You learn UnrealScript mainly by reading other people's code. Removing code without an important reason (download size reduction and lack of helpfulness are not important in that sense) is extremely antisocial IMHO.
- 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.
- the closer your flag is from the enemy's flag post base, the more points you should receive for returning it.
- shooting at an enemy that is shooting your team flag carrier should be rewarded more that regular shots, because it's support.
- for flag runs : in an ideal manner, if you capture the flag running all the way or just the last centimeter should NOT be rewarded equally, IMO.
In general, I think the right perspective is to acknowledge and measure what denotes overall match awareness, reactivity and commitment towards VCTF goals (the Things That Need to Be Done, like IMO touching, capturing, killing the flag carrier, returning, and, to an extent, support your team's runner).
The readme is great.What I'd really like to see is something that we can use to ensure the teams are reasonably well balanced at the start of each match (separate from the scoreboard logic so that they can be used separately or together.What you have in there is a lot of information about the players and how they're playing. All that is interesting, but could be made useful by storing that away and using it to balance teams at map start - separating cappers from each other, separating defenders from each other and splitting the other players into roughly even groups to the teams.That would require saving the information to a server and recalling the bits needed as players join.
A UT2004 mutator that provides special team balancing rules for public Onslaught matches.
Ranking is based on ELO Chess ranking.Everyone starts with a rank score of 0. Points are based on how often you trigger positive personal score events, e.g. kills, captures, assists, etc. Against your score are deaths, suicides, teamkills, opposing team scores, etc.The lower the rank of the other player or team is, against whom you score, the less points you will get, so the ripping of weak opponents will get you less rank points, than beating a stronger (in rank) opponent.