Dead player getting points.

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QUARG
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Dead player getting points.

Post by QUARG »

I know that this is due to the players wall still being active when the point was scored but would there be a way to stop dead players from getting points without using...

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WALLS_STAY_UP_DELAY 0
Tobe
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Re: Dead player getting points.

Post by Tobe »

Well even without thier wall up, they can still get points for the kill.

And im not sure if you can if their wall is still up. You may want to play around with the kill influence settings though anyway.
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dlh
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Re: Dead player getting points.

Post by dlh »

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ENEMY_TEAMMATE_PENALTY 2500.0   # Penalty on the effective time in seconds if the influence is from a teammate
ENEMY_DEAD_PENALTY 0.0          # Penalty on the effective time in seconds if the influence comes from a dead player
ENEMY_CHATBOT_PENALTY 30.0      # Penalty in seconds if the victim is in chatbot state and the influence is just the chatbot evading a wall
ENEMY_CURRENTTIME_INFLUENCE 0.0 # If set to 1, not the build time of the encountered wall, but the current time enters the comparison. Arbitrary blending values are allowed.
ENEMY_SUICIDE_TIMEOUT 10000.0   # If no enemy influence can be found for the last this many seconds, the death counts as a suicide.
Try altering ENEMY_SUICIDE_TIMEOUT. All fortress servers use non-default values, back from the CVS Test days, and you can find that example in config/examples/cvs_test/fortress_scoring.cfg.
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AI-team
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Re: Dead player getting points.

Post by AI-team »

dlh wrote:

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ENEMY_TEAMMATE_PENALTY 2500.0   # Penalty on the effective time in seconds if the influence is from a teammate
ENEMY_DEAD_PENALTY 0.0          # Penalty on the effective time in seconds if the influence comes from a dead player
ENEMY_CHATBOT_PENALTY 30.0      # Penalty in seconds if the victim is in chatbot state and the influence is just the chatbot evading a wall
ENEMY_CURRENTTIME_INFLUENCE 0.0 # If set to 1, not the build time of the encountered wall, but the current time enters the comparison. Arbitrary blending values are allowed.
ENEMY_SUICIDE_TIMEOUT 10000.0   # If no enemy influence can be found for the last this many seconds, the death counts as a suicide.
Try altering ENEMY_SUICIDE_TIMEOUT. All fortress servers use non-default values, back from the CVS Test days, and you can find that example in config/examples/cvs_test/fortress_scoring.cfg.
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Titanoboa
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Re: Dead player getting points.

Post by Titanoboa »

Doesn't this belong in support rather than development?

(I am NOT asking because I think QUARG did anything wrong. Just for future reference.)
QUARG
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Re: Dead player getting points.

Post by QUARG »

Titan i thought maybe that the issue was in the source and not setting related since it has never been addressed in the past.

This line intrigues me.

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ENEMY_DEAD_PENALTY 0.0          # Penalty on the effective time in seconds if the influence comes from a dead player
How can a dead player have any influence?
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Jip
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Re: Dead player getting points.

Post by Jip »

Well when you trap another player and you die and a few moments later the other player dies in your trap, the traping (dead) player should get the point(s).
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Phytotron
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Re: Dead player getting points.

Post by Phytotron »

Yep, the old "RIP kill," which goes all the way back, years before these new score detection influence settings were introduced.
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