Difference between revisions of "Packetloss Settings"
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| − | + | [Packetloss] These settings determine how subgame deals with player with packetloss. Packetloss is when either the server or a client sends a packet, but the destination never receives it. | |
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| + | === C2SKickOutPercent === | ||
| + | ''Datatype:'' Tenths of a percent. | ||
| − | + | Minimum percentage of client packets that the server receives. (That is, 80% means that packetloss has to be 20% or below.) | |
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| − | === | + | === S2CKickOutPercent === |
| − | + | ''Datatype:'' Tenths of a percent. | |
| + | Minimum percentage of server packets that the client receives. (That is, 80% means that packetloss has to be 20% or below.) | ||
| − | === PacketLossDisableWeapons === | + | |
| − | + | === SpectatorPercentAdjust === | |
| − | + | ''Datatype:'' Tenths of a percent. | |
| − | Whether the server disables weapons for high packetloss | + | |
| + | The two above settings are lowered by this amount for spectators. (That is, spectators are allowed to have this much more packetloss than normal players.) | ||
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| + | |||
| + | === PacketLossDisableWeapons === | ||
| + | ''Datatype:'' Boolean (1=yes, 0=no). | ||
| + | |||
| + | Whether the server disables weapons for clients with high packetloss. | ||
[[Category: Settings]] | [[Category: Settings]] | ||
Latest revision as of 15:41, 14 May 2005
[Packetloss] These settings determine how subgame deals with player with packetloss. Packetloss is when either the server or a client sends a packet, but the destination never receives it.
Contents
C2SKickOutPercent
Datatype: Tenths of a percent.
Minimum percentage of client packets that the server receives. (That is, 80% means that packetloss has to be 20% or below.)
S2CKickOutPercent
Datatype: Tenths of a percent.
Minimum percentage of server packets that the client receives. (That is, 80% means that packetloss has to be 20% or below.)
SpectatorPercentAdjust
Datatype: Tenths of a percent.
The two above settings are lowered by this amount for spectators. (That is, spectators are allowed to have this much more packetloss than normal players.)
PacketLossDisableWeapons
Datatype: Boolean (1=yes, 0=no).
Whether the server disables weapons for clients with high packetloss.