* September 22, 2014, 10:17:11 PM
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Come Chat with us live! Learn how HERE!
 
   Home   Help Search Login Register  
Poll
Question: Die to <world> not foe!  (Voting closed: July 03, 2007, 04:52:01 PM)
True dat, word up - 4 (40%)
Only somewhat true - 6 (60%)
False (plz explain) - 0 (0%)
Total Voters: 10

Pages: [1]   Go Down
  Print  
Author Topic: Die to <world> not foe!  (Read 5126 times)
player1


Turrets: +527/-401
Posts: 3062

ohaider!


WWW
« on: July 03, 2007, 04:52:01 PM »

I've been told that dying to enemy structures does NOT count towards their kills needed for stage-up, is this true? It's my understanding that if I die to the enemy structures, I am NOT feeding, since I am not helping them to advance to the next stage. I might be missing from action while I respawn (although that may put me nearer to the enemy with full health) and I might not get my camping bonus for staying alive for two minutes, but I haven't given any member of their team a kill (not even the builders, as far as I know). It doesn't seem to be common knowledge. What's the straight-up truth of the matter: Does dying to the enemy defenses count towards their stage advancement or not?

Also, along those lines, Humans can use falling damage to deprive an enemy of a kill, and either side can use friendly fire to deprive an enemy of a kill and sometimes to get retribution evos/credit for doing it. It's good to apologize to the teammate you are robbing. Tongue
Logged

_Equilibrium_


Turrets: +96/-89
Posts: 1845


« Reply #1 on: July 03, 2007, 05:03:05 PM »

if the human did more damage to the dretch than the turret did, the stage count still goes down. say, the human rifled the dretch with three bullets and the turret did the rest, the stage count still goes down.
Logged
Survivor

*

Turrets: +164/-159
Posts: 1663


« Reply #2 on: July 03, 2007, 05:05:02 PM »

Quote from: "_Equilibrium_"
if the human did more damage to the dretch than the turret did, the stage count still goes down. say, the human rifled the dretch with three bullets and the turret did the rest, the stage count still goes down. also, the human will get creds no mater how many times he shot the dretch. if he shot the dretch one time with the rifle, and the tur does the rest, he gets 35 creds i believe.


If he hit one bullet on the dretch and it got killed by the turret without getting hit by other players he gets the full load (175) iirc.
Logged

I知 busy. I値l ignore you later.
_Equilibrium_


Turrets: +96/-89
Posts: 1845


« Reply #3 on: July 03, 2007, 05:06:00 PM »

hm, orly? well, i guess i will edit my post then. the first part i posted is tru though, right?
Logged
David
Spam Killer
*
*
*

Turrets: +249/-273
Posts: 3543

David


« Reply #4 on: July 03, 2007, 05:13:32 PM »

I though cash was given by what players did what percentage of the damage, ignoring structures.
Stage counters are done by if more than 50% of damage was humans, not buildings.

I may be wrong though...
Logged

Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.
player1


Turrets: +527/-401
Posts: 3062

ohaider!


WWW
« Reply #5 on: July 03, 2007, 05:16:16 PM »

the rifleman may get some or all of the credits, but who gets the kill in the fragcount?

"PlayerOne was killed by a turret"

even if the human got the credits (bounty) it doesn't count as a kill towards stage advancement, does it (the turret got the kill, not the player)?
Logged

Survivor

*

Turrets: +164/-159
Posts: 1663


« Reply #6 on: July 03, 2007, 05:16:37 PM »

Quote from: "David"
I though cash was given by what players did what percentage of the damage, ignoring structures.
Stage counters are done by if more than 50% of damage was humans, not buildings.

I may be wrong though...


also correct last time i checked. I generally keep quiet lately about this though since I don't know how 1.2 will look for real.
Logged

I知 busy. I値l ignore you later.
player1


Turrets: +527/-401
Posts: 3062

ohaider!


WWW
« Reply #7 on: July 03, 2007, 05:20:29 PM »

Quote from: "Survivor"
Quote from: "David"
I though cash was given by what players did what percentage of the damage, ignoring structures.
Stage counters are done by if more than 50% of damage was humans, not buildings.

I may be wrong though...


also correct last time i checked. I generally keep quiet lately about this though since I don't know how 1.2 will look for real.


oh my bad, I though it was solely killcount with kill being awarded to whoever the chatbox said was the killer

I knew about splitting up bounties, 'cuz I like the running headslash (counting coup with a basi) Tongue

also, if someone can show the bit of code where the calculation is done, maybe that would be helpful

people like to yell "don't feed" when they are dretch-camping, and I'm trying to keep the Humans from building outside of their base

it's worth it to die to the turret line if I can destroy a new turret and poison an engineer

then is this true:

bounties are awarded based on which player(s) on the enemy team did what percentage of the damage, ignoring their structures

and

stage counters advance if more than 50% of the damage was caused by the enemy player(s), not their buildings

excluding friendly fire, for now?

also, if anyone knows where to find this in the manual, FAQ, or a wiki, feel free to provide a link, or a sample of the relevant code (would be quite lovely, it would)
Logged

doomagent13


Turrets: +18/-18
Posts: 506


« Reply #8 on: July 03, 2007, 07:28:00 PM »

It's not the code that actually does the computation, but here is a snippet.
Code:
#define DAMAGE_FRACTION_FOR_KILL    0.5f //how much damage players (versus structures) need to
                                         //do to increment the stage kill counters
This is from "tremulous.h".


EDIT:
Here is the the only place it is used.
Code:
 // if players did more than DAMAGE_FRACTION_FOR_KILL increment the stage counters
  if( !OnSameTeam( self, attacker ) && totalDamage >= ( self->client->ps.stats[ STAT_MAX_HEALTH ] * DAMAGE_FRACTION_FOR_KILL ) )
  {
    if( self->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
      trap_Cvar_Set( "g_alienKills", va( "%d", g_alienKills.integer + 1 ) );
    else if( self->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
      trap_Cvar_Set( "g_humanKills", va( "%d", g_humanKills.integer + 1 ) );
  }
This is in "g_combat.c".
Logged
Survivor

*

Turrets: +164/-159
Posts: 1663


« Reply #9 on: July 03, 2007, 08:41:21 PM »

Your statement seems correct at first glance player1. Also I've moved over my old scoring mechanics post.

http://tremulous.net/phpBB2/viewtopic.php?t=830
Logged

I知 busy. I値l ignore you later.
player1


Turrets: +527/-401
Posts: 3062

ohaider!


WWW
« Reply #10 on: July 03, 2007, 08:46:21 PM »

Thanks, Survivor.

'Twould make a lovely MOTD...

50% non-structure dmg for kills for stage-advance/bounties for %dmg for kills

Probably too big...
Logged

Pages: [1]   Go Up
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
TremPlus theme by Ingar, based on AF316 theme by Fedhog
Valid XHTML 1.0! Valid CSS!