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High Latency Kick [CLOSED]
#2
The lowest latency player + 500ms.

The minimum the ping kicker will kick you at is 500ms.

So if say the lowest latency player on the server has 15ms, the limit will be 515ms.

Quote:// This file was auto-generated by SourceMod (v1.3.9-dev)
// ConVars for plugin "NetworkTools.smx"


// How many seconds between each check.
// -
// Default: "30"
// Minimum: "0.000000"
nt_checkrate "15"

// How high should I be increasing the Choke Kick value?
// -
// Default: "30"
// Minimum: "0.000000"
nt_choke_addition "45"

// Should this plugin be checking Clients for Choke?
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
nt_choke_enable "1"

// How many checks until a client is kicked for High Choke.
// -
// Default: "6"
// Minimum: "0.000000"
nt_choke_threashold "6"

// Should I even be running?
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
nt_enabled "1"

// Should Kick Messages be Printed to Chat?
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
nt_kickvocalize "1"

// How many checks until a client is kicked for High Latency.
// -
// Default: "6"
// Minimum: "0.000000"
nt_lat_threashold "6"

// How high should I be increasing the Latency Kick value?
// -
// Default: "250"
// Minimum: "0.000000"
nt_latency_addition "500"

// Should this plugin be checking Client Latencies?
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
nt_latency_enable "1"

// Are we using Liam's method from HPK-Lite for getting client latency?
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
nt_liammethod "0"

// Should I be logging kicks?
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
nt_logenabled "1"

// Log Filename Format.
// -
// Default: "%Y_%m_%d"
nt_logformatext "%Y_%m_%d"

// Internal File logging format.
// -
// Default: "%x"
nt_logformatint "%x"

// How high should I be increasing the Loss Kick value?
// -
// Default: "15"
// Minimum: "0.000000"
nt_loss_addition "15"

// Should this plugin be checking Clients for Loss?
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
nt_loss_enable "1"

// How many checks until a client is kicked for High Loss.
// -
// Default: "6"
// Minimum: "0.000000"
nt_loss_threashold "6"

// How many players need to be ingame for any check to occur.
// -
// Default: "12"
// Minimum: "0.000000"
nt_minplayercount "12"

// Warn the player that he has an impending kick comming up.
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
nt_warningvocalize "1"


Messages In This Thread
High Latency Kick [CLOSED] - by Raptor@ - Oct 31 2012, 11:19 AM
RE: High Latency Kick [CLOSED] - by Matt - Oct 31 2012, 11:31 AM
RE: High Latency Kick [CLOSED] - by Raptor@ - Oct 31 2012, 11:36 AM
RE: High Latency Kick [CLOSED] - by Matt - Oct 31 2012, 11:41 AM
RE: High Latency Kick [CLOSED] - by Lieutenant Josh - Oct 31 2012, 02:21 PM
RE: High Latency Kick [CLOSED] - by FenKeN - Oct 31 2012, 03:48 PM
RE: High Latency Kick [CLOSED] - by Matt - Oct 31 2012, 10:28 PM
RE: High Latency Kick [CLOSED] - by Lieutenant Josh - Nov 01 2012, 12:03 AM
RE: High Latency Kick [CLOSED] - by cucubelu - Nov 01 2012, 06:02 PM

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