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[?] ScoreManager

Posted: 2011-10-13 15:49
by Arnoldio
I know the ScoreManagerSetup.con file is there, but as it says in the line "Use this file to tweak scores set from scoreManager", where is the original? file?

How does PR's scoring system works, and where can you tweak it?

Thanks for answers.

Re: [?]ScoreManager

Posted: 2011-10-13 15:53
by Rhino
afaik its done via python, in the "realityscoring.pyc" file. Problem with this is that its a complied python file, so you can't edit it. You will have to PM dbzao if you want to edit it for the non-complied file, but to do that you will probably need to sign a NDA and know python, at least the basics :p

Re: [?]ScoreManager

Posted: 2011-10-13 16:14
by Arnoldio
Yo thanks.

Im not so interested in actual tweaking/adding/modding, i just want to see the numbers, (Mason, what do they mean?! :D ), to get the better understanding of what is done and how its done, purely in order to get more ideas about the scoring system, wich is really meaningless atm, as discussed in the suggestion forum, and afterwards maybe porpose some simpler changes, as i dont really have any python basics.

Re: [?]ScoreManager

Posted: 2011-10-13 16:23
by Rhino
well if its just that I think I can post the basics here (a "#" at the start mean line is not read by the engine).

Code: Select all

SCORE_KILL = 4
SCORE_TEAMKILL = -8
SCORE_SUICIDE = -8
SCORE_REVIVE = 12
SCORE_REPAIR = 12
SCORE_RESUPPLY = 12
SCORE_HEAL = 12
SCORE_TEAMDAMAGE = -4
SCORE_TEAMVEHICLEDAMAGE = -8
SCORE_ASSETS = 100

# multiplies what the killer got
SCORE_ASSIST_COMMANDER = 0.25
SCORE_ASSIST_SQUADLEADER = 0.25
SCORE_ASSIST_SQUAD = 0.25
SCORE_ASSIST_VEHICLE = 0.5

# points limits (deprecated)
REPAIR_POINT_LIMIT = 50
HEAL_POINT_LIMIT = 50
AMMO_POINT_LIMIT = 50
TEAMDAMAGE_POINT_LIMIT = 50
TEAMVEHICLEDAMAGE_POINT_LIMIT = 50

# driver points given for each passenger every interval of seconds
SCORE_DRIVER = 2
SCORE_DRIVER_INTERVAL = 10 

# cp capture points
SCORE_CAPTURE = 50

# cp neutralize points
SCORE_NEUTRALIZE = 50

# defend points for each kill in the defense radius
SCORE_DEFEND = 8 
SCORE_DEFEND_ASSET = 6

# sub score
SCORE_NORMAL = 0
SCORE_SKILL = 1
SCORE_TEAMWORK = 2
SCORE_COMMAND = 3

TOTAL_SCORE = 0
TOTAL_KILLS = 0
TOTAL_DEATHS = 0

WORTHSCHEMA = { 
	'vehicles': {
		VEHICLE_TYPE_JET : [ 20, 20, 0 ], # driver, gunner, passenger
		VEHICLE_TYPE_ARMOR : [ 10, 10, 0 ],
		VEHICLE_TYPE_HELIATTACK : [ 10, 10, 0 ],
		VEHICLE_TYPE_IFV : [ 10, 10, 0 ],
		VEHICLE_TYPE_AAV : [ 8, 8, 0 ],
		VEHICLE_TYPE_APC : [ 8, 8, 0 ],
		VEHICLE_TYPE_HELI : [ 6, 6, 0 ],
		VEHICLE_TYPE_RECON : [ 6, 6, 0 ],
		VEHICLE_TYPE_TRANSPORT	: [ 4, 4, 0 ],
		VEHICLE_TYPE_STATIC : [ 2, 0, 0 ],
		VEHICLE_TYPE_ASSET: [ 20, 0, 0 ],
	},
	'kits': {
		KIT_TYPE_AT : 10,
		KIT_TYPE_ASSAULT : 0,
		KIT_TYPE_ENGINEER : 0,
		KIT_TYPE_MEDIC : 0,
		KIT_TYPE_SPECOPS : 2,
		KIT_TYPE_SUPPORT : 2,
		KIT_TYPE_SNIPER : 10,
		#~ KIT_TYPE_AA : 10,
		#~ KIT_TYPE_PILOT : 2,
		#~ KIT_TYPE_CREWMAN : 2,
		#~ KIT_TYPE_OFFICER : 8,
		#~ KIT_TYPE_MARKSMAN : 5,
		#~ KIT_TYPE_CIVILIAN : 0
	}
	
} 

# Victim will allways be worth this + whats in the WORTHSCHEMA
WORTH_GRUNT = 0
WORTH_SQUADLEADER = 5
WORTH_COMMANDER = 10

# The higher the number, the lower the bonus (without it the bonus can get very high) [1..*]
SURVIVAL_RATING_RESTRAINT = 3

VEHICLE_FACTOR = 4
SOLDIER_FACTOR = 1


There's quite a bit more but that's the basics.

Re: [?]ScoreManager

Posted: 2011-10-13 16:25
by Rudd
yeah the file is pretty easy to understand in its non-compiled form, but you'll definately need to PM dB

Re: [?]ScoreManager

Posted: 2011-10-14 08:01
by Arnoldio
Did PM Db, and thanks for the info so far Rhino!