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| utstatsdb & ballistic weapons http://www.runestorm.com/forums/viewtopic.php?f=4&t=77933 |
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| Author: | Maat1985 [ Sun Nov 10, 2013 12:23 am ] |
| Post subject: | utstatsdb & ballistic weapons |
i am using ol stats to generate my log files. i have modified the olstats weapon database so that headshot damage types count as a headshot when i use the olstats html logging. however i have been unable to work out how to do this when parsing the logs via utstatsdb. it shows the headshot damage types in the weapon database however i am trying to get it to actually log these as headshots. any help would be greatly appreciated. |
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| Author: | Maat1985 [ Mon Nov 11, 2013 3:43 pm ] |
| Post subject: | Re: utstatsdb & ballistic weapons |
I have added all the weapon types into the weapon.sql and all damage types are now appearing correctly as the weapon name that inflicts thebparticular damage type however i have still been unable to work out how to make a damage type behave as a headshot and add to the headshot count and also allow for the headhunter award to be cohnted. My question is still unanswered and after lookimg through the ut statsdb sql files am mow thinking that it is a ballistic weapon damage type coding issue. |
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| Author: | Sgt. Kelly [ Mon Nov 11, 2013 6:17 pm ] |
| Post subject: | Re: utstatsdb & ballistic weapons |
Here's a snippet of the DamageType code that handles headshots. Hope it helps! The guns will choose specific deathmessages (like this head one) when that hitbox is triggered. class DTM30A1AssaultHead extends DT_BWBullet; // HeadShot stuff from old sniper damage ------------------ static function IncrementKills(Controller Killer) { local xPlayerReplicationInfo xPRI; if ( PlayerController(Killer) == None ) return; PlayerController(Killer).ReceiveLocalizedMessage( Class'XGame.SpecialKillMessage', 0, Killer.PlayerReplicationInfo, None, None ); xPRI = xPlayerReplicationInfo(Killer.PlayerReplicationInfo); if ( xPRI != None ) { xPRI.headcount++; if ( (xPRI.headcount == 15) && (UnrealPlayer(Killer) != None) ) UnrealPlayer(Killer).ClientDelayedAnnouncementNamed('HeadHunter',15); } } // -------------------------------------------------------- defaultproperties { bHeaddie=True |
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| Author: | Maat1985 [ Mon Nov 11, 2013 6:42 pm ] |
| Post subject: | Re: utstatsdb & ballistic weapons |
Hipefully will help. As far as u can see it is either damage type that needs to be modified or it is in the ol stats the way it reads the damage types and logs them as a headshot or not . When i get home i am going to try a game using the stamdard ut2004 stat logging. If that fixes it then i know it is an ol stats problem. If not then onto looking at the damage type coding. I was hoping someone here had gotten headshot counts working on their server already. And would be able to help from experiance |
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| Author: | Maat1985 [ Mon Nov 11, 2013 9:23 pm ] |
| Post subject: | Re: utstatsdb & ballistic weapons |
Fm having a look at the code and from what is happening it is appearing that the damage type is calling the annoncemen for the headshot but not actually calling the headshot event amd therefore is not being passed to olstats as an event to be logged. |
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| Author: | Maat1985 [ Tue Nov 12, 2013 2:45 am ] |
| Post subject: | Re: utstatsdb & ballistic weapons |
PROBLEM FIXED. headshot coding was not an issue. utstatsdb did not recognise bw head hits as a headshot type.1 |
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