ScoreSave mutator

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MrLoathsome
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Re: ScoreSave mutator

Post by MrLoathsome » Sat Oct 09, 2010 11:51 pm

Well I got the code added to hopefully fix those issues with spectators.

Made a bunch of attempts, but nothing I tried seems to fix those issues with the
reconnecting players Times and FPS stats.

I think it is related to a variable TimeAcc that is defined in the PlayerReplicationInfo.uc, but is never actually
replicated. My attempts to replicate that pretty much failed.

Anyway here is the latest version. If you can fix that problem, go for it.
Last edited by MrLoathsome on Tue Nov 30, 2010 4:05 am, edited 1 time in total.
blarg

iloveut99
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Re: ScoreSave mutator

Post by iloveut99 » Sat Nov 06, 2010 1:03 pm

Thanks, definitively I need to take a look at this. I may also modify the code to add a conf file to allow admins to save the score with a desired time interval.

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Re: ScoreSave mutator

Post by Qwerty » Sat Nov 06, 2010 3:03 pm

thanks everyone for ignoring me :/
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iloveut99
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Re: ScoreSave mutator

Post by iloveut99 » Sat Nov 06, 2010 4:37 pm

Qwerty wrote:does this actually work with smart ctf? because when you get a gpf or have to reconnect your points will be restored but not your frags. thanks
You gave the answer, if it doesn't restore the frags don't work. Probably you will need to edit it too, to save also the frags in smartctf besides the points.

MrLoathsome
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Re: ScoreSave mutator - update soon

Post by MrLoathsome » Sat Nov 27, 2010 4:37 am

I have tracked down the cause of the bug iloveut reported where the score/deaths were getting reset.

It turns out that in the previous versions, if a player respawned quick enough, they would get set back to the score
they had a moment or to prior.

Looking closer I realized the mutator was actually restoring the players values every time they respawned, and not
just on reconnect. By adjusting that so the PRI values are only restored when the player actually disconnects and
rejoins that bug should be fixed. Always good when an optimization is the answer to a bug fix.

Currently testing beta of this on my servers.

Planning on looking at a few other possible additions to this before I release the next version.

1. Make the timer value a config var.
2. Possibly save some extra values for CTF or other gametypes.
3. Look at saving and restoring the players health value.

Currently, a player could keep an eye on his health value, and simply reconnect if it gets too low, restoring his health
to 100 without getting any deaths. If I can get this to also preserve the current health value, it should discourage that.

Not sure on the ETA for the update. Going to test some more, and perhaps try a few ideas out for fixing those
stat issues.
blarg

iloveut99
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Re: ScoreSave mutator

Post by iloveut99 » Sat Nov 27, 2010 8:49 pm

Nice you find out that bugs. The restore of player value I find it unnecessary however the other 2 points will be nice additions.

Let us know when a new release is out.

MrLoathsome
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Re: ScoreSave mutator

Post by MrLoathsome » Tue Nov 30, 2010 4:09 am

RC5 now available. See post #1 for download.

In order to clean up the thread a bit, I have deleted the various obsolete copies that were attached to various posts, and will place
the current release in post 1.

This version adds the features mentioned a couple posts back.

Qwerty: I have added a few more pawn stat variables to the data being saved and restored by this.
Test and let us know if it now works for your Smart CTF gametype.
blarg

iloveut99
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Re: ScoreSave mutator

Post by iloveut99 » Thu Dec 16, 2010 9:12 pm

I'm running now the latest version in my server, works smoothly and it's effective. :)

The ScoreSave.ini in RC5 zip is broken you may should fix that.

Also maybe a nice implementation should be show a small white message to the player that get the score recovered. (like the admin login message)

Something like this:

"You got your score recovered."

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sektor2111
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Re: ScoreSave mutator

Post by sektor2111 » Sun Jul 01, 2018 8:45 pm

Little bump at SS. Reason: Using this because I have removed Nexgen for the moment from some server - I don't see why was needed after all...

Because I checked various connection types I went to be dropped and I had to reconnect. In a random moment of existence I was dropped after being dead for some network reasons. When I was back I had a surprise, then because I have modified a version into a state code and compatible with MonsterHunt games, I had to adjust something - only a line but important, I'm guessing...:

Code: Select all

				NewPlayer.PlayerReplicationInfo.Score = PlyrScore[i];
				NewPlayer.PlayerReplicationInfo.Deaths = PlyrDeaths[i];
				NewPlayer.PlayerReplicationInfo.StartTime = PlyrStartTime[i];
				if ( PlyrHealth[i] > 10 ) //Added...
					NewPlayer.Health = PlyrHealth[i];
				NewPlayer.DieCount = PlyrDieCount[i];
				NewPlayer.ItemCount = PlyrItemCount[i];
				NewPlayer.KillCount = PlyrKillCount[i];
				NewPlayer.SecretCount = PlyrSecretCount[i];
				NewPlayer.Spree = PlyrSpree[i];

I was thinking that you need to know...
I had to setup various logs for figuring why it did not work in MH...

MrLoathsome
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Re: ScoreSave mutator

Post by MrLoathsome » Sat Jul 07, 2018 6:08 pm

Good catch.

Is there anybody who actually wants or needs an update for this?
blarg

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sektor2111
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Re: ScoreSave mutator

Post by sektor2111 » Sun Jul 08, 2018 5:02 pm

Do what you think it's good - I'll get what's nice.
Aside, another thing occurred. Due to reversal deal with Deaths from MH (any of mine like original), at a moment I was restored with 0 so to speak in MH system - no lives - spectating only in "gameended" state. I removed that because it looks like it's not suitable in such a situation.
Advantage of this toy is that it can be updated without bugging players with packages because it do works perfectly as a nice Server-Side tool.

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