Not the FlagRewardMode when the TeamSize is larger than the number of people in the zone. Thats were some funky math starts to happen, where it can do things such as only multiply by 2 or half a million. Mackieman asked because his zone has TeamSize set to a large number (its two teams against each other), and when only a couple of people are in the game, the jackpots sometimes go higher than hour long games with tons of people. And ?jackpot shows a tiny number before it hits.
a dead fish - Sun Aug 27, 2006 10:49 pm
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Would also be very interested in how the server.ini variable affects this...
NoFlagRewardLimit=(0 or 1)
Mackieman - Mon Aug 28, 2006 1:29 am
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Clearly, the answer is 42.
Anyway, thanks to MGB and Shanky for helping us sort this mess out. I'm currently delegating the task of data entry to my team since I would have to take a day off work to get it all done myself. After this is complete and we have a clear picture of what happens in the case where the freq size is the same or smaller than the total zone population, I hope to discuss it with PriitK and see if he has any insight into the issue of the fuzzy math. Barring that, does anybody have JeffP's number?
K' - Mon Aug 28, 2006 3:58 am
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I see.
I do believe this issue was adressed at Infantry with the introduction of a parameter dictating amount of people required to be in the arena prior to beginning an event (flag, KoTH, etc.).
grazzhoppa - Mon Jan 11, 2010 1:17 pm
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Reviving this old thread.
How is the ?jackpot calculated before winning it:
Do the bounties of players who die get added it to? Any other elements affect it's running total?
JoWie - Tue Jan 19, 2010 2:35 pm
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Only a percentage (in settings) of a players bounty when they die. nothing more