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[HARD] Make Team Scores with different max scores for winning I_vote_lcap[HARD] Make Team Scores with different max scores for winning I_voting_bar[HARD] Make Team Scores with different max scores for winning I_vote_rcap 
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[HARD] Make Team Scores with different max scores for winning

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[HARD] Make Team Scores with different max scores for winning Empty [HARD] Make Team Scores with different max scores for winning

Post by VK.Angel.OfDeath Fri Aug 14, 2020 9:39 am

Information
So in games like CTF. There are two teams: Blue and Red. Each team got a score and when the team reaches 3 scores, 5 scores, 9 scores or whatever it wins.
Can we do that in the variable system? Of course we can. I will tell you.


Team Red
We need to first set to score to zero when starting and then have one variable for increasing the score.

Setting it to 0 to start
/addvariablepickup var_red 0 => Index 0

Increasing the score by 1 when the team gets a score:
/addchangevariablepickup var_red 1 => Index 1


Team Blue
Repeating the same steps for blue:

Setting it to 0 to start
/addvariablepickup var_blue 0 => Index 2

Increasing the score by 1 when the team gets a score:
/addchangevariablepickup var_red 1 => Index 3


Winning

In this example we will display a message if team blue or team red wins like this:


/addmsgallpickup Team Read wins! => Index 4
/addmsgallpickup Team Blue wins! => Index 5


Now we need to put conditions on index 4 and 5 so they are only displayed when someone wins.

When does a team win? When it's score reaches the max score.

I will give two examples. Read the one that applies to you.

Example 1: Where you want the team blue or red to win if they get 3 scores!

Setting the condition for "team red winning" message:

/changepickupcondition 4 var_red >= 3

Setting the condition for "team blue winning" message:

/changepickupcondition 5 var_blue >= 3

Now when you enter Index 4, the message: "Team red wins" will be displayed if team red has 3 scores.
or if you enter index 5, the message: "Team blue wins" will be displayed if team blue has 3 scores.

The rest is up to you what you want to do with your minigame.


Example 2: Where you want to be able to set the max score to 3, 7 or 9 at the start of the game to determine in which score the team blue or red to wins the game.

Create a variable to determine the max score instead of using the value 3 like in example 1.

/addvariablepickup var_max_score 3 => Index 6
/addvariablepickup var_max_score 5 => Index 7
/addvariablepickup var_max_score 9 => Index 8

Now to select the max score of the minigame to determine when someone wins. Enter one of these pickups at the start

Repeat example 1 but replace all "3" in the conditions with var_max_score. Press the spoiler below to see the result:

Repeated from example 1:
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Post by S. Fri Aug 14, 2020 10:29 am

Awesome job man, you nailed it totally like scripting
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Post by VK.Angel.OfDeath Fri Aug 14, 2020 11:52 am

_ wrote:Awesome job man, you nailed it totally like scripting

This part only covers player variables of the person entering the pickup. The next system coming in a few weeks (I already tested it) will add vehicle, object, pickup, npc support and support for checking other players variables, as well as some more useful functions for scripting.


After that you can cover most of it. We still don't have anything for changing default variables (player, vehicle, npc, etc.. variables) other than pickups, but there are over 100+ pickups so I think my property system covers everything by next patch.

It's exciting though because we are getting closer and closer to replacing scripting if that ever will happen we'll see Razz I doubt it will replace 100 % of the work but hopefully 90-99 % in the future.

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Post by MeLoDy^ Fri Aug 14, 2020 12:27 pm

_ wrote:Awesome job man, you nailed it totally like scripting
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Post by S. Fri Aug 14, 2020 12:56 pm

VK.Angel.OfDeath wrote:
_ wrote:Awesome job man, you nailed it totally like scripting

This part only covers player variables of the person entering the pickup. The next system coming in a few weeks (I already tested it) will add vehicle, object, pickup, npc support and support for checking other players variables, as well as some more useful functions for scripting.


After that you can cover most of it. We still don't have anything for changing default variables (player, vehicle, npc, etc.. variables) other than pickups, but there are over 100+ pickups so I think my property system covers everything by next patch.

It's exciting though because we are getting closer and closer to replacing scripting if that ever will happen we'll see Razz I doubt it will replace 100 % of the work but hopefully 90-99 % in the future.

I'll wait for the next release, keep up the great job. Although anything in VKs is implemented from DM to customizing your own world with anything you want. The lag is decreasing too and hope of it to decrease more in future, keep it up! Wink
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Post by VK.Angel.OfDeath Fri Aug 14, 2020 3:34 pm

_ wrote:
VK.Angel.OfDeath wrote:
_ wrote:Awesome job man, you nailed it totally like scripting

This part only covers player variables of the person entering the pickup. The next system coming in a few weeks (I already tested it) will add vehicle, object, pickup, npc support and support for checking other players variables, as well as some more useful functions for scripting.


After that you can cover most of it. We still don't have anything for changing default variables (player, vehicle, npc, etc.. variables) other than pickups, but there are over 100+ pickups so I think my property system covers everything by next patch.

It's exciting though because we are getting closer and closer to replacing scripting if that ever will happen we'll see Razz I doubt it will replace 100 % of the work but hopefully 90-99 % in the future.

I'll wait for the next release, keep up the great job. Although anything in VKs is implemented from DM to customizing your own world with anything you want. The lag is decreasing too and hope of it to decrease more in future, keep it up! Wink

Like I mentioned a few patches ago I optimized the database. Killing another player could before cause about 20-100 in temp ping increase. I optimized the script so the value is between 0.5-2 ping per kill which is hardly nothing.

Still more to be done. It's not as optimized as other servers of course since it's so big.
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