Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Random multi ammo stats using leaderboard
Random multi ammo stats using leaderboard
Apr 28 2009, 8:39 pm
By: MadZombie  

Apr 28 2009, 8:39 pm MadZombie Post #1



So I was with a friend and he wanted me to test his map. I kinda didn't know you could put peoples mineral and gas count on the leader board.

So i was wondering, if your making a 1P map that uses some sort of ammo system could you have like 5 comps and use the leaderboard to keep track of each individual ammunition amount for each gun? In most maps that are 1P (mostly zombie maps) that use a mineral and gas system they make it so you can only carry one weapon at a time and if you get a new one then you HAVE to trade in all your ammo for the ammo of that new unit.

Basically its like instead of having a guy that can only carry one weapon, you can have multiple weapons with the correct ammunition.

Idk I've just never seen it done.



None.

Apr 28 2009, 9:12 pm Pigy_G Post #2



Why not just use mineral and gas, then when you switch weapons convert the current ammuntion to a death count, when you go back to that weapon convert the death count back to ammunition?



None.

Apr 28 2009, 9:37 pm MadZombie Post #3



Quote from Pigy_G
Why not just use mineral and gas, then when you switch weapons convert the current ammuntion to a death count, when you go back to that weapon convert the death count back to ammunition?
You could, but you be able to see your ammunition for like 5 different weapons at the same time without having to switch to see how much ammo you have of that weapon. Well I knew something like this was completely new but eh...



None.

Apr 29 2009, 2:11 am FlashBeer Post #4



Death counts are the way to go.

The problem with displaying multiple ammo types with a leaderboard at once, as you said, is limited to 1P games, but also, players will have to remember which comp color is which ammo type.

You could display patches of minerals, building's hp, or other unit's with numerically values to show the amount of clips, magazines, or shotgun shells they have. (Since it would take way too many triggers for weapons with hundreds of ammunition to display the exact number) Then you calculate the amount of ammo per mag and give it to the ammo display unit.

example: you have 78 bullets, each mag takes 12 rounds
In triggers,
For each 12 deaths of 'bullet', subtract 12 deaths of 'bullet', add 1 death of 'magazine'
this converts 78 bullets to 6 full magazines
player has suffered 6 deaths of magazine, add 6 minerals to 'mineral patch named magazines'
Or could round it up to 7 magazines, since you have another half-full magazine

Personally, I think switching weapons and looking at the minerals & gas, would be the best way to check on your ammo, it would also be more realistic.



None.

May 3 2009, 1:05 pm Vi3t-X Post #5



A memory system would probably be best. Do you REALLY know if you have 500 9mm bullets, 200 12 Gauges and a few 12mm rounds?



None.

May 3 2009, 2:38 pm rayNimagi Post #6



Quote from FlashBeer
Death counts are the way to go.

The problem with displaying multiple ammo types with a leaderboard at once, as you said, is limited to 1P games, but also, players will have to remember which comp color is which ammo type.

You could display patches of minerals, building's hp, or other unit's with numerically values to show the amount of clips, magazines, or shotgun shells they have. (Since it would take way too many triggers for weapons with hundreds of ammunition to display the exact number) Then you calculate the amount of ammo per mag and give it to the ammo display unit.

example: you have 78 bullets, each mag takes 12 rounds
In triggers,
For each 12 deaths of 'bullet', subtract 12 deaths of 'bullet', add 1 death of 'magazine'
this converts 78 bullets to 6 full magazines
player has suffered 6 deaths of magazine, add 6 minerals to 'mineral patch named magazines'
Or could round it up to 7 magazines, since you have another half-full magazine

Personally, I think switching weapons and looking at the minerals & gas, would be the best way to check on your ammo, it would also be more realistic.

I like this system. If you find this one too complicated, consider just creating a few enclosed areas off the playing field and using critters as magazines, and p1's minerals as the bullets.



Win by luck, lose by skill.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[08:36 am]
Brusilov -- Hey, what happened to EUDDB? Is there a mirror for it somewhere? Need to do a little research.
[11:31 pm]
Vrael -- :wob:
[08:42 pm]
Ultraviolet -- :wob:
[2024-5-08. : 10:09 pm]
Ultraviolet -- let's fucking go on a madmen rage bruh
[2024-5-08. : 10:01 pm]
Vrael -- Alright fucks its time for cake and violence
[2024-5-07. : 7:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
Please log in to shout.


Members Online: NudeRaider, Tableguy, lil-Inferno