zerydaa / confogl

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Merge CanadaRox score module #24

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
Copied from Canada post.

http://pastebin.com/eZwBeB6L

Which of course uses the old module system. So to convert this over, I
would only need to do the HookPublicEvent for the map start and the rest
would already be good?

Suggested confogl cvars:

confogl_SM_enable "1"
Obviously enables/disables the scoring system.

confogl_SM_mapmulti_enable "1"
This controls if the scoring gets a 50/50 split, or it is just pure
distance + 1-400 health.

confogl_SM_multiplier "1.0"
This is an extra multiplier that applies to the HB to make it more or less
important (ex. 0.5 + 50hb = 25pts, 1.0 + 50hb = 50pts, 2.0 + 50hb = 100pts,
can be set from 0.25 to 5.0)

confogl_SM_tempmulti_0_incaps "0.25"
confogl_SM_tempmulti_1_incap "0.125"
confogl_SM_tempmulti_2_incaps "0.0"
These control how much temp health is worth after each incap. So with no
incaps, temp health is worth 25% of what real health is worth (so 4temp =
1pt). With 1, its 12.5% of real health, so 8temp = 1pt, and once you are bw
you are worth nothing more than distance. The only problem I see with this
is that once someone is BW, they are no longer worth any points. Maybe
having a base score that the HB is added onto could fix that, so you are
guaranteed a certain amount of points even if everyone has 1hp and is BW.

The one change I would like to have made to the system but couldn't do is
to make all maps worth the same 400/400 (or whatever it may be) and then
determine a map multi for each one that would increase it based on how hard
the map was. So an easy map like TP1 would be 400/400 and a hard/long map
like TP3 would be worth 800/800 or something. Problem is that the game
somehow decides what the distance is worth based on some file with preset
multipliers that I can't seem to find (or it doesn't exist and is hard coded).

Original issue reported on code.google.com by phil...@gmail.com on 10 Apr 2010 at 4:58

GoogleCodeExporter commented 8 years ago

Original comment by phil...@gmail.com on 10 Apr 2010 at 5:25

GoogleCodeExporter commented 8 years ago
The only real bug I see with the scoring system (other than the map multi not 
working 
on custom maps) is related to people being incapped in the saferoom.  By 
default it 
assumes incapped people don't count towards the survival multi, but sometimes 
they do.  
There doesn't seem to be any consistency to this, so in some situations where a 
survivor is incapped in the saferoom, they get an extra multiplier applied to 
their 
survival bonus.

Original comment by Canada.R...@gmail.com on 12 Apr 2010 at 9:18

GoogleCodeExporter commented 8 years ago
This doesn't seem like a huge problem to me. There were similar issues with 
survival
multi in L4D1 which never really affected play, survivors can easily choose to 
revive
a surv before closing the door. Assuming that a surv team gets full x4 multi is 
there
any disadvantage to closing the door with someone down like in L4D1 (ie, 
medpack and
pills etc don't count towards HB)

Original comment by phil...@gmail.com on 12 Apr 2010 at 9:50

GoogleCodeExporter commented 8 years ago
BETA2 Merged it.  It will override the 100/100 scoring if it is also enabled 
but I'd 
suggest leaving it off just so 25/25 gets restored properly after match mode 
resets.

Original comment by Canada.R...@gmail.com on 16 Apr 2010 at 10:33