TeamSize |
v1.01 by Patrick Freeman - a.k.a. "Mental" |
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 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 ;)
Setting team sizes couldn't be easier. Just click on the "mod" menu and select "TeamSize". That will bring up a window where you can set the desired size of each team. Click the 'save' button to store the changes in the "mentals_mutators.ini" file in your UT "System" folder. That file is used for all my mutators, with each mutator's settings in their own section.
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 - patrickf@oz.net
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:
================
v1.01 - added code to kill of bots that have switched
teams because they initially spawn in the wrong base
v100 - Initial Release
Improvements planned:
==========================
add ability to set bot skill for each team
got any other ideas?