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-   -   [L4D] Player Stats (Co-op and Versus) - Alpha Build 81 (https://forums.alliedmods.net/showthread.php?t=104488)

muukis 09-24-2009 06:54

[L4D] Player Stats (Co-op and Versus) - Alpha Build 81
 
*KLICK* >> Public Alpha (build 81) released! << *KLICK*

Previous releases:
Alpha Build 71
Alpha Build 53

I started working with the Left 4 Dead Player Stats plugin to see if I could add some new features to it like support for Versus. It seems the author (msleeper) cannot currently develop the plugin any further. Currently I am trying to make everything work as specified and polishing all currently working new features. It is no way in a stage of publishing it, but I hope I can release a beta soon to some if not all.

I don't care much about the Survivor mode, since I don't play that pretty much at all. I was hoping I could get some ideas or requests what statistics to write from the Versus game mode.

Here's what I have implemented already:
  1. General support for Versus.
  2. Web GUI support for most currently implemented features.
  3. Stats for the Infected.
  • One point per x amount of inflicted damage (default=1p/5dmg) -> Tank inflicted damage has a divider (default=5).
  • Infected incapacitates a Survivor.
  • Boomer blinds a Survivor.
  • Hunter pounces a Survivor -> nice (dmg>=15) and perfect (dmg>=25).
  • Average values for Hunter pounce damage, Boomer blinded Survivors count, Smoker damage.
  • Awards from Boomer blinds >= 4 Survivors, Hunter does a perfect pounce, all Survivors dead, incapacitating a Survivor, Tank inflicts damage over configured value.
That's all I think???

I have thought about giving some more stats to Smoker and Tank. Smoker could earn awards like Pull To Death and Pull To Edge. Tank could earn awards from incapping the whole Survivor team and... what?

What I am asking is some feedback from what you can read from here. Requests, ideas, anything. Can you help me please?

Horex 09-24-2009 10:06

Re: [L4D] Player Stats (Co-op and Versus)
 
You will make separate stats for Infected and Survivors?

muukis 09-24-2009 11:23

Re: [L4D] Player Stats (Co-op and Versus)
 
No. Only map statistics are separated with the game mode.

Horex 09-24-2009 11:59

Re: [L4D] Player Stats (Co-op and Versus)
 
How to compare Infected statistics to survivor statistics?

muukis 09-24-2009 12:22

Re: [L4D] Player Stats (Co-op and Versus)
 
Quote:

Originally Posted by Horex (Post 942294)
How to compare Infected statistics to survivor statistics?

By points? If the points given from different events from both teams are balanced right, I see no problem in this. Though if the general opinion from this is that they should be separated then so be it. It is quite easily done.

Horex 09-25-2009 04:47

Re: [L4D] Player Stats (Co-op and Versus)
 
Or, give cvar for it ;-)

Horex 09-26-2009 19:19

Re: [L4D] Player Stats (Co-op and Versus)
 
BUMP of subject
+ IDEA
Make team balancer by points in rank?

muukis 09-27-2009 11:31

Re: [L4D] Player Stats (Co-op and Versus)
 
Quote:

Originally Posted by Horex (Post 944529)
BUMP of subject
+ IDEA
Make team balancer by points in rank?

That is a good idea, but it will be something that I'll do after the stats are fully operational. :up:

olj 09-28-2009 07:32

Re: [L4D] Player Stats (Co-op and Versus)
 
Carma to you. Hope you will finish the work soon. Thanx for doing this. A few proposed features - cvar if we should get info on who fired up the tank (this shouldnt be turned on if Incendiary ammo present imo) . Pounce info should consider non-default values for max pounce damage. Team balancer is good, but finish stats first - making 2 things at a time will make things more complicated for coding. Also I'm not sure but would be nice if we can catch tank throwing survivors from the roofs event, dont know if its possible, because it seems they dies from falldamage rather than from tank punch. Survivors stats would be similar to coop ones, but you can add some extras. If you need any help I will help as I can, though there are many more experienced coders than me =)

muukis 09-30-2009 09:42

Re: [L4D] Player Stats (Co-op and Versus)
 
I have been working with this as much as I possible can. It is not very much, since my family needs attention and I am busy at my day work. I have trashed some of the implemented features and rebuilt them differently.

Currently the changes from original version (v1.1.1) are:
  • Friendlyfire hits on bots reduce player points.
  • Friendlyfire Cooldown modes: 0 = Disabled, 1 = Player specific, 2 = General.
  • If only I could remember... was there something else?
Implemented features for Versus game mode...

General
  • Awards: Incapacitated a survivor, Killed a survivor.
  • Points: Damage survivors (Tank has a damage divider).
  • Points from Versus game mode are stored in to different database fields, so comparison and rank can be done game mode dependent.
Hunter
  • Awards: Nice Pounce (dmg>=15), Perfect Pounce (dmg>=25).
  • Statistics: Average and total pounce damage.
Boomer
  • Awards: Perfect Blindness (blinded survivors>=4).
  • Points: Blind a survivor.
  • Statistics: Average and total blinded survivors.
Tank
  • Awards: Bulldozer (dmg>=5000).
  • Points: Hit a survivor with a rock.

Minimum ToDo-list:
  • Smoker pull-over-ledge and pull-to-death detection and awarding.
  • More statistics for Smoker?
  • Tank punch-to-death detection and awarding.
  • Tank incapacitate-or-kill-all-survivors detection and awarding.
  • Point balancing for both teams.

Maybe ToDo-list:
  • Hunter pounce-over-ledge detection and awarding.
  • Boomer explosion-over-ledge detection and awarding.

Of course the ToDo-lists can change, but these are the ones I could think of while writing this post :)

I have problems getting things tested and that is one reason things are slow. I have a server which I am running all the current Alpha versions from the plugin, but I don't have that many L4D friends that could inhabit the server every now and then. Sometimes the server is playing Coop or Survival game modes for a day straight. I do a lot of modifications to the plugin and the database, let it run for a day and then check what kind of data has been generated. That kind of process is slow, but I'll push through. Once all the current features are somewhat working, I'll post a beta and you can make more suggestions, bug reports and other observations.


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