EvenMatchOmni

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pooty
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Re: EvenMatchOmni

Post by pooty »

On the server.
I copied the INI block from EvenMatchV2B2.MutTeamBalance
to EvenMatchOmni.MutTeamBalance - so all the same settings (some did change today) as previous. Yes, this violates the don't change two things at once, but more focused on the goal.

Only Known Player is Snarf at default of 1.0 multiplier.
I need to figure out how to get StatsIDs for other players.
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pooty
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Re: EvenMatchOmni

Post by pooty »

Hold up a second,
The command for shuffle is it a console command (admins only)
mutate shuffle
mutate teams

With respect to the 'teams' today, that DOES not get balanced via EvenMatch, it uses UAdminModV095b (This is how it was set up on Omni 1.0)
https://www.utzone.de/forum/downloads.p ... le&id=1112
I think it was set up because it montiors team swtiching and if someone switches to create a number imbalance it automatically switches them back.

And I think the EvenMatch has this:
TeamsCallString=
Which I think is the EvenMatch Chat string (so its off)

Code: Select all

	if (Sender != None) {
		if (MutateString ~= "teams") {
			HandleTeamsCall(Sender);
			return;
		}

		if (MutateString ~= "shuffle") {
			HandleShuffleCall(Sender);
			return;
		}
So, bottom line,
If you do chat 'teams' that does UAdminMod number balancer, for any player can call it.
If you do console command, admins only, mutate teams or mutate shuffle uses EvenMatchOmni
We can compare and see if we want to disable the UAdminMod Teams and default to players using EvenMatchOmni one...
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pooty
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Re: EvenMatchOmni

Post by pooty »

FYI, here's the UT2004.ini file settings.

Code: Select all

[EvenMatchOmni.MutTeamBalance]
ActivationDelay=25
MinDesiredFirstRoundDuration=4
bShuffleTeamsAtMatchStart=True
;bShuffleTeamsAtMatchStart=False
bRandomlyStartWithSidesSwapped=True
bAssignConnectingPlayerTeam=True
bIgnoreConnectingPlayerTeamPreference=True
bAnnounceTeamChange=True
bIgnoreBotsForTeamSize=True
bBalanceTeamsBetweenRounds=False
bBalanceTeamsWhilePlaying=False
bBalanceTeamsDuringOvertime=False
bBalanceTeamsOnPlayerRequest=False
bBalanceTeamsOnAdminRequest=True
bDisplayRoundProgressIndicator=False
SmallTeamProgressThreshold=0.500000
SoftRebalanceDelay=10
ForcedRebalanceDelay=30
SwitchToWinnerProgressLimit=0.600000
ValuablePlayerRankingPct=50
RecentBalancingPlayerTime=140
NoBalancingUndoTime=30
MinPlayerCount=5
TeamsCallString=
DeletePlayerPPHAfterDaysNotSeen=90
bDebug=True
PlayerGameSecondsBeforeStoringPPH=150
PlayerMinScoreBeforeStoringPPH=4
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captainsnarf
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Re: EvenMatchOmni

Post by captainsnarf »

Ah ok, yes if TeamsCallString is blank then EvenMatch isn't listening for it.

And yeah, I added the code for the shuffle mutate string and also the shuffle chat message. Either should work. I actually wasn't sure what the mutate stuff did :mrgreen:
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pooty
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Re: EvenMatchOmni

Post by pooty »

I believe it worked last night -- hard to test these without real players...

I did admin login, mutate teams and it rebalanced the numbers. I have yet to try a mutate shuffle which should change the teams even if they are even correct?
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captainsnarf
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Re: EvenMatchOmni

Post by captainsnarf »

pooty wrote: Tue Jan 25, 2022 10:47 am I believe it worked last night -- hard to test these without real players...

I did admin login, mutate teams and it rebalanced the numbers. I have yet to try a mutate shuffle which should change the teams even if they are even correct?
Yeah that's right. teams checks the balance then calls shuffle. shuffle just calls shuffle. It also kills everybody when it calls shuffle (something teams doesn't do).

I was thinking it should probably only kill the players that actually got switched. Not sure what is really fair but that seems least disruptive.
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pooty
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Re: EvenMatchOmni

Post by pooty »

I was thinking it should probably only kill the players that actually got switched. Not sure what is really fair but that seems least disruptive.
IIRC there was code to prevent switching of top players and/or players with superweapons... not sure how that all actually worked out, but it'd be nice not to say switch Mino driver...

But yes, simpliest is only kill switched players/vehicles, since they have to respawn on the different team anyway. And its better than giving the vehicle away to the other/new team.
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Enyo
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Re: EvenMatchOmni

Post by Enyo »

So, what's the difference between mutate teams and mutate balance exactly?
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
― Mark Twain
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captainsnarf
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Re: EvenMatchOmni

Post by captainsnarf »

mutate teams - checks balance, if unbalanced swaps some players. This seems to do the right thing with killing players that have their team changed.

mutate shuffle - no balance check, call ShuffleTeams().

ShuffleTeams() is called at round start and you are already familiar with it. Before the game starts you have a team, then the round starts and it says 'teams have been balanced based on player skill'. That's ShuffleTeams() being called. It's also called when there is a mulligan. So basically it forces a mulligan immediately.
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captainsnarf
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Re: EvenMatchOmni

Post by captainsnarf »

New version! Download here EvenMatchOmni_1.2.zip

changes

- use PlayerID instead of StatsID for database heheh oops
- During shuffle, only kill players that actually get shuffled
- allow shuffle to work on even number teams
- teams are considered balanced if total PPH difference is less than 100

I updated the included ini file with my PlayerID.
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