Ask the [DEV]s a (?) - Part 2

General discussion of the Project Reality: BF2 modification.
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Jacksonez__
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Re: Ask the [DEV]s a (?) - Part 2

Post by Jacksonez__ »

Strategos wrote:I have started playing as a sniper lately and keep wondering this: Do you get more points for longer kill distances?
I don't know how it works but sometimes single sniper kills give me like 210 points each, sometimes 8 points or so.
AnimalMother.
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Re: Ask the [DEV]s a (?) - Part 2

Post by AnimalMother. »

Maybe it depends on whom you kill? More points for killing an officer than a rifleman?
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Jacksonez__
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Re: Ask the [DEV]s a (?) - Part 2

Post by Jacksonez__ »

AnimalMother. wrote:Maybe it depends on whom you kill? More points for killing an officer than a rifleman?
I don't know, might be. I once sniped people in fortress from airport in Operation Archer (~950-1000m), got like 800 points from 7 kills :shock: I think it has something to do if you kill the players near certain objectives (defense flag etc. near cache)
rPoXoTauJIo
PR:BF2 Developer
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Re: Ask the [DEV]s a (?) - Part 2

Post by rPoXoTauJIo »

AnimalMother. wrote:Maybe it depends on whom you kill? More points for killing an officer than a rifleman?
It is. What happening when a player become killed is explained below.
You get 4 points for basic kill.
Then you're getting bonuses for type of soldier.
+ 0 for grunt.
+ 5 for squadleader.
+ 10 for commander.
Next bonuses is depends on victim kit if he's not in vehicle.
For AT kits you getting + 10 points.
For MG kits you getting + 2 points.
For Sniper kits you getting + 10 points.
Either if it were a vehicle, you getting this different amount points for every killed player inside.
For each killed DRIVER and GUNNER inside a jet you getting +20 points.
For each killed DRIVER and GUNNER inside a tank you getting +10 points.
For each killed DRIVER and GUNNER inside a CAS heli you getting +10 points.
For each killed DRIVER and GUNNER in IFV's you're getting +10 points.
For each killed DRIVER and GUNNER in AAV you're getting +8 points.
For each killed DRIVER and GUNNER in APC you're getting +8 points.
For each killed DRIVER and GUNNER in TRANS heli you're getting +6 points.
For each killed DRIVER and GUNNER in recon vehicles(coyote\skimi etc) you're getting +6 points.
For each killed DRIVER and GUNNER in transport assets(jeeps&trucks) you're getting +4 points.
For each killed DRIVER inside static weapons(tow\aa\etc) you're getting +2 points.
For each killed DRIVER inside deploayble assets(commnandpost\firebase\ins toilet) you're getting +10 points.
...
Here's some code that will punish dead player....
...

Then we're calculating temporary 'points':
It's a victimWorth + either victimKitWorth or victimVehicleWorth.
Killed SL cas jet pilot will cost 5 + 20 = 25 'points'

Then, we're calculating player victim worth multiplier, worth goes x4 if he's were in vehicle.
So if we killed SL pilot inside CAS jet it will cost (5 + 20) * 4 = 100 temporary worth points.
Same goes for attacker, if killer were a SL on a jet - he will 'worth' (5 + 20) * 4 = 100 points.
For example, i'll also take infantry AA dude: grunt not in vehicle with AA kit will 'worth' (0 + 10) = 10 points, remember him.

Next we're comparing bonus. It's done by victimWorth - attackerWorth. So our CAS killer getting 0 bonus if he's were in jet, but ground dude with AA kit getting + 90 points.
So now currently it's 104 point for killer SL on jet, 194 for ground grunt.

Next thing to do is calculating threat factor(scaling 0, 0.125, 0.5, ..., 2) for attacking player. I won't explain this in details(cuz lazy to dig in and type that much :D ), just will say that player with more kills, less death, and on a server with less players will get larger threat factor. After that we're adding more bonus points! We're getting our current 'points', and multiplying them by the threat factor. Result is being added to current points.

Last thing to do before actually adding points is calculating sniper bonus for longer distance. This is boring part as vectorDistance * somenumber -> add to 'points' isn't hard to understand.

That's how it works besides maybe some small thingies i have skipped :)
Last edited by rPoXoTauJIo on 2015-09-02 05:10, edited 1 time in total.
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DonDOOM
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Re: Ask the [DEV]s a (?) - Part 2

Post by DonDOOM »

Strategos wrote:I have started playing as a sniper lately and keep wondering this: Do you get more points for longer kill distances?
Getting more points depending on how far away a target is, was actually one of the first real features of PRMM (Mini-mod).
Last edited by DonDOOM on 2015-08-20 17:18, edited 2 times in total.
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LiamNL
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Re: Ask the [DEV]s a (?) - Part 2

Post by LiamNL »

So will the Fennek be among the toys the Germans will be getting to go with their broomsticks and the Fuchs?
Jacksonez__
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Re: Ask the [DEV]s a (?) - Part 2

Post by Jacksonez__ »

About armored vehicles, any update on making Boxer less-shittier? Is anyone working on that? I mean those hatches blocking gunner and stuff.
Navo
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Re: Ask the [DEV]s a (?) - Part 2

Post by Navo »

DonDOOM wrote:is was
1234567
DonDOOM
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Re: Ask the [DEV]s a (?) - Part 2

Post by DonDOOM »

Navo wrote:1234567
Do you even English?

Put a big ol' comma there just for you.
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Strategos
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Re: Ask the [DEV]s a (?) - Part 2

Post by Strategos »

rPoXoTauJIo wrote:It is. What happening when a player become killed is explained below.

...
I honestly had no idea how involved the point calculation system was. That was a fascinating read.

Thanks for all the replies, guys!
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Jacksonez__
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Re: Ask the [DEV]s a (?) - Part 2

Post by Jacksonez__ »

Hey Devs, what is the purpose of insurgent commander being able to enter hideouts? As in.. hide there from blufor? Playing hide 'n' seek with blufor like Saddam did? lel. Okay but honestly? Seems like completely useless feature in my opinion.

Just to add, commander can enter normal hideouts but not the command post hideout in main :D
Last edited by Jacksonez__ on 2015-08-21 07:32, edited 1 time in total.
Navo
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Re: Ask the [DEV]s a (?) - Part 2

Post by Navo »

DonDOOM wrote:Do you even English?

Put a big ol' comma there just for you.
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LiamNL
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Re: Ask the [DEV]s a (?) - Part 2

Post by LiamNL »

Question, would PR|Vietnam actually have been a thing if it wasn't for the Eve of Destruction mod? And in what manner did you work with the Eve of Destruction devs to incorporate it in to PR?
Rhino
Retired PR Developer
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Re: Ask the [DEV]s a (?) - Part 2

Post by Rhino »

LiamNL wrote:Question, would PR|Vietnam actually have been a thing if it wasn't for the Eve of Destruction mod? And in what manner did you work with the Eve of Destruction devs to incorporate it in to PR?
Unlikely and it was originally headed up by [R-DEV]TrahnLee who was also the lead EOD2 dev, who wanted to see EOD2 with PR settings as well as its arcade setting :D
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sweedensniiperr
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Re: Ask the [DEV]s a (?) - Part 2

Post by sweedensniiperr »

Jacksonez__ wrote:Hey Devs, what is the purpose of insurgent commander being able to enter hideouts? As in.. hide there from blufor? Playing hide 'n' seek with blufor like Saddam did? lel. Okay but honestly? Seems like completely useless feature in my opinion.

Just to add, commander can enter normal hideouts but not the command post hideout in main :D
This is news to me.
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Rabbit
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Re: Ask the [DEV]s a (?) - Part 2

Post by Rabbit »

sweedensniiperr wrote:This is news to me.
IIRC back in the day there were tunnels and you could quickly move between hideouts.
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Rudd
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Re: Ask the [DEV]s a (?) - Part 2

Post by Rudd »

Jacksonez__ wrote:Hey Devs, what is the purpose of insurgent commander being able to enter hideouts? As in.. hide there from blufor? Playing hide 'n' seek with blufor like Saddam did? lel. Okay but honestly? Seems like completely useless feature in my opinion.

Just to add, commander can enter normal hideouts but not the command post hideout in main :D
agreed, this has ruined PR for me
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LiamNL
Posts: 585
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Re: Ask the [DEV]s a (?) - Part 2

Post by LiamNL »

Why is DB allowed to post his youtube content on the dev blogs? I wouldn't really warrant it that it should be in dev blogs, sure there are some nice video's there but it should be about upcoming content within the mod/game. If it were testing/alpha/beta video's then it would be amazing but him just promoting his own stuff through the dev blogs is a bit strange.
Rudd
Retired PR Developer
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Re: Ask the [DEV]s a (?) - Part 2

Post by Rudd »

He is promoting PR, db is an excellent player and DEV who has put sweat and blood into this game.

He is the example to follow, he has earned the right.
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Pronck
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Re: Ask the [DEV]s a (?) - Part 2

Post by Pronck »

Exactly Rudd!
We are staying up!
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