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Thread: HAC 2 Release

  1. #211

    Re: HAC 2 Release

    oh right LOL
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  2. #212
    Kid in the Hall Kornman00's Avatar
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    Re: HAC 2 Release

    Quote Originally Posted by Rentafence View Post
    All it would have to do is look at the score list to compare deaths and kills...
    The score list doesn't say how many kills a player has performed since they last respawned. That is only tracked internally in the player's game state data.
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  3. #213
    Senior Member Rentafence's Avatar
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    Re: HAC 2 Release

    Quote Originally Posted by Kornman00 View Post
    The score list doesn't say how many kills a player has performed since they last respawned. That is only tracked internally in the player's game state data.
    If the scoreboard says player A has 3 kills and 6 deaths, and then later says player A has 8 kills and 6 deaths, then obviously they had 5 kills in a row without dieing.
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  4. #214
    Amit's Avatar
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    Re: HAC 2 Release

    I've seen some servers spew out: "PlayerA's spree was ended by PlayerB". So there is some way they are tracking it.
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  5. #215
    Tick Gate 2014 Donut's Avatar
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    Re: HAC 2 Release

    There's "killing spree" and "running riot", so the game itself tracks it anyway. I can't imagine it would be too hard to internally keep track of kills each player has in a row. Increment the counter every time they get a kill, set it to 0 every time they die. Seems easy enough.

    E: you'd need to keep track of that in real time though, because Halo is not a zero-sum game. You cannot just use the kills and deaths of each player on the scoreboard because players can join, leave, and kill themselves at any point in time.
    Last edited by Donut; May 29th, 2014 at 09:44 PM.
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  6. #216

    Re: HAC 2 Release

    Quote Originally Posted by Rentafence View Post
    If the scoreboard says player A has 3 kills and 6 deaths, and then later says player A has 8 kills and 6 deaths, then obviously they had 5 kills in a row without dieing.
    And when you join a server in the middle of somebody's spree? You can't infer anything other than what you see; I assume that was his point.
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  7. #217
    Kid in the Hall Kornman00's Avatar
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    Re: HAC 2 Release

    "Obviously", assuming there was something in the game's scoreboard tracking the fact that hey, five kills ago they were still at 6 deaths. But again the game's scoreboard doesn't track that. There's no 4th dimension to the stock stats. However, as others have pointed out, part of the game does track the killing spree of players (stored in the same game state as the player's name, speed, etc). I'm assuming this is what Btc exposes to the scripts. So what was to m00k's surprise would have no relation to just "look at the score list to compare deaths and kills". That was my overall point.

    I don't know if Btc's system handles players leaving then rejoining. If he uses the method we discussed a while ago (keeping a copy of the relevant game state instead of referencing it directly in the scripts) then he could 'easily' cache old player information for later. However, leaving should still count as a silent death to the game engine, and in any case should reset any spree they had at the time.
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  8. #218
    Senior Member Rentafence's Avatar
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    Re: HAC 2 Release

    Quote Originally Posted by Kornman00 View Post
    "Obviously", assuming there was something in the game's scoreboard tracking the fact that hey, five kills ago they were still at 6 deaths. But again the game's scoreboard doesn't track that. There's no 4th dimension to the stock stats. However, as others have pointed out, part of the game does track the killing spree of players (stored in the same game state as the player's name, speed, etc). I'm assuming this is what Btc exposes to the scripts. So what was to m00k's surprise would have no relation to just "look at the score list to compare deaths and kills". That was my overall point.

    I don't know if Btc's system handles players leaving then rejoining. If he uses the method we discussed a while ago (keeping a copy of the relevant game state instead of referencing it directly in the scripts) then he could 'easily' cache old player information for later. However, leaving should still count as a silent death to the game engine, and in any case should reset any spree they had at the time.
    You're right. Please forgive me I was drinking and was being a rudeass.
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  9. #219

    Re: HAC 2 Release

    I'd need to look at it again but I believe the script actually increments the value on variables and detects streaks off of those.

    spree = spree + 1
    deathspree = deathspree + 1

    That kind of stuff. Not certain if player state data is used, I haven't dissected the scripts enough to tell.
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  10. #220

    Re: HAC 2 Release

    When the feature to require HAC2 in a server is released, will there be an option to disable checking the cheaters ban list? I'd like to have HAC2 required for my custom map servers for both the downloading aspect and the draw distance aspect, but I absolutely hate using global ban lists on my servers. I prefer complete control of who can and who can not play on my servers.

    I'm not supporting cheaters by any means, but I just don't want something on my server that I have no control over. (I always disable VAC in my Steam servers for this very reason).
    Last edited by mywarthog; June 26th, 2014 at 06:36 PM.
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