Propaganda
TD Member
http://forums.mattie.info/cs/forums/viewtopic.php?t=23492
########################################################################
## config variables (global for now)
## These are the variables that you, the user, can configure.
## The defaults behave very well, so unless you are trying to address
## a specific issue, it is recommended that these settings be left
## as-is.
##
## Thanks for trying the cC Team Balancer!
########################################################################
# set run_frequency to the frequency, in rounds, that you want the autobalancer
# to run. The overall idea of this balancer is to be nonintrusive, so we
# recommend run frequencies of somewhere between 3 and 5.
cfg['run_frequency'] = 4
# The wait_until_dead flag determines whether or not live players are swapped. If
# you are running mani admin, it is perfectly safe and desirable to swap live players;
# they will not be slain and will be seamlessly be moved to the other team.
# if you are not running mani, however, the player will be killed (if they are
# alive) to be moved to the other team, in which case the recommended setting
# is True.
# recommended to be set to False if you do have mani admin.
# recommended to be set to True if you do not have mani admin.
cfg['wait_until_dead'] = False
# the balancer will do nothing until the min_player_count is reached.
cfg['min_player_count'] = 6
# At balance time, if team strengths are already balanced to within this percent,
# then no one is moved or swapped. Recommended: 10.0
cfg['acceptable_strength_imbalance'] = 10.0
# At any round, if the team COUNTS are imbalanced by this percentage, a balancing
# is forced. For example, if it is 7 vs. 5, that imbalance is 5/7*100 = 71%, which
# will cause a rebalancing to occur. The default value is 84 percent, which forces
# a rebalance on a 24-player server if ever one team has 2 more than another.
cfg['team_imbalance_percentage_trigger'] = 84.0
# At any round, if the team STRENGTHS are imbalanced by this percentage, a balancing
# is forced. Recommended: 60.0 percent (which means that one team is nearly twice
# as strong as the other)
cfg['team_strength_percentage_trigger'] = 60.0
# A player gets immunity from swapping once they are swapped, and they keep that
# immunity for the rest of the map. However, for maps that stay on for a very long
# time, the player loses this immunity, and may be swapped again, after
# cfg['lose_immunity_after'] rounds. Recommended: 30.
cfg['lose_immunity_after'] = 30
# This parameter determines how long a player is immune from swapping after just
# having joined. This is to prevent player swaps as soon as they join.
# Recommended: 3
cfg['immune_for'] = 3
# This parameter sets the maximum number of player swaps that are considered; on
# large servers, the amount of computation can get quite large, so we limit
# it with this parameter. If the balancer is taking too long at end of round,
# turn this number down.
cfg['max_swaps_considered'] = 100
# the verbosity can be set to 0 to 3, where 3 is a high level of printouts to
# console, and 0 completely silences the balancer.
cfg['verbose'] = 3
# these are factors that are probably better left alone. Basically, the idea is
# that a player's killrate will probably be better if switched to a stronger team,
# and worse if switched to a weaker team. These factors determine how much better
# or worse the killrate will be.
#better_factor = 1.5 # originally proposed by sparty
#worse_factor = 0.85 # originally proposed by sparty
cfg['better_factor'] = 1.1
cfg['worse_factor'] = 0.9
# player immunity list. Players in this list will not ever be swapped. List
# steam id's here in this variable, separated by spaces.
cfg['global_immunity'] = "STEAM_0:0:12480610 STEAM_0:0:21631"
# how to inform a player that he/she has been swapped.
# 0 - no notification
# 1 - notification with a colored overlay at spawn
# 2 - notification with a colored overlay at spawn, and a brief sound.
# 3 - notification with a colored overlay at spawn, sound, and a centered message.
cfg['notify_team_change'] = 3
########################################################################
## config variables (global for now)
## These are the variables that you, the user, can configure.
## The defaults behave very well, so unless you are trying to address
## a specific issue, it is recommended that these settings be left
## as-is.
##
## Thanks for trying the cC Team Balancer!
########################################################################
# set run_frequency to the frequency, in rounds, that you want the autobalancer
# to run. The overall idea of this balancer is to be nonintrusive, so we
# recommend run frequencies of somewhere between 3 and 5.
cfg['run_frequency'] = 4
# The wait_until_dead flag determines whether or not live players are swapped. If
# you are running mani admin, it is perfectly safe and desirable to swap live players;
# they will not be slain and will be seamlessly be moved to the other team.
# if you are not running mani, however, the player will be killed (if they are
# alive) to be moved to the other team, in which case the recommended setting
# is True.
# recommended to be set to False if you do have mani admin.
# recommended to be set to True if you do not have mani admin.
cfg['wait_until_dead'] = False
# the balancer will do nothing until the min_player_count is reached.
cfg['min_player_count'] = 6
# At balance time, if team strengths are already balanced to within this percent,
# then no one is moved or swapped. Recommended: 10.0
cfg['acceptable_strength_imbalance'] = 10.0
# At any round, if the team COUNTS are imbalanced by this percentage, a balancing
# is forced. For example, if it is 7 vs. 5, that imbalance is 5/7*100 = 71%, which
# will cause a rebalancing to occur. The default value is 84 percent, which forces
# a rebalance on a 24-player server if ever one team has 2 more than another.
cfg['team_imbalance_percentage_trigger'] = 84.0
# At any round, if the team STRENGTHS are imbalanced by this percentage, a balancing
# is forced. Recommended: 60.0 percent (which means that one team is nearly twice
# as strong as the other)
cfg['team_strength_percentage_trigger'] = 60.0
# A player gets immunity from swapping once they are swapped, and they keep that
# immunity for the rest of the map. However, for maps that stay on for a very long
# time, the player loses this immunity, and may be swapped again, after
# cfg['lose_immunity_after'] rounds. Recommended: 30.
cfg['lose_immunity_after'] = 30
# This parameter determines how long a player is immune from swapping after just
# having joined. This is to prevent player swaps as soon as they join.
# Recommended: 3
cfg['immune_for'] = 3
# This parameter sets the maximum number of player swaps that are considered; on
# large servers, the amount of computation can get quite large, so we limit
# it with this parameter. If the balancer is taking too long at end of round,
# turn this number down.
cfg['max_swaps_considered'] = 100
# the verbosity can be set to 0 to 3, where 3 is a high level of printouts to
# console, and 0 completely silences the balancer.
cfg['verbose'] = 3
# these are factors that are probably better left alone. Basically, the idea is
# that a player's killrate will probably be better if switched to a stronger team,
# and worse if switched to a weaker team. These factors determine how much better
# or worse the killrate will be.
#better_factor = 1.5 # originally proposed by sparty
#worse_factor = 0.85 # originally proposed by sparty
cfg['better_factor'] = 1.1
cfg['worse_factor'] = 0.9
# player immunity list. Players in this list will not ever be swapped. List
# steam id's here in this variable, separated by spaces.
cfg['global_immunity'] = "STEAM_0:0:12480610 STEAM_0:0:21631"
# how to inform a player that he/she has been swapped.
# 0 - no notification
# 1 - notification with a colored overlay at spawn
# 2 - notification with a colored overlay at spawn, and a brief sound.
# 3 - notification with a colored overlay at spawn, sound, and a centered message.
cfg['notify_team_change'] = 3