Server-specific setup: Difference between revisions

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For servers running standard maps and standard game modes, the [[Installation|basic installation]] is enough for a functional server, however some game modes conflict with the default settings of Fortress Blast. This can lead to a varying amount of problems, from a poor user experience to serious game-breaking issues. It is always a good idea to tweak the values of the [[ConVars]] if you think Fortress Blast is incompatible with a certain map, game mode or plugin.
{{stub|Bonus round setup is not optimal.}}


The following game modes have special articles, which contain advice on the best possible settings for each of them:
For servers running standard maps and standard game modes, the [[Installation|basic installation]] is enough for a functional server, however, conflicts with the default settings of Fortress Blast Ultra are possible. This can lead to a varying amount of problems, from a poor user experience to serious game-breaking issues. It is always a good idea to tweak the values of the [[ConVars]] if Fortress Blast Ultra is incompatible with a certain map, game mode or plugin.


* [[Arena setup|Arena]]
The following game modes and server features have advice on the best possible settings for each of them.
* [[Gift Hunt]] (game mode included in Fortress Blast)
 
* [[Mann vs. Machine setup|Mann vs. Machine]]
== Arena ==
* [[PASS Time setup|PASS Time]]
 
* [[Random spawns]] (on maps such as Hold The Flag)
On servers where the {{tf2wiki|Arena}} game mode is a central focus, the rate at which [[powerups]] are dropped on maps without a [[powerup spawns|.json file]] is too infrequent each round. This can be fixed by adjusting the value of the [[ConVars|ConVar]] <code>[[sm_fortressblast_drop_rate]]</code>. A preferred value would be 100, giving everybody the opportunity to collect a powerup. Please note that this setup does not apply to Arena-based gamemodes with shifted balance, such as VS Saxton Hale.
* [[VS Saxton Hale setup|VS Saxton Hale]] (and Freak Fortress 2)
 
* [[Zombies setup|Zombie gamemodes]]
== Bonus rounds ==
 
Fortress Blast contains ways to offload parts of the plugin so that it can be implemented as a bonus mid-game. First, set <code>[[sm_fortressblast_drop]]</code>, <code>[[sm_fortressblast_intro]]</code> and <code>[[sm_fortressblast_powerups_roundstart]]</code> to 0, and allow the plugin to be loaded at all times. Then, at the appropriate time, make the server execute the [[commands]] <code>[[sm_fortressblast]] force</code> and <code>[[sm_respawnpowerups]]</code>.
 
== Gift Hunt ==
 
See the [[Gift Hunt|main article]] for optimal settings.
 
== Mann vs. Machine ==
 
Due to restrictions in Team Fortress 2, there is no way to prevent players from collecting powerups. As a result, all .json files specifying [[powerup spawns]] on {{tf2wiki|Mann vs. Machine}} maps have spawns placed in areas or corners that bots would find undesirable to travel through. Drops can be disabled with the ConVar <code>[[sm_fortressblast_drop]]</code> set to 0 in `tf/cfg/server.cfg` (assuming only Mann vs. Machine maps are run on the server), and bots won't use powerups if <code>[[sm_fortressblast_bot]]</code> is set to 0.
 
On the other hand, if the intention is for bots to use powerups, drops can be utilised for this purpose. Even though it is not possible to control players using powerups, it can be controlled which teams drop them. Set <code>[[sm_fortressblast_drop]]</code> to 2 and <code>[[sm_fortressblast_drop_team]]</code> to 3 in the aforementioned .cfg file, and adjust <code>[[sm_fortressblast_bot_min]]</code>, <code>[[sm_fortressblast_bot_max]]</code> and <code>[[sm_fortressblast_drop_rate]]</code> to your liking. Using this method, bots will drop powerups behind them for other bots to collect.
 
== PASS Time ==
 
In {{tf2wiki|PASS Time}}, the Special attack key is used for players to call for a pass. If the key is repeatedly pressed or held down, the player will be kicked from the server for spamming the call command. For this reason, it is not ideal to have the Special attack key also assigned to using powerups in Fortress Blast. To fix this, it is recommended that in the .cfg files for each PASS Time map on the server, the ConVar <code>[[sm_fortressblast_action]]</code> be set to reload, or some other action that is not attack3.
 
== Maps with random spawns ==
 
Maps with randomised spawns (such as [https://gamebanana.com/maps/cats/8775 Hold the Flag maps]) may have custom spawn protection that grants newly spawned players ÜberCharge for a limited amount of time. This adversely affects the powerups [[Magnetism]] and the [[Ultra Powerup]], for the map recognises the movement of players forced by these powerups as 'spawning', and thus gives them unintended immunity. To disable Magnetism, it needs to be removed from the bitfield <code>[[sm_fortressblast_powerups]]</code>. To disable the Ultra Powerup, set <code>[[sm_fortressblast_ultra_rate]]</code> to 0.
 
== VS Saxton Hale ==
 
VS Saxton Hale (or Freak Fortress 2) has one player on the BLU team with an enormous pool of health. Because of this, the game mode would be thrown out of balance if drops or the [[powerups]] [[Mega Mann]], [[Frost Touch]] or the [[Ultra Powerup]] were enabled. All of these only serve to diminish the effectiveness of the Hale because of how they are one-sided benefits for the RED team. Drops can be disabled by setting <code>[[sm_fortressblast_drop]]</code> to 0. To disable Mega Mann and Frost Touch, they need to be removed from the bitfield <code>[[sm_fortressblast_powerups]]</code>. To disable the Ultra Powerup, set <code>[[sm_fortressblast_ultra_rate]]</code> to 0.
 
== Zombie gamemodes ==
 
There are multiple zombie-related gamemodes for Team Fortress 2, but the information presented here is based on two in particular: Zombie Survival and Zombie Fortress. Other zombie gamemodes often share similarities with one or the other.
 
=== Zombie Survival ===
 
In Zombie Survival, the BLU team can only use melee, and the RED team must use buildings to block their enemies. Because of this stark contrast between the two teams, it is difficult to implement Fortress Blast. Drops are mostly used by one team, so they should be disabled by setting <code>[[sm_fortressblast_drop]]</code> to 0. Additionally, the powerups [[Time Travel]], [[Mega Mann]], [[Frost Touch]] and the [[Ultra Powerup]] should be disabled. To disable the regular powerups, they need to be removed from the bitfield <code>[[sm_fortressblast_powerups]]</code>. To disable the Ultra Powerup, set <code>[[sm_fortressblast_ultra_rate]]</code> to 0. Lastly, [[Blast]] presents problems where the RED team's buildings can easily be destroyed, so <code>[[sm_fortressblast_blast_buildings]]</code> should be set to 0 to prevent this.
 
=== Zombie Fortress ===
 
Zombie Fortress (or Super Zombie Fortress) has the same problems as listed above, but in addition to this, its maps are very long and linear, based around several objectives that the RED team must run to capture. Each of these take a while to capture, meaning the RED team spends a lot of time waiting. For this reason, there should be fewer [[powerup spawns]] in intermediate areas, and a greater number near crucial areas like Control Points. Also, since the RED team is constantly moving forward in the map, at no point will an Engineer's Teleporter ever be of use, so [[Teleportation]] should be removed from the bitfield <code>[[sm_fortressblast_powerups]]</code>.

Revision as of 20:46, 4 March 2020

This article is a stub, meaning that it is incomplete. There may be an issue with the described feature preventing the article from being finished.
Notes: Bonus round setup is not optimal.

For servers running standard maps and standard game modes, the basic installation is enough for a functional server, however, conflicts with the default settings of Fortress Blast Ultra are possible. This can lead to a varying amount of problems, from a poor user experience to serious game-breaking issues. It is always a good idea to tweak the values of the ConVars if Fortress Blast Ultra is incompatible with a certain map, game mode or plugin.

The following game modes and server features have advice on the best possible settings for each of them.

Arena

On servers where the Template:Tf2wiki game mode is a central focus, the rate at which powerups are dropped on maps without a .json file is too infrequent each round. This can be fixed by adjusting the value of the ConVar sm_fortressblast_drop_rate. A preferred value would be 100, giving everybody the opportunity to collect a powerup. Please note that this setup does not apply to Arena-based gamemodes with shifted balance, such as VS Saxton Hale.

Bonus rounds

Fortress Blast contains ways to offload parts of the plugin so that it can be implemented as a bonus mid-game. First, set sm_fortressblast_drop, sm_fortressblast_intro and sm_fortressblast_powerups_roundstart to 0, and allow the plugin to be loaded at all times. Then, at the appropriate time, make the server execute the commands sm_fortressblast force and sm_respawnpowerups.

Gift Hunt

See the main article for optimal settings.

Mann vs. Machine

Due to restrictions in Team Fortress 2, there is no way to prevent players from collecting powerups. As a result, all .json files specifying powerup spawns on Template:Tf2wiki maps have spawns placed in areas or corners that bots would find undesirable to travel through. Drops can be disabled with the ConVar sm_fortressblast_drop set to 0 in `tf/cfg/server.cfg` (assuming only Mann vs. Machine maps are run on the server), and bots won't use powerups if sm_fortressblast_bot is set to 0.

On the other hand, if the intention is for bots to use powerups, drops can be utilised for this purpose. Even though it is not possible to control players using powerups, it can be controlled which teams drop them. Set sm_fortressblast_drop to 2 and sm_fortressblast_drop_team to 3 in the aforementioned .cfg file, and adjust sm_fortressblast_bot_min, sm_fortressblast_bot_max and sm_fortressblast_drop_rate to your liking. Using this method, bots will drop powerups behind them for other bots to collect.

PASS Time

In Template:Tf2wiki, the Special attack key is used for players to call for a pass. If the key is repeatedly pressed or held down, the player will be kicked from the server for spamming the call command. For this reason, it is not ideal to have the Special attack key also assigned to using powerups in Fortress Blast. To fix this, it is recommended that in the .cfg files for each PASS Time map on the server, the ConVar sm_fortressblast_action be set to reload, or some other action that is not attack3.

Maps with random spawns

Maps with randomised spawns (such as Hold the Flag maps) may have custom spawn protection that grants newly spawned players ÜberCharge for a limited amount of time. This adversely affects the powerups Magnetism and the Ultra Powerup, for the map recognises the movement of players forced by these powerups as 'spawning', and thus gives them unintended immunity. To disable Magnetism, it needs to be removed from the bitfield sm_fortressblast_powerups. To disable the Ultra Powerup, set sm_fortressblast_ultra_rate to 0.

VS Saxton Hale

VS Saxton Hale (or Freak Fortress 2) has one player on the BLU team with an enormous pool of health. Because of this, the game mode would be thrown out of balance if drops or the powerups Mega Mann, Frost Touch or the Ultra Powerup were enabled. All of these only serve to diminish the effectiveness of the Hale because of how they are one-sided benefits for the RED team. Drops can be disabled by setting sm_fortressblast_drop to 0. To disable Mega Mann and Frost Touch, they need to be removed from the bitfield sm_fortressblast_powerups. To disable the Ultra Powerup, set sm_fortressblast_ultra_rate to 0.

Zombie gamemodes

There are multiple zombie-related gamemodes for Team Fortress 2, but the information presented here is based on two in particular: Zombie Survival and Zombie Fortress. Other zombie gamemodes often share similarities with one or the other.

Zombie Survival

In Zombie Survival, the BLU team can only use melee, and the RED team must use buildings to block their enemies. Because of this stark contrast between the two teams, it is difficult to implement Fortress Blast. Drops are mostly used by one team, so they should be disabled by setting sm_fortressblast_drop to 0. Additionally, the powerups Time Travel, Mega Mann, Frost Touch and the Ultra Powerup should be disabled. To disable the regular powerups, they need to be removed from the bitfield sm_fortressblast_powerups. To disable the Ultra Powerup, set sm_fortressblast_ultra_rate to 0. Lastly, Blast presents problems where the RED team's buildings can easily be destroyed, so sm_fortressblast_blast_buildings should be set to 0 to prevent this.

Zombie Fortress

Zombie Fortress (or Super Zombie Fortress) has the same problems as listed above, but in addition to this, its maps are very long and linear, based around several objectives that the RED team must run to capture. Each of these take a while to capture, meaning the RED team spends a lot of time waiting. For this reason, there should be fewer powerup spawns in intermediate areas, and a greater number near crucial areas like Control Points. Also, since the RED team is constantly moving forward in the map, at no point will an Engineer's Teleporter ever be of use, so Teleportation should be removed from the bitfield sm_fortressblast_powerups.