sprint(caller, "^1You cannot change team, forbidden by the server.\n");
return;
}
- if (team_num && autocvar_g_balance_teams && autocvar_g_balance_teams_prevent_imbalance)
+ if (team_num && autocvar_g_balance_teams_prevent_imbalance && !warmup_stage)
{
entity balance = TeamBalance_CheckAllowedTeams(caller);
TeamBalance_GetTeamCounts(balance, caller);
{
team_index = 1;
}
- // autocvar_g_balance_teams_prevent_imbalance only makes sense if autocvar_g_balance_teams is on, as it makes the team selection dialog pointless
- if (autocvar_g_balance_teams && autocvar_g_balance_teams_prevent_imbalance)
+
+ if (autocvar_g_balance_teams_prevent_imbalance && !warmup_stage)
{
TeamBalance_GetTeamCounts(balance, player);
if ((Team_IndexToBit(team_index) & TeamBalance_FindBestTeams(balance,
void TeamBalance_AutoBalanceBots()
{
// checks disabled because we always want auto-balanced bots
- //if (!(autocvar_g_balance_teams && autocvar_g_balance_teams_prevent_imbalance))
+ //if (!autocvar_g_balance_teams_prevent_imbalance)
// return;
if (intermission_running) return;
set g_teamdamage_resetspeed 20 "for teamplay_mode 4: how fast player's teamdamage count decreases"
set g_balance_teams 1 "automatically balance out players entering instead of asking them for their preferred team"
-set g_balance_teams_prevent_imbalance 1 "prevent players from changing to larger teams"
+set g_balance_teams_prevent_imbalance 1 "prevent players from changing to larger teams during the match"
set g_balance_teams_queue 0 "queue players to maintain balance when they join during the match"
set g_balance_teams_remove 0 "remove excess players from teams to maintain balance when someone leaves (currently does nothing in matches with more than 2 teams)"
set g_balance_teams_remove_wait 10 "seconds to warn everyone before removing an excess player (0 = immediately)"