STEAM GROUP
Left 4 Dead 2 Workshop Beta L4D2WSB
STEAM GROUP
Left 4 Dead 2 Workshop Beta L4D2WSB
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15 October, 2012
EricTams 19 Feb, 2013 @ 10:46am
GunBrain
Has anyone tried the new GunBrain sample mutation?

If anyone has any questions I can answer them for you.

-Eric
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Showing 1-3 of 3 comments
SeriouS_Samurai 27 Feb, 2013 @ 8:31am 
I've played GunBrain a couple of times. Things that caught my attention: The stats are saved to a specific name and not to players' Steam ID (or am I wrong?). So what happens if players change their names or if players have the same name etc. won't that mess up the stats somehow? I only played on my own server, but is it possible to load old stats from a recently played server when joining a new server?
SeriouS_Samurai 10 Mar, 2013 @ 1:27am 
Maybe if I share the idea I had in mind...

GunBrain has really got me started thinking. I would love to have a system built into my map specific which gives XP points to players, and reward players that spend a lot of time playing the map.

If it would be possible to target a player's Steam ID using scripts that would be a good start.

Here's my idea more detailed:

I want players to receive XP points when the survival timer hits certain times in my map (survival mode):

4 mins = +1 XP Survival Bonus
7 mins = +1 XP Survival Bonus
15 mins = +2 XP Survival Bonus
20 mins = +1 XP Survival Bonus
25 mins = +1 XP Survival Bonus
30 mins (winning the map) = +10 XP Survival Bonus

If you played a full round and reached the end of the map it would give you a total of 16 XP. The second round you play you only manage to survive 17 minutes which means you earned a total of 4 XP that specific round, these 4 XP are then added to your previous 16 XP so now you have a total of 20 XP earned from playing 2 rounds of the map. These points should then be saved and stored when switching servers etc. Basically I want the points to be saved to a player's Steam ID so when players return to play the map they will have their total previous points displayed.

XP points should be displayed on the HUD for each player, and other players in the current game should have their XP displayed for other players, with the survival timer in consideration so everything doesn't overlap on the screen.

When you are dead you should not be able to receive XP, when someone defibs you then you can earn XP again. Basically the player that is currently dead receives no XP Survival Bonus. Example: You die at 8 mins, someone then defibs you at 18 mins. This means you will earn the XP Survival Bonus at 4 and 7 mins, but no XP Survival Bonus at 15 mins since you were dead at this time.

If a player joins mid-game when the survival timer is currently at 22 mins then the player can still earn the XP Survival Bonus at 25 mins and 30 mins (winning the map) which would give that player a total of 11 XP Survival Bonus.

At the end of a round (when all players die) information is displayed (HUD) how much XP each player has earned that specific round.

If the game is set to public in lobby the amount of XP should be doubled, so you can earn a total of 32 XP for playing a full round and reaching the end of the map if the game is set to public.

The file where the XP data is stored in should not be able to be edited by anyone, to avoid cheating.

The XP that each player has earned should never reset to 0 (players should have their previous earned XP working in a new version of the map, if the map gets updated).

Rewards for reaching certain amounts of XP. By writing "rewards" in the chat a list appears with information about rewards in the chat. 100 XP = ???, 1000 XP = ???, 5000 XP = ???, 10000 XP = ???, 30000 XP = ???. To receive the reward the player would have to manually contact me or automatically receive the reward depending on what the reward is chosen to be.
Neil - 119 31 Mar, 2013 @ 9:07pm 
What you are asking is indeed possible, but you can't forcefully load your stats into new servers however. VSLib has automatic disk loading and saving, which may be of help to you. As for how I got the steam id, the generic player_connect event includes the IP, steam ID, and name. You can listen for that event via OnGameEvent, or easier just wait for VSLib hehe. Note that a valid client entity won't exist when that event is fired, so you'll need to store the userid and retry several seconds later.

VSLib is going to help a lot of people... I'm sure of it. I'll have an alpha released within the next two weeks. Yeah I know I've been blabbering about it forever lol.
Last edited by Neil - 119; 31 Mar, 2013 @ 9:08pm
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