Late Joiners Settings (WebAdmin)

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{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
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Okay

Here are my settings:

Check Late Joiner options (Checked)
First non-team kill (Checked)
First Objective reached (Checked)

Time Limit Percentage (75)
Time Limit (6)

However, we I get into a game that is pretty close at the begining I never join. Do I need to lower the percentage and/or time?

In the Manual I see this and it was not very helpful.....:
Late Joiner Options- Checking this option will allow you to change the conditions that allow late joiners to play in the current round. These are in a separate menu and include first kill, first objective, time limit percentage, and time limit.
 
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sublime

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Right now the way you have it set up it will not allow anyone to join after any one of the following has happened:

The first non-team kill.
The first objective is reached (CD taken, etc.)
75% of the map's time has elapsed.
6 minutes have elapsed.

Hope that helps. I'm working on the manual during lunch today. Should be another day or two only.
 

{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
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sublime said:
Right now the way you have it set up it will not allow anyone to join after any one of the following has happened:

The first non-team kill.
The first objective is reached (CD taken, etc.)
75% of the map's time has elapsed.
6 minutes have elapsed.

Hope that helps. I'm working on the manual during lunch today. Should be another day or two only.


Well that freaking makes since! :eek:

So, If I was to uncheck both Non-Team and Objective Reached. Then Late Joiner Would come in, right?

I guess upping the Time elasped would be good to.
 

sublime

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If you were to uncheck both the First Non-Team Kill and First Objective Reached then the timers would come into play. I'd probably just use one timer or the other, either elapsed time or time limit.
 

{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
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sublime said:
If you were to uncheck both the First Non-Team Kill and First Objective Reached then the timers would come into play. I'd probably just use one timer or the other, either elapsed time or time limit.


How do you disable the timer you do not want to use? Place Zero in it and it voilds out that setting?

Also, what keeps a player from reconnecting to get more lives? I assume it have something to do with the assigned player slot.

!!!THANKS ONCE AGAIN!!!
 

sublime

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Just leave the box blank/put a 0 in I believe.

There's a "dead list" that prevents a player from doing what you describe. After a person is killed or makes a kill they wind up on the dead list, so if they reconnect, they're spectating, not playing with more lives. We tried out best to think like the lamest players out there to find potential abuses like that and I think we have most of them covered. I hope so anyway. ;)
 

sublime

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My pleasure to help. :)

I really hope to have the webadmin manual up over the weekend if I can. Are there any other settings that are unclear right now or any sections I really need to concentrate on?
 

{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
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A good section on Ovetime. I know it is in the regular manual but it kind of confused me.

Also explain "Destructable". I am not sure what that means and did not see it in the regular manual.


Pretty much all the other stuff I figured out on my own or from the regular manual.
 

sublime

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Overtime is cool, even if a jarhead did come up with the idea (Thanks Storm!).

It breaks down like this. Overtime simulates reinforcements coming in for the defenders. Once the battle has raged for a certain amount of time, more troops show up. So, once the overtime is reached during a mission, defenders are then supplied with reinforcements. A map time limit must be set for the mission to use Overtime settings. If no time limit is set, Overtime settings are disabled. When overtime kicks in, the extra reinforcements allow defenders out of lives to rejoin the action well. If you still have reinforcements left, you'll simply get the overtime additions tacked on.

Overtime Limit Percentage- This box determines the percentage of time remaining in the mission until the overtime reinforcements are sent in. If set to 50(%), then when the map time limit is half way over, reinforcements kick in. If set to 70(%), when 70% of the time limit for the map has elapsed, reinforcements kick in.

Startup Reinforcement Percentage- This value is the percentage of attacker respawns that defenders start out with initially. As it is usually more difficult to attack a defended position, this value typically creates an initial imbalance in the number of reinforcements each side gets, at least until overtime reinforcements arrive. For example, if this value is set to 75% and attackers begin with 4 respawns, then defenders will begin with 3. It's also fun to set this to 100% so they're evenly matched until the overtime reinforcements kick in.

Defender Reinforcement #- If the checkbox to the left of this field is checked then this value represents the number of reinforcements that defenders get in overtime. If the checkbox is unchecked, the default setting gives the defenders a full set of reinforcements in overtime. This means the initial amount of available reinforcements for the attackers will now be available for the defenders in addition to the reinforcements they still have remaining. I personally prefer to use the checkbox here and set the reinforcements to a low number, like 1 or 2. It adds a bit more tension that way.

Defender Delay- This value is the delay between when reinforcements are announced to be on the way and between when they actually arrive. So, if you have the overtime set to kick in after 50% of the map time limit has elapsed and the map has a time limit of 18 minutes and this value is set to 20 (seconds), reinforcements will arrive after 9 minutes and 20 seconds have elapsed in the round.

So, to sum everything up:
If you set the Overtime Limit Percentage to 80(%), the Startup Reinforcement Percentage to 100(%), check the box next to Defender Reinforcements and enter a value of 2 there, and set the Defender Delay to 30 (seconds), on a map with an 20 minute time limit, here's how things will play out if the attackers start with 3 reinforcements:

Both teams will start with 3 reinforcements (not counting their initial life of course). After 16 minutes (80%) have elapsed, a message will be displayed that reinforcements are on the way and all defender HUDs will update to show their new number of reinforcements (whatever they had +2). 30 seconds after that the reinforcements will actually arrive, allowing players who are out of reinforcements to now respawn.

I hope that all makes sense. We tried to give as many options for different settings and styles as we could but it can be a bit overwhelming at first I guess. Let me know if you have any more questions and I'll happily answer them to the best of my abilities.
 

{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
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Okay, that was great Sublime. I could have waited for your manual about the Overtime but THANKS! I complete understand now with your examples.


I Had the destructables on. They are off now.
 

sublime

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No worries Odie, you helped me sort my thoughts and get examples for the manual by going ahead and asking, so you really helped me too. ;)

It's also good to know what people need the most help with, so if you or anyone else has more questions, let me know and I'll answer if I can and find out if I can't.
 

{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
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sublime said:
It's also good to know what people need the most help with, so if you or anyone else has more questions, let me know and I'll answer if I can and find out if I can't.

Well it seems that I am the only idiot asking questions about WebAdmin or perhaps other people are leaching off my questions! (I am not a idiot, I am not a idiot, people are leaching, yes that is it!) :lol:
 
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AlmostAlive

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Well actually.... DB set up the servers with default settings and asked me to make the neccesary changes :)

Right now the SOB servers, both the EAS and Specialist server, allows players to join up until 95 % of the timelimit is reached. This is probably not the best setting for the future, but a lot of players don't know how these things work and get angry when they can't join. I'm sure we will change these settings in the very near future :)
 
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[SOB]bAd ChIcKeN

Free-Range Pain the Ass
Feb 6, 2001
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Thanks Almost!

Just that even though i have all the emails explaining all this too me Odie, I have only commited so much to memory, glad folks help out on SOB Servers was all :)
 

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