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Splitting up Monster/Medic class  XML
Forum Index -> UnrealScript, Coding, Mapping, and 3rd party Mods
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Tentei



Joined: 07/13/2007 15:21:34
Messages: 22
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Ok.... I am so sorry, I ask you guys a bit too much help, as if you didnt need anymore trouble of helping with other people's problems lt... Well, our server came up with splitting up the monster and medic classes, and since they will be getting split up, they will be more advanced(more levels of loaded healing, more monster points and loaded monsters etc...). I made a class called MedicMaster which extends off of RPGClass, and also another one for the monster masters. I changed all the abilities accordingly, and when I went to test this out, I noticed some stuff. First off, when I buy the new classes, I'm still unable to buy Loaded Monsters/Loaded Healing etc... I made sure in the abilities that it says you need to buy the appropritate class first, so that isnt the problem(I'm not talking about the description part in the default properties, I am talking about the static simulated function int cost part). I also noticed that when I buy an official class(Weapon Masters, AM etc...), the new classes I made are still buyable. I think this a problem with the class/RPGclass, and not the abilities. Once again... for like the third or fourth time, can anyone help??
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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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On the whole, it sounds like it should work.
If you have a MedicMaster class, then you should extend AbilityLoadedHealing and check for the MedicMaster class instead of the ClassMonsterMaster. You will need to take care about the call to Super.Cost - that will call the cost function of AbilityLoadedHealing, which will then check for ClassMonsterMaster. You will probably need to call
Super(RPGAbility).Cost instead.

As far as buying other clases, provided your new classes are extended off RPGClass, then it should work ok. Try putting a log statement in your MedicMaster class cost function as it loops through the abilities - when it gets to the bought class (WM/AM) it should return 0 - check which condition is failing.
Tentei



Joined: 07/13/2007 15:21:34
Messages: 22
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Szlat, you have just made my day. All works well now and once again, a big thanks to you!

I will also mention you in credits!!
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Tentei



Joined: 07/13/2007 15:21:34
Messages: 22
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Ok, to stop forum clogging, I will post a some-what similar problem here. Get ready, here is some serious math:

I've managed to get everything working, the purchasing and stuff. Now, on our server, medics are actually a bit offensively powerful. What I did was extend off of RW_Healing, and made it so that the max modifier for it is -1, while the minimum is -5. Since they are negative, I also edited the Damage Bonus to be .30. So, that would mean for each minus, it would deal 30% less damage. So, our maximum DB is 300, which would be 150% damage. I edited the super healer(medic gun) to be a -5, which then would do 150% less damage. So when a medic has maximum damage bonus, his/her medic weapon would do 0%, or normal damage to enemies. I also edited the HealthBonus to be -.03, since the two negatives would cancel each other out to make a positive, so that medics can still easily heal. My only problem now, is them getting experience. I've tried setting the ExpMultiplier in the RW_Healer to a negative, and the ExpBonusPerLevel in the experienced healing ability to a negative, in hopes that it would cancel out the -5 healer, so that they would get exp. This doesnt seem to work however. Does the modifier have to be a positive in order for experience to be gained through healing?
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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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The experience given is calculated by localEXPMultiplier*ValidHealthGiven. Since ValidHealthGiven is positive, you want localEXPMultiplier to be positive.

So for a RW_Healer weapon, ExpMultiplier should be positive.
The RW_SuperHealer can also get its localEXPMultiplier from ArtifactMakeSuperHealer.EXPMultiplier, which is set by AbilityExpHealing.

So it looks to me if ExpMultiplier is positive, it should work?
However, I presume you tried that first and it didn't work?

By the way, you say the max DB is 300. What is the DR of opponents likely to be?
Tentei



Joined: 07/13/2007 15:21:34
Messages: 22
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Szlat wrote:
The experience given is calculated by localEXPMultiplier*ValidHealthGiven. Since ValidHealthGiven is positive, you want localEXPMultiplier to be positive.

So for a RW_Healer weapon, ExpMultiplier should be positive.
The RW_SuperHealer can also get its localEXPMultiplier from ArtifactMakeSuperHealer.EXPMultiplier, which is set by AbilityExpHealing.

So it looks to me if ExpMultiplier is positive, it should work?
However, I presume you tried that first and it didn't work? 


Correct, I currently have ExpMultiplier from RW_Healer and ExpBonusPerLevel from the ExpHealing ability set to positive, tried it out and didnt even get one exp while healing teammates.



Szlat wrote:
By the way, you say the max DB is 300. What is the DR of opponents likely to be? 


... And by this, you mean??
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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Tentei wrote:

Szlat wrote:
By the way, you say the max DB is 300. What is the DR of opponents likely to be? 

... And by this, you mean?? 
You said the medics were too offensively powerful. If the monsters had damage reduction of 300 or 500 then the mdeics wouldn't be. So I presume you are playing with high level players against low level monsters. If you made the monsters a bit stronger, the medics would not be overpowering. Perhaps adjust the balance rather than the code?
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Tentei wrote:

Szlat wrote:
...So it looks to me if ExpMultiplier is positive, it should work?
However, I presume you tried that first and it didn't work? 

Correct, I currently have ExpMultiplier from RW_Healer and ExpBonusPerLevel from the ExpHealing ability set to positive, tried it out and didnt even get one exp while healing teammates. 
And if you set the modifier to be +ve and the HealthBonus to be +ve, then you do get exp? (Just checking everything else is in place)

My guess would be that when you fire a shot at your teammate, the health bar hardly moves. The problem is likely to be you are not healing much, and so not getting much xp.

Question - have you set the HealthBonus to be -ve in both RW_Healer and RW_SuperHealer, or just in RW_Healer?
Tentei



Joined: 07/13/2007 15:21:34
Messages: 22
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Szlat wrote:
You said the medics were too offensively powerful. If the monsters had damage reduction of 300 or 500 then the mdeics wouldn't be. So I presume you are playing with high level players against low level monsters. 


Our server had a stat restart, the highest level player is a weapons master currently around his mid 45's. As for the monster skill, it is set at Masterful. Im not sure what the monster adjustment factor is, but is enabled, and we have about 30 waves total(we are not playing regular invasion, we are playing Invasion X, quite a modification to invasion). I understand that in later waves, medics would really be underpowered in their offensive abilities

Szlat wrote:
If you made the monsters a bit stronger, the medics would not be overpowering. Perhaps adjust the balance rather than the code? 


Once again, Invasion X is quite different from invasion. If we made the monsters harder for our server, we wouldnt even last around wave 9+. There is a "mini-boss" sometimes between waves.
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Tentei



Joined: 07/13/2007 15:21:34
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Szlat wrote:
And if you set the modifier to be +ve and the HealthBonus to be +ve, then you do get exp? (Just checking everything else is in place) 


Yes, everything is working.
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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Tentei wrote:

Szlat wrote:
My guess would be that when you fire a shot at your teammate, the health bar hardly moves. The problem is likely to be you are not healing much, and so not getting much xp.

Question - have you set the HealthBonus to be -ve in both RW_Healer and RW_SuperHealer, or just in RW_Healer? 


I set the HealthBonus only in the RW_Healer to a negative, allowing medics to still be able to do good healing with a negative weapon. 
If you have not set the HealthBonus to be -ve in RW_SuperHealer, then the medic infinity weapon will only heal 1 health at a time, and so give the ExpHealing% of 1 as xp. Not a lot.

The normal RW_Healer weapon only gives 1% exp, and a max -5 in your case weapon only heals for (-5)*(-0.03) = 15% of damage, so if your damage was 100, your xp would be 100*0.15*0.01 = 0.15xp. Not a lot.

Its the SuperHealer that should give the most xp because it takes Exp Healing into account. Try setting the HealthBonus to be -ve in RW_SuperHealer, and see if that makes the medic inifinite weapon work.
Tentei



Joined: 07/13/2007 15:21:34
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Still does not work with setting health bonus to negative. Ok, instead, I may just try setting the super healer to a minimum modifier, and try and decrease the damage, but increase the health bonus so it can heal well. Hopefully that would fix our healing exp problem. My stuff is in ALPHA version on our server, and there are many other things I need to get changed. Thanks for the help Szlat.
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Tentei



Joined: 07/13/2007 15:21:34
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Tentei wrote:
Yes, everything is working. 


HOLD IT!!!!!!! I was only assuming this. Turns out that getting exp from healing does not work for me at all(using my extended healing instead of Druid's)
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