A UT2004 mutator to equalize CTF teams.
A healthy competition is the one which is just and objective oriented.
The aim is to encourage the CTF team gameplay and balance the team using a metric. Equalizer acknowledges and measures what denotes overall match awareness, reactivity and commitment towards CTF goals. As of now, the following features are implemented
- CTF Statistics
- Covers
- FlagKills
- Seals
- Broadcasting Events
- MonsterKills and above
- Covers/Seals
- Rewards
- Configurable points and adrenaline for Covers/Seals
- FlagCarrier's location on HUD
There is a long TODO list for balancing teams
- Spawnkill detection?
- A backend for accepting the above statistics along with (points per hour) PPH and comeup with a player rating points (PRP)
- Teams can be shuffled at match start in a way that tries to balance the potential team skill on both sides by aiming for only little difference in combined PRP for the players on each team
- Particularly short first rounds (e.g. caused by skilled players joining shortly after match start) can be reset with another team shuffling and PRP balancing
- Players that join the match can be put specifically on the team that needs additional players
- Players attempting to switch to the winning team can be forced to switch back to their original team
- If teams get uneven during the match (e.g. due to leaving players), rebalancing by size can be triggered either automatically or on player request
- WebAdmin support?
The configurable variables can be found in Equalizer.ini. If it is not provided in the package, it will be generated after the first run.
INI setting | Default value | Description |
---|---|---|
CoverReward |
2 | Reward to be given on providing a successful cover. |
CoverAdrenalineUnits |
5 | Adrenaline given on successful cover. |
SealAward |
2 | When your flag is at home (untouched) and you cover your FC within certain distance from your flag. |
SealAdrenalineUnits |
5 | Adrenaline given on successful Seal. |
SealDistance |
2200 | The radius of the imaginary bubble around the flag for evaluating Seals. |
bShowFCLocation |
true | If set to true, your FC location will be shown in your HUD. |
bBroadcastMonsterKillsAndAbove |
true | If you want to have global broadcast for achieveing MonsterKill or above. |
UniqueIdentifierClass |
UniqueIdentifier.UniqueIdentifier | The <PackageName>.<ClassName> for the serverside class. See UniqueIdentifier for more details. |
FC: Flag Carrier (The player who is carrying the flag)
At this point in time, the Balancing algorithm is fleshed out in full details here.
- The if player starts spectating after returning the flag then the additional score (3, 5 or 7) will not be taken into account for PPH computations. It is due to the Epic's code hooking appropriately is not possible.
In alphabetical order
- Miasma Forums
- People of India
- Piglet
- SmartCTF creators
- Wormbo