Packetloss Settings: Difference between revisions
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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. | |||
=== 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.) | |||
=== SpectatorPercentAdjust === | === 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:'' Unknown. | |||
Amount of extra packetloss a spectator is allowed to have. | Amount of extra packetloss a spectator is allowed to have. | ||
=== PacketLossDisableWeapons === | === PacketLossDisableWeapons === | ||
''Datatype:'' Boolean (1=yes, 0=no). | |||
Whether the server disables weapons for high packetloss | Whether the server disables weapons for clitens with high packetloss. | ||
[[Category: Settings]] | [[Category: Settings]] | ||
Revision as of 03:56, 1 March 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: Unknown.
Amount of extra packetloss a spectator is allowed to have.
PacketLossDisableWeapons
Datatype: Boolean (1=yes, 0=no).
Whether the server disables weapons for clitens with high packetloss.