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05.04.2005 by DARKBLUE: tnx 2 {DnF2}SiNiSTeR
SmartCTF 4С
Появи се поредната версия 4С на популярния мод за Unreal Tournament, специално написан за подсилване на CTF елемента в играта. Има специална точкова система, показва разширено табло с резултатите от играта, както и редица teamplay ориентирани статистики.
Оригиналният мод е написан от {PiN}Kev някъде през януари 2004, а tweak-ъра от {DnF2}SiNiSTeR през март 2005. За всички несъгласни с така конфигурирания mod съществува възможността да го конфигурират изцяло по свой вкус...
ИЗМЕНЕННИЯ
SmartCTF 4C
{DnF2}SiNiSTeR
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- Bugfixed version of 4B, not much changes.
- Fixed: being unable to use a custom scoreboard like MODOS, SubStats or even the PURE Clickboard (after the first map).
- Spawnkill time limits can be specified in the .ini-file.
- Added a minimal flag capture bonus for the new scoring system.
- Displays a faceless avatar instead of a blank space, when a player has no face.
- No Flagsaves for flags really close to eachother.
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SmartCTF 4B
{DnF2}SiNiSTeR
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- Totally renewed and vamped the SmartCTF scoreboard!
- The SmartCTF scoreboard now replaces the original scoreboard instead of painting over your HUD. But no worries, you can toggle between the normal scoreboard and SmartCTF scoreboard with the familiar command "mutate SmartCTF Stats". Also by default you won't see the SmartCTF scoreboard until the game has ended like with every other SmartCTF version. Therefore there should be no disadvantages, just the advantage that your HUD does not get screwed up anymore on occasion! (Like your Chat Area being hidden again...)
- Furthermore the scoreboard looks much sexier. Read on...
- For starters, players are accompanied by the face of their player model (avatar).
- There is a dark shading behind the data for better readibility of compressed screenshots.
- The statistic bars are now a ratio of the maximum, not the total.
- Players have extra stats: Efficiency, number of HeadShots, ShieldBelt and Damage Amp pickups.
- Therefore ping and packetloss is displayed under the avatar.
- The team headers if some extra information as well. These are average ping and packetloss for that team, and percent of total SB/Amp pickups.
- In the bottom of the screen the tickrate of the server will now display (at the end of the server line).
- All this data is also dynamic, trying to get as much players to fit on the screen as possible. It supports upto 18 players at a resolution 1024x768.
- Several bugfixes:
- Now compatible with UTPure's WarmUp Mode!
- Fixed "multiple player name" bug at end of game when people leave and join.
- No more "Long Range" messages when killing with a zoomed sniper.
- Show FC Location (bShowFCLocation in .ini) can actually be disabled now.
- As well as bPlay30SecSound, but this is tricky. When enabled, it changes a setting on the client when the player joins. This change remains until that player quits UT. So he could also hear the sound when joining a non-SmartCTF server later ;)
- Fixed a scoring error for flagreturns (mid/base swapped).
- More specific SmartCTF logging, also fills the Flag Assist column for UTStats beta 3 by azazel!
- Optional Spawnkill Detection, with score penalties and messages.
- SmartCTF Server Info (F2), including Record Holders for various stats.
- Optional "You Got The Lead"/"You Lost The Lead" announcer sounds at capping.
- Included "Overtime Control".
- New cap/assist scoring system.
- Console command "mutate SmartCTF ForceEnd" to force a game to end.
- Console command "mutate CTFInfo", like UTPure's "CheatInfo".
- "MonsterAnnouncer" for Enhanced MultiKill (broadcast multi kills etc. in console for example for reporterbot).
- Keybind for stat toggling can be selected in UT Settings / Controls.
- Made the startup logo smaller.
- Decreased filesize with ~one third.
- Decreased network usage by ~half.
- Works better on standalone games. But keep in mind it was programmed for a dedicated server.
- A lot general code improvements, optimalizations and changes.
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SmartCTF 4A
{DnF2}SiNiSTeR
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- Fixes the "flagbug" where the flag is sent home when the FC disconnects. Now it is dropped there.
- Lots of booleans you can set in the .ini file to hide certain SmartCTF messages on your server.
- Same goes for setting SmartCTF bonuses and almost every other SmartCTF feature.
- Can be setup as Server Actor so you don't have to select the mutator each time. Doesn't load for non-CTF gametypes.
- Optional 'Assist' sound at assist, 'Capture' sound at capture and 'Nice Catch' sound at save.
- SmartCTF messages have their own spot and don't interfere with other messages, this also fixes the Saved message bug.
- Works with bots (thus offline) now as if they were players also.
- Enhanced MultiKill Messages (Triple Kill & MegaKill + Announcer).
- Code reformatting, various small code tweaks and optimalizations.
- Rules for Cover Kills altered a bit (more flexable).
- Missing Announcer sound on '30 second remaining' included.
- Other small sounds added for some SmartCTF messages.
- Long Range Kill detection and message at headshot location (headshot has preference).
- Powered by SmartCTF message/logo.
- Small Statboard enhancements.
- Shows "Deaths" instead of "Seals" if no Seals.
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INSTALLING
SmartCTF is a client- and serverside mod. This means it has to be installed on the server. It should also be added to the ServerPackages so clients will download it automatically to be able to see stats and the likes.
The steps for Server Administrators are as follows:
- Remove all earlier versions of SmartCTF to avoid conflicts!
- Extract the .ini, .int, and .u files in the UT\System directory.
- You can extract the readme file to UT\Help if you want.
- Now open UnrealTournament.ini (in your UT\System folder) and look for [Engine.GameEngine].
- Add the following to the list of 'ServerPackages=':
ServerPackages=SmartCTF_4C
- Also, if you don't want to select the SmartCTF mutator each time but have it be added to CTF games by default, you have to add another line to the end of the list of 'ServerActors=':
ServerActors=SmartCTF_4C.SmartCTFServerActor
- There's a reason this has to be added at the end. The mutator will take the current scoreboard to show by default, but meanwhile replace it with the SmartCTF scoreboard. If say the ScoreBoard utility MODOSUtilV25 gets loaded after SmartCTF, the MODOS scoreboard won't get detected, or the SmartCTF scoreboard won't show. Note that UTPure also changes the scoreboard in Tournament games, for the clickboard. So place it after UTPure too.
- Also, SmartCTF Server Info won't work if you insert the package in the list before UTPure!
- For the same reasons, if you don't use the ServerActor but add the mutator manually, try sticking it at the end of the mutator list.
- An usual mistake is to edit the UT .ini file while the server is still running. You won't be able to make changes to the file that way.
- Ready to go
OPTIONS IN THE .INI FILE
Just open up the SmartCTF_4C.ini in the UT\System folder. If you can't find it, run a game with SmartCTF one time to generate it with the default options.
Explanation
Name
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Default Value
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Description
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CapBonus AssistBonus CoverBonus SealBonus FlagKillBonus GrabBonus
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8 7 2 2 0 0
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Here you can enter the SmartCTF bonuses. Remember this gets added to default UT scorings. You can only enter integer numbers, and can use something like -1 to decrease in score, for example setting FlagKillBonus to -1 will give 4 points instead of standard 5 on a flagkill. See Scoring.
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BaseReturnBonus MidReturnBonus EnemyBaseReturnBonus CloseSaveReturnBonus
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0.500000 2.000000 4.000000 8.000000
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If you return the flag in a specific playerzone or really close to the flag. These can be decimal numbers hence the 0.5 pts for base returns. You don't see decimals on the scoreboard. See Scoring.
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SpawnKillPenalty
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1
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If Spawnkill Detection is enabled, this is the amount of points you lose for each spawnkil you do.
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MinimalCapBonus
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5
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Only applicable with the new cap/assist scoring system, this specifies the minimal amount of points a flagcapture is worth. See Scoring.
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bEnabled
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True
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You can totally disable the loading of SmartCTF by setting this to False.
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bFixFlagBug
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True
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If True, the flag will be dropped if the FC disconnects or lags out, instead of being sent home which is the default UT functionality. Hopefully this will prevent some 'lagoutcaps' in clanwars.
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bEnhancedMultiKill
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False
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Enable enhanced multikills. Inserts 2 extra phases, in color changing messages and unlimited MonsterKills.
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EnhancedMultiKillBroadcast
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3
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Ignored if bEnhancedMultiKill = False. Since the MonsterAnnouncer mod is incompatible with Enhanced Multkill, SmartCTF has a built-in function for it. It will display a message in the console if a player gets a Multi Kill, Triple Kill etc. The value decides from which multkill-level onwards a message should be displayed (as in 2 = Double Kill, 3 = Triple Kill, etc). 0 = no message will be displayed.
If you want this functionality but don't want Enhanced MultiKill, use TNSe's MonsterAnnouncer instead.
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bShowFCLocation
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True
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Players will see the location (playerzone) of their own Flagcarrier in the bottom right corner of the screen.
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bSmartCTFServerInfo
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True
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Enhanced Server Info under F2. Just check it out!
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bNewCapAssistScoring
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True
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Utilizes the new scoring system for captures and assists. See Scoring.
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bSpawnKillDetection
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True
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Detects spawnkills and displays a message similar to the "Head Shot!" message. See FAQ.
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SpawnKillTimeNW SpawnKillTimeArena
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3.500000 1.000000
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The maximal time after a victim respawns, that the kill can be defined as a spawnkill. For arena (instagib) and NW games. See FAQ.
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bShowSpawnKillerGlobalMsg
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True
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Will display a global message about the spawnkiller, when someone makes 3 consecutive spawnkils in a row without dieing.
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bAfterGodLikeMsg
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False
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Enable the additional killingspree message after Godlike, "Too Easy For..", and another one. No sound.
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bStatsDrawFaces
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True
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Whether to draw the avatars on the Statboard.
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bDrawLogo
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True
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If True, a player will see a logo on joining the server. Otherwise a console message is displayed.
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CoverMsgType CoverSpreeMsgType SealMsgType SavedMsgType
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0 1 1 3
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0..3, how to display certain SmartCTF messages. 0 = off, 1 = console message self, 2 = console all players, 3 = HUD message for all.
CoverMsg: ... covered the flagcarrier! CoverSpreesMsg: ... is on a multi cover / cover spree ! SealMsg: ... is sealing off the base! Saved Msg: Saved By ...!
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bShowLongRangeMsg
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False
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Display "Über / Long Range Kill!" similar to the "Head Shot!" message, on non-sniper/insta/trans/deemer kills over huge distances.
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bShowSealRewardConsoleMsg bShowCoverRewardConsoleMsg bShowAssistConsoleMsg
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True
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These are the 'reward on cap' and 'assist' messages displayed in the console, you can disable them also.
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bPlaySavedSound bPlayCaptureSound bPlayAssistSound bPlayLeadSound bPlay30SecSound
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True False True True True
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Additional Announcer sounds, "Capture" at a flagcap, "Assist" when you get an assist bonus and "Nice Catch!" if you do a Flagsave. Also "You Got The Lead!" or "You Lost The Lead!" when you make a capture or the opponent makes a capture, when appropiate. And the missing "30 seconds remaining..." sound (sounds a bit odd tho :s)
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bEnableOvertimeControl bOvertime bRememberOvertimeSetting
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False True False
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Please refer to the FAQ for information about Overtime Control.
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Public servers
Now, understandably we want different settings for a public server and a clanserver. The default options are somewhere inbetween.
Here is a sample configuration suited for a public funserver. SmartCTF messages are fully enabled and so are most 'funstuff' features:
[SmartCTF_4C.SmartCTF] bEnabled=True CapBonus=8 AssistBonus=7 FlagKillBonus=0 CoverBonus=2 SealBonus=2 GrabBonus=0 BaseReturnBonus=0.500000 MidReturnBonus=2.000000 EnemyBaseReturnBonus=4.000000 CloseSaveReturnBonus=8.000000 SpawnKillPenalty=1 MinimalCapBonus=5 bFixFlagBug=True bEnhancedMultiKill=True EnhancedMultiKillBroadcast=5 bShowFCLocation=True bSmartCTFServerInfo=True bNewCapAssistScoring=True bSpawnkillDetection=True SpawnKillTimeArena=1.000000 SpawnKillTimeNW=3.500000 bAfterGodLikeMsg=True bStatsDrawFaces=True bDrawLogo=True CoverMsgType=3 CoverSpreeMsgType=3 SealMsgType=3 SavedMsgType=3 bShowLongRangeMsg=True bShowSpawnKillerGlobalMsg=True bShowAssistConsoleMsg=True bShowSealRewardConsoleMsg=True bShowCoverRewardConsoleMsg=True bPlayCaptureSound=False bPlayAssistSound=True bPlaySavedSound=True bPlayLeadSound=True bPlay30SecSound=True bEnableOvertimeControl=False bOverTime=True bRememberOvertimeSetting=False
Clanservers
We don't want too much distraction here, so no big screen messages like "X covered the flagcarrier" and "X is sealing off the base". Furthermore 'funstuff' like Enhanced Multikill is disabled. Some console messages remain, but you can tune this down even further if you want.
[SmartCTF_4C.SmartCTF] bEnabled=True CapBonus=8 AssistBonus=7 FlagKillBonus=0 CoverBonus=2 SealBonus=2 GrabBonus=0 BaseReturnBonus=0.500000 MidReturnBonus=2.000000 EnemyBaseReturnBonus=4.000000 CloseSaveReturnBonus=8.000000 SpawnKillPenalty=0 MinimalCapBonus=5 bFixFlagBug=True bEnhancedMultiKill=False EnhancedMultiKillBroadcast=3 bShowFCLocation=True bSmartCTFServerInfo=True bNewCapAssistScoring=False bSpawnkillDetection=False SpawnKillTimeArena=1.000000 SpawnKillTimeNW=3.500000 bAfterGodLikeMsg=False bStatsDrawFaces=True bDrawLogo=True CoverMsgType=0 CoverSpreeMsgType=0 SealMsgType=0 SavedMsgType=3 bShowLongRangeMsg=False bShowSpawnKillerGlobalMsg=False bShowAssistConsoleMsg=True bShowSealRewardConsoleMsg=True bShowCoverRewardConsoleMsg=True bPlayCaptureSound=False bPlayAssistSound=True bPlaySavedSound=True bPlayLeadSound=True bPlay30SecSound=True bEnableOvertimeControl=False bOverTime=True bRememberOvertimeSetting=False
Default UT scoring
If you want the default UT scoring, and not the SmartCTF enhanced point system, just set all bonuses to 0 and bNewCapAssistScoring to False.
CapBonus=0 AssistBonus=0 FlagKillBonus=0 CoverBonus=0 SealBonus=0 GrabBonus=0 BaseReturnBonus=0.000000 MidReturnBonus=0.000000 EnemyBaseReturnBonus=0.000000 CloseSaveReturnBonus=0.000000 SpawnKillPenalty=0 MinimalCapBonus=0 bNewCapAssistScoring=False
Changing settings as admin
Any client logged in as admin can easily change these settings by typing commands like this in the console: admin set SmartCTF CapBonus 5 admin set SmartCTF bShowFCLocation False
Use a command like admin get SmartCTF bFixFlagBug to request the current value.
Note that some properties might require a restart of the game to take effect!
POINTSYSTEM AND RULES
Default points
SmartCTF changes the points you receive. They can now be changed by the server admin, if you want to check a certain server's settings just type 'mutate smartctf rules' in the console. Here is the default setting.
Action
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UT Score
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SmartCTF Bonus
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Total
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Capture**
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7
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8
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15
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Assist**
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-
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7
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7
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Flagkills
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5
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0
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5
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Covers
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1*
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2
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3
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Seals
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1*
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2
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3
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Grabs
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0
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0
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0
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Flagreturns in own base
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-
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0.5
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0.5
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Flagreturns in mid
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-
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2
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2
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Flagreturns in enemy base
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-
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4
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4
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Flagreturns really close
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-
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8
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8
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Spawnkill
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1*
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-1
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0
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* The 1 score you get from UT is because of the normal kill you did. ** There is a new scoring system for caps and assists. See below.
Rules
An Assist is if you carried the flag, but dropped it and a teammember took over and capped.
- A Cover is defined as a kill while defending your flagcarrier. This has to do with distance as well as enemies seeing the flagcarrier.
- A Seal is defined by:
1) Your FC is on your team's side of map. 2) Your flag is not taken. 3) You kill some one on your side of the map.
- If the FC that you covered and/or sealed off the base for, caps, then you once again get bonuses for each such kill you made (so coverkills x 2 pts, sealkills x 2 pts).
- Seals and Flagreturns require maps with proper zone names, that is player locations that contain "Red", "Blue" and "Mid" in their text.
- A Flagsave is a Flagreturn really close to the enemy flag which has not been taken. This is accompanied by a "Saved By" message.
- A Spawnkill is defined in the FAQ.
New cap/assist scoring
With the setting bNewCapAssistScoring enabled, the points for Assist and Captures will be divided based on the time each player carried the flag!
It uses the total amount of points normally awarded for a capture (by default 15, see table). So you can configure CapBonus to change this. If you capped a flag doing a solorun, then you get all the points because you carried it 100% of the time. If someone carries a flag for 15 seconds, drops it, you pick it up, carry it for 5 seconds then cap, then you get 25% of the points and the assister 75% of 15 points. If you drop a flag and later pick it up again, then the new time will be added to the old.
There's also a setting to give a flagcapper a minimal bonus. For example if someone pickups a dropped flag 1 meter for the flag and caps, he would get very little points, even if it was a nice rescue. With MinimalCapBonus you can adjust this and set a lower bound. By default this is 5, so a capture would give you at least 5 points. More if applicable.
With bShowAssistConsoleMsg on True, you will see a console message telling you how much seconds you carried it.
This was not fully my idea, because I've played on a server once with this functionality enabled. I don't know how the mod was called, how it exactly worked or who made it, and couldn't find anything on the Internet. So I just went and made my own implementation of it. But credit to whoever's original idea it was.
COMMANDS AND KEYBINDS
The following commands can be typed by clients in the console:
- mutate smartctf
General info.
- mutate smartctf stats
Toggle between the default scoreboard and the SmartCTF scoreboard. Basically this sets what you will see under F1. In the top right corner of the screen you can see for a moment which is selected. When the game starts, you always begin with the default. When it ends, you will always toggle to the SmartCTF scoreboard.
- mutate ctfinfo
Gives an overview of all SmartCTF related settings on that server (Like UTPure's "CheatInfo" command).
- mutate smartctf rules
Shows all bonuses settings for the server.
- mutate smartctf forceend
An admin can force the game to end, even if it is a tie. SmartCTF ScoreBoard will also show up.
- mutate smartctf clearstats
Admins can also choose to clear the SmartCTF stats.
- mutate overtime <on|off>
Only matters when bEnableOvertimeControl is True. By simply typing "mutate overtime" you can check if Sudden Death Overtime is currently enabled (by default it is). "mutate overtime off" (admins only) will make sure that if the map ends in a tie when the timelimit is reached, the game ends anyway. Don't use for decider maps! See the FAQ for detailed information.
A good tip is to bind the toggle command to F3. This key only gets used for Assault so for CTF its free. Bind F3 as follows in your User.ini: F3=ShowObjectives | mutate smartctf showstats
Now it will display the objectives during an Assault game and toggle the SmartCTF statboard during a CTF game (also compatible with older versions of SmartCTF).
Note: you can now also bind the command using the UT settings window, under Controls.
FAQ
- When is a kill defined as a cover kill?
Here is the technical information. When: - the victim is within 512 uu (10 meter) of your flagcarrier, or - you are within 512 uu (10 meter) of your flagcarrier, or - the victim is within 1536 (30 meter) of your flagcarrier and can see him, or - the victim is within 1024 (20 meter) of your flagcarrier and you can see your flagcarrier, or - the victim is within 768 (15 meter) of your flagcarrier and can see him if he turned.
- When is a kill defined as a seal?
a) The opponent's team doesn't have the flag, but your team has. b) You kill an enemy on your side of the map. c) Your flagcarrier is also on your side of the map. "Your side of the map" means you are in a level zone with your color in its name (Like "Red Base" or "Blue Corridor").
- How does SmartCTF check where I return a flag?
It checks the names of the level zone you are in when you did the kill (like "Red Base", "Blue Corridor" or "Upper Mid"). Let's say your team is Red, then it checks for, and rewards as: "red" = Return in your base. "blue" = Return in enemy base. Neither = Return in the middle. 900 uu (17 meter) from opponent flag = Close save.
- What is Overtime Control?
This setting allows you to control whether Sudden Death Overtime should kick in, when the time limit is reached and the cap scores are currently tied. If you don't want to worry about this, simply leave bEnableOvertimeControl to False.
If it's set to True, you can set bOvertime to control it. You may want to use this for official maps to make sure your opponent won't have a deciding cap 0.5 seconds out of time (this is hard to tell). Instead, make sure the game ends even when its tied. bOvertime = False does just that. For deciders don't forget to set bOvertime back to True.
Because this is a tricky setting considering deciders (which require overtime), you won't want to mess this up. By default bRememberOvertimeSetting = False, making sure at each mapchange, bOvertime will be set back to True (= safe). Setting it to True will ensure the bOvertime setting gets remembered through mapchanges.
Use "mutate overtime" to see the current setting. Also, when the tournament game starts, you will see a big text for a few seconds, indicating whether it is on or off. See Commands section.
- How do I see stats mid-game?
See Commands section.
- OMG I'm a spawnkiller! How does SmartCTF define this?
You get a spawnkill whenever you kill someone who has spawned less than 5 seconds ago, AND hasen't picked up any weapons or meaningfull pickups yet. Thus, is defenseless.
The rule for Arena games such as Instagib, Rocket Launcher Arena and Sniper Arena is different. Then, a spawnkill is any kill within 1 second after your victim spawned.
If you get 3 spawnkills in a row without dieing yourself, the server can be configured to broadcast a message saying you are a LAMER!
From version 4C, the mentioned timelimits can be configured with SpawnKillTimeNW and SpawnKillTimeArena.
- What do the abbreviations on the statboard mean?
Personal stats;HS: Number of HeadShots made, SB: number of ShieldBelt pickups, AM: number of Damage Amplifier pickups, TM: time in minutes in the game, EFF: efficieny aka the frag/death ratio, P/PI: ping, L/PL: packetloss %. Team stats;PING: average team ping, PL: average team packetloss, TM: time in minutes the game is running, SB: % of ShieldBelts picked up in relation to the other team, AM: % of Damage Amps picked up in relation to the other team. Footer;TR: TickRate of the server.
- За download тук:
To be continued... Добавете коментар |
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