-
Notifications
You must be signed in to change notification settings - Fork 46
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[BUG] value "todie" is set to 99999 when 100% efficiency is met #100
Comments
Well, 0 wouldn't make any sense, 99999 is just a silly value as well. What do you propose we put? |
match_duration * 60? |
I thought todie was total damage taken divided by number of deaths? |
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? |
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 |
Think this is one for @andrestone ... |
I think it would be nice to display a distinguishable information. Total damage taken would be my second choice. |
"undead"? 😄 |
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? |
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 |
there's one more possible bug on the stats: did you took 1 rl during the whole game? |
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.. |
Actually damage_taken + health_left |
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) |
Yeah, if we want to consider a never dead player as someone who is dead at
the end of the game. The armor + health math isn't that straight forward,
though. 150 RA + 10h isn't the same as 150YA + 10h, for example.
…On Sun, May 3, 2020, 10:23 Alexandre Nizoux ***@***.***> wrote:
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)
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
<#100 (comment)>, or
unsubscribe
<https://github.com/notifications/unsubscribe-auth/AB4W4RTVARZGP5C2B7SLKKLRPUSZLANCNFSM4MXPRSHQ>
.
|
Good news: there's a function the bots use that will give you that.
Bad news: it'll return 1000 if the match is already over (match_in_progress), and it'll need moved out of the |
Copy/pasta FTW!
…On Sun, May 3, 2020, 10:50 meag ***@***.***> wrote:
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
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
<#100 (comment)>, or
unsubscribe
<https://github.com/notifications/unsubscribe-auth/AB4W4RVFLGSIX2HVFGD23ALRPUV4JANCNFSM4MXPRSHQ>
.
|
Describe the bug
The value todie is set to 99999 when 100% efficiency is met
To Reproduce
Steps to reproduce the behavior:
Win a game without dying.
Expected behavior
No idea what value of todie should be when a game is played without a death.
Screenshots
https://imgur.com/a/G7cxJML
100eff.zip <- mvd
Environment(please complete the following information):
Additional context
Game was played on getquad official server.
The text was updated successfully, but these errors were encountered: