Packetloss Settings: Difference between revisions

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=== C2SKickOutPercent ===
[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.
ClientToServer packetloss percentage before being kicked (this is percentage that make it 800 = 80% good or allow 20% packetloss)


=== C2SKickOutPercent ===
''Datatype:'' Tenths of a percent.


=== S2CKickOutPercent ===
Minimum percentage of client packets that the server receives. (That is, 80% means that packetloss has to be 20% or below.)
ServerToClient packetloss percentage before being kicked (this is percentage that make it 800 = 80% good or allow 20% packetloss)




=== SpectatorPercentAdjust ===  
=== S2CKickOutPercent ===
Amount of extra packetloss a spectator is allowed to have.
''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 ===  
 
* Min: 0
=== SpectatorPercentAdjust ===
* Max: 1
''Datatype:'' Tenths of a percent.
Whether the server disables weapons for high packetloss or not (1=yes 0=no)
 
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.


[[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.