Gaming Zone > Unreal Tournament 2004
A Bit of Better Balancing
Piglet:
The Freon process works well - see class Misc_ServerLink extends BufferedTCPLink;
It registers:
games (not really used),
player stats (Rounds, Score, Kills, Deaths, Thaws, Git - of which only rounds and scores are used to get a PPR) - on end of game or when player leaves
It has a request for a player's average PPR
The back-end then does the work around storing the player stats and responding with average PPR for the front end to use at round start to balance the teams (or when the admin calls "teams").
Interesting - the version I used of the back-end is php. I just found this java version: https://www.youtube.com/watch?v=xZXgJogfnKc
The_Cowboy:
Informative tutorial, it is going to be very useful for our purposes. Thanks!
The_Cowboy:
You may have noticed a prototype of team balancer on Warfare. It is already tracking some CTF specific events like covers (https://github.com/ravimohan1991/Equalizer/wiki/Covers) and seals (https://github.com/ravimohan1991/Equalizer/wiki/Seals) and broadcasting them.
Since it is still in alpha stage (bug prone) with a long TODO list, please let us know if you observe anything "funny" or unexpected (something that worked earlier but now broken). Thanks for your patience and contribution 8)
The_Cowboy:
--- Quote from: Gil-galad[The REAL one --- - the closer the guy is from scoring before being killed by an enemy, more the points that should be awarded for the kill, IF the flag is indeed returned. Think of it like an assist on a manta run.
--- End quote ---
Question:
If the Killer gets killed and then flag gets returned, does the Killer still get points?
Also I would note that on killing the FC (flag carrier), you get 3 points by default (1 for the kill and 2 for being FC). Any other added bonus would be at the top of that.
Caracal:
Do you get points for returning the flag (not killing flag carrier)?
I noticed that sometimes you get 3 points, sometimes you dont get any points.
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