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Soda

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Everything posted by Soda

  1. GCFTW_Points_System v2.7.8 released Changelog: - [Performance] Moved retrieval of event variables "headshot" and "weapon_id" inside "if (IsValidClient(attacker) && GetClientTeam(attacker) == SURVIVORS)" block. - [Code QoL] Flipped the condition checking RoundEndCount in Event_Boom function and reformatted the statement handling. - [Code QoL] Replaced "attacker > 0 && attacker <= MaxClients && IsClientInGame(attacker)" with "IsValidClient(attacker)" in Event_Boom function. - [Boomer Rework] Added variables t_TagAnnounce[MAXPLAYERS], p_TagPoints[MAXPLAYERS]. The former is a boolean to indicate whether a player has an active timer for survivor tags, and the latter is the amount of points they have accumulated during the time that timer is active. - [Boomer Rework] Replaced "if (BoomerVictimCount[attacker] > 0)" with "if (!t_TagAnnounce[attacker])" in Event_Boom. - [Boomer Rework] Changed the point reward for boomer tags to the following point reward: "float local_TagReward = 1.00 + ((BoomerVictimCount[attacker] - 1) * 0.25);" - [Boomer Rework] Changed boomer tag announce from 3s to 5s. This is also the duration of time which the 0.25pt bonus will continue to be added to each subsequent tag following the first. - [Boomer Rework] Added -50% point reward scaling for tagging bots. - [Boomer Rework] Modified BoomerPointAnnounce timer to confirm t_TagAnnounce[attacker] is true, changed the print statement to use p_TagPoints[attacker], and to reset the values of both new variables.
  2. GCFTW_Points_System v2.7.7 released Changelog: - [Code QoL] Added enable cvar & handle for bullet counting: e_hTotalBulletsFired and added check at weaponfire event start. - [Code QoL] Added e_hTotalBulletsFired check to !stats command so stat will only show if tracking is enabled. - [Code QoL] Flipped the condition checking RoundEndCount in Event_Infected_Death function and reformatted the statement handling. - [Code QoL] Replaced "attacker > 0 && attacker <= MaxClients && IsClientInGame(attacker)" with "IsValidClient(attacker)" in Event_Infected_Death function.
  3. Use this thread to post about any bugs you encounter in any of the L4D2 servers, as well as any concerns or issues you see or run in to. Be sure to include as much detail as possible, such as the server name/number, date/time of encounter (if necessary), and any other relevant details that could help to resolve it.
  4. Soda

    b oomers

    I'll change the value to 1.00 for boomers and will see how people feel about it
  5. Soda

    b oomers

    The point reward for booming a survivor is set to a flat value which we can control in the config file. Currently it's set as 1.25. My personal take on the point reward would be 1.00 point for booming a player survivor, and 0.50 for a bot survivor. Then similarly I would also cut the common damage bonus in half for damage done to bot survivors by the common. I remember back in the day when it was 2 points per survivor boomed, that was wild lol Anyways let me know what you think
  6. Just had to flip a value in the config - should be back now! Let me know if it still doesn't work
  7. Soda

    Chargers

    Think I am just gonna go ahead and push my points plugin live since it already handles point normalization to 10 damage = 1 point, and adjusts by 50% for bots and for incaps (-75% pts for damage to incapped bots). Strange to hear that about the loot and the scoped weapons - not sure what that's about, but could be caused by the active version of the points plugin as well. Will keep you posted
  8. couldn't tell which plugin it was that caused, but i found the file which has "negro" and seems like a plugins reads from this file and kicks based on it. I removed the word from the file so that guy shouldn't get kicked anymore.
  9. uhhhhhhhhhhhhhhh must be a plugin other than mine - as mine would just rename them. I'll take a look into it, thanks for the info
  10. Soda

    Hordes

    @Mercman I'll take a look at the plugin configuration file and update back to 15pts if required. I don't believe this was intentional - if it was, then I don't recall changing it
  11. fallout london is a pretty crazy level of delivery for a community-sourced project legit better company than bethesda lol
  12. Pretty big update coming to the points plugin soon.

    Will post the changelog once it's live 🤓

  13. Working on tracking some basic stats for infected classes right now. Planning to track general stats of Damage, Incaps, Kills, Deaths per playable infected class, distinguishing between bot vs players same as the weapon stats. When I move on to more specific infected stats, like high pounces, seconds jockeyed, charger collisions, etc. I am thinking those will all be stored separately from these general infected stats. PS. Thinking about adding a 'Top 10' type thing for each stat you can view in game, in case you are curious who has the most Pistol Headshots on Boomers, or something like that lol Might just make each stat selectable in the menu, and if you select it then it will display the top ranks for it..
  14. Version 0.4 live now. Changed the database structure slightly and now the kills values represent total kills (for bots or players) and the headshot values represent the amount of the total kills were by headshots. There are likely to be bugs, so please report anything that looks weird in this thread, or by messaging me in discord! Reminder: use /ranks command to access the stats.
  15. Version 0.3 is live now. Changes: Stats and ranks viewable for all weapon/target options that can be selected currently. Please let me know if you find any bugs! Note that if you don't have any stats registered for a specific weapon/target selection, it will say something like 'no data available'. To Do for v0.4: Add 'all targets' option for each weapon to view total kills/headshots/ranks for each weapon.
  16. FYI - Server 1 is down until I figure out what was causing it to repeatedly reboot

  17. Version 0.2 is ready to go live. Changes: Added the rest of pistol target options. Dynamically handling each target selection. Added rank display for all the pistol stat screens. Don't ask how this is possible in one query, I don't want to talk about it lmao Improved performance of stat updates by reducing database calls. 'Insert record unless conflicts with existing key, then update instead.' Version 0.3 will be coming shortly with handling for the rest of the weapons (except melee, I'll do that later). Shouldn't take long, it's just a bunch of disgusting redundant code
  18. Version 0.1 is live now. Type /ranks to open the menu. Only stat I set up so far to return is pistol --> common kills. That said, all weapons are tracking - they just aren't displayable until i add the logic for them all
  19. Update: Menu is built for first test release. What left to do? Queries returning stats and rankings for selected weapon.
  20. ok i fixed it 🤑

  21. Heads up - latest L4D2 update blew up sourcemod. I am working to fix it asap

  22. Plugin version 2.7.6 Changelog: Renamed plugin file: l4d2_points_system2.1.15 --> GCFTW_Points_System Reworked handling of weapon bonuses (pistol, magnum, sniper) from within the infected death event to it's own function to increment and check values. Separated pistol and magnum variables, enabling different amount of kills required for bonus. Also I fixed these bonuses not awarding as expected (I broke it previously when I added the logic to prevent bonuses awarding from fire, explosions, etc. while having the weapon active, e.g. throwing molly then holding pistol out could award pistol bonus) Server Changelog (May 12, 2024): Moved all server workshop addons to 'disabled' folder, which should prevent the maps rotating to customs automatically, and also fix the black screen many people encountered when joining. The black screen is caused by attempting to download files from the server, but Valve is awesome and only one file can download at a time without a webhosted server to distribute, therefore you end up in black screen. If you encounter this in the future, it can be worked around by entering 'disconnect' in console, then rejoining, and repeat until all files are acquired. Fixed Server #1 not showing up in Steam Group servers.
  23. Update: Database is built. Code is complete for: Incrementing variables for weapon (like 20 tracking right now, everything that shoots bullets), enemy type (common/smoker/jockey/etc.), player type (human/bot), kill type (normal/headshot). Saving player Steam ID to database. Saving linked player names and join count with Steam ID, first connect date/time, last connect date/time. This is set to update on player joining. Saving the weapon stats, i.e. for each player, each weapon, each infected type, bot kill count, bot HS count, player kill count, player HS count. The stats are set to update on round end, meaning if you leave mid-round, the stats won't save. I could probably enhance this in the future to prevent stat loss in case of disconnect prior to round end. What's left before we can test? In-game menu to display your stats and rankings for these different values. command to open menu, select overall stats vs weapon stats, select weapon, run query - display stats and ranking against other players for each stat. Round stat reset upon player disconnect to ensure the same client ID doesn't retain someone else's stats.
  24. @EliteGandalf Good to see you! Yea that's what I was thinking, I'll just dish out 14 day bans when people get caught lacking with cheat addons And as long as there's always a place people can place on a level playing field, should be good!
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