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Author Topic: Teambalance...  (Read 15624 times)

Dusty

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Re: Teambalance...
« Reply #75 on: December 12, 2010, 02:49:05 pm »

Originally yes, it was a bug, but we're trying to decide how to fix it.

Lemonade

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Re: Teambalance...
« Reply #76 on: December 14, 2010, 09:32:54 am »

so a bad team will quickly get scrambled, especially if they're playing badly as it'll  be easier to cap their flag
80% of the time, the next map loads while the winning (and losing) team's douches keep pressing M1 on the previously winning team door / pressing 3 or 4, and they manage to stay in / enter the the team which stays at 1v0 until someones less stupid enters the previously losing team. Then it repeats.
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trog

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Re: Teambalance...
« Reply #77 on: December 14, 2010, 03:58:14 pm »

What's your point?
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Shiggyru Miyamoto

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Re: Teambalance...
« Reply #78 on: February 17, 2011, 06:20:02 pm »

it happens. I join on the winning team, add to my potential failure by capping, then I suddenly get switched.
« Last Edit: February 17, 2011, 06:53:31 pm by 23452721907826943642 »
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NAGN

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Re: Teambalance...
« Reply #79 on: February 17, 2011, 06:34:16 pm »

the way it works is that it just switches who has the lowest score, it's much more obvious now cause I fixed autobalance in normal grav
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MTK5012

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Re: Teambalance...
« Reply #80 on: February 18, 2011, 07:50:16 am »

how about:

in Player object: Alarm 1 :
Code: [Select]
if object = -1 || global.Server_Respawntime <= 0 //prevent autobalance in server that instant respawn
{
if team = TEAM_BLUE
team = TEAM_RED
else
team = TEAM_BLUE
}
else
alarm [1] = 1
then in ServerBalanceTeams:
replace :
Code: [Select]
 if(balanceplayer.team==TEAM_RED) {
            balanceplayer.team = TEAM_BLUE;
        } else {
            balanceplayer.team = TEAM_RED;
        }
        
        if(balanceplayer.object != -1) {
            with(balanceplayer.object) {
                instance_destroy();
            }
            balanceplayer.object = -1;
            balanceplayer.alarm[5] = global.Server_Respawntime;
        }

with this:
Code: [Select]
with (balanceplayer)
alarm [1] =  1

just a flash idea  :hehe: and im a rookie to GML

EDIT:

some fix to stop autobalance refresh
Character End Step:
Code: [Select]
with(GameServer) {
    if balancing = 0
        ServerBalanceTeams();
    }

GameServer obj
add alarm 0 that switch balancing to 0
add balancing=0 in GameServerCreate
and fix
Code: [Select]
with (balanceplayer)
alarm [1] =  1
with (GameServer)
{
balancing = 1
alarm [0] = 200 //maybe
}

NAGN

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Re: Teambalance...
« Reply #81 on: February 18, 2011, 10:12:04 pm »

I think it may be fixed in 2.3... but I can't really sift through all those bugfixes to know
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MTK5012

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Re: Teambalance...
« Reply #82 on: February 19, 2011, 04:13:39 am »

i post it on my signature
how ever im not tested it yet

Haxton Sale

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Re: Teambalance...
« Reply #83 on: April 03, 2011, 07:55:47 am »

Bumping, couse it's still not fixed.
Can't you just make it wait for one of the players with lowest score to die?
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trog

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Re: Teambalance...
« Reply #84 on: April 03, 2011, 11:00:58 am »

Report it on launchpad.
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Haxton Sale

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Re: Teambalance...
« Reply #85 on: April 12, 2011, 07:13:28 pm »

It's not a real bug, so I don't think it's worth it.
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