Difference between revisions of "Packetloss Settings"
(new format & desc) |
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=== SpectatorPercentAdjust === | === SpectatorPercentAdjust === | ||
− | ''Datatype:'' | + | ''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.) | |
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''Datatype:'' Boolean (1=yes, 0=no). | ''Datatype:'' Boolean (1=yes, 0=no). | ||
− | Whether the server disables weapons for | + | 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.