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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0001505 | Zandronum | [All Projects] Suggestion | public | 2013-09-13 16:55 | 2014-06-15 22:09 | ||||
Reporter | arkore | ||||||||
Assigned To | |||||||||
Priority | normal | Severity | feature | Reproducibility | always | ||||
Status | closed | Resolution | no change required | ||||||
Platform | OS | OS Version | |||||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0001505: The people have agreed that a sv_removebotswhenserverisempty cvar is needed. | ||||||||
Description | When the server has 1 player, and 1 bot; the "DISCONNECT" event scripts are paused if a player disconnects from the server while fighting. Only the bot remains, therefore everything is frozen/paused. It works fine if the player goes to spectator, but doesn't work if the player disconnects from the server while fighting in-game. The problem is, the "DISCONNECT" (which currently has code to removebots) did not execute yet; it paused before executing. It unpaused(executed) when a player joined back to the server. (The bots were suddenly removed then.) But, we need bots to be removed when no players are on server. | ||||||||
Additional Information | Basically there is no way to ACS script a way to "removebots" when the last player leaves the server(while fighting ingame). I've confirmed them with the people in zamapping channel, and we did some testing too. Here is the long chat log:'http://pastebin.com/RsYnWxeN [^]' We determined that a cvar is needed, such as sv_removebotswhenserverisempty --- For server hosts such as best-ever.org (which provides free server hosting, and currently has over 100 servers running); best-ever frowns upon servers that have bots remaining in them. This would be a useful command. | ||||||||
Attached Files | |||||||||
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Qent (updater) 2013-09-14 14:28 |
After thinking about this a bit, I'm wondering if this is a solution in search of a problem. Provided bots don't consume resources when the server is empty of players (as noted above, the server becomes "paused" when all clients disconnect), the only problem with leaving a bot on is that server browsers might bump it to the top of the list, and that's something that should be solved on the server browser itself. One problem with implementing this is that players will not see that an apparently empty server will suddenly have a bot when they join, and that could change their decision to connect to the server and just be annoying in general. |
arkore (reporter) 2013-09-14 17:16 edited on: 2013-09-14 17:19 |
With regard to what Qent said: A bot would not join when a player connects to the server, only if the mod supports that functionality. But, I see what you're saying. For now, bots would still have to be added by admin/rcon until then. I figured people would become familiar with the "mod" and just know that this mod is scripted to spawn bots when you join/enter the game. The sv_removebotswhenserverisempty is just for removing bots when all players disconnect(disconnect while fighting/playing) from the server, because there is no ACS way of doing this functionality in a mod; well, there is, but the ACS is paused and therefore bot remains on server. --- Interesting what you said about making Doomseeker not show servers(that have a bot) at top of list. Yes, that could make best-ever.org happy; however, we would have to have IDE updated too, no? So, not ideal, I don't think. I think servers(with bots) should still be listed at the top. We need sv_removebotswhenserverisempty. |
Qent (updater) 2013-09-14 20:41 |
Both IDE and Doomseeker have the option not to count bots as players, but it's not enabled by default. |
Blzut3 (administrator) 2013-09-15 00:59 |
Actually it's enabled by default in Doomseeker. |
Watermelon (developer) 2014-06-15 14:31 |
Why can't someone make a script that uses this: 'http://zdoom.org/wiki/PlayerIsBot [^]' To kick bots? |
arkore (reporter) 2014-06-15 17:24 edited on: 2014-06-15 17:25 |
Well, the problem is that the DISCONNECT event will freeze the server until another player joins again. So, the script doesn't finish kicking the bot until another player joins again. Honestly, I don't see this as an issue at all. I see no need to kick the bots when players leave the server. This request is only to satisfy the server providers (such as Best-Ever) who complained about servers having loads of bots in it (with no real players in it) to help boost their server to the top of the servers list or some crap. Feel free to close this ticket. |
Watermelon (developer) 2014-06-15 22:09 |
Alright will do If this is still an issue at any point, please post to re-open the ticket |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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Supporters: | mifu |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
2013-09-13 16:55 | arkore | New Issue | |
2013-09-14 14:28 | Qent | Note Added: 0007186 | |
2013-09-14 17:16 | arkore | Note Added: 0007191 | |
2013-09-14 17:19 | arkore | Note Edited: 0007191 | View Revisions |
2013-09-14 20:41 | Qent | Note Added: 0007192 | |
2013-09-15 00:59 | Blzut3 | Note Added: 0007193 | |
2014-06-15 14:31 | Watermelon | Note Added: 0009377 | |
2014-06-15 14:31 | Watermelon | Status | new => feedback |
2014-06-15 17:24 | arkore | Note Added: 0009469 | |
2014-06-15 17:24 | arkore | Status | feedback => new |
2014-06-15 17:25 | arkore | Note Edited: 0009469 | View Revisions |
2014-06-15 22:09 | Watermelon | Note Added: 0009490 | |
2014-06-15 22:09 | Watermelon | Status | new => closed |
2014-06-15 22:09 | Watermelon | Resolution | open => no change required |
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