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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 05/11/2007 01:35:26
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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I noticed when looking at one of Ratar_killer's high score posts that the total number of kills was significantly higher than the sum of his weapon kills.
It occurred to me that kills for rod, beam etc are not being logged on the stats page. So, I am proposing to change it to log them.
When a player is killed via TakeDamage, it calls the Invasion.Killed function. This calls TeamPlayerReplicationInfo.AddWeaponKill.
Unfortunately, AddWeaponKill checks that the damagetype is from a weapon, so does not add it.
So, we create a new function AddArtifactKill that we call after we kill something using TakeDamage from an artifact.
Unfortunately, the stats page only stores kills under class<weapon> or class<Vehicle>. Since I do not want to try to modify the TeamPlayerReplicationInfo class to add an array supporting class<Artifact> kills, I think we will need to create a number of dummy weapon classes for beam,bolt,rod,ultima etc to add them to the weapon stats. These will only be as follows:
Code:
class WeaponRod extends Weapon;
defaultproperties
{
ItemName="Lightning Rod"
}
Really just a placeholder for the text.
I should have it done in the next day or so, unless someone shouts nay.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 05/11/2007 14:51:38
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Ok, fix in cvs.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 05/11/2007 15:11:34
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BotFodder
Wicked Sick!
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Joined: 01/13/2006 15:23:41
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If you get this working, I think both Moof and I will be impressed to an extreme.
Moof couldn't wrap his brain around it and I figured it was not possible to do without some major code rewrites.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 05/11/2007 15:21:07
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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try it
(Its not an elegant solution that I can be proud of, but it should work)
The most difficult to test was ultima, because I could never really see how many I had killed in the blast. But it seems about right.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 05/11/2007 16:00:05
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Moof
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Joined: 06/24/2006 19:42:44
Messages: 433
Location: College Park, MD
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BotFodder wrote:
If you get this working, I think both Moof and I will be impressed to an extreme.
Moof couldn't wrap his brain around it and I figured it was not possible to do without some major code rewrites.
Heck, I don't even remember attempting it. I think I blocked the memory of attempting to analyze that code out
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