http://2cool.free.fr

simulated function Tick(float DeltaTime)
{
    // first call Super.Tick()
    Super.Tick(DeltaTime);
    if (Level.NetMode != NM_StandAlone)
        if (Role != ROLE_Authority)
            return;
    SprintSoundDuration -= DeltaTime;
    if (bSprinting)
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Description
Here you can see how the new version of Deathball is coming along, what's on my todo list and what's already done!



Valid XHTML 1.0!

Changes since Deathball 1.7
06-jul-2003 07:29 PM
done/fixed:
  • PhysicsVolume - pain causing. This no longer works correctly.
  • goal history, show it in hh:mm:ss (atm its mmm:ss)
  • powerup volume for others still way too low
  • Get crouch back
  • no pass lock after switch from tennis to db
  • The first 0.3 seconds after the ball is shot, it bounces away when it hits a player. (Click here to view a picture of it)
  • when ball touches wall set delay time to 0 (you know, the 1s delay to prevent n00b cannon)
  • Remove old score system
  • Floor lag
  • F2 now showing minutes instead of seconds
  • In the beginning use announcer countdown instead of beep sound (3...2...1...)
  • Deathball now counts how long the ball was in the red/blue half
  • F3 displays "(v)" behind volley goals
  • Goal history now only displays the time in HH:MM:SS when the time limit is bigger than 60 minutes
  • The blue colour in F3 now is (0,255,255), much better to read
  • If the ball owner is killed in the enemy penalty zone, it's counted as a missed chance
  • If a player has been kicked for idling, the ball will reset properly
  • You now hear a different sound when you catch the ball
To-do
New Score System:
All start with 50 and can get max 100, min 0
There has to be a constant removal of x points each 10 seconds except for keepers
~~~~~~~~~~~~~~~~~~~~~~~
Goals & Missed Chances

owngoal can be compensated with 5 normal goals
1 goal can compensate 3 missed chances (maybe 3 is too low, but we'll try it)


~~~~~~~~~~~~~~~~~~~~~~~
2nd Assist & 1st assist
2nd gets you x points, 1st gets you 2x


~~~~~~~~~~~~~~~~~~~~~~~
Volleyintercept gets you x
Catchintercept gets you 2x


~~~~~~~~~~~~~~~~~~~~~~~
Touches & Passes
we have to link touches to passes
So when you die without even trying a pass it should substract X
A good pass gets you +X
When you die 0.7 seconds after getting the pass don't count it at all (its the fault of the guy who passed you there, cause you were in a crappy situation)

The ratio of bad and good passes and the missed pass opportunites matter here.
One bad pass can be compensated with 4 good passes (so you dont improve with that ratio, it just stays the same)
Take care: a targetless pass or shot that 'dies' (stops moving) is not considered as pass, neither as bad pass. Just ignore these, they are neutral.
For keepers double the amount of negative x's. (They have an easy job doing good passes and when they do a fault pass the result is baaaad).
A volley-good-pass gets you double amount.


~~~~~~~~~~~~~~~~~~~~~~~
Tackles
Being tackled gets you -x
Exception: You fire a shot 1 second after the tackling
Being killed gets you -2x
Exception: You score 3 seconds after that (often you shoot, get killed, ball goes in)
Tackling gets you x
Exception: Enemy fires a SHOT (no pass shot here!) 1 second after your tackling (this gets you -x for doing a bad tackling)
Killing someone gets you x
Exception: Your own team has the ball and is either in the enemy half or more than 2500 units away from own goal. Gets you -2x.
If ball is flying wait for the next player to get it until to give the point.
If own team still has it give -2x, if other team gets it give x for the kill.


~~~~~~~~~~~~~~~~~~~~~~~
Saves:
We have to judge saves differently. First failsaves:
If there is no defender 1300 units away from the goal and it's being scored against you substract x.
If ball was shot from more than 1450 units (26 meters) substract 5x.
If there is a defender 1300- units away from the goal and its being scored from less than 1450 units substract 2x.
Saves:
If You keep a ball thats shot from 2500+ units away give x
If shot from 1500-2500 units give 2x
If shot from closer than 1450 give 4x
If shot from closer than 1450 and there is no defender 1300 units away from the goal give 6x.


~~~~~~~~~~~~~~~~~~~~~~~
Boost:
Reward booster and boosted player with x if boost successful:
Successfull boost:
-When enemy has the ball and you boost a teammate back and he's closer to the goal than the ball when he lands (does not count when the ball is less than 3500 units away from the enemy goal)
-When boosted player is able to intercept ball within 5 seconds after boost
-When boosted player is able to save ball within 10 seconds after boost
-When boosted player is able to tackle enemy ball carrier within 5 seconds


~~~~~~~~~~~~~~~~~~~~~~~
All in all goals weigth about: 12
Assists: 8
Passes: 2
Tackles: 1
Saves: 4
Intercepts: 2
Boost: 3
Totally uncertain about that tho. Lots of testing required. I guess defenders have the best scores.