[?] Changing ticketbleed setting

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Senshi
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[?] Changing ticketbleed setting

Post by Senshi »

For our campaign battles we want to lower the ticket bleed speed. In earlier battles this worked, but now (since last PR version) it seems that the ticketbleed is 10 tickets/min fixed. We want 5 or even lower, to increase the value of the soldiers' and vehicles' lives.
We changed it as usual in the map's init.con, ticketbleed.
Has ticketbleed been fixed via python (for AAS, that is) or any similar change?
Amok@ndy
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Re: [?]Changing ticketbleed setting

Post by Amok@ndy »

this should be interesting for you https://www.realitymod.com/forum/f189-m ... ost1607708

though i dont think anything major has changed
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Rhino
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Re: [?]Changing ticketbleed setting

Post by Rhino »

You can change it server side with the "sv.ticketRatio" setting in the serversettings.con (or though BF2CC or w/e you use should have it), default is 100 (%). Just lower it to 50 (%) to be twice as slow or 25 (%) to be 4 times as slow etc.
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Senshi
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Re: [?]Changing ticketbleed setting

Post by Senshi »

I know about the AreaValues, but once 100 is reached we get the 10t/m, but we want 5 or even 2.5 t/m. No way to achieve that by AreaValues alone.

I thought ticketRatio is only for the main ticket settings? So setting 1000 Tickets with 2.0 ratio means 2000 tickets. Didn't know this also applied for ticketbleed. If so, we easily can workaround this by increasing the number of tickets and then decrease them by the ratio. Will test it, thank you.
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Re: [?]Changing ticketbleed setting

Post by Rhino »

Senshi wrote:I thought ticketRatio is only for the main ticket settings? So setting 1000 Tickets with 2.0 ratio means 2000 tickets. Didn't know this also applied for ticketbleed. If so, we easily can workaround this by increasing the number of tickets and then decrease them by the ratio. Will test it, thank you.
Ah ye that's right it applies to the total amount of tickets, but tbh that's the simplest way to change it.
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AnimalMother.
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Re: [?]Changing ticketbleed setting

Post by AnimalMother. »

is it not the setting in the maps init.con that defines the bleedrate once the areavalue has reached 100?
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Re: [?]Changing ticketbleed setting

Post by Rhino »

[R-CON]AnimalMother wrote:is it not the setting in the maps init.con that defines the bleedrate once the areavalue has reached 100?
It should be unless now its done via python? Can't think of any reason why it should but ye its the following lines:

Code: Select all

gameLogic.setTicketLossPerMin 1 10
gameLogic.setTicketLossPerMin 2 10
top is team 1, bottom is team 2 and iirc its tickets per minute (and when the area value is at 200 its double that rate, 300 its triple that rate etc, hence why a 999999 area value pretty much ends the round right away).

But ye if you change this value your server must be passworded for modified files, otherwise you are braking the server license agreement.
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Senshi
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Re: [?]Changing ticketbleed setting

Post by Senshi »

I know these two lines should handle it, but for some reason they do not(no longer). I think it changed with the last PR update to 0.973, before that it worked just fine.

We handle AreaValue pretty simple, we always have a odd number of flags and the central one gets an Areavalue of 100 for both teams.

I' aware of the license agreement, that's why I hinted to "our campaign battles". Not only is our server PW-protected, it even runs its own PR-minimod for our weekly battle so it doesn't appear on the regular public browser at all. Plus it allows us to do additional alterations to the mod (yes, I asked permission to do all that as well) to increase realism (decreased nametag distance to 10 [yeah I know this can be done serverside as well], remove sprint energy bar altogether and things like that).
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Re: [?]Changing ticketbleed setting

Post by Rhino »

PM [R-DEV]dbzao
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Senshi
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Re: [?]Changing ticketbleed setting

Post by Senshi »

About what? :confused:
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Re: [?]Changing ticketbleed setting

Post by Rhino »

if it is done via python, he is the man to talk to.
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Senshi
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Re: [?]Changing ticketbleed setting

Post by Senshi »

Thank you, I have contacted him.
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Re: [?]Changing ticketbleed setting

Post by Deer »

Here is the logic:
[R-DEV]Deer wrote:
So team must have total of 100points of this "areavalueteamx" to cause bleed on enemy team, the points are summed up from all flags "areavalueteamx"-value. However if enemy has 90 points too the bleed is only 10% of the normal bleed, if enemy has 50 points then the bleed is 50% of the normal bleed (normal bleed is 10 tickets per minute). If both teams has 100 points neither side bleeds, if both teams has less than 100 points, neither side bleeds. If one team has 200 points more than second team, the bleed is doubled from the normal 10 per minute to 20 per minute.
So give team1 100 points and team2 90 points = bleed of 1 ticket per minute for team2
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Re: [?]Changing ticketbleed setting

Post by Rhino »

Deer, Senshi is asking how to change the basic bleed rate, which is normally controlled by the "gameLogic.setTicketLossPerMin" line in the init.con but for some reason is now not working, not how to start the bleed that has already been fully explained in this topic :p
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Deer
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Re: [?]Changing ticketbleed setting

Post by Deer »

[R-DEV]Rhino wrote:Deer, Senshi is asking how to change the basic bleed rate, which is normally controlled by the "gameLogic.setTicketLossPerMin" line in the init.con but for some reason is now not working, not how to start the bleed that has already been fully explained in this topic :p
Read again =)
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Re: [?]Changing ticketbleed setting

Post by Rhino »

I thought you posted the correct way it works, reading it again, that isn't how it works...


How ticket bleed works is when a team reaches an area value of 100, it starts the set ticket bleed value (default 10 tickets / min). Even if both teams have an area value of 100, they both bleed each other at the set bleed value. In other words, ticket bleed is not affected by w/e area value the other team has.

Only when you get above an area value of 100 do things change. For example if a team gets an area value of 200, then it bleeds the other team at twice the rate of the set bleed value (ie, (10 tickets / min) x 2 = 20 tickets / min). If a team has an area value of 300, it bleeds the other team at triple the rate, and so on. Hence why when a team reaches an area value of 99999 the round ends in a second since its the set ticket value, times 999.


What you have suggested will not work in the way you said it would.
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Deer
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Re: [?]Changing ticketbleed setting

Post by Deer »

[R-DEV]Rhino wrote:I thought you posted the correct way it works, reading it again, that isn't how it works...


How ticket bleed works is when a team reaches an area value of 100, it starts the set ticket bleed value (default 10 tickets / min). Even if both teams have an area value of 100, they both bleed each other at the set bleed value. In other words, ticket bleed is not affected by w/e area value the other team has.

Only when you get above an area value of 100 do things change. For example if a team gets an area value of 200, then it bleeds the other team at twice the rate of the set bleed value (ie, (10 tickets / min) x 2 = 20 tickets / min). If a team has an area value of 300, it bleeds the other team at triple the rate, and so on. Hence why when a team reaches an area value of 99999 the round ends in a second since its the set ticket value, times 999.


What you have suggested will not work in the way you said it would.
Believe me it works exactly as i said, i implemented it in kozelsk. Its ingame.

In fact if i remember correctly thats how its done in all vanilla maps too and i doubt "gameLogic.setTicketLossPerMin" has ever even worked, maybe its just some piece of code what someone forgot to remove.
Last edited by Deer on 2011-09-23 12:54, edited 6 times in total.
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Senshi
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Re: [?]Changing ticketbleed setting

Post by Senshi »

Deer might be right there. Thinking back there was ONE thing we did change, some battles ago we switched from our "old" flag layout to a new one, simply making the middle flag (we always have odd numbers of flags) the only flag with an AreaValue at all, and giving it 100. Before that every (field) flag had the same AV, but you still required more than half to start bleed. E.g. 5 flags, each flag had 34. That means in a usual stalemate the bleed would be 102-68=34. Which definitely was the "slow" bleed we wanted to achieve.
I will test it in next sunday's battle :) . Thank you!
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