Comments (17)
"undead"? 😄
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Well, 0 wouldn't make any sense, 99999 is just a silly value as well. What do you propose we put?
Just "todie: N/A"?
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match_duration * 60?
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I thought todie was total damage taken divided by number of deaths?
from ktx.
Ah sorry, I thought it was time-based... although that wouldn't work either.
Can we change it to be total damage taken divided by (number of deaths + 1)? So it's average damage taken per life?
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Well, you're not technically dead at the end if you have any health. Should we remove health left and just divide by deaths? No deaths would mean todie = damage_taken
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Think this is one for @andrestone ...
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I think it would be nice to display a distinguishable information. Total damage taken would be my second choice.
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Setting like that... How about NaN? Since it would be a division by zero? We don't have infinity symbol in the charset, do we?
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Well, if we take the extreme case where several players end up with no death, taken damage will be the way to see who actually deserves the survivor trophy, so I think with no death, displayed value should be damage_taken - health_left
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there's one more possible bug on the stats: did you took 1 rl during the whole game?
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I didn't take any RL at all during the game, blood dog dropped rl packs.. there was maybe 7-8 rl packs dropped that i took..
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Well, if we take the extreme case where several players end up with no death, taken damage will be the way to see who actually deserves the survivor trophy, so I think with no death, displayed value should be damage_taken - health_left
Actually damage_taken + health_left
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Realized calculation was wrong.
If player died at least once: todie = damage taken / number of deaths (we're not tracking damage taken during the last life if not dead at end of match though so value is a bit higher than it should)
If player did not die: todie = damage taken + remaining health + remaining armor (because it would have taken at least this amount of damage to kill the player and that's all we can guess)
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from ktx.
Good news: there's a function the bots use that will give you that.
TotalStrength (client->s.v.health, client->s.v.armorvalue, client->s.v.armortype)
Bad news: it'll return 1000 if the match is already over (match_in_progress), and it'll need moved out of the BOT_SUPPORT
section
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Related Issues (20)
- [REQ] BOTS: humanize bot vertical tracking
- [REQ] New rpickup teamnames and colors HOT 6
- licensing of example sounds and models HOT 1
- [REQ] Dropsuit command / Biosuit improvements
- [BUG] Spectators can execute /botcmd removebot
- Request to restore crhook from PR #277 as a 4th option or roll back HOT 2
- [BUG] Hoonymode rounds should be "best of" HOT 1
- [BUG] /laststats data if player drops
- [BUG] /laststats now working for demos
- [PATCH] Add possibility to change race countdown
- [PATCH] Turn off spikes in race mode
- [PATCH] Add route for e1m2
- RFC | KTX Bot (frogbot) editor & map support updates HOT 1
- [BUG] func_bob implementation breaks the deathmatch maps from Dimension of the Machine HOT 7
- [PUP] Certain commands can make server restart without a vote HOT 1
- [BUG] Limit elected admin privilages HOT 3
- [REQ] Change default Health/armor in CARENA mode HOT 1
- Remove biosuit from autotrack trigger HOT 1
- [Q] How to define map pool? HOT 4
- [BUG] Invalid duration in embedded stats for hoonymode
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