Kill Stats

Post your scripting questions / solutions here

Moderator: Moderators

Post Reply
Fatz
Private
Posts: 7
Joined: Thu Jun 26, 2003 1:04 pm

Kill Stats

Post by Fatz »

I'm making a bunch of co-op mods for the existing single player maps in MOHAA, well I made them a long time ago but am finally revisiting them now.

My question is, is it possible to generate kill stats for killing enemy AI? Just like the single player mode where you can see how many kills you have and where you hit the most (head, leg...)

It would be nice to have the objective menu pull up when you press TAB, for example, with each LAN player's kill stats against the computer AI.

So far the only way I've gotten any kind of stats is when I make it gametype 0 (SP) and then its not really a co-op game anymore :). It's either that or it will only count how many times you kill one of your buddies, ie: MP kill count only.

Is there a way to count AI kills in a MP game?

Thanks allot to anyone who can help me with this.
User avatar
mohaa_rox
Field Marshal
Posts: 2760
Joined: Mon Nov 11, 2002 7:05 am
Contact:

Post by mohaa_rox »

nope, if it is, it would be a lot easier for jv. :cry:
Live to map, not map to live.
-mohaa_rox, .map
moderator
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

bots

Post by tltrude »

I think the latest version of jv_map's bot pk3 has that feature.

http://www.planetmedal.com/freebrief/mohaa/bots/
Tom Trude,

Image
User avatar
mohaa_rox
Field Marshal
Posts: 2760
Joined: Mon Nov 11, 2002 7:05 am
Contact:

Post by mohaa_rox »

oh damn, i think it's the other way round. :oops:
Live to map, not map to live.
-mohaa_rox, .map
moderator
Fatz
Private
Posts: 7
Joined: Thu Jun 26, 2003 1:04 pm

Post by Fatz »

Hmm yes I think you're right ,thanks, JV does seem to have it working for his bot maps, which are very cool btw.

Problem is, I'm not the most experienced programmer/scripter, so I can't tell exactly how I can take jv_map's code for his bot kill counting and apply it to normal enemy AI I use for my co-op mods.

Anyone able to shed some light on this one? JV perhaps?
Fatz
Private
Posts: 7
Joined: Thu Jun 26, 2003 1:04 pm

Post by Fatz »

For instance, is there a common name for all computer AI ? $enemy or something to that effect? Something that i could make a script to count how many times anything with that targetname dies?

There has to be a way.
User avatar
mohaa_rox
Field Marshal
Posts: 2760
Joined: Mon Nov 11, 2002 7:05 am
Contact:

Post by mohaa_rox »

i dunno about that, but i know how to detect the number of enemies the player has killed. it's in the missioncomplete screen. hold on:

.
..
...
....
...
..
.

in the stastics screen, this cvar is used in the enemies killed:

ui_NumEnemysKilled
Live to map, not map to live.
-mohaa_rox, .map
moderator
Fatz
Private
Posts: 7
Joined: Thu Jun 26, 2003 1:04 pm

Post by Fatz »

mohaa_rox wrote:i dunno about that, but i know how to detect the number of enemies the player has killed. it's in the missioncomplete screen. hold on:

.
..
...
....
...
..
.

in the stastics screen, this cvar is used in the enemies killed:

ui_NumEnemysKilled
Thanks for the reply, Hmm yes I noticed that also, I think that will only count if your playing a single player game, as soon as you make it multiplayer for co-op, it stops counting.

in jv_map's bot maps it will count how many enemies you kill and they are essentially AI controlled players just like those in the single player game. I just need to figure out how he was able to get them setup as mutliplayer opponents so when they are killed, they are counted on the multiplayer scoreboard (obj_scoreboard.urc).

I can kill as many enemies in one of my co-op games as I want but it will still only read zero in the scoreboard unless I kill a friendly playing with me on the LAN.
Post Reply