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TF2重生时间问题?

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发表于 2007-12-18 10:44:04 | 显示全部楼层 |阅读模式 来自 中国–辽宁–抚顺
目前在SERVER。CFG里
已经添加了mp_showrespawntimes 0
但重生时间还是13秒!
重生时间应该如何设置?
:burn:
发表于 2007-12-18 11:14:30 | 显示全部楼层 来自 中国–福建–龙岩

回复: TF2重生时间问题?

游戏不能为0吧?为0不成了死亡服务器?

这个mp_showrespawntimes参数看字面解释是显示重生时间?就是显示还有几秒中重生。
"mp_allowNPCs","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
"mp_allowspectators","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"toggles whether the server allows spectator mode or not"
"mp_autocrosshair","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
"mp_autoteambalance","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
"mp_autoteambalance_delay","15 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,"Time after the teams become unbalanced to attempt to switch players."
"mp_autoteambalance_warning_delay","5 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,"Time after the teams become unbalanced to print a balance warning."
"mp_bonusroundtime","15 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"Time after round win until round restarts"
"mp_chattime","5 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"amount of time players can chat after the game is over"
"mp_clan_ready_signal","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,"Text that team leader from each team must speak for the match to begin"
"mp_clan_readyrestart","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,"If non-zero, game will restart once someone from each team gives the ready signal"
"mp_decals","200 ","ARCHIVE",,,,,,,,,,,,,,,,,""
"mp_defaultteam","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,""
"mp_disable_autokick","cmd",,,,,,,,,,,,,,,,,,"Prevents a userid from being auto-kicked"
"mp_enableroundwaittime","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"Enable timers to wait between rounds."
"mp_fadetoblack","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"fade a player's screen to black when he dies"
"mp_falldamage","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
"mp_flashlight","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
"mp_footsteps","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
"mp_forcecamera","1 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"Restricts spectator modes for dead players"
"mp_forcerespawn","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
"mp_forcerespawnplayers","cmd",,,,,,,,,,,,,,,,,,"Force all players to respawn."
"mp_forcewin","cmd",,,,,,,,,,,,,,,,,,"Forces team to win"
"mp_fraglimit","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
"mp_friendlyfire","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,""
"mp_idledealmethod","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,"Deals with Idle Players. 1 = Sends them into Spectator mode then kicks them if they're still idle, 2 = Kicks them out of the ga"
"mp_idlemaxtime","3 ",,,"GAMEDLL",,,,,,,,,,,,,,,"Maximum time a player is allowed to be idle (in minutes)"
"mp_maxrounds","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,"max number of rounds to play before server changes maps"
"mp_restartgame","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,"If non-zero, game will restart in the specified number of seconds"
"mp_restartround","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,"If non-zero, the current round will restart in the specified number of seconds"
"mp_scrambleteams","cmd",,,,,,,,,,,,,,,,,,"Scramble the teams and restart the game"
"mp_showrespawntimes","cmd",,,,,,,,,,,,,,,,,,"Show the min respawn times for the teams"
"mp_simulatemultiplecappers","1 ",,,"GAMEDLL","CHEAT",,,,,,,,,,,,,,""
"mp_stalemate_timelimit","240 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"Timelimit (in seconds) of the stalemate round."
"mp_switchteams","cmd",,,,,,,,,,,,,,,,,,"Switch teams and restart the game"
"mp_teamlist","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
"mp_teamoverride","1 ",,,"GAMEDLL",,,,,,,,,,,,,,,""
"mp_teamplay","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
"mp_teams_unbalance_limit","1 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,"Teams are unbalanced when one team has this many more players than the other team. (0 disables check)"
"mp_teststalemate","cmd",,,,,,,,,,,,,,,,,,"Test the stalemate mode. Parameter: <0/1>. If 1, the map will reset at the end."
"mp_time_between_capscoring","30 ",,,"GAMEDLL",,,,,,,,,,,,,,,"Delay between scoring of owned capture points."
"mp_timelimit","20 ",,,"GAMEDLL",,,"NOTIFY",,,,,"REPLICATED",,,,,,,"game time per map in minutes"
"mp_waitingforplayers_cancel","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,"Set to 1 to end the WaitingForPlayers period."
"mp_waitingforplayers_restart","0 ",,,"GAMEDLL",,,,,,,,,,,,,,,"Set to 1 to start or restart the WaitingForPlayers period."
"mp_weaponstay","0 ",,,"GAMEDLL",,,"NOTIFY",,,,,,,,,,,,""
"mp_winlimit","0 ",,,"GAMEDLL",,,,,,,,"REPLICATED",,,,,,,"Max number of rounds one team can win before server changes maps"
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发表于 2007-12-18 11:15:18 | 显示全部楼层 来自 中国–福建–龙岩

回复: TF2重生时间问题?

找了个TF2的server.cfg给你参考。
TF2
Server.cfg
Code:
hostname ""
rcon_password ""
sv_password ""

mp_maxrounds 0
mp_winlimit 0
mp_timelimit 25

mp_idledealmethod 1               //Deals with Idle Players. 1 = Sends them into Spectator mode then kicks them if they're still idle, 2 = Kicks them out of the ga
mp_idlemaxtime 5                  //Maximum time a player is allowed to be idle (in minutes)
mp_allowNPCs 1
mp_allowspectators 1
mp_autocrosshair 1
mp_autoteambalance 1
mp_autoteambalance_delay 15
mp_autoteambalance_warning_delay 5
mp_bonusroundtime 15      
mp_chattime 10
mp_clan_ready_signal 0             //Text that team leader from each team must speak for the match to begin
mp_clan_readyrestart 0             //If non-zero, game will restart once someone from each team gives the ready signal
mp_decals 200
mp_defaultteam 0      
mp_disable_autokick 1              //Prevents a userid from being auto-kicked
mp_enableroundwaittime 1           //Enable timers to wait between rounds.
mp_fadetoblack 0                   //fade a player's screen to black when he dies
mp_falldamage 5
mp_flashlight 1
mp_footsteps 1
mp_forcecamera 1                   //Restricts spectator modes for dead players
mp_forcerespawn 1
//mp_forcerespawnplayers 1           //Force all players to respawn.
//mp_forcewin 1                      //Forces team to win
mp_fraglimit 0
//mp_friendlyfire 0
mp_restartgame 0                   //If non-zero, game will restart in the specified number of seconds
mp_restartround 0                  //If non-zero, the current round will restart in the specified number of seconds
mp_scrambleteams 0                 //Scramble the teams and restart the game
mp_showrespawntimes 0              //Show the min respawn times for the teams
//mp_simulatemultiplecappers 1
mp_stalemate_timelimit 240         //Timelimit (in seconds) of the stalemate round.
mp_switchteams 0                   //Switch teams and restart the game
mp_teamlist 0
mp_teamoverride 1
mp_teamplay 1
mp_teams_unbalance_limit 1         //Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
//mp_teststalemate 1                 //Test the stalemate mode. Parameter: <0/1>. If 1, the map will reset at the end.
mp_time_between_capscoring 30      //Delay between scoring of owned capture points.
mp_waitingforplayers_cancel 0      //Set to 1 to end the WaitingForPlayers period.
mp_waitingforplayers_restart 0     //Set to 1 to start or restart the WaitingForPlayers period.
mp_weaponstay 0


sv_region 1

sv_minrate 13000
sv_maxrate 25000
sv_minupdaterate 33
sv_maxupdaterate 67
sv_mincmdrate 33
sv_maxcmdrate 67
sv_client_cmdrate_difference 1
sv_client_predict 1
sv_client_interpolate 1
sv_client_min_interp_ratio -1
sv_client_max_interp_ratio -1
decalfrequency 10

sv_maxreplay 0                    //Maximum replay time in seconds
//sv_maxspeed 320     
//sv_maxunlag 1                     //Maximum lag compensation in seconds
//sv_maxvelocity 3500               //Maximum speed any ballistically moving object is allowed to attain per axis.


//sv_accelerate 10
//sv_airaccelerate 10
sv_allow_color_correction 1        //Allow or disallow clients to use color correction on this server.
sv_allow_wait_command 0            //Allow or disallow the wait command on clients connected to this server.
sv_allowdownload 1                 //Allow clients to download files
sv_allowupload 1                   //Allow clients to upload customizations files
sv_alltalk 1                       //Players can hear all other players, no team restrictions
sv_alternateticks 0                //If set, server only simulates entities on even numbered ticks.
sv_autosave 1                      //Set to 1 to autosave game on level transition. Does not affect autosave triggers.
//sv_backspeed 0                     //How much to slow down backwards motion
sv_bonus_challenge 0               //Set to values other than 0 to select a bonus map challenge type.
//sv_bounce 0                        //Bounce multiplier for when physically simulated objects collide with other objects.
sv_cacheencodedents 1              //If set to 1, does an optimization to prevent extra SendTable_Encode calls.
sv_cheats 0                        //Allow cheats on server
sv_clearhinthistory 1              //Clear memory of server side hints displayed to the player.
sv_consistency 1                   //Whether the server enforces file consistency for critical files
sv_contact ""

sv_downloadurl""                   //Location from which clients can download missing files
sv_enableoldqueries 0              //Enable support for old style (HL1) server queries
sv_filterban 1                     //Set packet filtering by IP mode
sv_findsoundname 0                 //Find sound names which reference the specified wave files.
//sv_footsteps 1
//sv_force_transmit_ents 0           //Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however).
sv_forcepreload 0                  //Force server side preloading.
//sv_friction 4
//sv_gravity 800
//sv_ignore_hitboxes 0
//sv_instancebaselines 1             //Enable instanced baselines. Saves network overhead.
//sv_lagflushbonecache 1             //Flushes entity bone cache on lag compensation
sv_lan 0      
sv_log_onefile 0                   //Log server information to only one file.
sv_logbans 0                       //Log server bans in the server logs.
sv_logblocks 0                     //If true when log when a query is blocked (can cause very large log files)
sv_logdownloadlist 1      
sv_logecho 0                       //Echo log information to the console.
sv_logfile 1                       //Log server information in the log file.
sv_logflush 0                      //Flush the log file to disk on each write (slow).
sv_logsdir logs                    //Folder in the game directory where server logs will be stored.
sv_massreport 0
sv_master_legacy_mode 1            //Use old (outside-of-Steam) code to communicate with master servers.
sv_master_share_game_socket 1      //Use the game's socket to communicate to the master server. If this is 0, then it will create a socket on -steamport + 1 to comm
sv_max_queries_sec 3               //Maximum queries per second to respond to from a single IP address.
sv_max_queries_sec_global 60       //Maximum queries per second to respond to from anywhere.
sv_max_queries_window 30           //Window over which to average queries per second averages.
//sv_netvisdist 10000                //Test networking visibility distance
sv_noclipaccelerate 5      
sv_noclipspeed 5      
sv_npc_talker_maxdist 1024         //NPCs over this distance from the player won't attempt to speak.
//sv_optimizedmovement 1      
sv_parallel_packentities 1   
sv_parallel_sendsnapshot 1
sv_pausable 0      
sv_precacheinfo 1
sv_pure 1
sv_pure_kick_clients 1
sv_pure_trace 1
//sv_pushaway_clientside 0           //Clientside physics push away (0=off, 1=only localplayer, 1=all players)
//sv_pushaway_clientside_size 15     //Minimum size of pushback objects
//sv_pushaway_force 30000            //How hard physics objects are pushed away from the players on the server.
//sv_pushaway_max_force 1000         //Maximum amount of force applied to physics objects by players.
//sv_pushaway_max_player_force 10000 //Maximum of how hard the player is pushed away from physics objects.
//sv_pushaway_min_player_speed 75    //If a player is moving slower than this, don't push away physics objects (enables ducking behind things).
//sv_pushaway_player_force 200000    //How hard the player is pushed away from physics objects (falls off with inverse square of distance).
sv_pvsskipanimation 1              //Skips SetupBones when npc's are outside the PVS
sv_rcon_banpenalty 2               //Number of minutes to ban users who fail rcon authentication
sv_rcon_log 1      
sv_rcon_maxfailures 2              //Max number of times a user can fail rcon authentication before being banned
sv_rcon_minfailures 2              //Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
sv_rcon_minfailuretime 30          //Number of seconds to track failed rcon authentications
//sv_rollangle 0      
//sv_rollspeed 200     
//sv_sendtables 0                    //Force full sendtable sending path.
sv_showladders 0                   //Show bbox and dismount points for all ladders (must be set before level load.)
//sv_showlagcompensation 0           //Show lag compensated hitboxes whenever a player is lag compensated.
sv_skyname 0                       //Current name of the skybox texture
sv_soundemitter_filecheck 1        //Report missing wave files for sounds and game_sounds files.
sv_soundemitter_flush 1            //Flushes the sounds.txt system (server only)
sv_soundemitter_trace 0            //Show all EmitSound calls including their symbolic name and the actual wave file they resolved to
sv_soundscape_printdebuginfo 0     //print soundscapes
sv_specaccelerate 5      
sv_specnoclip 1
sv_specspeed 3
sv_stats 1                         //Collect CPU usage stats
//sv_stepsize 18      
//sv_stopspeed 100                   //Minimum stopping speed when on ground.
//sv_stressbots 0                    //If set to 1, the server calculates data and fills packets to bots. Used for perf testing.
sv_strict_notarget 0               //If set, notarget will cause entities to never think they are in the pvs
//sv_suppress_viewpunch 0      
sv_test_scripted_sequences 0       //Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling throu
sv_teststepsimulation 1      
sv_thinktimecheck 0                //Check for thinktimes all on same timestamp.
sv_timeout 300                     //After this many seconds without a message from a client, the client is dropped
sv_turbophysics 0                  //Turns on turbo physics
//sv_unlag  .5                       //Enables player lag compensation
//sv_unlag_fixstuck 0                //Disallow backtracking a player for lag compensation if it will cause them to become stuck
sv_unlockedchapters 99             //Highest unlocked game chapter.
//sv_useexplicitdelete 1             //Explicitly delete dormant client entities caused by AllowImmediateReuse().
sv_vehicle_autoaim_scale 8
sv_visiblemaxplayers -1            //Overrides the max players reported to prospective clients
sv_voicecodec 0                    //Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
sv_voiceenable 1      
//sv_wateraccelerate 10
//sv_waterdist 12                    //Vertical view fixup when eyes are near water plane.
//sv_waterfriction 1


tf_flag_caps_per_round 4           //Number of flag captures per round on CTF maps. Set to 0 to disable.
tf_playergib 1                     //Allow player gibbing.
tf_stats_track 1                   //Turn on//off tf stats tracking.
tf_stats_verbose 0         
net_maxfilesize 90                 //Max download file size. Default is 15
log on
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 楼主| 发表于 2007-12-18 12:31:38 | 显示全部楼层 来自 中国–辽宁–抚顺

回复: TF2重生时间问题?

谢谢金闪闪的回复!
你发的CFG里
mp_showrespawntimes 0 //Show the min respawn times for the teams
也是0,
想把这个时间设置为0或者1的意思就是想把重生时间调整为最小,基本和死亡服务器相当!
我看到目前有一些服务器就是这样设置的!
不知道为什么mp_showrespawntimes 0 就是不行!
我再发一个ESL的TF2比赛CFG给大家看看
[PHP]alias rconwait "wait;wait;wait;wait;wait;wait;wait;wait"

rconwait

rcon decalfrequency 60                                 ;rconwait

rcon host_framerate 0                                 ;rconwait

rcon log on                                         ;rconwait

rcon tf_flag_caps_per_round 0                         ;rconwait

rcon tv_chattimelimit 0                         ;rconwait
rcon tv_delay 90                                 ;rconwait
rcon tv_delaymapchange 1                         ;rconwait
rcon tv_enable 1                                 ;rconwait
rcon tv_transmitall 1                                 ;rconwait

rcon mp_allowspectators 1                         ;rconwait
rcon mp_autocrosshair 0                         ;rconwait
rcon mp_autoteambalance 0                         ;rconwait
rcon mp_bonusroundtime 0                         ;rconwait
rcon mp_chattime 10                                 ;rconwait
rcon mp_clan_ready_signal "readyteam"                 ;rconwait
rcon mp_clan_readyrestart 1                         ;rconwait
rcon mp_enableroundwaittime 1                         ;rconwait
rcon mp_fadetoblack 0                                 ;rconwait
rcon mp_falldamage 0                                 ;rconwait
rcon mp_footsteps 1                                 ;rconwait
rcon mp_forcecamera 1                                 ;rconwait
rcon mp_fraglimit 0                                 ;rconwait
rcon mp_idledealmethod 0                         ;rconwait
rcon mp_idlemaxtime 0                                 ;rconwait
rcon mp_maxrounds 0                                 ;rconwait
rcon mp_stalemate_timelimit 0                         ;rconwait
rcon mp_teams_unbalance_limit 0                 ;rconwait
rcon mp_teamplay 0                                 ;rconwait
rcon mp_time_between_capscoring 30                 ;rconwait
rcon mp_timelimit 30                                 ;rconwait
rcon mp_waitingforplayers_cancel 1                 ;rconwait
rcon mp_weaponstay 0                                 ;rconwait
rcon mp_winlimit 0                                 ;rconwait

rcon sv_allow_color_correction 0                 ;rconwait
rcon sv_allow_wait_command 0                         ;rconwait
rcon sv_allowdownload 1                         ;rconwait
rcon sv_allowupload 1                                 ;rconwait
rcon sv_alltalk 0                                 ;rconwait
rcon sv_cheats 0                                 ;rconwait
rcon sv_client_cmdrate_difference 30                 ;rconwait
rcon sv_client_interpolate 1                         ;rconwait
rcon sv_client_max_interp_ratio 1                 ;rconwait
rcon sv_client_min_interp_ratio 1                 ;rconwait
rcon sv_client_predict 1                         ;rconwait
rcon sv_pausable 0                                 ;rconwait
rcon sv_pure_kick_clients 1                         ;rconwait
rcon sv_pure 2                                         ;rconwait
rcon sv_rcon_log 1                                 ;rconwait

rconwait

rcon say ...esl_tf2.cfg initialised! (Version: 06.12.2007)
rcon say GOOD LUCK AND HAVE FUN!
rcon say www.esl.eu

rconwait

// END OF CONFIG[/PHP]
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 楼主| 发表于 2007-12-18 12:34:57 | 显示全部楼层 来自 中国–辽宁–抚顺

回复: TF2重生时间问题?

现在sourcemod已经汉化完了!就差这个CFG设置了!TF2的PS排行也在汉化中!
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发表于 2007-12-18 20:18:15 | 显示全部楼层 来自 中国–福建–龙岩

回复: TF2重生时间问题?

你理解错了。
我意思是,死亡后在屏幕中间有个提示,距离重生还有x秒。
如果mp_showrespawntimes 0,就不显示。如果为1才显示。
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 楼主| 发表于 2007-12-20 09:02:11 | 显示全部楼层 来自 中国–辽宁–抚顺

回复: TF2重生时间问题?

哦!原来是这样!我想把重生时间调整为1秒或者0秒!看来还是其他参数控制的!
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发表于 2007-12-20 10:54:58 | 显示全部楼层 来自 中国–福建–龙岩

回复: TF2重生时间问题?

我在玩的时候感觉。
如果死亡次数多了。等待重生的时间反而变大了。:D
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发表于 2008-1-2 16:59:03 | 显示全部楼层 来自 中国–湖南–株洲

回复: TF2重生时间问题?

快速重生可以通过 sourcemod插件实现
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 楼主| 发表于 2008-1-5 08:14:03 | 显示全部楼层 来自 中国–辽宁–抚顺

回复: TF2重生时间问题?

Post by moyiwei
快速重生可以通过 sourcemod插件实现

哦?没找到那个参数!
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