"set g_nNoPlayerPlay" still work in 4.35?
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Does the .cfg option of set g_nNoPlayerPlay still work in 4.35? If not, how long between missions should you time for campaigns so that you don’t lose the player performance effect?
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Still in the code but I’m not aware of to what (if any) extent that’s been tested lately…suspect the team hasn’t looked at this in a very, VERY long time based on comments in the code.
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I’ve also seen a thread from a few years ago where Malc mentioned the value was in minutes when I thought the documentation said hours.
Any idea how long the player performance effect is these days to just avoid using it since g_nNoPlayerPlay is questionable with its effect?
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I’ve also seen a thread from a few years ago where Malc mentioned the value was in minutes when I thought the documentation said hours.
Any idea how long the player performance effect is these days to just avoid using it since g_nNoPlayerPlay is questionable with its effect?
Code says it’s hours, not minutes so there’s that
Current default is 900.
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37 days and something?.. Okay…
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In last TvT Round 4 the value was set to 0 on the server side
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@Bad:
In last TvT Round 4 the value was set to 0 on the server side
Is it a permanent decay or does it disable the feature?
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Code says it’s hours, not minutes so there’s that
Current default is 900.
So does that mean if you don’t use g_nNoPlayerPlay in the .cfg, it takes 900 hours before you lose the player effect? I seem to think it was maybe 2-4 hours by default way back when it became an option.
@Bad:
In last TvT Round 4 the value was set to 0 on the server side
How were missions ran on the server? Seems like it being TvT, 0 setting would offset each other anyway so neither side would get a player effect bump, which seems fair.
Is it a permanent decay or does it disable the feature?
My understanding would be 0 hours (no effect) for the player effect multiplier on the all your side campaign units’ performance, but could be wrong.
The reason why I ask is I like to space out my missions and remember campaigns stalling sometimes because of it so I’ve always had it in my .cfg just in case.
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Forgot about this one myself. Can’t remember if we have this one set on the VG BMS server. Wasn’t it suppose to suspend AI war activity if no one was on the server after the time? Shouldn’t be too hard to test, especially on Day 1 - set it to 1 hour, and come back to check the server in the afternoon to see if objectives have progressed as they typically do on Day 1 (decimation of many air defenses, bases)
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It was partly for servers but it was supposed to not let the player multipler effect wear off after a mission. The player’s performance on a mission will have an effect on your side’s AI unit performance. It was recommended to set it to a long time on a 24/7 campaign server so that if you didn’t fly missions at one point during the day the campaign wouldn’t stall without your effect on the AI because it was enough to make a difference, especially in harder level campaigns.
Old post from another forum but I believe is accurate:
"set g_nNoPlayerPlay #
Possible values 1, increasing incremental
Default is 2sets the hours to run a campaign without suffering player not flying, where # is the number of hours of no player flights.
F.i. if u set 720, these are the hours that the campaign will run without being degraded even if
player doesn’t fly."EDIT: Looks like by some of the posts this has been an setting since at least F4:AF
Also SemlerPDX, this is your thread where you discussed for your server: https://veterans-gaming.com/forums/topic/8957-server-pause/
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Snake122
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Snake122
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