HP Balance 1.5.1
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HP Balance v1.5.1
This plugin tries to balance the game between players by changing players hp in function of their death-kill-ratio on player spawn. This plugin should work with any mod. Install: To install it, just put the hp_balance.sma into the scripting folder, the hp_balance.amxx into the plugins folder and the hp_balance.txt into the data/lang folder. Add hp_balance.amxx to the end of your plugins.ini. Enable the fun-module in your modules.ini. Features: HP Balance supports multilanguage, so feel free to translate it and post the translation here. Configure: Default is a max. difference of 50% from initial health, and a ratio-multiplier of 10, so that 4 deaths and 3 kills would result in (4-3)*10+100=110% of the initial health. More than 150% and less than 50% would be set to 150% or 50% percent. If you want to change this, open the sma-file in a text-editor of your choice, and change those lines: Code:
#define SPAWNS_CONSIDERED 10 // Number of respawns considered for calculation of ratio Tip: If you want to award good players instead of balancing the game, just choose a negative multiplier. Changelog: Version 1.0:
Known Issues: Due to the rolling kill-death-ratio-deadline, the attributed health points are sometimes not reflecting the actual gaming situation instantly. This is intended, but might confuse players and testers. If you know a better formula than the one used, let me know, and I will look what it's impact is. If you want k-d to be considered without rolling dead line, please use tirvial version. Languages:
Which version to choose? If you just want to have hp changed by kill-death-ratio, choose trivial version. If you want the rolling deadline where older kills and deathes are not considered and hp may not change in huge steps, use hp_balance. Both versions need hp_balance.txt . |
Re: HP Balance
Interesting. :)
I've tried with some bots. I'm not sure that it's a good way to show the messages of all players ratio to everyone. Perhaps by adding a say command like /ratio which gives the possibility to the player to show or not his own message. Also it seems that it works fine. ;) |
Re: HP Balance
Your right, that wasn't made intentionally, I changed the 0 to id ;-)
I will test this plugin some days on my own server. If I consider it useful, I will probably add some more functions (like adjusting some of the defines, or a say command instead of per round announcement) |
Re: HP Balance
Reset HUD can be called more then once by a user. block it out... i learned this the hard way...
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Re: HP Balance
Could you plz give me some more details (or a link, where I can read more about this topic?)?
Is there any function like client_spawn which is generic and not NS only? I would not like to do a redundant plugin for DoD, CS, NS and so on ... edit: Did found it by myself: http://forums.alliedmods.net/showthread.php?t=42159 |
Re: HP Balance
Heh, yea sorry i didn't get to show you what i ment. Glad you found it. and Glad i noticed it before VEN. or else this would have gone to unapproved instantly.
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Re: HP Balance
Ah, damn you=)
I was just making somthing similar to this, good job. |
Re: HP Balance
Thx for your hint Trent-Resnor, when I was scripting for amxx the last time, this issue wasn't known that well, and afaik not that well documented. One of my other plugins, afk_kisss has this problem too, I'll fix it soon there even so I never heard about problems with my plugin due to this issue ...
Edit: I consider the development of this plugin terminated. Some of the defines could be cvars, but this would cost some performance without any advantage, as once configured you might not want to change the values all the time. For some maps you might want to disable this plugin, but amxx already give you a handy mechanism o do this. |
Re: HP Balance
Lol i made something liek this one too, it gave rewards also... but it was too damn sloppy :(. Nice job though.
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Re: HP Balance
I tried this plugin for some hours now, seems to be bug free, but I will soon release a version 1.5 which will take in count the number of players in each team ...
The balancing by hp works quite well, it's lot's more fun, when each player has to give his best. Really good players have to watch harder for not getting injured, medium an bad players get more time to shoot accurate and to finally kill something and train their skills ... |
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