Author |
Message |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/16/2009 13:57:18
|
tgroombr
Dominating
![[Avatar]](/dcforum/images/avatar/959a557f5f6beb411fd954f3f34b21c3.png)
Joined: 11/26/2006 15:05:26
Messages: 211
Location: The Invasion Vault
Offline
|
Szlat wrote:
If you are running a double or triple, and you do superweapon damage (redeemer, bolt, rod, beam, megablast), you only get xp according to the initial damage, not the doubled damage.
For example, a rod against a titan does 90 damage, which gives 16*90/900 = 1.6 experience.
Pick up the double damage, and you now do 180 damage against the titan, but you still only get 1.6 xp.
So killing a titan normally gives 16 xp, but killing it with a rod and DD gives 8.
(The bug is actually in UT2004RPG, but I thought I'd put it here so it is at least recorded)
Is it possible to override this bug in DruidsRPG whereas it would be fixed?
|
TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie
Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *
My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487 |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/16/2009 13:44:40
|
Thè-Hättêr
Wicked Sick!
![[Avatar]](/dcforum/images/avatar/2387337ba1e0b0249ba90f55b2ba2521.jpg)
Joined: 06/09/2008 23:49:41
Messages: 615
Location: Mexico
Offline
|
tgroombr wrote:
Szlat wrote:
If you are running a double or triple, and you do superweapon damage (redeemer, bolt, rod, beam, megablast), you only get xp according to the initial damage, not the doubled damage.
For example, a rod against a titan does 90 damage, which gives 16*90/900 = 1.6 experience.
Pick up the double damage, and you now do 180 damage against the titan, but you still only get 1.6 xp.
So killing a titan normally gives 16 xp, but killing it with a rod and DD gives 8.
(The bug is actually in UT2004RPG, but I thought I'd put it here so it is at least recorded)
Is it possible to override this bug in DruidsRPG whereas it would be fixed?
so you are saying, that every 56 hp in damage you make you gain 1 exp?
(900/56 =16)
can anyone solve this, how much damage you must make to gain 1 exp
|
"Only a few find the way, some don't recognise it when they do, some don't ever want to."
Cheshire, The Cat
Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.
HERE IS MY NEW SKIN ... please take time to download it
MY SKIN--
thanks road
working on a new skill please support and advice would be great |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/16/2009 14:20:07
|
greg11
Wicked Sick!
Joined: 02/10/2008 20:00:40
Messages: 526
Location: Hood River, OR
Offline
|
Thè-Hättêr wrote:
so you are saying, that every 56 hp in damage you make you gain 1 exp?
(900/56 =16)
can anyone solve this, how much damage you must make to gain 1 exp
It depends on the score value of the monster you are damaging.
I think it is:
monster point value * damage / monster hp
|
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/18/2009 12:57:20
|
Elite
Godlike
![[Avatar]](/dcforum/images/avatar/7fa732b517cbed14a48843d74526c11a.jpg)
Joined: 10/21/2007 13:24:50
Messages: 417
Offline
|
okay how come pets for the medics can give the medics killing sprees, rampage, etc... while the sentinels for the engineers cannot. Could this problem also be relevant to the similar one in deathmatch?
When a pet kills another player the xp is given to the owner (I have tested this), but when a sentinel kills another player, no xp is given. Can this be fixed? so the sentinels can give off killingsprees in invasion and xp in deathmatch just like pets do?
|
WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)
My skin: Elite(AI)
Most rocket launcher kills: 459 |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/18/2009 16:42:36
|
tgroombr
Dominating
![[Avatar]](/dcforum/images/avatar/959a557f5f6beb411fd954f3f34b21c3.png)
Joined: 11/26/2006 15:05:26
Messages: 211
Location: The Invasion Vault
Offline
|
I've seen many people complain to the medics about their pet titans bouncing them around. Another reason is the size, but I didn't pay attention to this. I have developed a Titan and Stone Titan that do not bounce team mates or their master in non-team games. Would it be possible to embed these in DCMonsters for use on the server?
Filename |
PetTitans.zip |
Download
|
Description |
The Pet Titans fix by TonyTheSlayer. |
Filesize |
4 Kbytes
|
Downloaded: |
251 time(s) |
|
TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie
Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *
My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487 |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/21/2009 13:49:30
|
Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline
|
Elite wrote:
okay how come pets for the medics can give the medics killing sprees, rampage, etc... while the sentinels for the engineers cannot.
I think I have a fix for this.
Elite wrote:
When a pet kills another player the xp is given to the owner (I have tested this), but when a sentinel kills another player, no xp is given. Can this be fixed? so the sentinels can give off killingsprees in invasion and xp in deathmatch just like pets do?
I think I have a fix for this also. I will submit when I get chance ready for the next build.
|
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/21/2009 21:47:51
|
RoadKill v3.4
Wicked Sick!
![[Avatar]](/dcforum/images/avatar/92fb0c6d1758261f10d052e6e2c1123c.jpg)
Joined: 06/03/2007 18:43:42
Messages: 1085
Location: Resurrection Hub orbiting Canada searching for More Beer
Offline
|
one I have noticed for a while and not thought to submit till now
having 2 weapons (the same type)
when a player dies and drops his weapon you can pick up a second one
this will double your resupply for said weapon,and can create infinite weapons (that shouldn't be infinite)
all you have to do is have one as an infinite (medic inf. too) and one of another other kind is to switch back and forth and your ammo goes to max with the switch to the infinite
also occurs with WMs with denial 2 you get 2 of the weapon you died with
|
http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/21/2009 22:16:03
|
Elite
Godlike
![[Avatar]](/dcforum/images/avatar/7fa732b517cbed14a48843d74526c11a.jpg)
Joined: 10/21/2007 13:24:50
Messages: 417
Offline
|
Thanks szlat ... greatly appreciated, and yes road i have seen that too
|
WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)
My skin: Elite(AI)
Most rocket launcher kills: 459 |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/22/2009 13:39:22
|
tgroombr
Dominating
![[Avatar]](/dcforum/images/avatar/959a557f5f6beb411fd954f3f34b21c3.png)
Joined: 11/26/2006 15:05:26
Messages: 211
Location: The Invasion Vault
Offline
|
RoadKill v3.4 wrote:
one I have noticed for a while and not thought to submit till now
having 2 weapons (the same type)
when a player dies and drops his weapon you can pick up a second one
this will double your resupply for said weapon,and can create infinite weapons (that shouldn't be infinite)
all you have to do is have one as an infinite (medic inf. too) and one of another other kind is to switch back and forth and your ammo goes to max with the switch to the infinite
also occurs with WMs with denial 2 you get 2 of the weapon you died with
I've noticed this for a long time, but never saw it as a bug. I considered it was strange, but didn't think it was against DruidsRPG's will.
|
TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie
Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *
My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487 |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/24/2009 12:37:56
|
Wail
Rampage
Joined: 09/20/2007 21:14:41
Messages: 183
Offline
|
These are pretty obviously bugs/exploits/oversights.
The Infinite weapon thing is actually a somewhat simple fix. The issue is 100% caused by the way the Infinite modifier simply maxes out the weapon's ammo. In DWRPG I changed Infinite weapons to filling the weapon to a lesser amount of ammo, which pretty much removes most of the benefit of weapon swapping like this -- You can still do it, but when you're only going to restore, for example, 30 bullets to your weapon it's basically not worth the time you'd spend switching back and forth.
I am not sure exactly what to do to resolve the Resupply issue. In DWRPG I have a simple and inelegant slash inefficient fix, which is I've got a list of weapons that've already been filled and once Resupply hits them, it won't fill up another copy of that weapon.
My ideal solution would be that Resupply should only apply to certain weapons (e.g. Make an array of all the basic UT weapons and the list cycles through that instead of through all the weapons in the player's inventory). The downside to this approach is that custom weapons don't work, and that won't work for the Monster Mash servers where seeing additional weapons like the Ripper included in a map is not too uncommon.
So what I kind of need to do is create a dynamic array for each of the weapons a player carries, delete duplicates, and then pass ammo. Unfortunately dynamic arrays can't be replicated, though I suppose I could make a fixed size array but this seems potentially problematic as well since I'd have to make a guess about how many weapons a player is gonna be carrying at any one time (and carrying more than that would result in weapons that don't regenerate ammo).
Unfortunately I don't know if there's anything that's going to work perfectly in all cases just due to the competing factors here.
|
|
 |
|