Quote:
Originally Posted by Mr. Man
I think it would be informative to show the statistics as well when the team loses.
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In this vein I've picked up work on this plugin and have made some changes that I think will help progress the plugin toward being more balanced.
I've attached the version of the plugin's source with my changes. The new weights haven't really been debugged, but I've added the ability to count uber medic kills and
removed the call to reset the stats when a wave is failed, so the stats from the failed wave linger until the wave is restarted or quit as one would expect.
Edit: The plugin now has support for ubers (normal and kritz only) and canteen sharing. It reports the number of ubers and buffs deployed now.
Scoring for these is done such that 2/3 of the damage dealt by someone being ubered or having a canteen shared with them is counted as being done by the respective medic, and in the case of a crit boost, the damage bonus the medic receives is discounted from the damage score of the buffed player. This stacks and does not affect the raw damage shown in the stats window, only the final score. Instead, it affects a hidden stat that I've made visible for debugging (and will probably leave as such) called "adjusted damage", which there are 3 categories of (bot, giant and tank).
The Buff Banners and Jarate (which I tried to score equally, though I imagine it'd make more sense to score the mini crits version higher) are scored as well. Their value is currently determined by going through lists of active buffs (which were added to the source) and determining if there are any which aren't out-prioritized. For example, if someone is receiving a mini crit buff, the damage bonus to the person giving that buff is only received if the buffed player is not also receiving a full crit buff. In the case of a mini crit buff and Jarate, 35/135 of the damage dealt by the player with the buff will be discounted from their score and given to the buff provider instead. In the case of the other soldier buffs, the same occurs except the buffed player still gets full credit for the damage they did in addition to the buff provider receiving the 35/135 bonus.
Bomb resets are now scored as well. The event still doesn't fire reliably, but when it does, all damage done from then until the next "bomb alarm" (times when the announcer says things like "The bomb is close to the hatch" and a loud alarm is heard) is given to both the player who reset the bomb and the player actually dealing the damage (until buff bonuses are accounted for). More than one player can be receiving this bonus simultaneously. That is, if the bomb is reset by more than one player in between "bomb alarms", both will have this bonus for the latter part of that duration. The logic is that because the bomb was reset, all the extra time players have to deal damage is entirely thanks to those who reset the bomb, affording those players who reset the bomb a huge score advantage (as it should, since resetting is so important and beneficial).
Finally, I added new menu options to view the previous, next and current waves. It might be a good idea to add an extra panel that shows the totals for all waves combined.