for (P = Level.PawnList; P != None; P = P.NextPawn)
if (P.IsA('Bot') || P.IsA('TournamentPlayer'))
if ( (P.PlayerReplicationInfo.Score > 2000000000) || (P.PlayerReplicationInfo.Score < -2000000000) )
P.PlayerReplicationInfo.Score = 0;
// InstigatedBy.PlayerReplicationInfo.Score += ActualDamage; //End of bullshit
InstigatedBy.PlayerReplicationInfo.Score += Clamp(ActualDamage,1,ActualDamage/10);
InstigatedBy.PlayerReplicationInfo.Score += Clamp(ActualDamage/10,1,MaxScoreAllowed);
sektor2111 wrote:Where MaxScoreAllowed can be something...
I remember maps(1) where you have to activate a mover that kills a monster instantly regardless how many health it has. Because the normal Trigger-Mover-chain keeps the instigator, he will be responsible for that damage.Aldebaran wrote:you have to make such a huge damage but you need a weapon for this to do so or?
I had a look at that map and did not find anything that manipulates the score.Aldebaran wrote:I would think the score value was manipulated directly by the map to reach over a billion.
Better repair the problem itself than correcting the issues.Aldebaran wrote:So another suggestion for a solution would be to record the actual score of each player
Barbie wrote:Do you use the native MH Gold or have you changed the code?
Aldebaran wrote:Do you mean a score of 2 billion is reached with the ActualDamage variable? For this you have to make such a huge damage but you need a weapon for this to do so or? Also this MaxDamage variable exist already in MH2Gold and I have set it really low. I would think the score value was manipulated directly by the map to reach over a billion.
medor wrote:Replace Skaarj with EvilGrins
Nope it's not that, Chris already mentioned what's the problem somewhere but he was ignored as usual, like in the most of cases when someone is posting an information which has to be taken in serious, but later will come a storm with debates. THIS IS 32 BIT LIMIT problem and insanity for scoring and for a big damage with nothing funny, but it comes also from various map factors triggering a huge damage and then... a huge score accordingly.EvilGrins wrote:Probably answered above, but... typically most players lose points when monsters kill them.
if (M.EncroachDamage > (MaxMonsterHealth+10))
M.EncroachDamage = MaxMonsterHealth+10; //The end of dumbness
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