TeamSize |
This mutator is for easily
adjusting the size of the teams in all team type games.
It is especially for having specific unequal team sizes, since
that can be a pain to accomplish with UT.
Why would you want unbalanced team sizes?
you are a 'kick
ass' player and you want more of a challenge,
so you stack more players (bots or human) on the other
team(s).
you are a 'nice
guy' and are playing with less experienced players
and want to give them a little extra help (or a lot!).
you are a 'wimpy ass' player and are tired of your team always losing ;)
All TeamSize
settings can be configured in the "Mental's Mutators"
Configuration Window.
which comes up when you click the UT "Mods" menu and
choose "Mental's Mutators".
The settings are saved to the file "Mentals_configs.ini"
in your UT system folder.
That file is used for all my mutators, with each mutator's
settings having the appropriate name in front of the setting.
Now start your game up, either a
practice session or a network game and add this mutator.
For TeamSize to work properly you must uncheck
"Balance Teams" on the "Bots" tab, and
"Force Team Balance" on the "Rules" tab
(network games).
Now just set the "Max Teams" (if it's there).
The settings "Max
Connections", "Min. Total Players" ( network
games), and "Number of Bots" (practice sessions),
have no effect as they are all reset according to the total of
the team sizes you set in the "TeamSize" config window.
In other words, no matter how many players you set in the main
game setup window,
TeamSize will adjust the total players so that there are exactly
the right number on each team to match what you set in the
TeamSize config window.
If you start a CTF game and in the TeamSize window you have red=3
and blue=5,
then the total players in your game will be set to 8 (3+5).
If it's a DOM game with 3 teams, red=3, blue=5, and green=4, then
the total players will be set to 12 (3+5+4).
So after players join or leave
the game, TeamSize will keep the team sizes as you set them.
This will not always happen instantly, as I did not want too much
'strain' on the game at any one time,
but the teams should 'adjust' within 10 seconds or after a few
kills.
In a network game, if a player
tries to join a 'full' team that has a bot,
one of the bots will be kicked off so the player can join that
team.
If the team has no bots, only humans, then the player will be forced
onto another team (that is below it's max limit) that does have
bots.
If there are no teams with bots then the player will either be
allowed to join the team he chooses or not allowed to join at
all.
Any comments, bug reports, etc.
email me at - gomental@hotmail.com
Credits/Thanks:
===============
Tim Sweeny's tutorial docs.
Disclaimer/Legal stuff:
=======================
I've tested it but use it at your own risk (although I
don't know of any risks).
This Mutator is Copyright 2000 by Patrick Freeman
Please do not try to make money with this, or distribute it under
a different name, etc.
If you do use my code in someway I would be grateful of some kind
of acknowledgement.
Version History:
================
v1.3 - 2/1/2002 - combined all my mutators settings
windows into 1 tabbed window which really cleaned up the
"Mod" menu :)
v1.2 - fixed code so Teamsize will work with 4 team CTF mods.
v1.1 - added code to kill of bots that have switched teams
because they initially spawn in the wrong base
v1.0 - Initial Release
Improvements planned:
==========================
got any other ideas?