#21
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I'll take a look at switching a quick map between cheesehawk. I would think after a while it would tax the memory if those object stay around. I've tried saving a list of objects created then make sure they are destroyed at battle stop but it does not help.
Ataros - As you mentioned, Statics use less load on the system then Cheifs. But tracking when they are destroyed is critical for objective based missions. On those style of missions when you create a storage depot, or a factory complex that are bombing targets it is the only way to know if those targets are destoryed. Also it does not look good when you setup a static Aircraft at a airport , shoot it up and it never looks damaged. WildWillie |
#22
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Quote:
I do hope statics have a bit more functionality in the future though. Had a lot of talks about it at sukhoi.ru starting from March-April. |
#23
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Another quick question.
Does anyone know what the damagescore value equates too when the OnActorDead method is called. You loop through the DamageScores which gives you a list of AI/Players who damaged the Actor and a score. I was shotdown while flying a ju88 yesterday and the values I had were: Code:
( 11/20/2011 5:10:11 PM ) EventController.deadAC - Victim (3:BoB_LW_KuFlGr_706.000) Shotdown by (RAF238thWildWillie) Score (0.7) ( 11/20/2011 5:10:11 PM ) EventController.deadAC - Victim (3:BoB_LW_KuFlGr_706.000) Shotdown by (56RAF_klem) Score (28.1999999999999) ( 11/20/2011 5:10:11 PM ) EventController.deadAC - Victim (3:BoB_LW_KuFlGr_706.000) Shotdown by (56RAF_Dutch) Score (16.7) ( 11/20/2011 5:10:11 PM ) EventController.deadAC - Victim (3:BoB_LW_KuFlGr_706.000) Shotdown by (56RAF_Witch) Score (68.6000000000004) ( 11/20/2011 5:10:11 PM ) EventController.deadAC - Victim (3:BoB_LW_KuFlGr_706.000) Shotdown by (56RAF_Rumba) Score (34.9) ( 11/20/2011 5:10:11 PM ) EventController.deadAC - Victim (3:BoB_LW_KuFlGr_706.000) Shotdown by (56RAF_Talisman) Score (7.9) I am assuming that each player (not including me) would equally share the kill, but points would be assigned based on their damage score value (The higher the score value, the more points you get) So in the above example, the total score points for all players not including me would be 154.3. With the Ju88 having a total of 200 points available, the points would be given as: Klem (26.2 / 154.3) = .17 * 200 = 34pts Dutch (16.7 / 154.3) = .11 * 200 = 22pts Witch (68.6 / 154.3) = .44 * 200 = 88pts Rumba (34.9 / 154.3) = .23 * 200 = 46pts Talisman (7.9 / 154.3) = .05 * 200 = 10pts Does this sound about right ? RAF238thWildWillie |
#24
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Please do not give all the points to one person. This will cause kill stilling, e.g. attacking bombers which are slightly damaged but will fall down anyway. If initial damager did some small damage he/she must get some points in proportion to damage (maybe he killed the tail gunner but was also killed).
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#25
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In my stats i divide the kill. But not more than 4 players (wich do the most damage).
4 Players every gets 1/4. 3 Players 1/3. 2 Players 1/2. And in the stats i have two sections. kills and shared Kills: 1/2: 1/3: 1/4: |
#26
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Points: I'd be happy with allocating the points for for a kill based on the damage percentage.
Kills: I think Kodiak's idea is a good one. Allocate a kill to no more than 4 players (or AI), so the maximum a player can get in 1 kil; and the minumum is 1/4 of a kill.
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#27
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I like Kodiak's idea for allocating the Kill. No more than 4 players share in the kill. If more than 4 damaged the Actor then only the top 4 will get the allocation of kill (from .25 - 1.0)
The points will be allocated based on the damage score and allocated between the top 4 as well. This will not be an even distributiion, but weighted based on the damage score. Thanks for the input everyone, WildWillie |
#28
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Sorry I still think it is better to allocate kill percentage in proportion to damage percentage. For instance I down a plane but while it is going down a 2nd player would accidentally put 1 bullet into it. Why should I loose 50% of the kill? Again this would motivate kill stealing.
If damage percentage is known it is easy and fair to distribute score only proportionally to it. |
#29
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Good pont Ataros. I will consider this some more. Your second post helped clearify your thought.
WildWillie |
#30
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Another idea which was good in original IL-2 is awarding full score only if a damager landed safely. One of the most difficult tasks on realistic servers is to encourage realistically safe flying. It is only possible if pilots value their virtual life more than their score.
I suggest to include a server side option to count kills only if damager landed safely at a friendly airfield. Maybe add only 10% of score if ditched safely at a friendly territory and 5-7% if bailed out over friendly territory. |
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