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MULTIbalancer [1.1.6.0] 30-MAR-2015 + BFHL


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Originally Posted by Sage-BRIG*:

 

Need more info, like Debug Level 7 logging. Everything you describe could be normal operation. Two player difference is normal if you have High population. The move might not have been by MB, it might have been join on friends. Autobalance not active when the trigger message is posted could happen if there are players waiting to join that would fill in the gap. All of this would be in the plugin log, MB explains itself pretty thorougly at Debug Level 7.

it was 6 on 8, said teams were even. Turned off unstacker because it was causing rage quitting. It appears to be counting those coming in, even tho most crash on load due to ea issues. So it thinks its even but its not, and it doesn't even until another joins that makes it in, of course they go to big team because it thinks its even, so then it doesn't balance new players and grabs an old one. (didn't it used to do lone wolfs first, then last player joined and give that message when it moved_)

 

7

[01:44:16 84] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Map = Altai Range, mode = Rush, stage = 1, time in round = 00:08:46, tickets = 47/65517(57)

[01:44:16 84] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Ticket difference = 10, ticket ratio percentage is 121%

[01:44:16 84] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Autobalance is not active, phase = Mid, population = Low, speed = Fast, unstack when ticket ratio >= 0%

[01:44:16 84] [MULTIbalancer]:0 Thread(Threadpool worker): Status: 0/1 raged, 0 reassigned, 1 balanced, 0 unstacked, 0 unswitched, 13 excluded, 5 exempted, 0 failed; of 54 TOTAL

[01:44:16 84] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Team counts [16] = 8(US) vs 8(RU), with 0 unassigned

[01:44:16 84] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Team difference = 0

[01:44:18 58] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Map = Altai Range, mode = Rush, stage = 1, time in round = 00:08:48, tickets = 47/65516(56)

[01:44:18 58] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Ticket difference = 9, ticket ratio percentage is 119%

[01:44:18 58] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Autobalance is not active, phase = Mid, population = Low, speed = Fast, unstack when ticket ratio >= 0%

[01:44:18 58] [MULTIbalancer]:0 Thread(Threadpool worker): Status: 0/1 raged, 0 reassigned, 1 balanced, 0 unstacked, 0 unswitched, 13 excluded, 5 exempted, 0 failed; of 55 TOTAL

[01:44:18 58] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Team counts [16] = 8(US) vs 8(RU), with 0 unassigned

[01:44:18 58] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Team difference = 0

[01:44:21 21] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Map = Altai Range, mode = Rush, stage = 1, time in round = 00:08:51, tickets = 47/65516(56)

[01:44:21 21] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Ticket difference = 9, ticket ratio percentage is 119%

[01:44:21 21] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Autobalance is not active, phase = Mid, population = Low, speed = Fast, unstack when ticket ratio >= 0%

[01:44:21 21] [MULTIbalancer]:0 Thread(Threadpool worker): Status: 0/1 raged, 0 reassigned, 1 balanced, 0 unstacked, 0 unswitched, 13 excluded, 5 exempted, 0 failed; of 55 TOTAL

[01:44:21 22] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Team counts [16] = 8(US) vs 8(RU), with 0 unassigned

[01:44:21 22] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Team difference = 0

[01:44:23 56] [MULTIbalancer]:5 Thread(Threadpool worker): (AUTO) Excluding [Odin]Eterniity42: whitelisted

[01:44:25 52] [xVotemap] Info: Voting will start in 48 seconds @ 01:45:14

[01:44:25 88] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Map = Altai Range, mode = Rush, stage = 1, time in round = 00:08:55, tickets = 46/65514(54)

[01:44:25 88] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Ticket difference = 8, ticket ratio percentage is 117%

[01:44:25 88] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Autobalance is not active, phase = Mid, population = Low, speed = Fast, unstack when ticket ratio >= 0%

[01:44:25 88] [MULTIbalancer]:0 Thread(Threadpool worker): Status: 0/1 raged, 0 reassigned, 1 balanced, 0 unstacked, 0 unswitched, 14 excluded, 5 exempted, 0 failed; of 58 TOTAL

[01:44:25 89] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Team counts [16] = 8(US) vs 8(RU), with 0 unassigned

[01:44:25 89] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Team difference = 0

[01:44:36 69] [MULTIbalancer]:7 Thread(Threadpool worker): serverInfo: Rush attacker = 46, was = 75, avg loss = 1.3/10 secs, defender = 65514

[01:44:43 92] [MULTIbalancer]:7 Thread(Threadpool worker): serverInfo: Rush attacker = 46, was = 75, avg loss = 1.3/7 secs, defender = 65514

[01:44:44 00] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Plugin state = Active, game state = Playing, Only Move Weak Players, Unstacking Disabled

[01:44:44 00] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Map = Altai Range, mode = Rush, stage = 1, time in round = 00:09:14, tickets = 46/65514(54)

[01:44:44 00] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Ticket difference = 8, ticket ratio percentage is 117%

[01:44:44 00] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Autobalance is not active, phase = Mid, population = Low, speed = Fast, unstack when ticket ratio >= 0%

[01:44:44 00] [MULTIbalancer]:0 Thread(Threadpool worker): Status: 0/1 raged, 0 reassigned, 1 balanced, 0 unstacked, 0 unswitched, 14 excluded, 5 exempted, 0 failed; of 58 TOTAL

[01:44:44 00] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Team counts [16] = 8(US) vs 8(RU), with 0 unassigned

[01:44:44 00] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Team difference = 0

[01:44:44 10] [MULTIbalancer]:7 Thread(Threadpool worker): Got OnReservedSlotsList

[01:44:44 10] [MULTIbalancer]:7 Thread(Threadpool worker): Updating Whitelist data model

[01:44:44 10] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([ODIN]DancinZombie-III) set ALL flags!

[01:44:44 12] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([odin]Kill5witcH) set ALL flags!

[01:44:44 12] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([ODIN]Jon22-III) set ALL flags!

[01:44:44 12] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([ODIN]CeLPH_Titled-III) set ALL flags!

[01:44:44 12] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([ODIN]Sedriss-I) set ALL flags!

[01:44:44 13] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist(ACiDF0X-II) set ALL flags!

[01:44:44 13] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([odin]Meatshield-I) set ALL flags!

[01:44:44 13] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([ODIN]TheWarGod-XIII) set ALL flags!

[01:44:44 14] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([ODIN]BoarWarrior) set ALL flags!

[01:44:44 15] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([ODIN]valro3) set ALL flags!

[01:44:44 15] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([ODIN]funtimeerror) set ALL flags!

[01:44:44 16] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([ODIN]Koobrick) set ALL flags!

[01:44:44 17] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([odin]NoGoodNolan) set ALL flags!

[01:44:44 17] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([Odin]Eterniity42) set ALL flags!

[01:44:44 18] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([ODIN]DiamondKillr-III) set ALL flags!

[01:44:44 18] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([ODIN]OShaserra0) set ALL flags!

[01:44:44 18] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([ODIN]Vili-XIII) set ALL flags!

[01:44:44 19] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist(jakestaby) set ALL flags!

[01:44:44 19] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([odin]XxSniperChuckXx) set ALL flags!

[01:44:44 20] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([ODIN]RedWolfGeri) set ALL flags!

[01:44:44 20] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([ODIN]Celticeagle_US) set ALL flags!

[01:44:44 21] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([ODIN]shaggyba-I) set ALL flags!

[01:44:44 21] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([ODIN]I-JHume-I) set ALL flags!

[01:44:44 21] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist(baconmjones) set ALL flags!

[01:44:44 23] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([ODIN]Shipyardale) set ALL flags!

[01:44:44 24] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([ODIN]oTHEoWARoDOGo) set ALL flags!

[01:44:44 28] [MULTIbalancer]:7 Thread(Threadpool worker): DEBUG: UpdateFromWhitelist([ODIN]BulletProviderII) set ALL flags!

[01:44:44 29] [MULTIbalancer]:6 Thread(Threadpool worker): DEBUG: Whitelist: ODIN, Odin, odin, Jon22-III, DancinZombie-III, Agent608, NoGoodNolan, Krygz, shaggyba-I, DiamondKillr-III, valro3, SHOmestyle, j_RAG3, RedWolfGeri, Tr1thion, Shipyardale, vchris208, TheWarGod-XIII, Vili-XIII, CeLPH_Titled-III, jakestaby, funtimeerror, Vinthior-III, Meatshield-I, Areskael, BulletProviderII, Meatshield_US, jdmdave, Sedriss-I, oBLADEo, Eterniity42, Glandash, ACiDF0X-II, baconmjones, DancinZombie

[01:44:47 16] [MULTIbalancer]:7 Thread(Threadpool worker): serverInfo: Rush attacker = 46, was = 75, avg loss = 1.3/3 secs, defender = 65514

[01:44:47 16] [xVotemap] Info: Voting will start in 26 seconds @ 01:45:14

[01:44:47 24] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Plugin state = Active, game state = Playing, Only Move Weak Players, Unstacking Disabled

[01:44:47 24] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Map = Altai Range, mode = Rush, stage = 1, time in round = 00:09:17, tickets = 46/65514(54)

[01:44:47 24] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Ticket difference = 8, ticket ratio percentage is 117%

[01:44:47 24] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Autobalance is not active, phase = Mid, population = Low, speed = Fast, unstack when ticket ratio >= 0%

[01:44:47 24] [MULTIbalancer]:0 Thread(Threadpool worker): Status: 0/1 raged, 0 reassigned, 1 balanced, 0 unstacked, 0 unswitched, 14 excluded, 5 exempted, 0 failed; of 58 TOTAL

[01:44:47 24] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Team counts [16] = 8(US) vs 8(RU), with 0 unassigned

[01:44:47 24] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Team difference = 0

[01:44:48 85] [MULTIbalancer]:7 Thread(Threadpool worker): serverInfo: Rush attacker = 46, was = 75, avg loss = 1.3/2 secs, defender = 65514

[01:44:48 93] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Plugin state = Active, game state = Playing, Only Move Weak Players, Unstacking Disabled

[01:44:48 93] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Map = Altai Range, mode = Rush, stage = 1, time in round = 00:09:19, tickets = 46/65514(54)

[01:44:48 93] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Ticket difference = 8, ticket ratio percentage is 117%

[01:44:48 93] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Autobalance is not active, phase = Mid, population = Low, speed = Fast, unstack when ticket ratio >= 0%

[01:44:48 93] [MULTIbalancer]:0 Thread(Threadpool worker): Status: 0/1 raged, 0 reassigned, 1 balanced, 0 unstacked, 0 unswitched, 14 excluded, 5 exempted, 0 failed; of 58 TOTAL

[01:44:48 94] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Team counts [16] = 8(US) vs 8(RU), with 0 unassigned

[01:44:48 94] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Team difference = 0

[01:44:51 55] [MULTIbalancer]:7 Thread(Threadpool worker): serverInfo: Rush attacker = 75, was = 75, avg loss = 1.3/3 secs, defender = 65514

[01:44:51 55] [MULTIbalancer]:3 Thread(Threadpool worker): .................................... New rush stage detected ....................................

[01:44:51 55] [MULTIbalancer]:5 Thread(Threadpool worker): (AUTO) Rush Stage 2 of 4

[01:44:51 64] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Plugin state = Active, game state = Playing, Only Move Weak Players, Unstacking Disabled

[01:44:51 64] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Map = Altai Range, mode = Rush, stage = 2, time in round = 00:09:21, tickets = 75/65514(75)

[01:44:51 64] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Ticket difference = 0, ticket ratio percentage is 100%

[01:44:51 64] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Autobalance is not active, phase = Early, population = Low, speed = Fast, unstack when ticket ratio >= 0%

[01:44:51 64] [MULTIbalancer]:0 Thread(Threadpool worker): Status: 0/1 raged, 0 reassigned, 1 balanced, 0 unstacked, 0 unswitched, 14 excluded, 5 exempted, 0 failed; of 58 TOTAL

[01:44:51 65] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Team counts [16] = 8(US) vs 8(RU), with 0 unassigned

[01:44:51 65] [MULTIbalancer]:0 Thread(Threadpool worker): Status: Team difference = 0

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Originally Posted by PapaCharlie9*:

 

(didn't it used to do lone wolfs first, then last player joined and give that message when it moved_)

No, it never worked that way.

 

Looks like you have your balance speed set to Fast, which means autobalance does not waits for joining players to be reassigned, it will move existing players if autobalance is triggered. If the speed were Adaptive or Slow, it would wait for joining players to be assigned to teams first, or until Seconds Until Adaptive Speed Becomes Fast, whichever comes first.

 

I need to see all your Rush settings and your Section 1 settings. You can use these Show Command In Log commands to dump them out:

 

gen 1

gen r

 

Is your server 16 slots? If so, there is something wrong with your Rush settings, since 16 is being treated as Low.

 

You have a rather large Whitelist. Is it possible that all of the 8 players on the larger team of 8 vs 6 were whitelisted? If so, that would explain why no one was moved to the smaller team.

 

BTW, I didn't see any entries in that log that shows 6 vs 8. I need to see the Debug Level 7 logging for the period of time when you saw the team count discrepancy.

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Originally Posted by wihadmin*:

 

hi all,

 

First off, thank you PC9 for this awesome plug-in! Currently, I'm running it on my 64-player CQL BF4 server. My server is running with default 800 tickets and almost always finish the round when 1 team lost all their tickets. It's also running MB with the Retain preset. I noticed that it always scramble the players at end of every rounds, no matter the scores. Is it possible to set it to NOT scramble if the ticket difference is 100 tickets or less?

 

Thank you!

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Originally Posted by PapaCharlie9*:

 

hi all,

 

First off, thank you PC9 for this awesome plug-in! Currently, I'm running it on my 64-player CQL BF4 server. My server is running with default 800 tickets and almost always finish the round when 1 team lost all their tickets. It's also running MB with the Retain preset. I noticed that it always scramble the players at end of every rounds, no matter the scores. Is it possible to set it to NOT scramble if the ticket difference is 100 tickets or less?

 

Thank you!

What are your Scrambler settings in Section 4? You can use gen 4 in Show Command In Log or a screenshot to post your settings.
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Originally Posted by wihadmin*:

 

Here's the "gen 4" output, PC9.

 

[20:31:17 17] [MULTIbalancer]:0 [show In Log] Command: gen 4

 

[20:31:17 17] [MULTIbalancer]:0 [show In Log] 4 - Scrambler|Only On New Maps: False

[20:31:17 17] [MULTIbalancer]:0 [show In Log] 4 - Scrambler|Only On Final Ticket Percentage >=: 120

[20:31:17 17] [MULTIbalancer]:0 [show In Log] 4 - Scrambler|Scramble By: RoundScore

[20:31:17 17] [MULTIbalancer]:0 [show In Log] 4 - Scrambler|Keep Squads Together: True

[20:31:17 17] [MULTIbalancer]:0 [show In Log] 4 - Scrambler|Divide By: None

[20:31:17 17] [MULTIbalancer]:0 [show In Log] 4 - Scrambler|Delay Seconds: 50

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Originally Posted by PapaCharlie9*:

 

Hmm, that looks correct. You say it scrambles every round regardless?

 

Set Debug Level to 6. That will log out all the decisions that Scrambler makes. The message right at the end of the round is the one I want to see. It logs out what it thinks the final ticket ratio is.

 

On 800 ticket conquest for 100 ticket difference or more, it should be 800/700 = 114%. Since 120% is higher than that, it should scramble LESS frequently, not more.

 

Once we get this all figured out, you should change 120 to 114.

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Originally Posted by koewi*:

 

Hey Papa,

we're using your plugin for a few weeks now and i spent a few hours finding the right settings for our needs. Yet, i don't think i did everything right.

 

So the last way is to ask some question here and hope you can answer them.

 

So the first question is about the Friendlist setting. I don't know if i understood it right, but does it realy keep all friends together, or do i have to write something in the "String Array" field under 2 (Exclusions).

The intention for this question is, that we just want complete lonewolfs to be moved or unstacked. We don't want to ruin the fun for players, who play together.

So another way to ask deeper would be, if the plugin scans the battlelog/origin friendlist and compare them to the exclusion settings.

The "Keep Clans together" thing just work perfectly, no complains here.

 

The second question is, if the plugin kills people for switchig purposes?

I think i read somewhere, that it waits, till the "target" is dead, but i don't know where it was.

 

The third question questions the "Max Unstacking Ticket Difference" setting under point 8. It's just something i'm interested in.

Why did you implement it? Why should unstacking be disabled, when the diffrence in tickets is bigger than a certain number. I mean the greater the diffrence, the more important the unstacking, or did i missunderstood it here?

 

I hope you can help me here, cause we still get some confusion, when unstacking turns on.

 

koewi

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Originally Posted by PapaCharlie9*:

 

Welcome and all great questions!

Hey Papa,

we're using your plugin for a few weeks now and i spent a few hours finding the right settings for our needs. Yet, i don't think i did everything right.

 

So the last way is to ask some question here and hope you can answer them.

 

So the first question is about the Friendlist setting. I don't know if i understood it right, but does it realy keep all friends together, or do i have to write something in the "String Array" field under 2 (Exclusions).

The intention for this question is, that we just want complete lonewolfs to be moved or unstacked. We don't want to ruin the fun for players, who play together.

So another way to ask deeper would be, if the plugin scans the battlelog/origin friendlist and compare them to the exclusion settings.

The "Keep Clans together" thing just work perfectly, no complains here.

You misunderstood the feature. It does not look up the friend's list from Battlelog. That would be pretty cool if it could, but as far as I know, there is no way to do that. The purpose of Friend List is for when you and/or your friends always play together, but some or none of you have clan tags. Alternatively, all of you have clan tags, but they are different. The only way MB knows when to keep players together is by their clan tags, so when players don't have tags, the Friends List is used instead. This means you have to know the names of friends who play together ahead of time, there is no automatic lookup.

 

The second question is, if the plugin kills people for switchig purposes?

I think i read somewhere, that it waits, till the "target" is dead, but i don't know where it was.

For normal balancing and unstacking, MB does not kill players. It waits until a player dies and then decides if that player needs to be moved. The one circumstance when MB kills players is Unswitching. If a player moves himself to the winning team and you forbid that Always, MB will send a warning to the player, then after a delay admin.kill them and force move them back to the team they need to stay on.

 

The third question questions the "Max Unstacking Ticket Difference" setting under point 8. It's just something i'm interested in.

Why did you implement it? Why should unstacking be disabled, when the difference in tickets is bigger than a certain number. I mean the greater the diffrence, the more important the unstacking, or did i missunderstood it here?

 

I hope you can help me here, cause we still get some confusion, when unstacking turns on.

 

koewi

Unstacking works by putting strong players on the losing team in the hope that the losing team will catch up in points/tickets, and conversely, weak players on the winning team in the hope that the winning team will slow down or even stop gaining points/tickets. There will come a point when the gap between the winning and losing teams is so great, no amount of strong play will ever catch the losing team up to the winning team. That means that every time a strong player is moved to the doomed losing team, it's unfair. It's a death sentence with no chance of pardon. That does not make for happy players.

 

Consider an 800 ticket Conquest round where the winning team has 700 tickets and the losing team has 100 tickets. If you are a strong player that just joined the winning team, would you want to be switched to the 100 ticket team? There's practically no chance the losing team can catch up and win the round.

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Originally Posted by kekotr*:

 

I am looking 2 things in this plugin.

 

1- If the server become 32vs28 I want 2 players being moved. I'd like to know the options that the plugin will choose those 2 players.

2- If the won team won the game with > 500 tickets, I want balance the teams changing the whole squads by score to try be "equal teams" next map.

 

Using standard option, will do those things?

 

Edit: To enable the scrambler I think is needed change the command "Enable Scrambler" from false to true in the Conquest Large options, right?

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Originally Posted by PapaCharlie9*:

 

It would be a good idea to read post #1 and the FAQ (link to the FAQ is in post #1). All of these details are explained in there.

 

Edit: To enable the scrambler I think is needed change the command "Enable Scrambler" from false to true in the Conquest Large options, right?

If you have Conquest Large in your map rotation, yes.

 

I am looking 2 things in this plugin.

 

1- If the server become 32vs28 I want 2 players being moved. I'd like to know the options that the plugin will choose those 2 players.

This depends on how many slots you have and how many players you normally have in Conquest Large. In Section 8 - Conquest Large settings, there is a setting called Definition of High Population For Players >=. If the total number of players is less than that setting, teams are balanced if they differ only by one player, e.g., 16 v 15 is balanced if the setting is 40 and no players would be moved. If the total number of players is equal to or greater than that setting, teams are balanced if they differ by one or two players, e.g., 22 vs 20 is balanced and 21 vs 20 is balanced, if the setting is 40. 23 vs 20 would not be balanced and one player would be moved, resulting in 22 vs 20.

 

There is no setting that will move two players if the teams are 32 vs 28. At best, since 60 is likely higher than your High Population setting, one player will be moved to make it 31 vs 29, a difference of two players. If you have 64 slots, 31 vs 29 will not stay that way for very long, you should fill up with players to 32 v 32 much faster than the balancer can find players to move.

 

2- If the won team won the game with > 500 tickets, I want balance the teams changing the whole squads by score to try be "equal teams" next map.

It depends on your total number of tickets. In section 4 - Scrambler, there is a setting called Only On Final Ticket Percentage >=. See post #1 for details and examples about Ticket Percentage (Ratio), in the Concepts section, as well as in the Scrambler settings section.
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Originally Posted by kekotr*:

 

@PapaCharlie9

 

Thank you!

 

By the way, is there a way to change players between teams while running official mode using a cvar from BF4 and not plugin? I mean, sometimes the server become 32vs24 etc.

 

vars.autoBalance true seems not work.

 

Edit: Got this warn [17:51:24 27] [MULTIbalancer]:1 WARNING: BattlelogCache is not supported for BF4 yet!

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Originally Posted by Rucki*:

 

I just stumbled across this thread in German Support:

 

showthread....-Einstellungen*

 

A lot of questions and requests for help that I was unaware of. I don't speak German, so I'm looking for someone who speaks both German and English to help translate the "How to" FAQ post, which should help answer most of the questions in the German thread:

Ein Versuch. Bestimmt nicht perfekt übersetzt. Mache es besser! :ohmy:

An attempt, not perfect. If you can: Do it! :ohmy:

 

--------------

Hier ist ein BF4 Beispiel zum durch arbeiten. Angenommene Einstellungen: Conquest Large. Merke dir diese Antworten, oder speichere sie zB. in Notepad:

 

Frage 1: Hast du die map Metro in deiner Rotation?

 

Für BF4 wird diese Antwort "Nein" sein. (False).

 

Frage 2: Wieviele Spieler können maximal bei Conquest Large auf deinen Server joinen?

 

In der Regel wird das auf deinem Server immer die gleiche Zahl sein. Bsp.: 64 der 48. Rechne nicht den Commander oder die Zuseher hinzu, nur tatsächliche Spieler!

 

Nehmen wir an, die Antwort für unser Beispiel ist 40.

 

Frage 3: Wie hoch ist sind die maximalen Tickets für jede map in der Rotation von Conquest Large eingestellt?

 

Für BF4 wird es eine Zahl für alle maps sein. 800 (oder 1000 or 1200, was auch immer). In BF3, kannst du einfach eine map mit 600 und die andere mit 700 Tickets einstellen. Aus diesem Grund notiere dir die höchsten und niedrigsten maximalen Punkte aller maps. Beispiel: Wenn du 6 maps hast, und diese mit folgenden maximalen Tickets eingestellt hast: 600, 600, 700, 600, 700, 650, ist deine höchste Ticketzahl 700 und deine niedrigste 600.

 

Die Antwort für dieses Beispiel ist 600 und 600, höchste und niedrigste Ticketzahl sind gleich.

 

Frage 4: Welche Art des "balancings" wist du nutzen?

 

Wie in post #1 im MULTIbalancer thread hier die Liste der Voreinstellungen (presets) noch einmal aufgelistet:

 

Übersetzung "unstack".

Eine direkte Übersetzung kenne ich nicht.

Ein Team ist "stacked", wenn ein von euch definierter Punkteunterschied im Spiel überschritten wird.

Die Teams sind dann unausgeglichen, und MULTIbalancer versucht diesen Zustand zu ändern.

 

Standard Autobalance und unstack teams, gut für die meisten Serverkonfigurationen.

Aggressive Autobalance und unstack teams, schnell, viele Spieler werden in kurzer Zeit geswitched.

Passive Autobalance and unstack teams langsam, wenige Spieler werden über einen längeren Zeitraum geswitched.

Intensify Der Focus liegt darin, das Team gleich stark zu halten. Abgestimmt darauf, dass alle auf gleichem level spielen, und dadurch intesnives Spiel möglich ist.

Retain Sollte "rage quitting" (vielleicht mit "aus Frust den Server verlassen" übersetzbar) reduzieren. Die Teams werden balanziert, aber ohne zu viele player zu switchen.

BalanceOnly Unstacking" ist deaktiviert, Spieler werden nur wegen autobalance geswitched.

UnstackOnly Autobalancing ist deaktiviert, Spieler werden nur wegen "unstucking" geswitched.

None Eigene Einstellungen (Erscheint automatisch, sobald eine Einstellung geändert wird, die von der Voreinstellung abweicht.)

 

Im Normalfall genügt es, die Einstellung "Standard" zu verwenden. Für diese Beispiel nützen wir BalanceOnly.

(Kein unstacking)

 

Nun sind wir soweit, die Einstellungen für Conquest Large zu übernehmen.

 

Beginne im Abschnitt 1: Presets

 

Nutze für "Round Phase", "Population" und "Exclusion" diese Voreinstellungen: BalanceOnly

 

Kurz die Erklärungen:

Round Phase = In welcher Phase befindet sich das aktuelle Spiel? Anfang? Mitte? Ende?

Population = Wieviele Spieler sind online? Viel? Mittel? Wenig? Natürlich abhängig von der Servergrösse.

Exclusion = Sollten Spieler (ev. Admins) von diesen Regeln ausgenommen werden?

 

Verwende hier die Antwort auf die Frage Nr. 4.

Es ist normal, dass sich später die Einstellung zu "None" oder etwas anderem ändert. Das hat seine Richtigkeit.

Das ist nur die Grundeinstellung mit der du startest.

 

Zweite Zeile:

Enable Unstacking: False

 

Anfängern wird empfohlen, diese Funktion zu deaktivieren. Also auf "False" lassen.

Für dieses Beispiel wollen wir "nur" den Server auf Grund der Spieleranzahl balanzieren. Unabhängig vom Können oder Dienstgrad der Spieler.

 

Nächste Zeile:

Enable Settings Wizard: True

 

Dadurch öffnen sich neue Eingabefelder.

Fülle diese Felder aus, mit den Werten, die die obigen Fragen ergeben haben.

Wenn du einen anderen Spielmodus verwendest, verwende natürlich auch die anderen Daten.

 

Hier das Beispiel an Conqest Large:

 

Which Mode: Conquest Large

 

Metro Is In Map Rotation: False

 

Maximum Players For Mode: 40

 

Lowest Maximum Tickets For Mode: 600

 

Highest Maximum Tickets For Mode: 600

 

Preferred Style Of Balancing: BalanceOnly (Gleiche Auswahl als du vorher gemacht hast)

 

Nun werden die Einstellungen wirklich angewandt und gesichert.

Wähle:

Apply Settings Changes to True

 

Das ist alles was diese Automatik (auch genannt Wizard) tun kann.

Du solltest einige Einträge in deinem plugin-log sehen.

Auch sollte dort zu sehen sein, was diese Autimatik bewirkt hat, und welche Veränderungen gemacht wurden.

 

Jetzt scrolle runter in die Sektion 8, und vollständige die Einstellungen "per-mode". Also die Einstellungen im jeweiligen Modus.

In diesem Falle: Conquest Large.

 

Bestimme die Auswahl, warum ein Spieler geswitched werden soll.

 

Determine Strong Players By: RoundScore

 

(Natürlich kannst du hier wählen, was immer du willst, und was du für richtig hältst.

RoundScore ist das Beste für Conquest/Domination, RoundKills ist für TDM/SQDM geeignet.

 

 

Only Move Weak Players: True

 

Fürs erste lass es auf "true". Wenn dir auffällt, dass der server länger unbalanced ist, ändere die Einstellung auf "False".

 

 

Enable Scrambler: Es ist deine Entscheidung. Setze auf "true" wenn du willst, dass die Teams gemischt werden.

 

Das war alles!

Diese Basics sollten für die meisten Server ausreichen.

------------------------

 

@Germans; ich weiss, dass das noch immer nicht wirklich "deutsch" ist. Aber ich habe kein Wort für "unstack" gefunden, und "switch" hat sich im gamer-Bereich soweit eingebürgert, dass das kein Problem sein sollte. :ohmy:

Ich habe versucht, das in der Kürze zu halten, wie auch PPC das in der englischen Version gemacht hat.

 

@PPC; the translation is more difficult than i thought. There is no German word for "unstack" or "rage quitting".

I have tried to translate in short words.

 

And dont translate the auto-msgs!

 

An Example:

"autobalance moved you to the %toTeam% team";

"Autobalancer hat dich in das %toTeam% geswitched".

 

YellMovedToUnstack = "Moved %name% to unstack teams ...";

YellMovedToUnstack = "Moved %name% musste das Team wechseln. Grund: unausgeglichen.";

 

Every gamer knows the important words.

switch, noob, team, noobtube and much more. :ohmy:

 

A translation from instructions is a nice way.

But they will find a way to transate. If this is really important.

 

Regards!

Rucki

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Originally Posted by kekotr*:

 

I have a suggestion for your next version.

 

Print this message

 

The difference tickets was higher than %number%. Teams are being balanced by %mode% for next map.

The difference tickets was higher than 120. Teams are being balanced by Score for next map.

 

I think you got it :smile:

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Originally Posted by Slayer*:

 

I was running these below settings the same as our BF3 servers and started to notice in BF4 that players were raging because they were being split up with the same clan tags in the same squad, then I noticed battlelog at the moment is not showing clan tags in live scoreboard like it did in BF3.

 

Disperse Evenly By Rank: 90

Clan Tags In Squad: True

Same Clan Tags For Rank Dispersal: True

Code:

Disperse Evenly By Rank >=: Number greater than or equal to 0 and less than or equal to 145, default 0. Any players with this absolute rank (Colonel 100 is 145) or higher will be dispersed evenly across teams. This is useful to insure that Colonel 100 ranked players don't all stack on one team. Set to 0 to disable.

Same Clan Tags In Squad: True or False, default True. If True, a player will be excluded from being moved if they are a member of a squad (or team, in the case of SQDM) that has at least one other player in it with the same clan tag.

Same Clan Tags For Rank Dispersal: True or False, default False. If True, dispersal by per-mode Disperse Evenly By Rank >= will not be applied if the player has a clan tag that at least one other player on the same team has. This option is a special case of Lenient Rank Dispersal, enabling just one specific exclusion to be applied leniently.
Any way of keeping squads together with same clan tag, at present I have turned off Disperse Evenly By Rank >=: as it was causing some major grief, clan tags, just another thing that needs fixing with Battlelog. :sad:
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Originally Posted by PapaCharlie9*:

 

@PapaCharlie9

 

Thank you!

 

By the way, is there a way to change players between teams while running official mode using a cvar from BF4 and not plugin? I mean, sometimes the server become 32vs24 etc.

 

vars.autoBalance true seems not work.

 

Edit: Got this warn [17:51:24 27] [MULTIbalancer]:1 WARNING: BattlelogCache is not supported for BF4 yet!

No, there is no way to move players during a round in Official mode. vars.autobalance only works between rounds.

 

Everyone gets that warning, because BattlelogCache doesn't support BF4 yet. :smile:

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Originally Posted by PapaCharlie9*:

 

Ein Versuch. Bestimmt nicht perfekt übersetzt. Mache es besser! :ohmy:

An attempt, not perfect. If you can: Do it! :ohmy:

Thank you very much!

 

Could I ask one more favor? Please create a new thread in the German support forum, title it something like MULTIbalancer initial setup, in German, and explain that it is a translation of the steps in this post:

 

myrcon.net/...multibalancer-faq-and-detailed-explanations#entry43462

 

Thanks!

 


 

Also i have some logical problems at question at question 3.

600 and 700 and 650. The answere is 600?

Sorry, the wording of that section in English is confusing. Here's the original text:

 

For example, if you have 6 maps with these max tickets: 600, 600, 700, 600, 700, 650, your highest is 700 and your lowest is 600.

 

Let's say the answer for this example is 600 and 600 (highest and lowest are the same).

I used this example twice, but I meant two completely different examples, not the same example. That is confusing. A better wording in English would be:

 

Suppose you have 6 maps with these max tickets: 600, 600, 700, 600, 700, 650. In this case, your highest is 700 and your lowest is 600.

 

For the purpose of this initial setup example, we will simplify this case so that all of the maps have the same ticket size of 600 (highest and lowest are the same).

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Originally Posted by PapaCharlie9*:

 

I have a suggestion for your next version.

 

Print this message

 

The difference tickets was higher than %number%. Teams are being balanced by %mode% for next map.

The difference tickets was higher than 120. Teams are being balanced by Score for next map.

 

I think you got it :smile:

I don't understand. You said "balanced", but I think you meant "scrambled"? If so, when would the message be posted? For BF4 I suppose I could send it as chat after the end of round, since chat is still visible, but that won't work for BF3.
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Originally Posted by PapaCharlie9*:

 

I was running these below settings the same as our BF3 servers and started to notice in BF4 that players were raging because they were being split up with the same clan tags in the same squad, then I noticed battlelog at the moment is not showing clan tags in live scoreboard like it did in BF3.

 

Disperse Evenly By Rank: 90

Clan Tags In Squad: True

Same Clan Tags For Rank Dispersal: True

Code:

Disperse Evenly By Rank >=: Number greater than or equal to 0 and less than or equal to 145, default 0. Any players with this absolute rank (Colonel 100 is 145) or higher will be dispersed evenly across teams. This is useful to insure that Colonel 100 ranked players don't all stack on one team. Set to 0 to disable.

Same Clan Tags In Squad: True or False, default True. If True, a player will be excluded from being moved if they are a member of a squad (or team, in the case of SQDM) that has at least one other player in it with the same clan tag.

Same Clan Tags For Rank Dispersal: True or False, default False. If True, dispersal by per-mode Disperse Evenly By Rank >= will not be applied if the player has a clan tag that at least one other player on the same team has. This option is a special case of Lenient Rank Dispersal, enabling just one specific exclusion to be applied leniently.
Any way of keeping squads together with same clan tag, at present I have turned off Disperse Evenly By Rank >=: as it was causing some major grief, clan tags, just another thing that needs fixing with Battlelog. :sad:
Well if Battlelog isn't reporting clan tags correctly, there's not really anything I can do to fix it. But are you sure Battlelog isn't reporting tags correctly, rather than some local problem with your setup?

 

During a round, type tags into Show Command In Log. It should show all the known clan tags for current players. You can also type bad tags to see all the failed tag fetches for all players, whether they are currently in the server or not.

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Originally Posted by kcuestag*:

 

I agree with kekotr that it would be a good idea to implement message(s) at round end (Or close to round end) saying that teams will be scrambled.

 

Edit:

 

I just noticed this:

 

[23:19:34] MULTIbalancer > Regnrae: Regnrae, you can't switch to team T1: this server splits Colonel 100's between teams, sending you back ...

 

I have it set to Disperse Evenly By Rank bigger or equal to rank 80, so that's a bit confusing. But now I see that there are many colonel 110's, so maybe I should just set it to 110 and modify the "100" from the message and change it to "110"?

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Originally Posted by Slayer*:

 

I was running these below settings the same as our BF3 servers and started to notice in BF4 that players were raging because they were being split up with the same clan tags in the same squad, then I noticed battlelog at the moment is not showing clan tags in live scoreboard like it did in BF3.

 

Disperse Evenly By Rank: 90

Clan Tags In Squad: True

Same Clan Tags For Rank Dispersal: True

Code:

Disperse Evenly By Rank >=: Number greater than or equal to 0 and less than or equal to 145, default 0. Any players with this absolute rank (Colonel 100 is 145) or higher will be dispersed evenly across teams. This is useful to insure that Colonel 100 ranked players don't all stack on one team. Set to 0 to disable.

Same Clan Tags In Squad: True or False, default True. If True, a player will be excluded from being moved if they are a member of a squad (or team, in the case of SQDM) that has at least one other player in it with the same clan tag.

Same Clan Tags For Rank Dispersal: True or False, default False. If True, dispersal by per-mode Disperse Evenly By Rank >= will not be applied if the player has a clan tag that at least one other player on the same team has. This option is a special case of Lenient Rank Dispersal, enabling just one specific exclusion to be applied leniently.
Any way of keeping squads together with same clan tag, at present I have turned off Disperse Evenly By Rank >=: as it was causing some major grief, clan tags, just another thing that needs fixing with Battlelog. :sad:

Well if Battlelog isn't reporting clan tags correctly, there's not really anything I can do to fix it. But are you sure Battlelog isn't reporting tags correctly, rather than some local problem with your setup?

 

During a round, type tags into Show Command In Log. It should show all the known clan tags for current players. You can also type bad tags to see all the failed tag fetches for all players, whether they are currently in the server or not.

Here is the log from what you said to do, it seems to be fetching tags I don't get it am I overlooking something, why is it splitting up players from the same squad with the same tags.

 

Code:

[14:10:14 28] [MULTIbalancer]:0 [Show In Log] Command: tags
[14:10:14 28] [MULTIbalancer]:0 [Show In Log] Tag [88]:
[14:10:14 28] [MULTIbalancer]:0 [Show In Log]         Taden_88, T2, Charlie
[14:10:14 28] [MULTIbalancer]:0 [Show In Log] Tag [BYCM]:
[14:10:14 28] [MULTIbalancer]:0 [Show In Log]         onwi, T2, Bravo
[14:10:14 28] [MULTIbalancer]:0 [Show In Log] Tag [cpt]:
[14:10:14 28] [MULTIbalancer]:0 [Show In Log]         cpt_fizzlepants, T2, Charlie
[14:10:14 28] [MULTIbalancer]:0 [Show In Log] Tag [FAP]:
[14:10:14 28] [MULTIbalancer]:0 [Show In Log]         iNFiLTRAiTER, T2, Golf
[14:10:14 28] [MULTIbalancer]:0 [Show In Log]         somebrownguy, T2, Hotel
[14:10:14 28] [MULTIbalancer]:0 [Show In Log]         Cyrus_Da_v1rus, T2, Hotel
[14:10:14 28] [MULTIbalancer]:0 [Show In Log]         FAP-Pugsley, T2, Hotel
[14:10:14 28] [MULTIbalancer]:0 [Show In Log]         PMKevinRudd, T2, Hotel
[14:10:14 28] [MULTIbalancer]:0 [Show In Log]         Kegel_Exercise, T2, Hotel
[14:10:14 28] [MULTIbalancer]:0 [Show In Log] Tag [FREQ]:
[14:10:14 28] [MULTIbalancer]:0 [Show In Log]         FREQ-Shen, T2, Alpha
[14:10:14 28] [MULTIbalancer]:0 [Show In Log] Tag [Gomu]:
[14:10:14 28] [MULTIbalancer]:0 [Show In Log]         Exoticbeasts, T2, Charlie
[14:10:14 28] [MULTIbalancer]:0 [Show In Log] Tag [Illl]:
[14:10:14 28] [MULTIbalancer]:0 [Show In Log]         Illl_ENZY_lllI, T2, Alpha
[14:10:14 29] [MULTIbalancer]:0 [Show In Log] Tag [KANE]:
[14:10:14 29] [MULTIbalancer]:0 [Show In Log]         Crims0nGaruga, T1, Delta
[14:10:14 29] [MULTIbalancer]:0 [Show In Log] Tag [LT]:
[14:10:14 29] [MULTIbalancer]:0 [Show In Log]         LT-ZORBADUNDEE, T1, Foxtrot
[14:10:14 29] [MULTIbalancer]:0 [Show In Log] Tag [PUG]:
[14:10:14 29] [MULTIbalancer]:0 [Show In Log]         minilittlewee, T2, Bravo
[14:10:14 29] [MULTIbalancer]:0 [Show In Log] Tag [SAI]:
[14:10:14 29] [MULTIbalancer]:0 [Show In Log]         SAI_Assassine, T1, Echo
[14:10:14 29] [MULTIbalancer]:0 [Show In Log] Tag [sF]:
[14:10:14 29] [MULTIbalancer]:0 [Show In Log]         -sF-ChopperAu, T1, Alpha
[14:10:14 29] [MULTIbalancer]:0 [Show In Log] Tag [SOBR]:
[14:10:14 29] [MULTIbalancer]:0 [Show In Log]         Firebart123, T1, Alpha
[14:10:14 29] [MULTIbalancer]:0 [Show In Log] Tag [SS]:
[14:10:14 29] [MULTIbalancer]:0 [Show In Log]         Scumster, T2, Golf
[14:10:14 29] [MULTIbalancer]:0 [Show In Log] Tag [STR]:
[14:10:14 29] [MULTIbalancer]:0 [Show In Log]         eddie-sky, T2, Bravo
[14:10:14 29] [MULTIbalancer]:0 [Show In Log] Tag [YOLO]:
[14:10:14 29] [MULTIbalancer]:0 [Show In Log]         Titan_Dork, T1, Delta
[14:10:14 29] [MULTIbalancer]:0 [Show In Log] Tag [Z]:
[14:10:14 29] [MULTIbalancer]:0 [Show In Log]         calds12, T1, Echo
[14:10:14 29] [MULTIbalancer]:0 [Show In Log]  === END OF TAGS ===
Here is a screen shot of the settings for this server can you see what might be causing it, (I know the the YELL is not working yet) like I said I turned Disperse Evenly By Rank: 90 back off because it was moving players in same squad with same tags.

 

As I really want to be able to split the level 100's up between teams unless they have same clan tag and I'm not sure what's going on.

 

Edit: adding version MULTIbalancer - 1.0.9.0

Posted Image

 

Thanks for your help.

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Originally Posted by PapaCharlie9*:

 

I agree with kekotr that it would be a good idea to implement message(s) at round end (Or close to round end) saying that teams will be scrambled.

 

Edit:

 

I just noticed this:

 

[23:19:34] MULTIbalancer > Regnrae: Regnrae, you can't switch to team T1: this server splits Colonel 100's between teams, sending you back ...

 

I have it set to Disperse Evenly By Rank bigger or equal to rank 80, so that's a bit confusing. But now I see that there are many colonel 110's, so maybe I should just set it to 110 and modify the "100" from the message and change it to "110"?

The default message for Bad Because: Rank is "this server splits Colonel 100's between teams", due to BF3. You can change the message in Section 5 settings to whatever you want.
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Originally Posted by PapaCharlie9*:

 

Here is a screen shot of the settings for this server can you see what might be causing it, (I know the the YELL is not working yet) like I said I turned Disperse Evenly By Rank: 90 back off because it was moving players in same squad with same tags.

 

As I really want to be able to split the level 100's up between teams unless they have same clan tag and I'm not sure what's going on.

 

Edit: adding version MULTIbalancer - 1.0.9.0

Nice screenshot, everything I need is visible.

 

The only thing I see that is wrong is that you have Enable Unstacking set to True, even though you are using BalanceOnly. You should set it to False.

 

Everything else looks correct, though of course, in that screenshot you have Disperse Evenly By Rank set to 0, so nobody should be moved for dispersal. You originally had it set to 100?

 

Are you sure it's MULTIbalancer that is moving players? Maybe its some kind of join on friends from Battlelog effect? That join on friends feature is really buggy. A couple of nights ago, we had 6 guys join on a couple of friends who got into the server first, 3 a piece, and ended up with an 8 man squad!

 

Set Disperse Evenly By Rank back to 100 and set Debug Level to 7. Save the plugin.log and if you think some move happens that isn't right, post that segment of the plugin.log. Or zip the whole thing and post that as an attachement.

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Originally Posted by PapaCharlie9*:

 

can multibalancer be used to unstack only alongside true balancer ?

No. You MUST NOT use TrueBalancer and MULTIbalancer at the same time.

 

The only exception is if you use one strictly for between-round scrambling and the other strictly for in-round balancing. But even for that case, they will both be hammering Battlelog for clan tags and stats, which will cause problems for you.

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Originally Posted by Tangox*:

 

Hello i need really Help on this Plugin

 

So Here is the Server Info:

 

24 Players Maximal + 2 Commander SLots 1000 Tickets

 

Here is the Problem 1:

 

How can i setup it perfect that the Player have always a Balance from example

 

12 vs 11

or

10 vs 11

 

So That the Difference of Players is not more less than 1.

 

2.Problem

 

The Scrambler isnt Scrambling the Teams.....

 

I want to Scramble the Teams if the Winning team wins with 300 or more Tickets then the Scrambler should Mix the Teams........

 

3 Problem:

 

I want that the Scrambler isnt Moving Players on the Last x amount of Tickets.

 

 

Here are my Settings:

 

Posted Image

 

Posted Image

 

I hope anyone can Help me & Assist me what i have to set to right settings

 

Best Greetz

 

Attached Files:

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Originally Posted by kekotr*:

 

Yeah I meant "scrambled". Sorry about my mistake.

 

This message should run in the end of round, maybe when we are at score board. I realized that the teams got scrambled 5 seconds left to go from score board to next map. I think that time you should post this message.

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Originally Posted by Slayer*:

 

Nice screenshot, everything I need is visible.

 

The only thing I see that is wrong is that you have Enable Unstacking set to True, even though you are using BalanceOnly. You should set it to False.

 

Everything else looks correct, though of course, in that screenshot you have Disperse Evenly By Rank set to 0, so nobody should be moved for dispersal. You originally had it set to 100?

 

Are you sure it's MULTIbalancer that is moving players? Maybe its some kind of join on friends from Battlelog effect? That join on friends feature is really buggy. A couple of nights ago, we had 6 guys join on a couple of friends who got into the server first, 3 a piece, and ended up with an 8 man squad!

 

Set Disperse Evenly By Rank back to 100 and set Debug Level to 7. Save the plugin.log and if you think some move happens that isn't right, post that segment of the plugin.log. Or zip the whole thing and post that as an attachement.

Thanks the program I used FastStone Capture it does a scrolling screen grab of the settings window.

 

With only using BalanceOnly I thought that I would need to have Enable Unstacking on for the per mode setting in section 8 Disperse Evenly By Rank to work correctly when i do set it to 100.

 

Thanks for putting my mind at ease over the rest of the settings, I'll monitor one of the servers and see how it goes and get back to you, if I see something fishy.

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Originally Posted by Rucki*:

 

Could I ask one more favor? Please create a new thread in the German support forum, title it something like MULTIbalancer initial setup, in German, and explain that it is a translation of the steps in this post:

 

myrcon.net/...multibalancer-faq-and-detailed-explanations#entry43462

Done!

showthread....gen-in-Deutsch*

 

For a link in your english posting:

Hier findest du die gleiche Anleitung in Deutsch:

=

Here you can find the same tutorial in german:

 

 

Regards!

Rucki

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      Insurgency: Sandstorm (From $6.40 USD)


      Changes to US-East:

      Starting in January 2022, we will be moving to a different provider that has better support, better infrastructure, and better connectivity. We've noticed that the connection/routes to this location are not ideal and it's been hard getting support to correct this. Our contract for our two servers ends in March/April respectively. If you currently have servers in this location you will be migrated over to the new provider. We'll have more details when the time comes closer to January. The new location for this change will be based out of Atlanta, GA. If you have any questions/concerns please open a ticket and we'll do our best to answer them.
      • 5 replies
    • Hello All,

      I wanted to give an update to how EZRCON is doing. As of today we have 56 active customers using the services offered. I'm glad its doing so well and it hasn't been 1 year yet. To those that have services with EZRCON, I hope the service is doing well and if not please let us know so that we can improve it where possible. We've done quite a few changes behind the scenes to improve the performance hopefully. 

      We'll be launching a new location for hosting procon layers in either Los Angeles, USA or Chicago, IL. Still being decided on where the placement should be but these two locations are not set in stone yet. We would like to get feedback on where we should have a new location for hosting the Procon Layers, which you can do by replying to this topic. A poll will be created where people can vote on which location they would like to see.

      We're also looking for some suggestions on what else you would like to see for hosting provider options. So please let us know your thoughts on this matter.
      • 4 replies
    • Added ability to disable the new API check for player country info


      Updated GeoIP database file


      Removed usage sending stats


      Added EZRCON ad banner



      If you are upgrading then you may need to add these two lines to your existing installation in the file procon.cfg. To enable these options just change False to True.

      procon.private.options.UseGeoIpFileOnly False
      procon.private.options.BlockRssFeedNews False



       
      • 2 replies
    • I wanted I let you know that I am starting to build out the foundation for the hosting services that I talked about here. The pricing model I was originally going for wasn't going to be suitable for how I want to build it. So instead I decided to offer each service as it's own product instead of a package deal. In the future, hopefully, I will be able to do this and offer discounts to those that choose it.

      Here is how the pricing is laid out for each service as well as information about each. This is as of 7/12/2020.

      Single MySQL database (up to 30 GB) is $10 USD per month.



      If you go over the 30 GB usage for the database then each additional gigabyte is charged at $0.10 USD each billing cycle. If you're under 30GB you don't need to worry about this.


      Databases are replicated across 3 zones (regions) for redundancy. One (1) on the east coast of the USA, One (1) in Frankfurt, and One (1) in Singapore. Depending on the demand, this would grow to more regions.


      Databases will also be backed up daily and retained for 7 days.




      Procon Layer will be $2 USD per month.


      Each layer will only allow one (1) game server connection. The reason behind this is for performance.


      Each layer will also come with all available plugins installed by default. This is to help facilitate faster deployments and get you up and running quickly.


      Each layer will automatically restart if Procon crashes. 


      Each layer will also automatically restart daily at midnight to make sure it stays in tip-top shape.


      Custom plugins can be installed by submitting a support ticket.




      Battlefield Admin Control Panel (BFACP) will be $5 USD per month


      As I am still working on building version 3 of the software, I will be installing the last version I did. Once I complete version 3 it will automatically be upgraded for you.





      All these services will be managed by me so you don't have to worry about the technical side of things to get up and going.

      If you would like to see how much it would cost for the services, I made a calculator that you can use. It can be found here https://ezrcon.com/calculator.html

       
      • 11 replies
    • I have pushed out a new minor release which updates the geodata pull (flags in the playerlisting). This should be way more accurate now. As always, please let me know if any problems show up.

       
      • 9 replies
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