documented where?
g_heavyWeaponRestriction
I think Iffy has some info: http://www.rtcwonline.com/dummies/
Basicly it’s percent based, and specifies what percent of the team can use the heavy weapons. It applies to the heavy weapons themselves and not the whole soldier class.
Example: If you set it to 10 percent and the team has 20 players,
You could have up to: 2 mortars, 2 panzers, 2 flamers, and 2 mg42s. Soldiers with regular SMGs are unlimited. The variable also limits air strikes, the exact formula has yet to be confirmed.
A value of 100 will disable this function, since the whole team would be allowed. When turned on it defaults to 10, but this can be adjusted manually. Also, When calculating, decimals are always rounded up, never down.
Best explanation of this I have seen is from the jolt site:
g_heavyWeaponRestriction
100 is default. As i understand it, for soldier weapons it refers to the percentage of the team that can select EACH heavy weapon. e.g., if you set it to 20, and in the game there are 10 players on a team, each side could then have up to two panzerfausts, two flamers, two mg42’s and two mortars. If the team has no flamers, this does not allow them to take any additional Panzers.
The Field Ops use of Artillery is also restricted, but is on a per-minuite basis and takes into account the number of Field Ops. The is calculation is something like the following:
n(g_heavyweaponrestriction * teamsize)
= max number of artillery per team per minuitewhere n = number of field ops, but minimum is 2 and max is six (doesnt actually restrict how many field ops you can have, just the number for the formula).
so: if g_heavyweaponrestriction is 20, there are 10 on the team, and there are 2 field ops, between them they can set off
2(0.2*10)= 4 artillery per min?So we’ve worked out how many artillery can be set up per minuite, which is all most people need to know. If you’re wondering how this “minuite” is calculated (think about it), read the next paragraph.
The counter starts at 0, and there are 6000msec in a minuite. Every time a player sets off an artillery, 6000/m is added to the counter, and the counter will start counting back down to 0. Once the counter reaches 6000, no more artillery can be fired until it has counted down to under 6000. Since of course the counter never goes below 0, this means in any given minuite there cant be more than m artillery set off, but note fractions do apply - an m of 2.5 will be rounded UP to 3 in the first minuite, but since the leftover msec is carried over, there will be only 2 allowed in the next minuite. Hence on average there can only be 2.5 artillery every minuite. It also means that once the counter has exceeded the cap, you dont have to wait a full minuite for it to count down, in order to fire artillery again.
I have this cvar set 20% on my servers. It does help control the non stop artillery on some of maps, but I’m even considering dropping it down to 10%.