In ConfigureShard(), brawlSchedule lists one entry per active brawl: days 1-28 of a 28-day cycle (nominal reference: first Monday of 2018), time_intervals as hour pairs (can roll past midnight, e.g. {23,1}; intervals within a day must not overlap; days must not repeat), and a gameplay name. Only entries present in the table can run. The stock file runs three_teams_dm all 28 days in six daily windows.

-- Brawl gameplays: "football", "gtdm", "hunger_games", "one_against_all", "sentinel", "capture_the_base", "atdm", "zombie", "close_distance", "autogen_dm", "three_teams_dm", "april_control"
local brawlSchedule =
{
  { days = { 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28 }, time_intervals = { {1,2}, {9,10}, {15,16}, {17,18}, {19,20}, {21,22} }, gameplay = "three_teams_dm" },
}
_G.BrawlManager_SetupSchedule( brawlSchedule )
For always-on brawls on a localhost, add one line per gameplay with all 28 days and wide intervals. Each gameplay also needs its queue template (see brawl queue nodes) or players will never launch into it. Commented-out examples above the active line show the classic one-brawl-per-day layout.

Comments

5 + 2 =
Solve this simple math problem and enter the result. E.g. for 1+3, enter 4.