How to completely disable teams

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qqqqqqqqqqqz
Posts: 6
Joined: Wed Mar 01, 2017 4:24 am

How to completely disable teams

Post by qqqqqqqqqqqz »

I want there to be no teams. Currently when a new player joins they try to join my team, unless they manually select "Create new team/join any." How can I fix that so they automatically join a new team/join no team? Ideally there would be no teams at all on my server but it's ok if each person just joins their own team.

As long as there's no teams in the teams list when there's >1 person online.

Here's my config:

Code: Select all

############################################################################################
#
# Point allocation
#
############################################################################################

SP_SCORE_WIN 0
SCORE_WIN 0        # points you gain for beeing last one alive
SCORE_SUICIDE -1   # points you gain for every stupid death (race
                   # into the rim/your own wall)
SCORE_KILL 1       # points you gain for everyone racing into your wall
SCORE_DIE  0       # points you gain for every time you race into
                   # someones wall

LIMIT_SCORE 100    # score limit (all limits for one match)
LIMIT_ROUNDS 10    # max number of rounds to play
LIMIT_TIME  30     # max time (in minutes)

############################################################################################
#
# Chat stuff
#
############################################################################################

SPAM_MAXLEN 250
VOTING_TIMEOUT 60
VOTING_TIMEOUT_PER_VOTER 15

############################################################################################
#
# Game settings
#
############################################################################################

SP_MIN_PLAYERS 4 # one human -> 3 AIs

# rubber settings
CYCLE_RUBBER 17.0 # high rubber
CYCLE_RUBBER_TIME 1.0 # "timescale rubber is restored on"
                      # lower -> restored faster
CYCLE_RUBBER_SPEED 50
CYCLE_RUBBER_MINDISTANCE 0.02
CYCLE_PING_RUBBER 5
CYCLE_RUBBER_DELAY_BONUS 1.0
CYCLE_RUBBER_MINADJUST 0.08
CYCLE_RUBBER_MINDISTANCE_RESERVOIR 0.005
CYCLE_RUBBER_LEGACY 0
CYCLE_RUBBER_MINDISTANCE_RATIO 9.99868e-005 # what the actual ****
CYCLE_RUBBER_MINDISTANCE_UNPREPARED 0.005
CYCLE_RUBBER_TIMEBASED 1


# other cycle settings
WALLS_LENGTH 1337
SP_WALLS_LENGTH 1337
CYCLE_BRAKE_DEPLETE 0.5
CYCLE_SPEED 20
CYCLE_SPEED_MIN 0.75
CYCLE_TURN_SPEED_FACTOR 0.975
CYCLE_WALL_NEAR 5
CYCLE_SPEED_DECAY_ABOVE 0.15
CYCLE_ACCEL 20
CYCLE_BRAKE_REFILL 0.5
CYCLE_BRAKE 50
CYCLE_DELAY_TIMEBASED 0 # aka distance based


# turning
CYCLE_DELAY .03

# other settings
CYCLE_SOUND_SPEED 20
PING_CHARITY_SERVER 300

#REAL_ARENA_SIZE_FACTOR 0.707107 # idk why
WIN_ZONE_MIN_ROUND_TIME 2147483647
#WIN_ZONE_INITIAL_SIZE 10

# single player settings, active while only one client is connected.
# Either SP_MIN_PLAYERS or SP_TEAMS_MIN must be bigger than 1, otherwise there will
# be no opponent and no meaningful rounds. SP_TEAM_BALANCE_WITH_AIS needs to stay enabled,
# too.

SP_EXPLOSION_RADIUS 4               # blast radius of cycle explosions
SP_WALLS_LENGTH -1                  # cycle trail length
SP_WALLS_STAY_UP_DELAY 5            # cycle trail stay up this long after the cycle's destruction
SP_TEAM_BALANCE_ON_QUIT 0           # balance teams if a member quits?
SP_TEAM_BALANCE_WITH_AIS 1          # balance teams with AI players?
SP_TEAM_MAX_IMBALANCE 1             # maximum team imbalance
SP_TEAM_MAX_PLAYERS 16              # maximum number of players per team ( Don't change, it's meaningless in SP mode anyway. The only effect would be a bug when the second player connects. )
SP_TEAM_MIN_PLAYERS 1               # minimum number of players per team
SP_TEAMS_MAX 16                     # maximum number of teams
SP_TEAMS_MIN 1                      # minimum number of teams
SP_WIN_ZONE_MIN_ROUND_TIME 2147483647# minimum time ( seconds ) the round has to be going on before the instant win zone is activated
SP_WIN_ZONE_MIN_LAST_DEATH 2147483647# minimum time ( seconds ) since the last interesting event ( player death ) before the instant win zone is activated
SP_FINISH_TYPE 1                    # what happens if all human players are dead? 0 for almost immediate round restart, 1 for slow round restart, 2 to let the remaining AIs fight in fast forward mode, 3 to let the AIs fight on normally
SP_GAME_TYPE 1                      # 1 for normal duel, 0 for freestyle ( round only ends when everyone is dead )
SP_SIZE_FACTOR -2                   # arena size factor; increase this by two to double the arena size
SP_SPEED_FACTOR 0                   # cycle speed factor increase this by two to double the speed
SP_AUTO_IQ 1                        # flag indicating whether the IQ of the AIs should be automatically adapted to the player strength
SP_AUTO_AIS 0                       # flag indicating whether the number of AIs should be automatically adapted to the player strength
SP_AI_IQ 100                        # IQ of the AIs
SP_MIN_PLAYERS 3                    # minimum number of players; missing humans are filled up with AIs
SP_NUM_AIS 2                        # minimum number of AIs

# the same settings, active when more than one client is connected

EXPLOSION_RADIUS 4                  # blast radius of cycle explosions
WALLS_LENGTH -1                     # cycle trail length
WALLS_STAY_UP_DELAY 5               # cycle trail stay up this long after the cycle's destruction
TEAM_BALANCE_ON_QUIT 0              # balance teams if a member quits?
TEAM_BALANCE_WITH_AIS 0             # balance teams with AI players? ( set it to 0 to disable AIs completely )
TEAM_MAX_IMBALANCE 1                # maximum team imbalance
TEAM_MAX_PLAYERS 1                  # maximum number of players per team ( set it to 1 to disable teams )
TEAM_MIN_PLAYERS 1                  # minimum number of players per team
TEAMS_MAX 16                         # maximum number of teams
TEAMS_MIN 1                         # minimum number of teams
WIN_ZONE_MIN_ROUND_TIME 2147483647  # minimum time ( seconds ) the round has to be going on before the instant win zone is activated
WIN_ZONE_MIN_LAST_DEATH 2147483647  # minimum time ( seconds ) since the last interesting event ( player death ) before the instant win zone is activated
FINISH_TYPE 1                       # what happens if all human players are dead? 0 for almost immediate round restart, 1 for slow round restart, 2 to let the remaining AIs fight in fast forward mode, 3 to let the AIs fight on normally
GAME_TYPE 1                         # 1 for normal duel, 0 for freestyle ( round only ends when everyone is dead )
SIZE_FACTOR -2                      # arena size factor; increase this by two to double the arena size
SPEED_FACTOR 0                      # cycle speed factor increase this by two to double the speed
AUTO_IQ 1                           # flag indicating whether the IQ of the AIs should be automatically adapted to the player strength
AUTO_AIS 0                          # flag indicating whether the number of AIs should be automatically adapted to the player strength
AUTO_TEAM 1                         # flag indicating whether players should be put into a team automatically
ALLOW_TEAM_CHANGE 1                 # flag indicating whether players should be allowed to join/leave teams
AI_IQ 50                            # IQ of the AIs
MIN_PLAYERS 1                       # minimum number of players; missing humans are filled up with AIs
NUM_AIS 0                           # minimum number of AIs
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