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MULTIbalancer [1.1.6.0] 30-MAR-2015 + BFHL


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Originally Posted by PapaCharlie9*:

 

Hello PapaCharlie9 or anyone else that can help me.

I have pretty much set our end of round scramble to scramble everyone. I like this cause the more people moving means closer games.

We have a few clans that play on our server. Not very large clans. What is the best way to exclude these few small clans from splitting up during the scramble? I had keep clan tags on same team set to true but our clan is so big that when it would scramble it just put to many of us together and would scare people away. So yeah what is the best way to just exclude a few small clans from end of round scramble.

Thanks for all your help.

There's no good solution for that problem, only a couple of incomplete solutions.

 

You can use the Divide By setting in Scrambler to specify the clan tag for your large clan. That will insure that your large clan will be split up between teams.

 

Or, you can disable all the Keep ... settings in Scrambler and bump up the Unlimited Team Switching During First Minutes Of Round to 10 minutes or so. That means the scramble won't try to keep any clans or squads together, but people will be allowed to switch teams to get back together with their friends if they really want to for the first 10 minutes of the round.

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Originally Posted by DWG-Jambi*:

 

There's no good solution for that problem, only a couple of incomplete solutions.

 

You can use the Divide By setting in Scrambler to specify the clan tag for your large clan. That will insure that your large clan will be split up between teams.

 

Or, you can disable all the Keep ... settings in Scrambler and bump up the Unlimited Team Switching During First Minutes Of Round to 10 minutes or so. That means the scramble won't try to keep any clans or squads together, but people will be allowed to switch teams to get back together with their friends if they really want to for the first 10 minutes of the round.

Thanks again PapaCharlie9. Once again you are the best.

So I will try to keep clans together set to true in the scrambler settings and then divide by clan JL.

Hopefully this helps with the small clans sticking together but will break up our large clan. I have told people that if now people scream about "clan stacking" or it gets tough to have close games then I will go back to the settings we had.

Thanks again!

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Originally Posted by HolTitan*:

 

I updated the v1.1.0.0 *.cs file in my procon layer and the plug-in disappeared from procon all together. I had v1.0.9 installed prior.

 

I'm running Procon v1.4.1.5

 

Isn't there a BF4.def file that needs to be updated or something?

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Originally Posted by PapaCharlie9*:

 

I updated the v1.1.0.0 *.cs file in my procon layer and the plug-in disappeared from procon all together. I had v1.0.9 installed prior.

 

I'm running Procon v1.4.1.5

 

Isn't there a BF4.def file that needs to be updated or something?

Find your plugin.log and see if there is an error message when MULTIbalancer.cs is loaded. Post the error message here.

 

So far, every time this sort of failure has been investigated, it turned out that Procon was not in fact 1.4.1.5. Both layer and local client should be 1.4.1.5. Double check.

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Originally Posted by HolTitan*:

 

Find your plugin.log and see if there is an error message when MULTIbalancer.cs is loaded. Post the error message here.

 

So far, every time this sort of failure has been investigated, it turned out that Procon was not in fact 1.4.1.5. Both layer and local client should be 1.4.1.5. Double check.

Good stuff!! My client was good but the procon layer wasn't.

 

Thanks for the assist.

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Originally Posted by HexaCanon*:

 

i have an issue, when i move a player to balance a team manually (running rush on fast balancing), i get one of my IDLE players from team 1 to team 2, the teams become balanced but then what i think is that MB will move that player back and write in console that an admin did it manually.

 

environment:

1 - i am the only connected admin (all passwords been changed recently)

Posted Image

 

2 - this is a simple log from the moment i did the movement (debug_level 9)

Code:

[19:27:12 01] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:12 51] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:13 01] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:13 51] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:14 02] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:14 24] [MULTIbalancer]:6 Got OnPlayerTeamChange: HexaCanonIII 2 0
[19:27:14 24] [MULTIbalancer]:6 Moved by admin: HexaCanonIII to team 2
[19:27:14 24] [MULTIbalancer]:2 ADMIN moved player HexaCanonIII, MULTIbalancer will respect this move
[19:27:14 24] [MULTIbalancer]:7 Update player HexaCanonIII team from 1 to 2
[19:27:14 26] [MULTIbalancer]:7 Got OnPlayerMovedByAdmin: HexaCanonIII 2 0 True
[19:27:14 52] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:15 02] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:15 52] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:15 60] [MULTIbalancer]:7 Got OnPlayerSquadChange: HexaCanonIII 2 1
[19:27:16 02] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:16 52] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:17 02] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:17 52] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:18 02] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:18 52] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:19 02] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:19 52] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:20 02] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:20 52] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:21 02] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:21 27] [MULTIbalancer]:8 Got OnServerInfo: Debug level = 9
[19:27:21 27] [MULTIbalancer]:7 serverInfo: Rush attacker = 83, was = 86, defender = 65533
[19:27:21 27] [MULTIbalancer]:1 OnServerInfo took 0 ms
[19:27:21 33] [MULTIbalancer]:8 Got OnListPlayers
[19:27:21 33] [MULTIbalancer]:0 Status: Plugin state = Active, game state = Playing, Admin Kill Enabled, Only Move Weak Players
[19:27:21 33] [MULTIbalancer]:0 Status: Map = Rogue Transmission, mode = Rush, stage = 1, time in round = 00:04:33, tickets = 83/65533(84) <- [86]
[19:27:21 33] [MULTIbalancer]:0 Status: Ticket difference = 1, ticket ratio percentage is 101%
[19:27:21 33] [MULTIbalancer]:6 DEBUG: Phase: Early (83 of 86 to 0, 97%)
[19:27:21 33] [MULTIbalancer]:6 DEBUG: Population: Medium (9 [8 - 24])
[19:27:21 33] [MULTIbalancer]:0 Status: Autobalance is active (227 secs), phase = Early, population = Medium, speed = Fast, unstack when ticket ratio >= 115%
[19:27:21 33] [MULTIbalancer]:0 Status: 0/0 raged, 0 reassigned, 0 balanced, 0 unstacked, 0 unswitched, 1 excluded, 4 exempted, 0 failed; of 14 TOTAL
[19:27:21 33] [MULTIbalancer]:0 Status: Team counts [9] = 4(Attacking) vs 5(Defending), with 0 unassigned, 0 commanders, 0 spectators
[19:27:21 33] [MULTIbalancer]:0 Status: Team difference = 1
[19:27:21 38] [MULTIbalancer]:7 Got OnPlayerMovedByAdmin: HexaCanonIII 2 0 True
[19:27:21 38] [MULTIbalancer]:6 (REVERSED) Moved by admin: HexaCanonIII to team 2
[19:27:21 52] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:21 82] [MULTIbalancer]:8 Got OnServerInfo: Debug level = 9
[19:27:21 82] [MULTIbalancer]:7 serverInfo: Rush attacker = 83, was = 86, defender = 65533
[19:27:21 82] [MULTIbalancer]:1 OnServerInfo took 0 ms
[19:27:21 85] [MULTIbalancer]:8 Got OnListPlayers
[19:27:21 85] [MULTIbalancer]:0 Status: Plugin state = Active, game state = Playing, Admin Kill Enabled, Only Move Weak Players
[19:27:21 85] [MULTIbalancer]:0 Status: Map = Rogue Transmission, mode = Rush, stage = 1, time in round = 00:04:34, tickets = 83/65533(84) <- [86]
[19:27:21 85] [MULTIbalancer]:0 Status: Ticket difference = 1, ticket ratio percentage is 101%
[19:27:21 85] [MULTIbalancer]:6 DEBUG: Phase: Early (83 of 86 to 0, 97%)
[19:27:21 85] [MULTIbalancer]:6 DEBUG: Population: Medium (9 [8 - 24])
[19:27:21 85] [MULTIbalancer]:0 Status: Autobalance is active (228 secs), phase = Early, population = Medium, speed = Fast, unstack when ticket ratio >= 115%
[19:27:21 85] [MULTIbalancer]:0 Status: 0/0 raged, 0 reassigned, 0 balanced, 0 unstacked, 0 unswitched, 1 excluded, 4 exempted, 0 failed; of 14 TOTAL
[19:27:21 85] [MULTIbalancer]:0 Status: Team counts [9] = 4(Attacking) vs 5(Defending), with 0 unassigned, 0 commanders, 0 spectators
[19:27:21 85] [MULTIbalancer]:0 Status: Team difference = 1
[19:27:21 94] [MULTIbalancer]:6 Got OnPlayerTeamChange: HexaCanonIII 1 0
[19:27:21 96] [MULTIbalancer]:7 Got OnPlayerMovedByAdmin: HexaCanonIII 1 0 True
[19:27:21 96] [MULTIbalancer]:6 (REVERSED) Moved by admin: HexaCanonIII to team 1
[19:27:21 96] [MULTIbalancer]:4 ADMIN moved player (REVERSED) HexaCanonIII, MULTIbalancer will respect this move
[19:27:21 96] [MULTIbalancer]:7 Update player HexaCanonIII team from 2 to 1
[19:27:22 02] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:22 37] [MULTIbalancer]:7 Got OnPlayerIsAlive: HexaCanonIII False
[19:27:22 52] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:23 02] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:23 23] [MULTIbalancer]:7 Got OnPlayerSquadChange: HexaCanonIII 1 1
[19:27:23 52] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:24 02] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:24 52] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:25 02] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:25 52] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:26 02] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:26 52] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:27 02] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:27 52] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:28 02] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:28 52] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:29 02] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:29 52] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:30 02] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:30 52] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:31 02] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:31 52] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:32 02] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:32 52] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:33 02] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:33 52] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:34 02] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:34 52] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:35 02] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:35 52] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:36 02] [MULTIbalancer]:9 Thread(timer): Checking 0 requests
[19:27:36 04] [MULTIbalancer]:8 Got OnPlayerSpawned: tomekk_gpl
[19:27:36 04] [MULTIbalancer]:6 Spawn: tomekk_gpl @ 15:27:36
[19:27:36 29] [MULTIbalancer]:8 Got OnServerInfo: Debug level = 9
[19:27:36 29] [MULTIbalancer]:7 serverInfo: Rush attacker = 83, was = 86, defender = 65533
[19:27:36 29] [MULTIbalancer]:1 OnServerInfo took 0 ms
i have not done what is shown in red

 

this is the event viewer for when it happened

 

Posted Image

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Originally Posted by PapaCharlie9*:

 

i have an issue, when i move a player to balance a team manually (running rush on fast balancing), i get one of my IDLE players from team 1 to team 2, the teams become balanced but then what i think is that MB will move that player back and write in console that an admin did it manually.

While detailed logging is critical to analyzing a problem, don't go above Debug Level of 7. All that extra noise just makes it harder to figure out what is going on. 7 is what I use for general debugging of MB behavior.

 

Code:

[19:27:14 24] [MULTIbalancer]:6 Got OnPlayerTeamChange: HexaCanonIII 2 0
[19:27:14 24] [MULTIbalancer]:6 Moved by admin: HexaCanonIII to team 2
[19:27:14 24] [MULTIbalancer]:2 ADMIN moved player HexaCanonIII, MULTIbalancer will respect this move
[19:27:14 24] [MULTIbalancer]:7 Update player HexaCanonIII team from 1 to 2
[19:27:14 26] [MULTIbalancer]:7 Got OnPlayerMovedByAdmin: HexaCanonIII 2 0 True

[19:27:15 60] [MULTIbalancer]:7 Got OnPlayerSquadChange: HexaCanonIII 2 1

[19:27:21 27] [MULTIbalancer]:7 serverInfo: Rush attacker = 83, was = 86, defender = 65533
[19:27:21 27] [MULTIbalancer]:1 OnServerInfo took 0 ms
[19:27:21 33] [MULTIbalancer]:8 Got OnListPlayers
[19:27:21 33] [MULTIbalancer]:0 Status: Plugin state = Active, game state = Playing, Admin Kill Enabled, Only Move Weak Players
[19:27:21 33] [MULTIbalancer]:0 Status: Map = Rogue Transmission, mode = Rush, stage = 1, time in round = 00:04:33, tickets = 83/65533(84) <- [86]
[19:27:21 33] [MULTIbalancer]:0 Status: Ticket difference = 1, ticket ratio percentage is 101%
[19:27:21 33] [MULTIbalancer]:0 Status: Autobalance is active (227 secs), phase = Early, population = Medium, speed = Fast, unstack when ticket ratio >= 115%
[19:27:21 33] [MULTIbalancer]:0 Status: 0/0 raged, 0 reassigned, 0 balanced, 0 unstacked, 0 unswitched, 1 excluded, 4 exempted, 0 failed; of 14 TOTAL
[19:27:21 33] [MULTIbalancer]:0 Status: Team counts [9] = 4(Attacking) vs 5(Defending), with 0 unassigned, 0 commanders, 0 spectators
[19:27:21 33] [MULTIbalancer]:0 Status: Team difference = 1
[19:27:21 38] [MULTIbalancer]:7 Got OnPlayerMovedByAdmin: HexaCanonIII 2 0 True
[19:27:21 38] [MULTIbalancer]:6 (REVERSED) Moved by admin: HexaCanonIII to team 2

[19:27:21 85] [MULTIbalancer]:0 Status: Plugin state = Active, game state = Playing, Admin Kill Enabled, Only Move Weak Players
[19:27:21 85] [MULTIbalancer]:0 Status: Map = Rogue Transmission, mode = Rush, stage = 1, time in round = 00:04:34, tickets = 83/65533(84) <- [86]
[19:27:21 85] [MULTIbalancer]:0 Status: Ticket difference = 1, ticket ratio percentage is 101%
[19:27:21 85] [MULTIbalancer]:0 Status: Autobalance is active (228 secs), phase = Early, population = Medium, speed = Fast, unstack when ticket ratio >= 115%
[19:27:21 85] [MULTIbalancer]:0 Status: 0/0 raged, 0 reassigned, 0 balanced, 0 unstacked, 0 unswitched, 1 excluded, 4 exempted, 0 failed; of 14 TOTAL
[19:27:21 85] [MULTIbalancer]:0 Status: Team counts [9] = 4(Attacking) vs 5(Defending), with 0 unassigned, 0 commanders, 0 spectators
[19:27:21 85] [MULTIbalancer]:0 Status: Team difference = 1

[19:27:21 94] [MULTIbalancer]:6 Got OnPlayerTeamChange: HexaCanonIII 1 0
[19:27:21 96] [MULTIbalancer]:7 Got OnPlayerMovedByAdmin: HexaCanonIII 1 0 True
[19:27:21 96] [MULTIbalancer]:6 (REVERSED) Moved by admin: HexaCanonIII to team 1
[19:27:21 96] [MULTIbalancer]:4 ADMIN moved player (REVERSED) HexaCanonIII, MULTIbalancer will respect this move
[19:27:21 96] [MULTIbalancer]:7 Update player HexaCanonIII team from 2 to 1
[19:27:22 37] [MULTIbalancer]:7 Got OnPlayerIsAlive: HexaCanonIII False
[19:27:23 23] [MULTIbalancer]:7 Got OnPlayerSquadChange: HexaCanonIII 1 1
You can see clearly that at no point does MB make a decision to move anyone. You'd see logging that looks like this if MB moved anyone (this is from my test logs from your server):

 

Code:

[02:06:36] [MULTIbalancer]:5 (AUTO) Autobalancing because difference of 2 is greater than 1, [11(US) vs 13(RU)]
[02:06:36] [MULTIbalancer]:5 (AUTO) Autobalance has been active for 0.5 seconds!
[02:06:36] [MULTIbalancer]:5 (AUTO) ROUND STATS: GuuZIP [T:2, S:2384, K:9, D:6, KDR:1.50, SPM:269, KPM:1.0, TIR: 00:09:12] STRONG
[02:06:36] [MULTIbalancer]:3 BALANCE moving GuuZIP from RU team to US team because difference is 2
[02:06:36] [MULTIbalancer]:4 MOVING GuuZIP from RU to US for balance
[02:06:36] [MULTIbalancer]:6 Got OnPlayerTeamChange: GuuZIP 1 0
[02:06:36] [MULTIbalancer]:7 Update player GuuZIP team from 2 to 1
[02:06:36] [MULTIbalancer]:7 Got OnPlayerMovedByAdmin: GuuZIP 1 0 False
[02:06:36] [MULTIbalancer]:6 (REVERSED) Moved by admin: GuuZIP to team 1
[02:06:36] [MULTIbalancer]:7 Got OnPlayerIsAlive: GuuZIP False
The OnPlayerIsAlive is a particular telltale. You can tell that it is an MB move if it is followed closely in time (same second) by an OnPlayerIsAlive.

 

An MB unswitch looks like this:

 

Code:

[13:32:08] [MULTIbalancer]:6 Got OnPlayerTeamChange: DevLex83 1 0
[13:32:08] [MULTIbalancer]:7 Got OnPlayerIsAlive: DevLex83 False
[13:32:08] [MULTIbalancer]:5 (SWITCH) Player team switch: DevLex83 from T2 team to T1 team
[13:32:08] [MULTIbalancer]:5 (SWITCH) FORBIDDEN: immediately unswitch DevLex83 from T1 back to T2
[13:32:08] [MULTIbalancer]:3 UNSWITCHING DevLex83 from T1 back to T2
[13:32:08] [MULTIbalancer]:4 YELL to DevLex83: [MESSAGE] You can't switch to the T1 team: switching to the biggest team is not allowed, sending you back!
[13:32:08] [MULTIbalancer]:4 CHAT to DevLex83: [MESSAGE] DevLex83, you can't switch to team T1: switching to the biggest team is not allowed, sending you back ...
[13:32:08] [MULTIbalancer]:6 DEBUG: ToSquad DevLex83: selected 1 out of 1:4/2:3/-
[13:32:08] [MULTIbalancer]:7 Scheduling listPlayers no sooner than 10 seconds from 13:32:06
[13:32:08] [MULTIbalancer]:4 MOVING DevLex83 from T1 to T2 to unswitch player
[13:32:09] [MULTIbalancer]:6 Got OnPlayerTeamChange: DevLex83 2 0
[13:32:09] [MULTIbalancer]:7 Got OnPlayerSquadChange: DevLex83 2 1
[13:32:09] [MULTIbalancer]:7 Got OnPlayerMovedByAdmin: DevLex83 2 1 False
[13:32:09] [MULTIbalancer]:6 (REVERSED) Moved by admin: DevLex83 to team 2
[13:32:09] [MULTIbalancer]:4 ADMIN moved player (REVERSED) DevLex83, MULTIbalancer will respect this move
[13:32:09] [MULTIbalancer]:7 Got OnPlayerIsAlive: DevLex83 False
Since none of those telltale signs are in your log, that suggests that some other plugin is moving players. Do you have Balance Seeders or some plugin like that running? Or maybe an Insane Limit that moves players? Are you possibly running a plugin in your local client that you don't mean to be? That would explain these mystery admin moves. Are you on NFO and running their auto-admin daemon?
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Originally Posted by I_Died_Tryin*:

 

[00:29:51 48] MULTIbalancer.cs (Line: 73, C: 17) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 74, C: 13) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 76, C: 13) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 77, C: 18) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 80, C: 15) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 81, C: 17) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 82, C: 15) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 85, C: 15) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 87, C: 16) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 88, C: 20) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 89, C: 18) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 90, C: 20) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 91, C: 20) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 93, C: 60) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 105, C: 15) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 106, C: 18) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 107, C: 20) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 110, C: 17) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 111, C: 19) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 113, C: 21) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 114, C: 24) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 115, C: 38) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 116, C: 23) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 119, C: 21) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 120, C: 24) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 122, C: 23) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 129, C: 14) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 130, C: 16) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 146, C: 21) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 148, C: 15) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 149, C: 17) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 152, C: 10) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 157, C: 10) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 159, C: 16) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 162, C: 13) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 170, C: 14) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 172, C: 20) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 174, C: 59) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 180, C: 77) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 181, C: 22) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 181, C: 48) CS1518: Expected class, delegate, enum, interface, or struct

[00:29:51 48] MULTIbalancer.cs (Line: 182, C: 22) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 183, C: 22) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 184, C: 42) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 186, C: 22) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 187, C: 63) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 189, C: 22) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 197, C: 15) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 200, C: 17) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 201, C: 19) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 204, C: 11) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 205, C: 13) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 206, C: 14) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 207, C: 16) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 208, C: 71) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 209, C: 22) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 209, C: 65) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 210, C: 46) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 213, C: 18) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 214, C: 82) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 215, C: 24) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 215, C: 75) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 216, C: 24) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 217, C: 48) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 220, C: 16) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 221, C: 86) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 222, C: 24) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 222, C: 79) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 223, C: 24) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 224, C: 48) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 228, C: 18) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 229, C: 78) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 230, C: 24) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 230, C: 67) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 231, C: 48) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 234, C: 15) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 235, C: 14) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 237, C: 16) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 238, C: 78) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 239, C: 22) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 239, C: 66) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 240, C: 46) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 243, C: 16) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 244, C: 80) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 245, C: 22) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 245, C: 66) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 246, C: 46) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 249, C: 16) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 250, C: 82) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 251, C: 22) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 251, C: 71) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 252, C: 46) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 260, C: 25) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 265, C: 11) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 269, C: 13) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 270, C: 29) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 273, C: 16) CS1001: Identifier expected

[00:29:51 48] MULTIbalancer.cs (Line: 273, C: 220) CS1001: Identifier expected

 

 

Any ideas?

Multibalancer disappeared from the plugins list after replacing the cs file with the newest from github.

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Originally Posted by PapaCharlie9*:

 

Any ideas?

Multibalancer disappeared from the plugins list after replacing the cs file with the newest from github.

Looks like your download was corrupted. I just deleted my existing MULTIbalancer.cs, downloaded the zip of the release from here (https://github.com/PapaCharlie9/mult...e/v1.1.0.0.zip), extracted just the MULTIbalancer.cs file and installed it. It compiled fine with no errors and shows up in my Procon 1.4.1.6.

 

Double check that you have at least 1.4.1.5 or later on the Procon you are installing on.

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Originally Posted by I_Died_Tryin*:

 

Looks like your download was corrupted. I just deleted my existing MULTIbalancer.cs, downloaded the zip of the release from here (https://github.com/PapaCharlie9/mult...e/v1.1.0.0.zip), extracted just the MULTIbalancer.cs file and installed it. It compiled fine with no errors and shows up in my Procon 1.4.1.6.

 

Double check that you have at least 1.4.1.5 or later on the Procon you are installing on.

I updated the file again with the same results.

The file sizes were different.

Then thought let me copy the entire multibalancer folder to the bf4 folder and delete the previous one.

Same results.

Then realized that the cs file was not to be in a folder but in the BF4 folder itself as there was a multibalancer.cs file there as well.

Updated the cs file in the plugins/bf4 folder and all is well.

Also deleted the multibalancer folder that contained the readme, cs file and d.bash files from that BF4 folder as well to lessen any confusion.

 

Late night troubleshooting failed again,

Mind works better after some sleep.

 

Thanks for the help and link

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Originally Posted by kcuestag*:

 

Same Clan Tags in Team: Not working very well here. We normally play on two Squads with Oaks "tag", and many times we are split so each squad is in a different team. :sad:

 

Could you please look into this PC9?

 

Thanks.

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Originally Posted by PapaCharlie9*:

 

Same Clan Tags in Team: Not working very well here. We normally play on two Squads with Oaks "tag", and many times we are split so each squad is in a different team. :sad:

 

Could you please look into this PC9?

 

Thanks.

What exactly do you mean by "split so each squad is in a different team_" Do you mean as a result of Scrambling? Or as a result of balancing/unstacking moves during the round? Or something else?

 

If balancing/unstacking, I need to see your Section 1, 2 and Section 8 - mode settings, as well as a plugin.log for the moves. Ideally at Debug Level 7, which shows why MB decides to move or not move each player.

 

If scrambling, there's a misunderstanding. The scrambler can either keep squads together or players with the same clan tag on the same team, it can't do both. If you have Keep Squads Together set to True in the Scrambler section, it will keep all the Oaks in their squads, but it won't necessarily put all the Oak squads on the same team. If you set Keep Squads Together to False, you get new settings revealed: Keep Clan Tags In Same Team and Keep Friends In Same Team. If you set Keep Clan Tags In Same Team to True, all the Oaks will end up on the same team, but they won't necessarily be in the same squads.

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Originally Posted by Galldor*:

 

Greetings PapaCharlie, I'm trying to get the Scrambler to work but it seem that there's a required number of players that it needs to reach before the scrambler can do it's job apparently, is there any way to change that requirement?

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Originally Posted by JR8355*:

 

Hi, I just started a 24/7 Air Superiority server and would like to know some good recommended settings for max 24 players, I've only raised tickets to 400% (max allowable for Ranked), all else is default normal.

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Originally Posted by AgentHawk*:

 

Any tips / tricks / settings for TDM Only (Paracel) 64 Player.

 

Sometimes is the round unbalanced and I dont know why...:/

 

[21:41:45 98] [MULTIbalancer]:0 Status: Map = Paracel Storm, mode = Team Deathmatch, time in round = 00:16:24, tickets = 385/400 -> [400]

 

[21:24:02 30] [MULTIbalancer]:0 Status: Map = Paracel Storm, mode = Team Deathmatch, time in round = 00:14:35, tickets = 400/349 -> [400]

 

[21:08:06 35] [MULTIbalancer]:0 Status: Map = Paracel Storm, mode = Team Deathmatch, time in round = 00:14:25, tickets = 267/400 -> [400]

 

[20:36:52 24] [MULTIbalancer]:0 Status: Map = Paracel Storm, mode = Team Deathmatch, time in round = 00:12:26, tickets = 269/400 -> [400]

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Originally Posted by kcuestag*:

 

What exactly do you mean by "split so each squad is in a different team_" Do you mean as a result of Scrambling? Or as a result of balancing/unstacking moves during the round? Or something else?

 

If balancing/unstacking, I need to see your Section 1, 2 and Section 8 - mode settings, as well as a plugin.log for the moves. Ideally at Debug Level 7, which shows why MB decides to move or not move each player.

 

If scrambling, there's a misunderstanding. The scrambler can either keep squads together or players with the same clan tag on the same team, it can't do both. If you have Keep Squads Together set to True in the Scrambler section, it will keep all the Oaks in their squads, but it won't necessarily put all the Oak squads on the same team. If you set Keep Squads Together to False, you get new settings revealed: Keep Clan Tags In Same Team and Keep Friends In Same Team. If you set Keep Clan Tags In Same Team to True, all the Oaks will end up on the same team, but they won't necessarily be in the same squads.

Yeah, I meant with Scrambling. I guess that makes sense then. :smile:
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Originally Posted by LumPenPacK*:

 

Hey PC9,

 

is there any chance to add on rush a "Minimum time per stage" setting?

 

The problem on rush is that the balancer can't do anything if the attacker team is much stronger than the defenders.

If the attackers take every stage within a few seconds or minutes, the ticket will be reset on every stage and the ticket percentage is also calculated new on every stage, so there's no high ticket difference although the defenders lose every stage very quick.

 

If you add a "Minimum time per stage" setting the plugin could start unstacking when one stage is taken within a specific time.

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Originally Posted by PapaCharlie9*:

 

Greetings PapaCharlie, I'm trying to get the Scrambler to work but it seem that there's a required number of players that it needs to reach before the scrambler can do it's job apparently, is there any way to change that requirement?

Unfortunately, no. The minimum is 16 players. It is not settable because the way the scrambler works isn't very effective with less than 16 players. For example, say you have 8 players, 4 vs 4 and they are all in the same squad. The Scrambler will do a whole lot of work to eventually decide that no player can be moved, if Keep Squads Together is True. Even with all the "keep together" settings turned off and every player available for moving, the Scrambler routine might only swap a couple of players, otherwise everyone will be on the same team as they were before.
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Originally Posted by PapaCharlie9*:

 

Hi, I just started a 24/7 Air Superiority server and would like to know some good recommended settings for max 24 players, I've only raised tickets to 400% (max allowable for Ranked), all else is default normal.

I've never played that mode myself, so I can't suggest anything.
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Originally Posted by PapaCharlie9*:

 

Any tips / tricks / settings for TDM Only (Paracel) 64 Player.

 

Sometimes is the round unbalanced and I dont know why...:/

 

[21:41:45 98] [MULTIbalancer]:0 Status: Map = Paracel Storm, mode = Team Deathmatch, time in round = 00:16:24, tickets = 385/400 -> [400]

 

[21:24:02 30] [MULTIbalancer]:0 Status: Map = Paracel Storm, mode = Team Deathmatch, time in round = 00:14:35, tickets = 400/349 -> [400]

 

[21:08:06 35] [MULTIbalancer]:0 Status: Map = Paracel Storm, mode = Team Deathmatch, time in round = 00:14:25, tickets = 267/400 -> [400]

 

[20:36:52 24] [MULTIbalancer]:0 Status: Map = Paracel Storm, mode = Team Deathmatch, time in round = 00:12:26, tickets = 269/400 -> [400]

Consider raising your tickets to 500. Your rounds are running a little short of the ideal 20 minutes (IMHO).

 

I'll need to see your Sections 1, 2 and 8 - TDM settings. You can dump them out for copy&paste with the gen command in Show Command In Log, or you can post screenshots.

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Originally Posted by PapaCharlie9*:

 

Hey PC9,

 

is there any chance to add on rush a "Minimum time per stage" setting?

 

The problem on rush is that the balancer can't do anything if the attacker team is much stronger than the defenders.

If the attackers take every stage within a few seconds or minutes, the ticket will be reset on every stage and the ticket percentage is also calculated new on every stage, so there's no high ticket difference although the defenders lose every stage very quick.

 

If you add a "Minimum time per stage" setting the plugin could start unstacking when one stage is taken within a specific time.

That makes sense, but will be very hard to do. I'll add to the wish list, but I can't promise anything.

 

Of course, if the Defenders are that bad, maybe it's a mercy to end the round quickly without moving any good players to the losing team? Also, how many tickets for max players? The default 75 is ridiculously low for 64 players.

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Originally Posted by LumPenPacK*:

 

That makes sense, but will be very hard to do. I'll add to the wish list, but I can't promise anything.

 

Of course, if the Defenders are that bad, maybe it's a mercy to end the round quickly without moving any good players to the losing team? Also, how many tickets for max players? The default 75 is ridiculously low for 64 players.

I don't know exactly how MB mechanics works in every detail but isn't it just possible to trigger one unstacking swap if a stage is taken withing this specific time?

 

For example:

A stage is taken withing 2 minutes ---> Perform one unstacking swap, no matter what's the ticket percentage.

 

 

 

Another way to improve rush balancing might be the following:

 

If a stage is taken withing a specific time, don't reset the defender's ticket which will cause a higher ticket percentage and enable unstacking.

 

(BTW: I can remember one of the early releases of MB had a problem that it might not detect a new stage in some cases if players were revived. So this "feature" that the defender tickets aren't reset was already implemented in on of the first releases of MB, although it was not intended since it was a bug, but it was working anyway.)

 

Example with ticket reset on every stage:

 

Our server settings:

150 tickets, 48 player

 

Stage 1

Attackers: 150 tickets | Defenders:150 tickets

---> ticket ratio = 100%

Attackers take the stage within 2 minutes

Attackers: 140 tickets Defenders:135 tickets

---> ticket ratio = 104%

 

Stage 2 Tickets are reset

Attackers: 150 tickets | Defenders:150 tickets

---> ticket ratio = 100%

Attackers take the stage within 2 minutes

Attackers: 135 tickets Defenders:125 tickets

---> ticket ratio = 108%

 

Example without ticket reset on every stage because the stage as taken too quick.

 

Stage 1

Attackers: 150 tickets | Defenders:150 tickets

---> ticket ratio = 100%

Attackers take the stage within 2 minutes

Attackers: 140 tickets Defenders:135 tickets

---> ticket ratio = 104%

 

Stage 2 Tickets are NOT reset

Attackers: 150 tickets | Defenders:135 tickets

---> ticket ratio = 111%

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Originally Posted by PapaCharlie9*:

 

I don't know exactly how MB mechanics works in every detail but isn't it just possible to trigger one unstacking swap if a stage is taken withing this specific time?

 

For example:

A stage is taken withing 2 minutes ---> Perform one unstacking swap, no matter what's the ticket percentage.

 

 

 

Another way to improve rush balancing might be the following:

 

If a stage is taken withing a specific time, don't reset the defender's ticket which will cause a higher ticket percentage and enable unstacking.

 

(BTW: I can remember one of the early releases of MB had a problem that it might not detect a new stage in some cases if players were revived. So this "feature" that the defender tickets aren't reset was already implemented in on of the first releases of MB, although it was not intended since it was a bug, but it was working anyway.)

 

Example with ticket reset on every stage:

 

Our server settings:

150 tickets, 48 player

 

Stage 1

Attackers: 150 tickets | Defenders:150 tickets

---> ticket ratio = 100%

Attackers take the stage within 2 minutes

Attackers: 140 tickets Defenders:135 tickets

---> ticket ratio = 104%

 

Stage 2 Tickets are reset

Attackers: 150 tickets | Defenders:150 tickets

---> ticket ratio = 100%

Attackers take the stage within 2 minutes

Attackers: 135 tickets Defenders:125 tickets

---> ticket ratio = 108%

 

Example without ticket reset on every stage because the stage as taken too quick.

 

Stage 1

Attackers: 150 tickets | Defenders:150 tickets

---> ticket ratio = 100%

Attackers take the stage within 2 minutes

Attackers: 140 tickets Defenders:135 tickets

---> ticket ratio = 104%

 

Stage 2 Tickets are NOT reset

Attackers: 150 tickets | Defenders:135 tickets

---> ticket ratio = 111%

Anything having to do with timing is difficult in an event-driven program. :sad:

 

Your second idea might be easier. What I could do is change the ticket calculation for Rush so that both teams start with Tickets Per Stage * Number of Stages = tickets. So for 75 tickets and 4 stages, both teams start with 300 tickets. Then just decrement tickets and ignore stages altogether.

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Originally Posted by LumPenPacK*:

 

What I could do is change the ticket calculation for Rush so that both teams start with Tickets Per Stage * Number of Stages = tickets. So for 75 tickets and 4 stages, both teams start with 300 tickets. Then just decrement tickets and ignore stages altogether.

That sounds interesting and it might be relatively easy to do, if I am not mistaken.

I think this could work better on rush

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Originally Posted by AgentHawk*:

 

Consider raising your tickets to 500. Your rounds are running a little short of the ideal 20 minutes (IMHO).

 

I'll need to see your Sections 1, 2 and 8 - TDM settings. You can dump them out for copy&paste with the gen command in Show Command In Log, or you can post screenshots.

TDM is 400 max :/

 

Multi1.pngMulti2.pngMulti3.png

 

 

[21:23:09 43] [MULTIbalancer]:0 [show In Log] Command: gen

[21:23:09 43] [MULTIbalancer]:0 [show In Log] bad tags: Examine list of players whose clan tag fetch failed

[21:23:09 43] [MULTIbalancer]:0 [show In Log] bad stats: Examine list of players whose stats fetch failed

[21:23:09 43] [MULTIbalancer]:0 [show In Log] delay: Examine recommended scrambler delay time

[21:23:09 43] [MULTIbalancer]:0 [show In Log] gen mode: Generate settings listing for mode (one of: cs, cl, ctf, gm, r, sqdm, sr, s, tdm, u)

[21:23:09 43] [MULTIbalancer]:0 [show In Log] gen section: Generate settings listing for section (1-6,9)

[21:23:09 43] [MULTIbalancer]:0 [show In Log] histogram: Examine a histogram graph of ticket loss ratios

[21:23:09 43] [MULTIbalancer]:0 [show In Log] lists: Examine all settings that are lists

[21:23:09 43] [MULTIbalancer]:0 [show In Log] modes: Examine the known game modes

[21:23:09 43] [MULTIbalancer]:0 [show In Log] moved: Examine which players were moved, how many times total and how long ago

[21:23:09 43] [MULTIbalancer]:0 [show In Log] rage: Examine rage quit statistics

[21:23:09 43] [MULTIbalancer]:0 [show In Log] refetch: Refetch Battlelog info for all active players

[21:23:09 43] [MULTIbalancer]:0 [show In Log] refresh: Force refresh of player list

[21:23:09 43] [MULTIbalancer]:0 [show In Log] reset settings: Reset all plugin settings to default, except for Whitelist and Disperse Evenly List

[21:23:09 43] [MULTIbalancer]:0 [show In Log] scrambled: Examine list of players before and after last successful scramble

[21:23:09 43] [MULTIbalancer]:0 [show In Log] sizes: Examine the sizes of various data structures

[21:23:09 43] [MULTIbalancer]:0 [show In Log] sort team type: Examine sorted team (1-4) by type (one of: score, spm, kills, kdr, rank, kpm, bspm, bkdr, bkpm)

[21:23:09 43] [MULTIbalancer]:0 [show In Log] status: Examine full status log, as if Debug Level were 7

[21:23:09 43] [MULTIbalancer]:0 [show In Log] subscribed: Examine all players who are subscribed to balancer chat messages

[21:23:09 43] [MULTIbalancer]:0 [show In Log] tags: Examine list of players sorted by clan tags

[21:23:09 43] [MULTIbalancer]:0 [show In Log] test f3 name: Test BF3 tag fetch

[21:23:09 43] [MULTIbalancer]:0 [show In Log] test f4 name: Test BF4 tag fetch

[21:23:09 43] [MULTIbalancer]:0 [show In Log] whitelist: Examine whitelist combined with reserved slots, by option codes

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Originally Posted by LumPenPacK*:

 

Anything having to do with timing is difficult in an event-driven program. :sad:

 

Your second idea might be easier. What I could do is change the ticket calculation for Rush so that both teams start with Tickets Per Stage * Number of Stages = tickets. So for 75 tickets and 4 stages, both teams start with 300 tickets. Then just decrement tickets and ignore stages altogether.

Only a short note:

 

I've been thinking a little bit more about this idea and I'm sure that this will work much better to detect strong attacker teams on rush but it could be a problem to detect strong defender teams on the first stage since you won't get high ticket ratios when both teams starts with (virtual) 300 tickets but the rounds already ends on the first stage when attackers lost their 75 tickets.

 

You might need both ratio calculations:

The way how MB works at the moment is good to detect strong defender teams.

Calculate all stages altogether ticket ration could detect strong attacker teams.

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Originally Posted by LumPenPacK*:

 

In relation to the first idea with the stage timer:

 

Isn't it possible to change defender tickets proportional to the time a stage was taken, so you could have a higher ticket percentage without changing too much in the current version. You (may) just need to add a correction factor that depends on a stage timer started by the "New stage detected" heuristic

 

Example: (Tickets 150 per stage)

 

Stage 1

Start timer: 0 sec

Attackers: 150 tickets | Defenders:150 tickets

---> ticket ratio = 100%

Attackers take the stage after 110 sec

Attackers: 140 tickets Defenders:135 tickets

---> ticket ratio = 104%

timer: 110 sec

 

Stage 2

Tickets are reset and defender tickets are multiplied by a factor depending on the stage timer: 110 sec

Attackers: 150 tickets | Defenders:150*correction factor = 124 tickets

---> ticket ratio = 121%

 

Start timer again: 0 sec

....

 

 

 

The correction factor could be a very simple, linear function like this:

 

Code:

CorrectionFactor = 1 - ( (MiniumTimePerStage - TimeStageWasTaken) * MaximumCorrectionFactor/MiniumTimePerStage)
In the example above this means:

 

MiniumTimePerStage = Set by the user to 360 sec

MaximumCorrectionFactor = Set by MB to 0.25 which means if a stage was taken theoretical in 0 sec, defender tickets on new stage start with 0.25*150t = 37.5t ---> ticket ratio = 400%

 

Correctionfactor = 1- ( ( 360 sec - 110 sec ) * ( 0.25 / 360 sec ) ) ? 0.826

0.826 * 150t = 124t ---> ticket ratio = 121%

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Originally Posted by PapaCharlie9*:

 

(about TDM)

FYI, the gen command needs a section, like gen 1 or gen tdm. What you posted is the help documentation when you type in a command that isn't recognized. :smile:

 

I can work off of the screenshots.

 

Question: What's in your Whitelist?

 

Suggestions: The main problem I see is that you set Percent Of Top Of Team Is Strong as the top 10%, which is too narrow. That cripples Unstacking and also prevents balancing from sending weak players to the winning team. Try 40.

 

You should also increase your stacking percentages in Section 3. 120% is good for Conquest and Domination, but TDM ratios tend to be bigger. A TDM ticket difference of 150 vs 120 is more than 120%, but you wouldn't consider that stacked, would you? Try 130 or 133.

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Originally Posted by AgentHawk*:

 

FYI, the gen command needs a section, like gen 1 or gen tdm. What you posted is the help documentation when you type in a command that isn't recognized. :smile:

 

Question: What's in your Whitelist?

LoL :ohmy:

 

Whitelisted are all Members...so maybe its better without that?

 

[18:00:56 56] [MULTIbalancer]:0 [show In Log] Command: gen 1

[18:00:56 56] [MULTIbalancer]:0 [show In Log] 1 - Settings|Debug Level: 2

[18:00:56 56] [MULTIbalancer]:0 [show In Log] 1 - Settings|Maximum Server Size: 64

[18:00:56 56] [MULTIbalancer]:0 [show In Log] 1 - Settings|Enable Battlelog Requests: True

[18:00:56 56] [MULTIbalancer]:0 [show In Log] 1 - Settings|Which Battlelog Stats: ClanTagOnly

[18:00:56 56] [MULTIbalancer]:0 [show In Log] 1 - Settings|Maximum Request Rate: 10

[18:00:56 56] [MULTIbalancer]:0 [show In Log] 1 - Settings|Wait Timeout: 30

[18:00:56 56] [MULTIbalancer]:0 [show In Log] 1 - Settings|Unlimited Team Switching During First Minutes Of Round: 1

[18:00:56 56] [MULTIbalancer]:0 [show In Log] 1 - Settings|Seconds Until Adaptive Speed Becomes Fast: 180

[18:00:56 56] [MULTIbalancer]:0 [show In Log] 1 - Settings|Reassign New Players: True

[18:00:56 56] [MULTIbalancer]:0 [show In Log] 1 - Settings|Enable Admin Kill For Fast Balance: False

[18:00:56 56] [MULTIbalancer]:0 [show In Log] 1 - Settings|Enable In-Game Commands: True

[18:00:56 56] [MULTIbalancer]:0 [show In Log] 1 - Settings|Enable Whitelisting Of Reserved Slots List: False

[18:00:56 56] [MULTIbalancer]:0 [show In Log] 1 - Settings|Whitelist: ****

[18:00:56 56] [MULTIbalancer]:0 [show In Log] 1 - Settings|Friends List: %5b--+name%2c+tag%2c+or+EA_GUID+--%5d

[18:00:56 56] [MULTIbalancer]:0 [show In Log] 1 - Settings|Disperse Evenly List: %5b--+name%2c+tag%2c+or+EA_GUID+--%5d

[18:01:03 93] [MULTIbalancer]:0 [show In Log] Command: gen 2

[18:01:03 93] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|On Whitelist: True

[18:01:03 93] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|On Friends List: False

[18:01:03 93] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|Top Scorers: True

[18:01:03 93] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|Same Clan Tags In Squad: False

[18:01:03 93] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|Same Clan Tags In Team: False

[18:01:03 93] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|Same Clan Tags For Rank Dispersal: False

[18:01:03 93] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|Lenient Rank Dispersal: False

[18:01:03 93] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|Minutes After Joining: 0

[18:01:03 93] [MULTIbalancer]:0 [show In Log] 2 - Exclusions|Minutes After Being Moved: 10

[18:01:08 54] [MULTIbalancer]:0 [show In Log] Command: gen 3

[18:01:08 54] [MULTIbalancer]:0 [show In Log] 3 - Round Phase and Population Settings|Early Phase: Ticket Percentage To Unstack (Low, Med, High population): 120, 130, 130

[18:01:08 54] [MULTIbalancer]:0 [show In Log] 3 - Round Phase and Population Settings|Mid Phase: Ticket Percentage To Unstack (Low, Med, High population): 130, 130, 130

[18:01:08 54] [MULTIbalancer]:0 [show In Log] 3 - Round Phase and Population Settings|Late Phase: Ticket Percentage To Unstack (Low, Med, High population): 0, 0, 0

[18:01:08 54] [MULTIbalancer]:0 [show In Log] 3 - Round Phase and Population Settings|Spelling Of Speed Names Reminder: Click_Here_For_Speed_Names

[18:01:08 54] [MULTIbalancer]:0 [show In Log] 3 - Round Phase and Population Settings|Early Phase: Balance Speed (Low, Med, High population): Adaptive, Adaptive, Adaptive

[18:01:08 54] [MULTIbalancer]:0 [show In Log] 3 - Round Phase and Population Settings|Mid Phase: Balance Speed (Low, Med, High population): Adaptive, Adaptive, Adaptive

[18:01:08 54] [MULTIbalancer]:0 [show In Log] 3 - Round Phase and Population Settings|Late Phase: Balance Speed (Low, Med, High population): Stop, Stop, Stop

[18:01:17 33] [AdKats] SUCCESS: AlleyBe123 now has stats. Checking.

[18:01:26 06] [MULTIbalancer]:0 [show In Log] Command: gen 4

[18:01:26 06] [MULTIbalancer]:0 [show In Log] 4 - Scrambler|Only On New Maps: False

[18:01:26 06] [MULTIbalancer]:0 [show In Log] 4 - Scrambler|Only On Final Ticket Percentage >=: 120

[18:01:26 06] [MULTIbalancer]:0 [show In Log] 4 - Scrambler|Scramble By: RoundKDR

[18:01:26 06] [MULTIbalancer]:0 [show In Log] 4 - Scrambler|Keep Squads Together: True

[18:01:26 06] [MULTIbalancer]:0 [show In Log] 4 - Scrambler|Divide By: None

[18:01:26 06] [MULTIbalancer]:0 [show In Log] 4 - Scrambler|Delay Seconds: 50

[18:01:29 94] [MULTIbalancer]:0 [show In Log] Command: gen TDM

[18:01:29 94] [MULTIbalancer]:0 [show In Log] Unknown mode: TDM

[18:01:41 84] [MULTIbalancer]:0 [show In Log] Command: gen 8

[18:01:41 84] [MULTIbalancer]:0 [show In Log] bad tags: Examine list of players whose clan tag fetch failed

[18:01:41 84] [MULTIbalancer]:0 [show In Log] bad stats: Examine list of players whose stats fetch failed

[18:01:41 84] [MULTIbalancer]:0 [show In Log] delay: Examine recommended scrambler delay time

[18:01:41 84] [MULTIbalancer]:0 [show In Log] gen mode: Generate settings listing for mode (one of: cs, cl, ctf, gm, r, sqdm, sr, s, tdm, u)

[18:01:41 84] [MULTIbalancer]:0 [show In Log] gen section: Generate settings listing for section (1-6,9)

[18:01:41 84] [MULTIbalancer]:0 [show In Log] histogram: Examine a histogram graph of ticket loss ratios

[18:01:41 84] [MULTIbalancer]:0 [show In Log] lists: Examine all settings that are lists

[18:01:41 84] [MULTIbalancer]:0 [show In Log] modes: Examine the known game modes

[18:01:41 84] [MULTIbalancer]:0 [show In Log] moved: Examine which players were moved, how many times total and how long ago

[18:01:41 84] [MULTIbalancer]:0 [show In Log] rage: Examine rage quit statistics

[18:01:41 84] [MULTIbalancer]:0 [show In Log] refetch: Refetch Battlelog info for all active players

[18:01:41 84] [MULTIbalancer]:0 [show In Log] refresh: Force refresh of player list

[18:01:41 84] [MULTIbalancer]:0 [show In Log] reset settings: Reset all plugin settings to default, except for Whitelist and Disperse Evenly List

[18:01:41 84] [MULTIbalancer]:0 [show In Log] scrambled: Examine list of players before and after last successful scramble

[18:01:41 84] [MULTIbalancer]:0 [show In Log] sizes: Examine the sizes of various data structures

[18:01:41 84] [MULTIbalancer]:0 [show In Log] sort team type: Examine sorted team (1-4) by type (one of: score, spm, kills, kdr, rank, kpm, bspm, bkdr, bkpm)

[18:01:41 84] [MULTIbalancer]:0 [show In Log] status: Examine full status log, as if Debug Level were 7

[18:01:41 84] [MULTIbalancer]:0 [show In Log] subscribed: Examine all players who are subscribed to balancer chat messages

[18:01:41 84] [MULTIbalancer]:0 [show In Log] tags: Examine list of players sorted by clan tags

[18:01:41 84] [MULTIbalancer]:0 [show In Log] test f3 name: Test BF3 tag fetch

[18:01:41 84] [MULTIbalancer]:0 [show In Log] test f4 name: Test BF4 tag fetch

[18:01:41 84] [MULTIbalancer]:0 [show In Log] whitelist: Examine whitelist combined with reserved slots, by option codes

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  • Our picks

    • Game Server Hosting:

      We're happy to announce that EZRCON will branch out into the game server provider scene. This is a big step for us so please having patience if something doesn't go right in this area. Now, what makes us different compared to other providers? Well, we're going with the idea of having a scaleable server hosting and providing more control in how you set up your server. For example, in Minecraft, you have the ability to control how many CPU cores you wish your server to have access to, how much RAM you want to use, how much disk space you want to use. This type of control can't be offered in a single service package so you're able to configure a custom package the way you want it.

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      Squad (From $9.00 USD)


      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.
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    • 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.
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    • 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



       
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    • 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

       
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    • 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.

       
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