Score multipler
-
#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
-
What does this do?
-
What does this do?
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
-
#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
-
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
-
#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!
-
#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!
-
Dec referenced this topic on
-
Dec referenced this topic on
Hello! It looks like you're interested in this conversation, but you don't have an account yet.
Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.
With your input, this post could be even better 💗
Register Login