I’ll monitor it this weekend and see how it goes
Perhaps you guys should consider to speed up the wait for the next round, I see a lot players leaving the server when they need to wait so long for the next round, when there are 30 players, half the players leave.
You guys should consider to make it faster, because as soon as some players see others leaving, they leave as well.
Like, it's possible to add a little script to detect how many players are online and based on that number, speed up the load for the next map, something like:
if total_players > 51 then do nothing
if total_players < 52 then loadnext map in 15 seconds
if total_players < 40 then loadnext map in 10 seconds
if total_players < 20 then loadnext map in 5 seconds
(** The "code" above is not real scripting, it's just an example of how the logic would work. **)
by doing this,the players don't have to wait too much to play the next round, this works very well when there are just a few players, since most leave at the end of the round.
Edit: A real code on insanelimit plugin with the event "on round end" would look like this:
Perl:
if (server.PlayerCount > 1) { // auto run nextmap
plugin.ConsoleWrite("^b Round over: Skipping delay count for the next round.");
if (server.RemainTickets(1) != server.RemainTickets(2)) {
if (server.PlayerCount > 1 && server.PlayerCount <= 4) {
Thread.Sleep(2*1000); // 2 seconds
plugin.ServerCommand("procon.protected.send", "mapList.runNextRound");
}
if (server.PlayerCount > 4 && server.PlayerCount <= 40) {
Thread.Sleep(16*1000); // 16 seconds
plugin.ServerCommand("procon.protected.send", "mapList.runNextRound");
}
}
if (server.PlayerCount > 40 && server.PlayerCount <= 50) {
Thread.Sleep(18*1000); // 18 seconds
plugin.ServerCommand("procon.protected.send", "mapList.runNextRound");
}
if (server.PlayerCount > 50 && server.PlayerCount <= 60) {
Thread.Sleep(20*1000); // 20 seconds
plugin.ServerCommand("procon.protected.send", "mapList.runNextRound");
}
if (server.PlayerCount > 60) {
Thread.Sleep(30*1000); // 30 seconds
plugin.ServerCommand("procon.protected.send", "mapList.runNextRound");
}
}