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Score multipler

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  • Decundefined Offline
    Decundefined Offline
    Dec
    Contributor
    wrote on last edited by
    #1
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\zombies\_zm_utility;
    #include maps\mp\zombies\_zm_stats;
    #include maps\mp\zombies\_zm_pers_upgrades_functions;
    #include maps\mp\zombies\_zm_score;
    
    main() {
    	replaceFunc(maps\mp\zombies\_zm_score::player_add_points, ::new_player_add_points);
    }
    
    new_player_add_points( event, mod, hit_location, is_dog, zombie_team, damage_weapon )
    {
        if ( level.intermission )
            return;
    
        if ( !is_player_valid( self ) )
            return;
    
        player_points = 0;
        team_points = 0;
        multiplier = get_points_multiplier( self );
    
    	switch ( mod )
    	{
    		case "MOD_MELEE":
    			self.score += 10 * int(self.pers["level"]);
    			break;
            case "MOD_GRENADE":
                self.score += 10 * int(self.pers["level"]);
    			break;
    	}
    
        switch ( event )
        {
            case "death":
                player_points = get_zombie_death_player_points();
                team_points = get_zombie_death_team_points();
                points = self player_add_points_kill_bonus( mod, hit_location );
    
    			self.score += 10 * int(self.pers["level"]);
    
                if ( level.zombie_vars[self.team]["zombie_powerup_insta_kill_on"] == 1 && mod == "MOD_UNKNOWN" )
                    points = points * 2;
    
                player_points = player_points + points;
    
                if ( team_points > 0 )
                    team_points = team_points + points;
    
                if ( mod == "MOD_GRENADE" || mod == "MOD_GRENADE_SPLASH" )
                {
                    self maps\mp\zombies\_zm_stats::increment_client_stat( "grenade_kills" );
                    self maps\mp\zombies\_zm_stats::increment_player_stat( "grenade_kills" );
                }
    
                break;
            case "ballistic_knife_death":
                player_points = get_zombie_death_player_points() + level.zombie_vars["zombie_score_bonus_melee"];
                self score_cf_increment_info( "death_melee" );
    			self.score += 10 * int(self.pers["level"]);
                break;
            case "damage_light":
                player_points = level.zombie_vars["zombie_score_damage_light"];
                self score_cf_increment_info( "damage" );
    			self.score += 10 * int(self.pers["level"]);
                break;
            case "damage":
                player_points = level.zombie_vars["zombie_score_damage_normal"];
                self score_cf_increment_info( "damage" );
    			self.score += 10 * int(self.pers["level"]);
                break;
            case "damage_ads":
                player_points = int( level.zombie_vars["zombie_score_damage_normal"] * 1.25 );
                self score_cf_increment_info( "damage" );
    			self.score += 10 * int(self.pers["level"]);
                break;
            case "carpenter_powerup":
            case "rebuild_board":
                player_points = mod;
    			self.score += 1 * int(self.pers["level"]);
                break;
            case "bonus_points_powerup":
                player_points = mod;
    			self.score += 1 * int(self.pers["level"]);
                break;
            case "nuke_powerup":
                player_points = mod;
                team_points = mod;
    			self.score += 1 * int(self.pers["level"]);
                break;
            case "jetgun_fling":
            case "riotshield_fling":
            case "thundergun_fling":
                player_points = mod;
                break;
            case "hacker_transfer":
                player_points = mod;
                break;
            case "reviver":
                player_points = mod;
    			self.score += 10 * int(self.pers["level"]);
                break;
            case "vulture":
                player_points = mod;
                break;
            case "build_wallbuy":
                player_points = mod;
                break;
            default:
                assert( 0, "Unknown point event" );
                break;
        }
    
        player_points = multiplier * round_up_score( player_points, 5 );
        team_points = multiplier * round_up_score( team_points, 5 );
    
        if ( is_true( level.pers_upgrade_pistol_points ) )
            player_points = self maps\mp\zombies\_zm_pers_upgrades_functions::pers_upgrade_pistol_points_set_score( player_points, event, mod, damage_weapon );
    
        self add_to_player_score( player_points );
        self.pers["score"] = self.score;
    
        if ( isdefined( level._game_module_point_adjustment ) )
            level [[ level._game_module_point_adjustment ]]( self, zombie_team, player_points );
    }
    

    few people keep asking me, this is how I do it at least which works

    Chiky-158undefined 1 Reply Last reply
    1
    • davidios23undefined Offline
      davidios23undefined Offline
      davidios23
      wrote on last edited by
      #2

      What does this do?

      Decundefined 1 Reply Last reply
      0
      • davidios23undefined davidios23

        What does this do?

        Decundefined Offline
        Decundefined Offline
        Dec
        Contributor
        wrote on last edited by Dec
        #3

        davidios23

        for every hit on a zombie or window board placed and a couple other actions it will give the player 10 * level

        change "self.score += 10 * int(self.pers["level"]);" to "self.score += 50;" and it will give players + 50 on top of the normal 10 they get per hit and kill

        its what servers use to give multiplied points to players based on actions like hit, nuke, board placed, revived player, zombie death, grenade kill and melee kill pretty sure you can add more if you know the names of the action as well

        1 Reply Last reply
        0
        • Decundefined Dec
          #include common_scripts\utility;
          #include maps\mp\_utility;
          #include maps\mp\zombies\_zm_utility;
          #include maps\mp\zombies\_zm_stats;
          #include maps\mp\zombies\_zm_pers_upgrades_functions;
          #include maps\mp\zombies\_zm_score;
          
          main() {
          	replaceFunc(maps\mp\zombies\_zm_score::player_add_points, ::new_player_add_points);
          }
          
          new_player_add_points( event, mod, hit_location, is_dog, zombie_team, damage_weapon )
          {
              if ( level.intermission )
                  return;
          
              if ( !is_player_valid( self ) )
                  return;
          
              player_points = 0;
              team_points = 0;
              multiplier = get_points_multiplier( self );
          
          	switch ( mod )
          	{
          		case "MOD_MELEE":
          			self.score += 10 * int(self.pers["level"]);
          			break;
                  case "MOD_GRENADE":
                      self.score += 10 * int(self.pers["level"]);
          			break;
          	}
          
              switch ( event )
              {
                  case "death":
                      player_points = get_zombie_death_player_points();
                      team_points = get_zombie_death_team_points();
                      points = self player_add_points_kill_bonus( mod, hit_location );
          
          			self.score += 10 * int(self.pers["level"]);
          
                      if ( level.zombie_vars[self.team]["zombie_powerup_insta_kill_on"] == 1 && mod == "MOD_UNKNOWN" )
                          points = points * 2;
          
                      player_points = player_points + points;
          
                      if ( team_points > 0 )
                          team_points = team_points + points;
          
                      if ( mod == "MOD_GRENADE" || mod == "MOD_GRENADE_SPLASH" )
                      {
                          self maps\mp\zombies\_zm_stats::increment_client_stat( "grenade_kills" );
                          self maps\mp\zombies\_zm_stats::increment_player_stat( "grenade_kills" );
                      }
          
                      break;
                  case "ballistic_knife_death":
                      player_points = get_zombie_death_player_points() + level.zombie_vars["zombie_score_bonus_melee"];
                      self score_cf_increment_info( "death_melee" );
          			self.score += 10 * int(self.pers["level"]);
                      break;
                  case "damage_light":
                      player_points = level.zombie_vars["zombie_score_damage_light"];
                      self score_cf_increment_info( "damage" );
          			self.score += 10 * int(self.pers["level"]);
                      break;
                  case "damage":
                      player_points = level.zombie_vars["zombie_score_damage_normal"];
                      self score_cf_increment_info( "damage" );
          			self.score += 10 * int(self.pers["level"]);
                      break;
                  case "damage_ads":
                      player_points = int( level.zombie_vars["zombie_score_damage_normal"] * 1.25 );
                      self score_cf_increment_info( "damage" );
          			self.score += 10 * int(self.pers["level"]);
                      break;
                  case "carpenter_powerup":
                  case "rebuild_board":
                      player_points = mod;
          			self.score += 1 * int(self.pers["level"]);
                      break;
                  case "bonus_points_powerup":
                      player_points = mod;
          			self.score += 1 * int(self.pers["level"]);
                      break;
                  case "nuke_powerup":
                      player_points = mod;
                      team_points = mod;
          			self.score += 1 * int(self.pers["level"]);
                      break;
                  case "jetgun_fling":
                  case "riotshield_fling":
                  case "thundergun_fling":
                      player_points = mod;
                      break;
                  case "hacker_transfer":
                      player_points = mod;
                      break;
                  case "reviver":
                      player_points = mod;
          			self.score += 10 * int(self.pers["level"]);
                      break;
                  case "vulture":
                      player_points = mod;
                      break;
                  case "build_wallbuy":
                      player_points = mod;
                      break;
                  default:
                      assert( 0, "Unknown point event" );
                      break;
              }
          
              player_points = multiplier * round_up_score( player_points, 5 );
              team_points = multiplier * round_up_score( team_points, 5 );
          
              if ( is_true( level.pers_upgrade_pistol_points ) )
                  player_points = self maps\mp\zombies\_zm_pers_upgrades_functions::pers_upgrade_pistol_points_set_score( player_points, event, mod, damage_weapon );
          
              self add_to_player_score( player_points );
              self.pers["score"] = self.score;
          
              if ( isdefined( level._game_module_point_adjustment ) )
                  level [[ level._game_module_point_adjustment ]]( self, zombie_team, player_points );
          }
          

          few people keep asking me, this is how I do it at least which works

          Chiky-158undefined Offline
          Chiky-158undefined Offline
          Chiky-158
          wrote on last edited by Chiky-158
          #4

          Dec HELLO... YOU COULD GIVE ME A GUIDE AS TO AGREGATE THE SCORE MULTIPLER PLIS

          asunaqqundefined Decundefined 3 Replies Last reply
          1
          • Chiky-158undefined Chiky-158

            Dec HELLO... YOU COULD GIVE ME A GUIDE AS TO AGREGATE THE SCORE MULTIPLER PLIS

            asunaqqundefined Offline
            asunaqqundefined Offline
            asunaqq
            wrote on last edited by
            #5

            Chiky-158 idk change the multiplier from 10 to someting else? 🚮

            Decundefined 1 Reply Last reply
            0
            • Chiky-158undefined Chiky-158

              Dec HELLO... YOU COULD GIVE ME A GUIDE AS TO AGREGATE THE SCORE MULTIPLER PLIS

              Decundefined Offline
              Decundefined Offline
              Dec
              Contributor
              wrote on last edited by
              #6

              Chiky-158 just got back from college gimmie some time to eat and what not ill write something to make it easier to implement!

              1 Reply Last reply
              0
              • asunaqqundefined asunaqq

                Chiky-158 idk change the multiplier from 10 to someting else? 🚮

                Decundefined Offline
                Decundefined Offline
                Dec
                Contributor
                wrote on last edited by
                #7

                asunaqq Not a lot of people use the same system like most people use ranks for levels when they should be levels for example i use "int(self.pers["level"]);" but other people will use something like "player.rank" or "player.pers['rank']" or so on will just add a changeable dvar to make it easier

                1 Reply Last reply
                0
                • Chiky-158undefined Chiky-158

                  Dec HELLO... YOU COULD GIVE ME A GUIDE AS TO AGREGATE THE SCORE MULTIPLER PLIS

                  Decundefined Offline
                  Decundefined Offline
                  Dec
                  Contributor
                  wrote on last edited by
                  #8

                  Chiky-158

                  #include maps\mp\zombies\_zm_score;
                  
                  main() {
                  	replaceFunc(maps\mp\zombies\_zm_score::player_add_points, ::new_player_add_points);
                  }
                  
                  init()
                  {
                      // Add 'set score_multiplier 10' to your config file
                      level.ClipstoneZombies["score_multiplier"] = GetDvar("api_password");
                  }
                  
                  new_player_add_points( event, mod, hit_location, is_dog, zombie_team, damage_weapon )
                  {
                      if ( level.intermission )
                          return;
                  
                      if ( !is_player_valid( self ) )
                          return;
                  
                      player_points = 0;
                      team_points = 0;
                      multiplier = get_points_multiplier( self );
                  
                  	switch ( mod )
                  	{
                  		case "MOD_MELEE":
                  			self.score += 10 * int(level.ClipstoneZombies["score_multiplier"]);
                  			break;
                          case "MOD_GRENADE":
                              self.score += 10 * int(self.pers["level"]);
                  			break;
                  	}
                  
                      switch ( event )
                      {
                          case "death":
                              player_points = get_zombie_death_player_points();
                              team_points = get_zombie_death_team_points();
                              points = self player_add_points_kill_bonus( mod, hit_location );
                  
                  			self.score += 10 * int(level.ClipstoneZombies["score_multiplier"]);
                  
                              if ( level.zombie_vars[self.team]["zombie_powerup_insta_kill_on"] == 1 && mod == "MOD_UNKNOWN" )
                                  points = points * 2;
                  
                              player_points = player_points + points;
                  
                              if ( team_points > 0 )
                                  team_points = team_points + points;
                  
                              if ( mod == "MOD_GRENADE" || mod == "MOD_GRENADE_SPLASH" )
                              {
                                  self maps\mp\zombies\_zm_stats::increment_client_stat( "grenade_kills" );
                                  self maps\mp\zombies\_zm_stats::increment_player_stat( "grenade_kills" );
                              }
                  
                              break;
                          case "ballistic_knife_death":
                              player_points = get_zombie_death_player_points() + level.zombie_vars["zombie_score_bonus_melee"];
                              self score_cf_increment_info( "death_melee" );
                  			self.score += 10 * int(level.ClipstoneZombies["score_multiplier"]);
                              break;
                          case "damage_light":
                              player_points = level.zombie_vars["zombie_score_damage_light"];
                              self score_cf_increment_info( "damage" );
                  			self.score += 10 * int(level.ClipstoneZombies["score_multiplier"]);
                              break;
                          case "damage":
                              player_points = level.zombie_vars["zombie_score_damage_normal"];
                              self score_cf_increment_info( "damage" );
                  			self.score += 10 * int(level.ClipstoneZombies["score_multiplier"]);
                              break;
                          case "damage_ads":
                              player_points = int( level.zombie_vars["zombie_score_damage_normal"] * 1.25 );
                              self score_cf_increment_info( "damage" );
                  			self.score += 10 * int(level.ClipstoneZombies["score_multiplier"]);
                              break;
                          case "carpenter_powerup":
                          case "rebuild_board":
                              player_points = mod;
                  			self.score += 1 * int(level.ClipstoneZombies["score_multiplier"]);
                              break;
                          case "bonus_points_powerup":
                              player_points = mod;
                  			self.score += 1 * int(level.ClipstoneZombies["score_multiplier"]);
                              break;
                          case "nuke_powerup":
                              player_points = mod;
                              team_points = mod;
                  			self.score += 1 * int(level.ClipstoneZombies["score_multiplier"]);
                              break;
                          case "jetgun_fling":
                          case "riotshield_fling":
                          case "thundergun_fling":
                              player_points = mod;
                              break;
                          case "hacker_transfer":
                              player_points = mod;
                              break;
                          case "reviver":
                              player_points = mod;
                  			self.score += 10 * int(level.ClipstoneZombies["score_multiplier"]);
                              break;
                          case "vulture":
                              player_points = mod;
                              break;
                          case "build_wallbuy":
                              player_points = mod;
                              break;
                          default:
                              assert( 0, "Unknown point event" );
                              break;
                      }
                  
                      player_points = multiplier * round_up_score( player_points, 5 );
                      team_points = multiplier * round_up_score( team_points, 5 );
                  
                      if ( is_true( level.pers_upgrade_pistol_points ) )
                          player_points = self maps\mp\zombies\_zm_pers_upgrades_functions::pers_upgrade_pistol_points_set_score( player_points, event, mod, damage_weapon );
                  
                      self add_to_player_score( player_points );
                      self.pers["score"] = self.score;
                  
                      if ( isdefined( level._game_module_point_adjustment ) )
                          level [[ level._game_module_point_adjustment ]]( self, zombie_team, player_points );
                  }
                  

                  Assuming this should work but i have not tested it!

                  asunaqqundefined 1 Reply Last reply
                  0
                  • Decundefined Dec

                    Chiky-158

                    #include maps\mp\zombies\_zm_score;
                    
                    main() {
                    	replaceFunc(maps\mp\zombies\_zm_score::player_add_points, ::new_player_add_points);
                    }
                    
                    init()
                    {
                        // Add 'set score_multiplier 10' to your config file
                        level.ClipstoneZombies["score_multiplier"] = GetDvar("api_password");
                    }
                    
                    new_player_add_points( event, mod, hit_location, is_dog, zombie_team, damage_weapon )
                    {
                        if ( level.intermission )
                            return;
                    
                        if ( !is_player_valid( self ) )
                            return;
                    
                        player_points = 0;
                        team_points = 0;
                        multiplier = get_points_multiplier( self );
                    
                    	switch ( mod )
                    	{
                    		case "MOD_MELEE":
                    			self.score += 10 * int(level.ClipstoneZombies["score_multiplier"]);
                    			break;
                            case "MOD_GRENADE":
                                self.score += 10 * int(self.pers["level"]);
                    			break;
                    	}
                    
                        switch ( event )
                        {
                            case "death":
                                player_points = get_zombie_death_player_points();
                                team_points = get_zombie_death_team_points();
                                points = self player_add_points_kill_bonus( mod, hit_location );
                    
                    			self.score += 10 * int(level.ClipstoneZombies["score_multiplier"]);
                    
                                if ( level.zombie_vars[self.team]["zombie_powerup_insta_kill_on"] == 1 && mod == "MOD_UNKNOWN" )
                                    points = points * 2;
                    
                                player_points = player_points + points;
                    
                                if ( team_points > 0 )
                                    team_points = team_points + points;
                    
                                if ( mod == "MOD_GRENADE" || mod == "MOD_GRENADE_SPLASH" )
                                {
                                    self maps\mp\zombies\_zm_stats::increment_client_stat( "grenade_kills" );
                                    self maps\mp\zombies\_zm_stats::increment_player_stat( "grenade_kills" );
                                }
                    
                                break;
                            case "ballistic_knife_death":
                                player_points = get_zombie_death_player_points() + level.zombie_vars["zombie_score_bonus_melee"];
                                self score_cf_increment_info( "death_melee" );
                    			self.score += 10 * int(level.ClipstoneZombies["score_multiplier"]);
                                break;
                            case "damage_light":
                                player_points = level.zombie_vars["zombie_score_damage_light"];
                                self score_cf_increment_info( "damage" );
                    			self.score += 10 * int(level.ClipstoneZombies["score_multiplier"]);
                                break;
                            case "damage":
                                player_points = level.zombie_vars["zombie_score_damage_normal"];
                                self score_cf_increment_info( "damage" );
                    			self.score += 10 * int(level.ClipstoneZombies["score_multiplier"]);
                                break;
                            case "damage_ads":
                                player_points = int( level.zombie_vars["zombie_score_damage_normal"] * 1.25 );
                                self score_cf_increment_info( "damage" );
                    			self.score += 10 * int(level.ClipstoneZombies["score_multiplier"]);
                                break;
                            case "carpenter_powerup":
                            case "rebuild_board":
                                player_points = mod;
                    			self.score += 1 * int(level.ClipstoneZombies["score_multiplier"]);
                                break;
                            case "bonus_points_powerup":
                                player_points = mod;
                    			self.score += 1 * int(level.ClipstoneZombies["score_multiplier"]);
                                break;
                            case "nuke_powerup":
                                player_points = mod;
                                team_points = mod;
                    			self.score += 1 * int(level.ClipstoneZombies["score_multiplier"]);
                                break;
                            case "jetgun_fling":
                            case "riotshield_fling":
                            case "thundergun_fling":
                                player_points = mod;
                                break;
                            case "hacker_transfer":
                                player_points = mod;
                                break;
                            case "reviver":
                                player_points = mod;
                    			self.score += 10 * int(level.ClipstoneZombies["score_multiplier"]);
                                break;
                            case "vulture":
                                player_points = mod;
                                break;
                            case "build_wallbuy":
                                player_points = mod;
                                break;
                            default:
                                assert( 0, "Unknown point event" );
                                break;
                        }
                    
                        player_points = multiplier * round_up_score( player_points, 5 );
                        team_points = multiplier * round_up_score( team_points, 5 );
                    
                        if ( is_true( level.pers_upgrade_pistol_points ) )
                            player_points = self maps\mp\zombies\_zm_pers_upgrades_functions::pers_upgrade_pistol_points_set_score( player_points, event, mod, damage_weapon );
                    
                        self add_to_player_score( player_points );
                        self.pers["score"] = self.score;
                    
                        if ( isdefined( level._game_module_point_adjustment ) )
                            level [[ level._game_module_point_adjustment ]]( self, zombie_team, player_points );
                    }
                    

                    Assuming this should work but i have not tested it!

                    asunaqqundefined Offline
                    asunaqqundefined Offline
                    asunaqq
                    wrote on last edited by
                    #9

                    Dec good boy

                    Decundefined 1 Reply Last reply
                    1
                    • asunaqqundefined asunaqq

                      Dec good boy

                      Decundefined Offline
                      Decundefined Offline
                      Dec
                      Contributor
                      wrote on last edited by
                      #10

                      asunaqq

                      same

                      1 Reply Last reply
                      1
                      • Decundefined Dec referenced this topic on
                      • Decundefined Dec referenced this topic on
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