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Topic: Your input is required! |
| zerologic~rb |
General Member Since: Dec 23, 2006 Posts: 505 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII General Posted: Sunday, Jul. 7, 2002 07:56 pm |
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Thanks for the replies.. Keep them coming.. One nice feaure about CTF to make people work as a team would be this. Everyone on the team MUST CTF before any one individual can CTF again. This allows a chance for everyone to CTF and also makes the game a bit harder. Certain setting would apply like forcing balance. This way no one team could have the advantage. Keep sending in your settings you like.. I will have a nice comparison soon.  |
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| zerologic~rb |
General Member Since: Dec 23, 2006 Posts: 505 Last: Dec 23, 2006 [view latest posts] |
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| RamRod~rb |
General Member Since: Dec 23, 2006 Posts: 2332 Last: Dec 23, 2006 [view latest posts] |
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| zerologic~rb |
General Member Since: Dec 23, 2006 Posts: 505 Last: Dec 23, 2006 [view latest posts] |
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| RamRod~rb |
General Member Since: Dec 23, 2006 Posts: 2332 Last: Dec 23, 2006 [view latest posts] |
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| geronimo~rb |
General Member Since: Dec 23, 2006 Posts: 180 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII General Posted: Wednesday, Jul. 24, 2002 02:40 am |
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# These seem like reasonable penalties. If set too low, they do not act as true penalties, but if you set too high, then if players accidentally kill themselves or someone else, they get into a score debt that they can never get out of and it no longer is fun for them. g_suicidePenalty = -1 g_teamkillPenalty = -3
# People aren't usually opposed to keeping the teams balanced, but they do usually need a little push to act and make them balanced, so I like to help them out a bit =) Also, I noticed not only in this game but most others, that without forcerespawn, people have a larger tendancy to go afk, and before you know it, only 12 out of 20 players are actually spawned and playing the game g_team_AutoJoin = 1 g_teamForceBalance = 1 g_forcerespawn = 1 g_respawninvulnvulnerability = 3
# Pure defaults. I rarely change them in order to keep things consistent. g_speed = 280 g_gravity = 800 g_knockback = 700
# These are espeically important on games with rounds. In a 5 minute round, most of the action is done in about the first 90 seconds, and after that it turns into the hunt for the last remaining players. Because of that, I make sure the AFKs are made spectators before that action ends. And, if they are AFK for longer than two minutes, I assume there was an emergency, or else they fell in, and boot them to clear the slot for a person who wants to and can play. g_timeouttospec = 60 g_inactivity = 180
# I am still playing around with these values, but I feel that a total of 175 team damage covers accidents, and any more than that and they are too out of control for my server. I will be playing with setting this value even lower. I also am not very forgiving on tk damage. I feel that 1 point of damage forgive every minute is sufficient. If not, I'll see you an hour from now... g_teamkillDamageForgive = 1 g_teamkillDamageMax = 175 g_teamkillBanTime = 60 |
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| SHP~rb |
General Member Since: Dec 23, 2006 Posts: 90 Last: Dec 23, 2006 [view latest posts] |
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| a cat who is a vigilante~rb |
General Member Since: Dec 23, 2006 Posts: 289 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII General Posted: Wednesday, Jul. 24, 2002 03:37 am |
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| Quote (zerologic @ July 04 2002, 11:27 pm) | g_suicidePenalty - -1
g_teamkillPenalty - -10
g_team_AutoJoin - 0
g_teamForceBalance - 1
g_speed - 280 dont mess with default physics!
g_gravity - 800 these need to be standard across most servers!
g_knockback - 700
g_forcerespawn - 1
g_inactivity - 60
g_respawninvulnvulnerability - 10
g_timeouttospec - 30 I have yet to see someone recover from a 20+ sec timeout.
g_teamkillDamageForgive - 1 minute |
honestly i think you should go with whatever settings MadTown has going, because they are running the ship how it should be run 
hope my suggestions help though. good luck! |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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