limit # of field ops


(cmdrclan) #1

hi,

is it possible to limit the number of field ops?
on my busy server 8 field ops can control the entire game!

something like g_heavyWeaponRestriction perhaps?

thnx,
cmdr nein from cmdr clan
et://131.174.33.100


(Bongoboy) #2

Yes!

You’re exactly right.

g_heavyweaponsrestriction x

where x is the percentage of the team permitted to use each heavy weapon. x also defines the number of airstrikes: x percent of the number of players on the team, multiplied by two, mininum value 2, maximum value 6, is the number of airstrikes available per minute.

Digibob just explained it too me, although it took about 30 minutes and my eyes are still strobing :weird:

:moo:


(cmdrclan) #3

thnx, i’ll try setting it to 2 in order to allow more players on the server.

for future versions of et it might be an idea to have a separate environment variable
for field ops. generally, i’m annoyed by support fire and not by flame throwers or panzers

bye,
cmdr nein :drink:


(Kendle) #4

I think you need to set it higher than 2, it’s a percentage, not a number of players of a particular Class.

Best explanation I’ve seen for it is here.

However, I still think this setting is too vague, as all it does is limit the effect of all Heavy Weapons Classes, not the number of each Class. I think the Shrub mod has an option to limit Classes, and I think Bani’s next release of ETPro will as well.

I’d certainly like to be able to limit the number of Covert-Ops, not because of the damage they do but because they (usually) make bugger all contribution to the game. I’m tired for playing 3 v 3 on a server with 16 players cos 10 of them are Covert-Ops playing that parallel yet totally unrelated game called “let’s see who can steal the most uniforms”.


(cmdrclan) #5

still, the explanation at your reference is wrong.

i quote “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.”

yet in the “calculation”, it only takes into account the number of players in a team instead of the number of field ops.

don’t take me wrong, i wouldn’t like to see the amount of support fire thrown to be dependend on the amount of field ops, but i believe this is the case anyway.

maybe a splashdamage programmer can explain his code :wink:


(ulan-bator) #6

You can another thing as well, just raise the rechargetime for the field ops.
I’ve seen some servers with rechargetime 60 seconds instead of 40, and it works pretty good