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AFK Kicker.

Posted: Wed Nov 20, 2013 6:22 pm
by DLC for Half Life 3
I think there should be an afk kicker. So when the servers full and there are afks that have been afk for 3+ rounds are kicked. That seems fair, right?

Re: AFK Kicker.

Posted: Wed Nov 20, 2013 9:39 pm
by TheRedDuncan
This usually never happens (being AFK that long) and if they are, a mod/admin/Chinese monks usually kick them.

Re: AFK Kicker.

Posted: Wed Nov 20, 2013 11:40 pm
by Alex
What Duncan said.
Staff members sometimes go AFK as well, to have a "better view" of how the current players act and such.
Might actually be added though, it seems like something I can do for fun (I would obviously add something to make staff members immune to it).

Re: AFK Kicker.

Posted: Thu Nov 21, 2013 8:24 am
by TheScourge96
Alex wrote:What Duncan said.
Staff members sometimes go AFK as well, to have a "better view" of how the current players act and such.
Might actually be added though, it seems like something I can do for fun (I would obviously add something to make staff members immune to it).
I think he meant like...no activity at all.
If an admin goes "AFK" to have a "better view" of the current players, then they're still active
I think DLC meant something that's scripted to find inactivity
So like
If you're completely inactive for 3+ rounds (no movement whatsoever), then it would kick you

Re: AFK Kicker.

Posted: Thu Nov 21, 2013 8:39 am
by Soul
Yeah he knows... He was just saying that because he was explaining how he has to add immunity to staff

Re: AFK Kicker.

Posted: Thu Nov 21, 2013 9:44 am
by Alex
TTT already has an AFK "move-to-spec" feature. I'm not sure how I would go and make something check if the spectator moves. I'm not sure if it's the same as a normal non-spec player.

Re: AFK Kicker.

Posted: Thu Nov 21, 2013 11:14 am
by TheScourge96
Soul wrote:Yeah he knows... He was just saying that because he was explaining how he has to add immunity to staff
Yeah but what if a staff goes LEGIT AFK and just sits there and doesn't come back for hours?
Alex wrote:TTT already has an AFK "move-to-spec" feature. I'm not sure how I would go and make something check if the spectator moves. I'm not sure if it's the same as a normal non-spec player.
I think it'd be the same code as the "move-to-spec" feature because it's kind of the same basis: It bases if you're actually active as in moving the mouse or camera. Wouldn't it?

Re: AFK Kicker.

Posted: Thu Nov 21, 2013 11:45 am
by Alex
Might be possible to do something like that, but I have a few questions (feel free to say anything those that pay attention, I'm usually asleep when the server is active):
1. Is it needed? Do we really have that full of a server often?
2. More or less a continuation to question #1, but even with a full server how many are really AFK for 3+ rounds?

Re: AFK Kicker.

Posted: Thu Nov 21, 2013 11:52 am
by TheScourge96
Alex wrote:Might be possible to do something like that, but I have a few questions (feel free to say anything those that pay attention, I'm usually asleep when the server is active):
1. Is it needed? Do we really have that full of a server often?
2. More or less a continuation to question #1, but even with a full server how many are really AFK for 3+ rounds?
You'd be surprised.
It's never been FULL.
I've only not been able to join it for being full once and that was a long time ago
However it has gotten pretty close
Like
2 slots left available
And at one time there were only 2 slots? There were about 5-6 people sitting AFK and not active for around 4 rounds.

Re: AFK Kicker.

Posted: Thu Nov 21, 2013 12:01 pm
by Alex
If there has been 2 slots left empty for people to join and there are AFK people, then notify the staff members that are on to kick AFK people. I'm not too keen on actually coding something like that, because I don't feel like it's really that needed on the server. (Even though I have a base idea on how I should do it)
We'll see though.