what I found we could have a setup that will have us play TDM up to and including 16 players.
If at the end of a round the player count is 8 or more then the server would change to Conquest.
OR in TDM if, at any moment, we reach 17 players or more then the server would immediately switch to Conquest not waiting for the end of the round.
While in Conquest if we ever drop below 8 players it would be an instant round change to TDM. |
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stufz
godly

Joined: Oct 02, 2011
Posts: 1175
Location: sasnakia
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Posted:
Thu Apr 05, 2012 3:29 pm |
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04.05.12
I've got the "64 players too many for this map!" thing sorted.
TDM as usual upto the 17th player joining.
THen it switches to the current CQL maps - 9 of 'em - until the 41st player.
That's when the server kicks in the CQL TWO rotation -
firestorm - metro - oman - caspian - kharg - karkand
When the player count drops below 32, then the server goes back to CQL ONE
and when the player count goes below 8, then the server goes back to TDM.
TRY IT ! |
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Evil_Elf
godly

Joined: Nov 08, 2011
Posts: 209
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Posted:
Thu Apr 05, 2012 3:51 pm |
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thank you STUFZ !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!  |
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Unacceptable
godly

Joined: Oct 11, 2011
Posts: 350
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Posted:
Thu Apr 05, 2012 4:21 pm |
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Cool Stuferz !!!!
& thanks Puckeye for helping Stuferz  |
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