Gaming Zone > Unreal Tournament 2004
Freon - balance, bio-camping, classic maps - others (discuss)
kops:
--- Quote from: zeus on March 25, 2023, 22:10 ---If you are planning on changes / improvements to PIG3SPN then my proposed improvement is that admins CANNOT add slots and _HAVE TO_ wait in the spec like everyone else.
--- End quote ---
Well...we could auto kick a random player when joining like we used to on Titan but I fear that may cause an angry thread all of its own!
THOR`:
To be honest, one of the main reasons for me not really playing Freon anymore is the player count, never been a big fan of 12+ player matches, at that point I’d rather just hop in one of the other servers and get some games going, it’s proven difficult in the past however with so many Player slots/spec slots on the main server to encourage people over to the other servers.
Only other things I could live without is full health thaws and the resurrection combo, this can really make the rounds drag on, it’s Freon, cuddle your friends :)
Oh, and bots, I’d limit them to just a single bot for the first person who joins the server to shoot while waiting for people to join, anything beyond that and they just get in the way for the most part.
Other than the things that have already been mentioned there isn’t much else I’d change.
Piglet:
We're sticking closer to 16 players at the moment.
For goose and contrast it's sometimes higher!
Just a few small updates today.
Goop directly on frozen enemy players will result in a red rather than a green splash.
Various code tidies and accessed-none fixes bloating logs - e.g. don't try and count accuracy for bots on stats that don't exist...
holyspam:
--- Quote from: Piglet on March 31, 2023, 11:17 ---
Various code tidies and accessed-none fixes bloating logs - e.g. don't try and count accuracy for bots on stats that don't exist...
--- End quote ---
Sometimes there is a clear solution to all problems :D
Piglet:
People were asking me to look at the Necrocombo priority, so I looked at the existing code and I don't think it's working at all as intended by the original author.
Simplified (as the current code has my addition to prefer non-being thawed playert)
--- Code: --- ThawingBestRezTime = 100000
for(C = Level.ControllerList; C != None; C = C.NextController)
{
if(Misc_Player(C)!=None){
if(Misc_Player(C).LastRezTime<BestRezTime)
MyControllerList.Length = 0;
BestRezTime = Misc_Player(C).LastRezTime;
}
i = MyControllerList.Length;
MyControllerList.Length = i+1;
MyControllerList[i] = C;
}
return MyControllerList[Rand(MyControllerList.Length)];
--- End code ---
That will reset the list of players to choose from each time one with an older last res time is found.
Ok. First time through the player1 was last res'd at time 400. The 400 is "best" time. Array resets and they are added as the only player in the array
Next time through the player2 was last res'd at time 300. The 300 is "best" time. Array resets and they are added as the only player in the array
Next time through the player3 was last res'd at time 620. The array does not reset but the player is added to the list along with player 2
Next time through the player4 was last res'd at time 300. 300 is still the best so the array does not reset but the player is added to the list along with player 2 and 3
Next time through the player4 was last res'd at time 920. The array does not reset but the player is added to the list along with player 2, 3 and 4
The code then chooses a random player 2, 3, 4, or 5 when the intention is to find player 2 and player 4 and choose randomly between them
I've added some new code to be a bit more sensible in which player is chosen:
Thawing priority, soon to be put on the server for a test
1. longest ago res'd dead players who've not left the game and rejoined
2. longest ago res'd frozen players (or rejoined players) not being actively thawed
3. players actively being thawed at the time necro used, longest ago res'd
4. dead bot (random)
5. frozen bot (random)
6. bot actively being thawed at the time necro used (random)
I've left the old code in (configurable at server side) and also left in lots of debug (configuable on/off at server side).
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