Posted July 14, 2014 This script for SAPP accomplishes the goal of keeping your server's teams balanced. When teams have been unbalanced for 5 seconds, it will warn players that teams are unbalanced. If players manually switch teams, they will not get a death, and will respawn instantly. Otherwise, the next player to die on the bigger team will change teams. Download: team_balance.lua Old 1.0 version It first announces when the teams become unbalanced, and then 5 seconds later it warns that teams will be autobalanced in 10 seconds. If at any time someone switches, joins, or quits resulting in the teams becoming balanced again, the autobalance will cancel. If someone switches teams and makes the game unbalanced, they will be the individual to get balanced back, rather than anyone else. Dropbox (download): https://www.dropbox.com/s/q10bg8ezffqvnwi/team_balance.lua Github (viewing): https://gist.github.com/Halogen002/1b244c211209c85423a9 NeX, Krazychic, JuliquE and 3 others like this Share this post Link to post Share on other sites
Posted July 14, 2014 Fantastic, exactly what we've needed. =] NeX and Floofies like this Oddly, this is familiar to you... as if from an old dream. Share this post Link to post Share on other sites
Posted July 15, 2014 even though once phasor has nolead and with the new speed otimizations, SAPP will be obsolete. Phasor's scripting is just too in depth for SAPP to throw in a few functions and compete. Ah well, until such a time, this will be excellent. Many thanks 002! Share this post Link to post Share on other sites
Posted July 15, 2014 Hah, kind of modernizing Halo a little bit here. Share this post Link to post Share on other sites
Posted July 15, 2014 (edited) Just fixed a small issue where it would say that teams were unbalanced when they weren't once a player joined. This was probably because the player had team 0, which was red. It will have a 2 second delay. Version 1.0.1 now Edited July 15, 2014 by 002 NeX likes this Share this post Link to post Share on other sites
Posted July 16, 2014 Phasor's scripting is just too in depth for SAPP to throw in a few functions and compete. What exactly does Phasor have that SAPP doesn't? Reading and writing arbitrary data to memory? Lots o' Source Code: ➢ https://halo.tools/git/explore/reposGuides:➢ Mapfile Overview➢ Halo Versions and Converters➢ Read Halo's memory in 40 lines of C# Share this post Link to post Share on other sites
Posted July 16, 2014 (edited) What exactly does Phasor have that SAPP doesn't? Reading and writing arbitrary data to memory? Phasor - Bigger and broader. It's older, so it has seen more updates. + More events + More functions + Open source - Function names are only barely legible (readword, writedword, etc.) itwouldbeannoyingifeveryonetalkedlikethis I can't seem to find any documentation for Phasor, other than via offsite links in forum posts. SAPP - Nicer, cleaner, and better flow. It's fairly new. + Makes up for nearly all missing functions with get_var and event variables + Event function names are specified by the scripter, rather than the API + Admins can directly call functions from console, no need to use substrings and an event for listening for commands - Closed source Documentation for SAPP is right on the SAPP website, only one click away. Edited July 16, 2014 by 002 WaeV and Takka like this Share this post Link to post Share on other sites
Posted July 16, 2014 A+ overview. I'd give Phasor points for being open-source. Not sure why SAPP isn't... Kavawuvi likes this Lots o' Source Code: ➢ https://halo.tools/git/explore/reposGuides:➢ Mapfile Overview➢ Halo Versions and Converters➢ Read Halo's memory in 40 lines of C# Share this post Link to post Share on other sites
Posted July 16, 2014 A+ overview. I'd give Phasor points for being open-source. Not sure why SAPP isn't... Sehe's a prick. Oh, and the documentation is a joke. I could take a giraffe with downs, implant a ball point pen into it's top row of teeth, and have it bite paper to give better documentation than xhalo.tk. Kavawuvi and Takka like this Share this post Link to post Share on other sites
Posted July 27, 2014 Hello, I registered here to report the bug. I managing ServerDev.net Halo servers. In race gametype, after team match over and next gametype will be FFA. When FFA race loaded up, lua reported unbalance and attempted to balance the team even through there no team play at that time. And for unknown reason that lua script error forced server to end the match and load next map based on mapcycle. Even that we don't completed race (suppose 5 laps to complete but end up at about 2 laps). I don't think that bug applied to only race; it possible to apply to any gametype that will have switch between FFA/Team gametype. So can you check it? Sorry about my english skills. So hope you understand. Any questions? Best, DB Kavawuvi and xvii like this System specs: MSI Z390-A PRO with i7-8700K, 16GB RAM and Nvidia GTX 1080Ti Share this post Link to post Share on other sites