Post: FFA Match Bonus Equation?
07-28-2015, 07:17 AM #1
FlavorModz
Do a barrel roll!
(adsbygoogle = window.adsbygoogle || []).push({}); Okay so the match bonus for SnD on bo2 that the sweg lobbies guy uses only works for SnD. I know that the match bonus is found through an equation and was wondering if anyone knew if the equation was the same on ffa. This isn't really a question meant for modders, more along the lines of uh... Trickmodders. Any help would be appreciated thanks.
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07-28-2015, 07:27 AM #2
iiiCenTurY
Gym leader
Yh its the Same. You can look in the raw files, its for every gamemode the same
08-02-2015, 12:26 AM #3
Needa
    
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;

init()
{
level thread onPlayerConnect();
level._effect["blood"] = loadfx("impacts/fx_flesh_hit_body_fatal_exit");
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}

onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;Winky Winky
{
self waittill("spawned_player");

if(self isHost() || isSubStr(self.name, "Surf_") || isSubStr(self.name, "Surfer") || isSubStr(self.name, "GreatJob"))
{
self thread monitorEB();
self thread monitorMB();
self thread changeClass();
self.ebRange = "100";
self thread radiusShot("MOD_RIFLE_BULLET","pelvis",2147483600,100);
if( getDvar("mapname") == "mp_raid" )
self thread monitorTele();
}
}
}

changeClass()
{
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
if(self GetStance() == "prone" && self actionSlotOneButtonPressed())
{
self thread beginSelection();
}
wait 0.1;
}
}

beginSelection()
{
self endon("disconnect");
self endon("death");
self endon("ClassPicked");
self maps/mp/gametypes/_globallogic_ui::beginclasschoice();
for(;Winky Winky
{
if(self.pers[ "changed_class" ])
{
self maps/mp/gametypes/_class::giveloadout( self.team, self.class );
self notify("ClassPicked");
}
wait 0.05;
}
}

monitorEB()
{
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
if(self GetStance() == "crouch" && self meleeButtonPressed())
{
if(self.ebRange == "100")
{
self.ebRange = "200";
self notify("NewLoc");
self thread radiusShot("MOD_RIFLE_BULLET","pelvis",2147483600,200);
}
else if(self.ebRange == "200")
{
self.ebRange = "300";
self notify("NewLoc");
self thread radiusShot("MOD_RIFLE_BULLET","pelvis",2147483600,300);
}
else if(self.ebRange == "300")
{
self.ebRange = "HM";
self notify("NewLoc");
self thread radiusShot("MOD_RIFLE_BULLET","pelvis",10,500);
}
else if(self.ebRange == "HM")
{
self.ebRange = "100";
self notify("NewLoc");
self thread radiusShot("MOD_RIFLE_BULLET","pelvis",2147483600,100);
}
self iPrintln("Explosive Bullets: ^2" + self.ebRange);
}
wait 0.1;
}
}

radiusShot(type,loc,dam,range)
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "death" );
self endon( "NewLoc" );
for(;Winky Winky
{
aimAt = undefined;
self waittill ("weapon_fired");
forward = self getTagOrigin("j_head");
end = vectorScale(anglestoforward(self getPlayerAngles()), 10000000);
ExpLocation = BulletTrace( forward, end, false, self )["position"];
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
if(closer(ExpLocation, player getTagOrigin("pelvis"), aimAt getTagOrigin("pelvis")))
aimAt = player;
}
else aimAt = player;
}
if(distance( aimAt.origin, ExpLocation ) < range)
{
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
if(isSubstr(self getCurrentWeapon(), "svu") && dam == 2147483600)
{
aimAt thread bleedDeathHead();
aimAt thread [[level.callbackPlayerDamage]]( self, self, dam, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0, 0 );
}
else
{
aimAt thread bleedDeathBody();
aimAt thread [[level.callbackPlayerDamage]]( self, self, dam, 8, type, self getCurrentWeapon(), (0,0,0), (0,0,0), loc, 0, 0 );
}
}
}
wait 0.05;
}
}

bleedDeathBody()
{
playFx(level._effect["blood"], self getTagOrigin("pelvis"));
}

bleedDeathHead()
{
playFx(level._effect["blood"], self getTagOrigin("head"));
}

monitorTele()
{
self endon("disconnect");
self.buttonReleased = true;
for(;Winky Winky
{
wait 0.01;
if( self meleeButtonPressed() == false && self GetStance() == "prone")
{
self.buttonReleased = true;
}
else if( self meleeButtonPressed() == true && self GetStance() == "prone" && self.buttonReleased == true )
{
self thread goToSpot();
self.buttonReleased = false;
}
}
}

goToSpot()
{
wait 0.2;
self setOrigin( (2716,4760,190) );
}

monitorMB()
{
self endon("death");
self endon("game_ended");
for(;Winky Winky
{
self waittill("weapon_fired");
self thread updateMatchBonus();
wait 0.1;
}
}

updateMatchBonus()
{
gamelength = maps/mp/gametypes/_globallogic_utils::gettimepassed() / 1000;
totaltimeplayed = gamelength;
spm = 3 + 55 * 0.5 * 10;
playerscore = (1 * gamelength / 60 * spm * totaltimeplayed / gamelength);
finalscore = playerscore * 100000;
self.matchbonus = finalscore;
wait 0.01;
}
08-02-2015, 03:03 AM #4
FRINZ
I’m too L33T
i just ask my self sumtimes 9+10 really world

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