Packetloss Settings: Difference between revisions

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=== SpectatorPercentAdjust ===
=== SpectatorPercentAdjust ===
''Datatype:'' Unknown.
''Datatype:'' Tenths of a percent.


Amount of extra packetloss a spectator is allowed to have.
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 clitens with high packetloss.
Whether the server disables weapons for clients with high packetloss.


[[Category: Settings]]
[[Category: Settings]]

Latest revision as of 20:41, 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.

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.