Difference between revisions of "Packetloss Settings"

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=== C2SKickOutPercent ===
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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.
ClientToServer packetloss percentage before being kicked (this is percentage that make it 800 = 80% good or allow 20% packetloss)
 
  
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=== C2SKickOutPercent ===
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''Datatype:'' Tenths of a percent.
  
=== S2CKickOutPercent ===
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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 ===  
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=== S2CKickOutPercent ===
Amount of extra packetloss a spectator is allowed to have.
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''Datatype:'' Tenths of a percent.
  
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Minimum percentage of server packets that the client receives. (That is, 80% means that packetloss has to be 20% or below.)
  
=== PacketLossDisableWeapons ===  
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* Min: 0
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=== SpectatorPercentAdjust ===
* Max: 1
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''Datatype:'' Tenths of a percent.
Whether the server disables weapons for high packetloss or not (1=yes 0=no)
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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 ===
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''Datatype:'' Boolean (1=yes, 0=no).
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Whether the server disables weapons for clients with high packetloss.
  
 
[[Category: Settings]]
 
[[Category: Settings]]

Latest revision as of 16:41, 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.