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.
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Here's some code that will punish dead player....
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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
), 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