RJs effecting eff is an interesting facet, but since everyone does it, I think it works out when comparing to each other.
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Ok, I'll supress RJ's from effecting eff.
Code:if (ca_gametype & CA_MATCH_MODE) { if ((targ.next_team == attacker.next_team) && (attacker.classname == "player")) { if ((inflictor.classname == "grenade") || (inflictor.classname == "missile")) { if (attacker == targ) attacker.stats_rl_frac = attacker.stats_rl_frac + damage;//RJ eff supression dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5; dir = normalize(dir); if (ca_gametype & CA_LOW_SPLASH) targ.velocity = (targ.velocity + ((dir * damage) * 9.66)); else targ.velocity = (targ.velocity + ((dir * damage) * 8)); return; } } }
The way the Rockets Efficiency is calculated is DAMAGE Incurred to enemy DIVIDED by Shot damages Fired. If no damage was incurred for that shot then its a miss. and thus the Total shot damage fired is increased by that last shots damage. (erm make sense?) What is happening is that team damage avoidance was called prior to stats and so, the RJ was calculated as a missed shot
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Pretty much, any shot that doesnt hit an enemy counts as a missed shot.
The above code basically adds the reciprocal of the damage fired thus nulls that shot out. So, rj's are not counted. Should shots hitting teammates not count either?
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I can't think of a reason where hitting a team mate would be anything other than a missed shot. Not a good reason, anyway.
R00k, how possible would it be to implement a countdown-spawn that I mentioned earlier in this thread? The CQL is starting up next week, and if it's anything like QWCA, people will be making matches last hours.
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You said countdown until members teleport to a certain location, but if it's 2v1 or worse a the end, you might as well just kill the last person. Plus, how to determine how to face and place the players fairly when they teleport there? He also mentioned compatibility with other maps, and even if someone was willing to get locations for ALL the current maps, new maps still come out occasionally...
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There are several variables I'm leaving out, and to be honest I'm not entirely sure how the code works.
That being said, what I do know that I have not mentioned is that in CACE they get a 20 second countdown visibly on screen before time runs out, this can be interupted by damage being done on either side.
At this point I'm only interested in DM3. In CACE they would spawn at Pent facing each other. One would be between water and MH (but centered), and the other closer to lifts. Teams would spawn on the same side.
If I knew anything about modding I would test and implement it myself.
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I'm sure this is all well and good, trial and error yadda yadda.
But this only benefits, the observers wanting to get on with the game.
Not really the round at hand. If I had sub 50h/0a and i had 2 opponents with +50h +20a
sure, I will do a song and dance and try to divide them up. Not this 20 second count down just to be decimated in an open area...
either way prior to this CQL tourney, I really dont want to make changes YET to the gameplay as people are signing up with the idea in their head, to play a tournament as the game IS now. But this can be changed for future versions, if the populace wishes.
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