g_LTchargeTime "broken" ?


(DG) #1

if you set g_LTchargeTime to whatever, the charge bar is changed appropriately. But there’s an odd side-effect.

If you set e.g. 100 or 200, you can only throw ammo paks every 10 or so seconds. The bar is completely full, but it just wont throw them. Set at 10000, you can throw an ammo pak around once every 5 seconds (just rough times).

Airstrikes are not affected, they can be thrown as frequently as you would expect with the adjusted times, ditto artillery. The same thing did not happen with medics, g_medicchargetime 100 let me spit out medpaks constantly, as did g_ltchargetime.

On a similar theme (tbh I’m much more interested in this), g_heavyweaponrestriction doesnt seem to work as I thought it did, testing offline on my PC as server with g_heavyweaponrestriction at 0 I cannot chose any heavyweapon soldiers, but can let loose as much airstrike or atrillery as i want, including whilst testing ltchargetime 100 chucking them out near constantly, with no “all planes are already in use” showing up in the console. I tried g_heavyweaponrestriction at 0, 0.01, -1… Same. Similar happened on a 6-player server (patched), nobody seemed to have support fire restricted at all.


(SmokenStien) #2

g_heaveyweaponrestricktion is set in percentage, if you have it set to 20 (20%) then only 20% of the team can have heavey weapons.

Check this thread out on planetwolfenstien http://www.forumplanet.com/planetwolfenstein/topic.asp?fid=4174&tid=1080593
It may make this clearer!! :bump:

Also check out this link http://www.rtcw.jolt.co.uk/index.php?page=&action=show&id=3357 it’s the best info so far on ET!!


(DrGratis) #3

So 1 would be 1 = 1% precent, but does that mean that 1 person still gets to use it?
cause in a normal game 1 person is more like 10-4%


(SmokenStien) #4

Copied from www.rtcw.jolt.co.uk (bottom link in my message above)

g_heavyWeaponRestriction

Easily the most complicated setting is g_HeavyWeaponRestriction, and since it’s new in ET there doesnt seem to be any explanation to be found, so i’ll try a detailed one here. As the name suggests this is used to limit Panzers, flamers… but also artillery.

100 (percent) 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 minuite

where 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.


(DrGratis) #5

Without just quoting Smokenstien quoted from the jolt file…

Does setting it to 1 allow 1 person or not?
(I did read it btw)
1% is way less that 1 person, but does it disallow if the next (or in this case first) person would put it over or does it take one person then disallow?


(SmokenStien) #6

Try it and SEE!! :smiley:


(SCDS_reyalP) #7

Ehh, I think DG knows that. He’s the one who wrote that page.


(SmokenStien) #8

[quote=“SCDS_reyalP”]

Ehh, I think DG knows that. He’s the one who wrote that page.[/quote]

Oh so he’s the one that is posting wrong info!!! :blah:

Just a remark not to be taken personally, just call them as I see them…
:clap:


(DG) #9

i 'fessed up in the first post, though to be fair im guessing you havent read that yet :wink:

btw another point on heavyweaponrestriction i just posted in another thread:

without having several people to help i cant really work out how the rounding is working, but its a bit odd either way. For example, in a one-man server, “g_heavyweaponrestriction 1” (thats 1% of 1) allowed me to take a heavyweapon. setting “g_heavyweaponrestriction 0.9” (0.9% of 1) did not allow me to go any heavyweapon.

could spam a lot of support fire though


(SmokenStien) #10

i 'fessed up in the first post, though to be fair im guessing you havent read that yet ;)[/quote]

Yup you did, bnut it wasn’t that I was referring to it’s all the other mistakes that have been made, and like I said don’t take it personally, it’s my observation that’s all.

This thread is now ignored by me, good luck with your trials and tribulations. !! :smiley:


(DG) #11

and these would be? the only error im aware of is the one i posted about… plenty of omissions though.