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Adaptive Ticket Count (1.2.1.1 - 12/08/13)


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  • 1 month later...

Originally Posted by asgard*:

 

hello,

i will 1200 ticket for all mod/map but procon /

[09:21:02 76] AdaptiveTicketCount: WORK -> 0 players; Ticket count: 150% (1200/1200 actual tickets)

[09:21:03 99] AdaptiveTicketCount: INFO -> Level loaded.

 

iN BATTLOG :

É-U

2400

RU

2400

 

ty

* Restored post. It could be that the author is no longer active.
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  • 1 year later...

Originally Posted by spatieman*:

 

small isue with BF4

it always set tickets to 600 tickets here.

i set from 0 to 4 players 200 tickets, and up when more players after round end.

but ,sticks to 600 tickets.

any idea?

i also use map manager.

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Originally Posted by spatieman*:

 

nvr mind, i found out that it seems not fully compatible with all the BF4 modes.

cough, most of BF4 map modes arnt in it, hehe

think gonna experiment with with setting new ticket rate on end of round.

or new,, dunno, its a test worth it.

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  • 1 year later...

Originally Posted by leibhold*:

 

Any reason there isn't installation deets provided with this as well - like the votemap plugin, which installed easy enough?

Cause its from 12/08/13 and back then peeps knew how to install a plugin.

 

Stick it in directory (like with any other plugin) and setup using menu system after you restart.

 

Also the author

I'm still around, but no longer have the means to work on plugins.

But lastly showthread....ered-Tutorials*
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  • 1 year later...
  • Administrators

Hey guys, I hope this is the correct plugin.

 

We want to lower ticket count to 800 with low pop and raise to 1,000 tickets with high pop.

 

Concerned about if we have a high pop that drops to low pop in the middle of the round, will it restart the round in the middle of the match?

 

As far as I remember, no, changing the ticket count requires a round restart.

The developer of the Battlefield Admin Control Panel (BFACP)

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  • 10 months later...

Not sure how much this thread is still monitored but I'm hoping somebody has a suggestion here.  I am trying to run a map rotation of CQ Small and CQ Large maps. on BF4.  The issue is that when using the plugin to control the tickets, (I want all maps to be 800 tickets) when it switches between a CQ Small and Large map, the ticket count won't carry over unless the map is restarted again. Such as, its on Small map with 800 tickets, it changes to a CQ Large map and the tickets double to 1600. When it changes from a Large map to a Small map, the tickets default back to 400. I've tried using Actual Number of Tickets and also by Percentage. It experiences the same issue regardless.  The only way to get it back to 800 tickets is to restart the map a second time after the initial change.   I've even tried using the Ultimate Map Manager using Custom presets with the VARS ticket count and it still experiences the same issues.  

It doesn't seem possible in BF4 to have a rotation of CQ Large/Small maps while maintaining one defined ticket count, regardless of the Small or Large?  

Edited by Hockster
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  • Administrators
9 hours ago, Hockster said:

Not sure how much this thread is still monitored but I'm hoping somebody has a suggestion here.  I am trying to run a map rotation of CQ Small and CQ Large maps. on BF4.  The issue is that when using the plugin to control the tickets, (I want all maps to be 800 tickets) when it switches between a CQ Small and Large map, the ticket count won't carry over unless the map is restarted again. Such as, its on Small map with 800 tickets, it changes to a CQ Large map and the tickets double to 1600. When it changes from a Large map to a Small map, the tickets default back to 400. I've tried using Actual Number of Tickets and also by Percentage. It experiences the same issue regardless.  The only way to get it back to 800 tickets is to restart the map a second time after the initial change.   I've even tried using the Ultimate Map Manager using Custom presets with the VARS ticket count and it still experiences the same issues.  

It doesn't seem possible in BF4 to have a rotation of CQ Large/Small maps while maintaining one defined ticket count, regardless of the Small or Large?  

Ticket count changes should be done before the map actually loads but IIRC its not perfect. Hence why you experience that issue. Not sure of a solution other than just have a set number of tickets every mode.

The developer of the Battlefield Admin Control Panel (BFACP)

For BFACP support please post in the BFACP topic linked above.

Do not contact me via PM on the forums for help with procon. Please make a topic for it. Only PM's I will accept will revolve around any website issues.

Air VPN - The air to breathe the real Internet

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  • 2 weeks later...
On 7/22/2020 at 8:28 PM, Prophet731 said:

Ticket count changes should be done before the map actually loads but IIRC its not perfect. Hence why you experience that issue. Not sure of a solution other than just have a set number of tickets every mode.

Thanks for the response. Good to see peeps are still reading these great boards.  Sincece posting,  I've literally tried everything I could think of and could never fix it. I think somehow once the vars.gameModeCounter  is set to a fixed ticket percentage, making any change do it with a Preset in UMM requires an additional restart on the round for it to kick in.  Such as, Changing from a Chain Link map at 200% tickets to a Conquest Large map with 100% tickets, it will double the Conquest tickets to 1600 with the first load of the map. Restarting it will set it back to 100%. Super frustating because Chain Link 1000 ticket rounds are way to short and 400 tickets for a CQ Small map isn't enough. 

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  • Plugin Developer

i would do it with the plugin INSANE LIMITS. i am not sure how it is being handle with UMM and ATT plugin.

// Round End - Server Ticket Changer
// settings for insane limits:     limit_evaluation: OnRoundOver     ,    limit_first_check: Code

if ((server.NextGamemode == "Chainlink0") && (server.GameModeCounter != 200)) {
	plugin.ServerCommand("vars.gameModeCounter", "200");
	plugin.ServerCommand("vars.roundTimeLimit", "200");
	plugin.ConsoleWrite("Set 200% ticket count for next round (" + server.NextGamemode + ")");
} else if ((server.NextGamemode != "Chainlink0") && (server.GameModeCounter != 100)) {
	plugin.ServerCommand("vars.gameModeCounter", "100");
	plugin.ServerCommand("vars.roundTimeLimit", "100");
	plugin.ConsoleWrite("Set 100% ticket count for next round (" + server.NextGamemode + ")");
}

 

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9 hours ago, maxdralle said:

i would do it with the plugin INSANE LIMITS. i am not sure how it is being handle with UMM and ATT plugin.

// Round End - Server Ticket Changer
// settings for insane limits:     limit_evaluation: OnRoundOver     ,    limit_first_check: Code

if ((server.NextGamemode == "Chainlink0") && (server.GameModeCounter != 200)) {
	plugin.ServerCommand("vars.gameModeCounter", "200");
	plugin.ServerCommand("vars.roundTimeLimit", "200");
	plugin.ConsoleWrite("Set 200% ticket count for next round (" + server.NextGamemode + ")");
} else if ((server.NextGamemode != "Chainlink0") && (server.GameModeCounter != 100)) {
	plugin.ServerCommand("vars.gameModeCounter", "100");
	plugin.ServerCommand("vars.roundTimeLimit", "100");
	plugin.ConsoleWrite("Set 100% ticket count for next round (" + server.NextGamemode + ")");
}

 

Thank you for the suggestion. I'll definitely try this out. I have Insane Limits installed but have never used it. It looks like i need to do some reading on how it works.   I'll report back on if your suggestion worked or not in case anyone else asks the same question.

 

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9 hours ago, maxdralle said:

i would do it with the plugin INSANE LIMITS. i am not sure how it is being handle with UMM and ATT plugin.

// Round End - Server Ticket Changer
// settings for insane limits:     limit_evaluation: OnRoundOver     ,    limit_first_check: Code

if ((server.NextGamemode == "Chainlink0") && (server.GameModeCounter != 200)) {
	plugin.ServerCommand("vars.gameModeCounter", "200");
	plugin.ServerCommand("vars.roundTimeLimit", "200");
	plugin.ConsoleWrite("Set 200% ticket count for next round (" + server.NextGamemode + ")");
} else if ((server.NextGamemode != "Chainlink0") && (server.GameModeCounter != 100)) {
	plugin.ServerCommand("vars.gameModeCounter", "100");
	plugin.ServerCommand("vars.roundTimeLimit", "100");
	plugin.ConsoleWrite("Set 100% ticket count for next round (" + server.NextGamemode + ")");
}

 

With some much appreciated help from [E4GL] Hedius,  we got the script going in Insane Limits. It partially works.  The main server config has the default tickets for both CQ Large and Chain Link set at 125%, making Chain Link tickets 1250.  The Insane Limits is changing the Conquest LG rounds to 800 tickets, like it should. However it sets Chain Link at 1000, which is the default 100%.  

 

Edited by Hockster
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21 minutes ago, Hockster said:

With some much appreciated help from [E4GL] Hedius,  we got the script going in Insane Limits. It partially works.  The main server config has the default tickets for both CQ Large and Chain Link set at 125%, making Chain Link tickets 1250.  The Insane Limits is changing the Conquest LG rounds to 800 tickets, like it should. However it sets Chain Link at 1000, which is the default 100%.  

 

I should also mention that this was tested on a server with one player and no official round going. 

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1 hour ago, Hedius said:

I've tested the script on my test server. It changes the counter correctly. The problem is probably that his server is empty. Would just wait for a full round.

Shoutout to @maxdralle for the script :)

He is correct. We needed to get official rounds going for it to kick in. We once did it works fine and changes between 2000 and 800 tickets as planned. Again, thank you very much for the help. Much appreciated!!

 

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15 hours ago, Hockster said:

He is correct. We needed to get official rounds going for it to kick in. We once did it works fine and changes between 2000 and 800 tickets as planned. Again, thank you very much for the help. Much appreciated!!

 

@Hockster

pls ask questions here....

So to add conquest small: example:

// Round End - Server Ticket Changer
// settings for insane limits:     limit_evaluation: OnRoundOver     ,    limit_first_check: Code

if (server.NextGamemode == "Chainlink0") { // chainlink
	plugin.ServerCommand("vars.gameModeCounter", "200");
	plugin.ServerCommand("vars.roundTimeLimit", "200");
	plugin.ConsoleWrite("Set 200% ticket count for next round (" + server.NextGamemode + ")");
}
else if (server.NextGamemode == "ConquestSmall0") { // cq small
	plugin.ServerCommand("vars.gameModeCounter", "150");
	plugin.ServerCommand("vars.roundTimeLimit", "150");
	plugin.ConsoleWrite("Set 150% ticket count for next round (" + server.NextGamemode + ")");
}
else { // all other modes
	plugin.ServerCommand("vars.gameModeCounter", "100");
	plugin.ServerCommand("vars.roundTimeLimit", "100");
	plugin.ConsoleWrite("Set 100% ticket count for next round (" + server.NextGamemode + ")");
}

 

Edited by Hedius
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2 minutes ago, Hedius said:

Script had a mistake. should work now

Chainlink: 200%

CQ small: 150%

all other modes: 100%

Thanks for the change and I think I'm starting to get a grasp on this stuff.  I don't have any background in coding. I'm actually in Sales for a living 🙂  I'll test this new script and will report back.

 

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Just now, Hockster said:

Thanks for the change and I think I'm starting to get a grasp on this stuff.  I don't have any background in coding. I'm actually in Sales for a living 🙂  I'll test this new script and will report back.

 

No problem :) Just ask here if you need further help :) Happy to be able to help :)

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Just now, Hedius said:

No problem :) Just ask here if you need further help :) Happy to be able to help :)

@Hockster edited the limit again. Made it easier to change. It will send settings now after each round, but that's totally fine.

Just add a game mode in a new else if condition if you want to have special settings for it.

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1 hour ago, Hedius said:

@Hockster edited the limit again. Made it easier to change. It will send settings now after each round, but that's totally fine.

Just add a game mode in a new else if condition if you want to have special settings for it.

I just learned that if i uncheck the Insane Limits plugin and reboot the Procon Layer, I lose all my settings.  I reconfigured it but now the Limit #1 is saying Enabled/Not Compiled.  Where as yesterday it said it was Compiled.  Pretty sure I set it back to how it was yesterday. 

 

Update - False alarm. I messed up in the copy/paste of the code. It's back to saying Compiled. 

Edited by Hockster
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On 8/4/2020 at 6:51 AM, Hedius said:

@Hockster

pls ask questions here....

So to add conquest small: example:

// Round End - Server Ticket Changer
// settings for insane limits:     limit_evaluation: OnRoundOver     ,    limit_first_check: Code

if (server.NextGamemode == "Chainlink0") { // chainlink
	plugin.ServerCommand("vars.gameModeCounter", "200");
	plugin.ServerCommand("vars.roundTimeLimit", "200");
	plugin.ConsoleWrite("Set 200% ticket count for next round (" + server.NextGamemode + ")");
}
else if (server.NextGamemode == "ConquestSmall0") { // cq small
	plugin.ServerCommand("vars.gameModeCounter", "150");
	plugin.ServerCommand("vars.roundTimeLimit", "150");
	plugin.ConsoleWrite("Set 150% ticket count for next round (" + server.NextGamemode + ")");
}
else { // all other modes
	plugin.ServerCommand("vars.gameModeCounter", "100");
	plugin.ServerCommand("vars.roundTimeLimit", "100");
	plugin.ConsoleWrite("Set 100% ticket count for next round (" + server.NextGamemode + ")");
}

 

I  made some changes to this script and added in changing the round time limit for Obliteration maps, currently defaulting to 20 minutes at 100% round time limit. I'd like to double the timel imit and came up with this change.  Not sure if I did this right?

// Round End - Server Ticket Changer

// settings for insane limits:     limit_evaluation: OnRoundOver     ,    limit_first_check: Code

 

if (server.NextGamemode == "Chainlink0") { // chainlink

       plugin.ServerCommand("vars.gameModeCounter", "200");

       plugin.ServerCommand("vars.roundTimeLimit", "140");

       plugin.ConsoleWrite("Set 200% ticket count for next round (" + server.NextGamemode + ")");

}

else if (server.NextGamemode == "ConquestSmall0") { // cq small

       plugin.ServerCommand("vars.gameModeCounter", "200");

       plugin.ServerCommand("vars.roundTimeLimit", "150");

       plugin.ConsoleWrite("Set 200% ticket count for next round (" + server.NextGamemode + ")");

}

else if (server.NextGamemode == "obliteration") { // obliteration

       plugin.ServerCommand("vars.gameModeCounter", "100");

       plugin.ServerCommand("vars.roundTimeLimit", "200");

       plugin.ConsoleWrite("Set 200% round time limit for next round (" + server.NextGamemode + ")");

}

else { // all other modes

       plugin.ServerCommand("vars.gameModeCounter", "100");

       plugin.ServerCommand("vars.roundTimeLimit", "100");

       plugin.ConsoleWrite("Set 100% ticket count for next round (" + server.NextGamemode + ")");

}

 

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21 hours ago, Hockster said:

I  made some changes to this script and added in changing the round time limit for Obliteration maps, currently defaulting to 20 minutes at 100% round time limit. I'd like to double the timel imit and came up with this change.  Not sure if I did this right?

// Round End - Server Ticket Changer

// settings for insane limits:     limit_evaluation: OnRoundOver     ,    limit_first_check: Code

 

if (server.NextGamemode == "Chainlink0") { // chainlink

       plugin.ServerCommand("vars.gameModeCounter", "200");

       plugin.ServerCommand("vars.roundTimeLimit", "140");

       plugin.ConsoleWrite("Set 200% ticket count for next round (" + server.NextGamemode + ")");

}

else if (server.NextGamemode == "ConquestSmall0") { // cq small

       plugin.ServerCommand("vars.gameModeCounter", "200");

       plugin.ServerCommand("vars.roundTimeLimit", "150");

       plugin.ConsoleWrite("Set 200% ticket count for next round (" + server.NextGamemode + ")");

}

else if (server.NextGamemode == "obliteration") { // obliteration

       plugin.ServerCommand("vars.gameModeCounter", "100");

       plugin.ServerCommand("vars.roundTimeLimit", "200");

       plugin.ConsoleWrite("Set 200% round time limit for next round (" + server.NextGamemode + ")");

}

else { // all other modes

       plugin.ServerCommand("vars.gameModeCounter", "100");

       plugin.ServerCommand("vars.roundTimeLimit", "100");

       plugin.ConsoleWrite("Set 100% ticket count for next round (" + server.NextGamemode + ")");

}

 

The name of the mode is "Obliteration" not "obliteration" important. :)

Yeah setting the roundTime to 200% is correct. :)

 

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  • 11 months later...

This plugin has an error.

I convert CQL to 1000 tickets
and want to set  TDM to 300 kills.

It will be applied, but you will have to restart each map one by one for it to work properly.

For example, if the map routine is CQL -> TDM -> CQL -> CQL -> TDM -> TDM

CQL 1000 tickets -> TDM 100 kills -> CQL 2400 tickets -> CQL 1000 tickets -> TDM 100 kills -> TDM 300 kills

This is how it gets messed up.

23321323.PNG

Default  1000 ~ 1000

TDM 300 ~ 300

GAME MODE COUNTER 125%

Edited by eros122
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  • 2 months later...
On 8/4/2020 at 10:51 PM, Hedius said:

@Hockster

pls ask questions here....

So to add conquest small: example:

// Round End - Server Ticket Changer
// settings for insane limits:     limit_evaluation: OnRoundOver     ,    limit_first_check: Code

if (server.NextGamemode == "Chainlink0") { // chainlink
	plugin.ServerCommand("vars.gameModeCounter", "200");
	plugin.ServerCommand("vars.roundTimeLimit", "200");
	plugin.ConsoleWrite("Set 200% ticket count for next round (" + server.NextGamemode + ")");
}
else if (server.NextGamemode == "ConquestSmall0") { // cq small
	plugin.ServerCommand("vars.gameModeCounter", "150");
	plugin.ServerCommand("vars.roundTimeLimit", "150");
	plugin.ConsoleWrite("Set 150% ticket count for next round (" + server.NextGamemode + ")");
}
else { // all other modes
	plugin.ServerCommand("vars.gameModeCounter", "100");
	plugin.ServerCommand("vars.roundTimeLimit", "100");
	plugin.ConsoleWrite("Set 100% ticket count for next round (" + server.NextGamemode + ")");
}

 

// Round End - Server Ticket Changer
// settings for insane limits:     limit_evaluation: OnRoundOver     ,    limit_first_check: Code

if (server.NextGamemode == "Chainlink0") { // chainlink
    plugin.ServerCommand("vars.gameModeCounter", "200");
    plugin.ServerCommand("vars.roundTimeLimit", "100");
    plugin.ConsoleWrite("Set 200% ticket count for next round (" + server.NextGamemode + ")");
}
else if (server.NextGamemode == "ConquestLarge0") { // cq large
    plugin.ServerCommand("vars.gameModeCounter", "110");
    plugin.ServerCommand("vars.roundTimeLimit", "100");
    plugin.ConsoleWrite("Set 110% ticket count for next round (" + server.NextGamemode + ")");
}
else if (server.NextGamemode == "Rush0") { // rush
    plugin.ServerCommand("vars.gameModeCounter", "300");
    plugin.ServerCommand("vars.roundTimeLimit", "200");
    plugin.ConsoleWrite("Set 300% ticket count for next round (" + server.NextGamemode + ")");
}
else { // all other modes
    plugin.ServerCommand("vars.gameModeCounter", "400");
    plugin.ServerCommand("vars.roundTimeLimit", "200");
    plugin.ConsoleWrite("Set 100% ticket count for next round (" + server.NextGamemode + ")");
}

 

rush isnt apply now. is there any wrong things?

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