Helohelo chums!
The great captain of your favourite Grandfather Australian Power House Team Send For Roar (GAPHTSFR)
presents to my grandchildren my labour of love over the past month(?) or so:
THE SENTIENT CUSTOM SCORING SYSTEM
What is it?
Well, it's a competitive scoring system I devised with my massive throbbing veiny intellect!
Mostly it does the following things:
Modified health bonus calculation
So what I spent the majority of my time on when making this scoring system was being able to modify the health bonus per survivor. This was quite difficult as it required a lot of working in low-level assembly to find a way to do it, but I managed eventually ^____^, I won't bore with the technical workings of it, if you would like to know you can ask me on steamies.
This is the method I use for calculating a survivors health bonus:
(RealHealth / 2) + (TempHealth / (4 x (IncapCount + 1)) + (12 if carrying pain pills)
It's pretty simple, I think.
Definitions:
Real health
Real health is the health you spawn with. In no-kit configs (rotoblin, frustians) you only get 100 of it a map,
otherwise the only way to get it back is with kits.
Temp health
Temp health is what you get when you take pills, or are revived after being incapacitated. It decays at the rate according to a console server variable called "pain_pills_decay_rate", which defaults to the value 0.27. This means that every second you lose 0.27 Temp health. You get 50 temp health from the use of pills, or reset back to 30 when you are revived.
As an example take for instance there was a player called Weis who had 50hp total, 25 of it was Real health, the other 25 is Temp health. Weis hasn't been incapacitated and is carrying uneaten pain pills.
Weis would have a health bonus of 30.
Why? Well, the calculation would go like this:
(25 / 2) =
12 + (25 / (4 * 1)) =
6 +
12 =
30
note: There's no decimal points, everything is rounded down to the nearest whole number.
This means that all damage done to a survivor is directly relates to the overall health bonus of the team.
It also means that being incapacitated is a penalty, so "smart health management" deliberate team incapacitating will most likely always result in a net-loss of health bonus.
There's also a risk/reward relationship with pills because of the static 12 points they give uneaten, teams will have to decide whether it's good to burn the health bonus in return for better chances of survival.
As a perk, you don't need to swap pills around in an attempt to get the maximum health bonus, it doesn't matter who has them, they will always add a static 12 health bonus.
Survivor survival multiplier
Survivor survival multiplier is always locked to 0, meaning that
it doesn't matter how many survivors on your team make it to the safe-room, the only thing that will gain you points for that map are Health bonus + Distance (and map multi if it's not 1.0).
I did this because I think it's the only way to normalize the huge gaping chasm that forms when one team barely makes it and the other team barely falls short.
How do I get it?
This scoring system is for
linux left 4 dead servers only. The reason for that is because I made various modifications to the Left4Downtown sourcemod extension, and I did all of the modifications with linux in mind and haven't cross-compiled or even tried to find the relevant memory offsets in windows, and I probably won't bother to.
So sorry, if you're running a windows dedicated left 4 dead server (you can check by typing "status" into console and it will tell you ) but you're SOL unless you can convince me to convert it or someone else does it for you.
You can download the extension here:
Only registered users can view this
Hidden text
It includes the source & compiled files to the modified version of the Left4Downtown extension and the plugin I use to do the health bonus calculations.
There's no instructions at this point (1am cbf) so if you can't figure it out (should be pretty easy if you've ever installed sourcemod yourself) then bother me on steam and I'll either update this or tell you how.
Disclaimer
I consider this an
ALPHA release, there's probably still many bugs in this scoring system, there's a good chance it might crash your server unexpectedly, produce incorrect scores and/or give weis all your tanks. So don't get all up in ma grill if it does, tough titties bro ***en deal with it u wanna fite me come at me il deck u kunt ok ty luv u.
Conclusion
Everyone discuss. I'm totally open to any different ways of calculating the health bonus or any other ideas people have and would like to hear constructive criticism.
also GETGOOD, that's all
This is what I expect everyone's reaction to be Edited once, 23/5/11 - 11:09pm by Meshu.
Posted on Sunday, 22nd May 2011