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[TF2] Skillsrank


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Author
CrancK
Senior Member
Join Date: Jan 2009
Location: Netherlands
Plugin ID:
834
Plugin Version:
0.9.0
Plugin Category:
Statistical
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    TF2 Skills Player Rank with Speed Run Timer
    Old 04-07-2009 , 11:39   [TF2] Skillsrank
    Reply With Quote #1

    Basically all i did, was translate the plugin from amx to sourcemod, so i'll let the original readme do the all talking (bit modded though )


    * TF2 Skills Player Rank with Speed Run Timer
    *
    * by Lt Llama for tfc & Remade for TF2 by Cranck
    *
    *
    * Thanks to:
    * - Lt. Llama
    * - MikeJS
    * - P3tsin
    * - Everyone else that helped make this..
    *
    * WHAT IS THIS?
    * ====================
    * The TF2 skills community has never had an ingame ranking system, like other mods
    * where you can count how many frags you got by using what. Skillsrank solves
    * this by using a difficulty setting for each map. This is added to a map cfg which
    * is read by this plugin, When a player finish a map with a difficulty setting he
    * triggers a goal model and data is saved to two SQL tables.
    *
    * If the map config has coords for the start model it spawns it and you have a
    * speedrun timer.
    *
    * Skillsrank is designed so you can only finish and collect points ONE time during
    * the current loaded map. This is to not get a skewed collection of points because
    * someone continuosly collects points on an easy map.
    *
    * WHAT IS CALCULATED?
    * ===================
    * - How many maps you finished and compared to others
    * - Which class you finished with
    * - How many points you have collected and compared to others
    * - First and last time you finished a map on the server
    * - Your best speedrun on the current map
    * - The all time high speed run on the current map
    * - The average difficulty of finished map (UBER factor)
    * - The top 5 players in 3 categories 1. Ubers, 2. Finished maps, 3. Collected
    * points.
    *
    * WHAT IS AN UBER?
    * ================
    * UBER is someone who have finished at least the amount of maps defined by:
    * #define uberCount 10. When someone finished in this case 10 maps the plugin
    * divclientes <sum of collected points>/<number of finished maps>. It then compares
    * these players average difficulty and sort it. The top 5 gets into the /top 5 list.
    * This is to encourage playing harder maps. If you play easier maps your average
    * drops.
    *
    * CONTENT OF SQL TABLES
    * =====================
    * Table skillranks (1 row for each player)
    * ================
    * - steam client
    * - nickname
    * - number of times finished the map
    * - total collected points
    * - average of all points collected
    * Table skillmaps (1 row each time someone finish a map)
    * ================
    * - steam client
    * - nickname
    * - map name
    * - player class (all Tf2 classes)
    * - date
    * - time
    * - difficulty
    * - speedrun time
    *
    * MAP CONFIGS
    * ===========
    * Map configs goes in tf/cfg/mapscfg/
    * Map configs is added by admins with ADMINFLG_GENERIC access.
    * Use sr_adminmenu to add or manipulate current map config data.
    *
    * THIS PLUGIN NEEDS AN SQL DATABASE TO WORK
    * =========================================
    * If you don't have SQL forget this. If you have it then see to that you have set
    * $moddir/addons/sourcemod/configs/databases.cfg
    *
    * INSTALLATION
    * ============
    * _ Create the folder tf/cfg/mapscfg and put all cfg files there
    *
    *
    *
    * SETTINGS YOU MAY CHANGE
    * =======================
    * Change to whatever you like under "// Customizable globals" below and recompile.
    *
    * FUTURE PLANS FOR THIS PLUGIN
    * ============================
    * - Leet custom stuff attached to top5 players on 4 cathegories: Ubers, High rankers,
    * most finished maps and speed runners (on current map)
    * - Allow players to keep speed running the current map and update db. Now only the first
    * run i saved.
    * - Ability to say YES or NO to if you want the ranks to be saved on the current map.
    * If NO you can speed run but it wont be saved.
    *
    * USER COMMANDS
    * =============
    * - say '/difficulty' to show difficulty (number between 1-100)
    * - say '/top5' to show top 5 players in 3 cathegories (finished times, total points, average difficulty)
    * - say '/mapStats' to show your stats on the current map.
    * - say '/stats' to see your overall stats.
    * - 'sr_stoptimer' = Client command to stop speed run timer
    * - 'sr_adminmenu' = Admin tool to add coords and difficulty

    To Do:

    -changing the start and goal model, to either a stock tf2 model or a custom one, atm the plugin is using a hl2 model

    (anyone reading this that perhaps either: has a model i could use for this, or know of a stock tf2 model which can be a prop_physics_override?, ideally it would simply be a tile, with 2 skins, 1 with an F on it, 1 with an S, where people can stand on, to start the timer)

    -finishing making cfg files for all the jump maps out there atm, and getting several good jumpers or a community vote or something, concerning difficulty ratings for maps.

    REQUIREMENTS:

    Dukehacks

    Note on files:
    the zip file contains the .cfg files for jump maps, i'll update it with more .cfg as more maps will be released and for finetuning difficulty ratings
    Attached Files
    File Type: zip Skillsrank.zip (4.2 KB, 2068 views)
    File Type: sp Get Plugin or Get Source (skillsrank.sp - 1307 views - 81.0 KB)
    File Type: smx skillsrank.smx (28.1 KB, 1400 views)

    Last edited by CrancK; 05-20-2009 at 03:31.
    CrancK is offline
    Lt Llama
    Senior Member
    Join Date: Aug 2004
    Old 04-07-2009 , 14:38   Re: [TF2] Skillsrank
    Reply With Quote #2

    Thanks CrancK for going through my sloppy code and even port it to TF2.
    I hope you can get it to work for FF to.

    I didn't know CrancK until he one day showed up on our TFC skills community forum Euroskillz and started
    to ask questions about the TFC conc and rocket physics.

    I soon realised that it wasn't another dreamer who had some wild ideas for TF2 but a very serious
    guy who wanted TF2 to be even better, by merging some of the old TFC stuff into it.
    All games seems to go the same ay after a couple of years, People start to mod it, spice it up, and
    when the skill levels increase people wan't to do harder things. I think TF2 is ripe for that and
    I hope this and CrancK's other plugins will be useful for this.

    TFC had the same development. Clean CTF with no weird addons. But that soon ended with a lot of crazy shit
    people started to do with it. One of these things where concing, rocket jumping and pipe jumping. One year after
    the release of TFC came the first concmap. The goal: use concs to get from start of the end passing the differant jumps.
    This became the ultimate physics and movement challenge and started off a massive addiction to these kinds of maps (some
    even claimed it caused TFC to die, but thats just evil lies).

    If your goal is having a frag blast and don't want to spend entire evenings on a single insane jump, trying to beat it,
    this is nothing for you. But the reward of this kind of challenge is huge for those that get addicted. An addiction that
    can last for years, or even a decade (yea, sad but true, some people are still only concing in TFC, after 10 years).


    The original purpose of Skillsrank was to add some more reward to concers.
    You could start collecting points by finishing concmaps.
    The harder maps you finish, the higher average score.
    Or compete with others and beat their speedruns.
    Some love stats and some hates it. But it added something that had been missing for the game play to be more attractive.
    I hope it will add something fun to TF2 to.

    Gj CrancK and I will try it out soon.

    Some hints for future updates
    -----------------------------
    * We quickly grew out of the #define maxPlayersInDB 400 so I use 2000 now.
    * A levelling system
    * Add /clipon by Hlstriker as a part of the plugin
    * Block teleporters during speedruns
    * PHP pages for web stats
    * Add team restrictions in the cfg. Often rjump and conc use to be differant teams in TFC.
    __________________
    A dodo: Used to describe someone without common sense and who always has the pathetic confused look on their face when a question is asked.

    Last edited by Lt Llama; 04-07-2009 at 14:47.
    Lt Llama is offline
    CrancK
    Senior Member
    Join Date: Jan 2009
    Location: Netherlands
    Old 04-17-2009 , 07:15   Re: [TF2] Skillsrank
    Reply With Quote #3

    (patch)update,

    fixed a chatmessage from stopping plugin execution
    fixed convar's not resetting
    fixed some motd bugs
    CrancK is offline
    drwhooo
    Member
    Join Date: Dec 2009
    Old 12-06-2009 , 11:13   Re: [TF2] Skillsrank
    Reply With Quote #4

    Id really like to run this, but can someone explain how this dudehack stuff fits into it?
    drwhooo is offline
    CrancK
    Senior Member
    Join Date: Jan 2009
    Location: Netherlands
    Old 12-08-2009 , 16:48   Re: [TF2] Skillsrank
    Reply With Quote #5

    dukehacks is used for detecting hits with the start and finish models, though its now outdated i think...


    in a couple of days i'll probably have a test server once again, i'll look into converting it from using dukehacks, to be using sdkhooks instead, since that one is up to date
    CrancK is offline
    drwhooo
    Member
    Join Date: Dec 2009
    Old 12-09-2009 , 00:22   Re: [TF2] Skillsrank
    Reply With Quote #6

    I think i got it running (finally figured out how to complie it and all) though the ingame menu (the /top5 that sort of thing) doesnt seem to be working. If your interested in working on this more send me a PM. We might be able to work something out with my jump server.
    drwhooo is offline
    CrancK
    Senior Member
    Join Date: Jan 2009
    Location: Netherlands
    Old 01-30-2010 , 13:12   Re: [TF2] Skillsrank
    Reply With Quote #7

    i am working on updating the plugin to sdkhooks, and i've nearly finished a non-sql version, expect an update to the first post somewhere next weekish(?)
    CrancK is offline
    Lt Llama
    Senior Member
    Join Date: Aug 2004
    Old 02-09-2010 , 02:59   Re: [TF2] Skillsrank
    Reply With Quote #8

    What's sdkhooks? Mod support?

    Keep up the good work CrancK!
    __________________
    A dodo: Used to describe someone without common sense and who always has the pathetic confused look on their face when a question is asked.
    Lt Llama is offline
    CrancK
    Senior Member
    Join Date: Jan 2009
    Location: Netherlands
    Old 02-09-2010 , 05:05   Re: [TF2] Skillsrank
    Reply With Quote #9

    ey Lt Llama,

    long time no see

    sdkhooks is an extension that allows sourcemod to have a touch hooks (which is obviously very much needed if you need to touch a start and finish )

    btw, do you happen to know wether the FF people switched to the OrangeBox engine already? (or hell, i don't even know...maybe scripting sourcemod for other games/mods is the same, but without the tf2_stocks include?, probably not a question for you though )


    EDIT: hmm... just checked a plugin from HLstriker, which looks as if sourcemod works exactly the same, so you know what... the moment i update the first post, i'm gonna try and also make a FF version (because i'm probably not good enough to make it so it finds out which game it is by itself and have a multimod-support version)

    EDIT2: on second checking.... theres no way of getting a players class in ff.... hmmm....

    Last edited by CrancK; 02-09-2010 at 05:22.
    CrancK is offline
    Lt Llama
    Senior Member
    Join Date: Aug 2004
    Old 02-09-2010 , 12:29   Re: [TF2] Skillsrank
    Reply With Quote #10

    Scuzzy over at the FF forum said today:

    Quote:
    Originally Posted by Scuzzy
    Yes. There is currently a 2.41 release being worked on to fix some minor bugs. Planning for 2.5 began in June of 2009 and is slated to be the Steam-Works release on the HL EP1 engine. There is no tentative release date for 2.5 at this time. There will more then likely be a post-2.5 OB release, but plans for this have not yet been worked out.
    I don't know what it takes for them to move it to OB, lot's of coding I'm afraid. But I hope we will see it this year. Not being part of SteamWorks is kind of crippling. I keep you updated.
    __________________
    A dodo: Used to describe someone without common sense and who always has the pathetic confused look on their face when a question is asked.
    Lt Llama is offline
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