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Server Help | ASSS Wiki (-1) | Shanky.com
negative points
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Cancer+
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PostPosted: Wed Aug 24, 2005 11:35 pm    Post subject: negative points Reply to topic Reply with quote

some times but not all the time when you kill someone, you get negative points. why is this? how can i fix it?
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PostPosted: Thu Aug 25, 2005 12:15 am    Post subject: Reply to topic Reply with quote

hMm it appears your point values are setup that way. review your arena config for more information. icon_smile.gif
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PostPosted: Thu Aug 25, 2005 5:00 am    Post subject: Reply to topic Reply with quote

lol...thanks for the help?

i know its that, but i just dont see the problem.
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PostPosted: Thu Aug 25, 2005 12:24 pm    Post subject: Reply to topic Reply with quote

Programs can look in several ways to values.

max int (unsigned) = FFFFFFFF = 4294967295 = (2 ^ 32) - 1
max int (signed) = 7FFFFFFF = 2147483647 = (2 ^ 31) - 1

Continuum seems to treat points as signed ints.

Edit: Your problem would probably be with signed short, which is only 2 bytes:

max short (unsigned) = FFFF = 65535 = (2 ^ 16) - 1
max short (signed) = 7FFF = 32767 = (2 ^ 15) - 1

Oops, (2 ^ 31) - 1 = 2147483647, not 2147483648. sa_tongue.gif


Last edited by Solo Ace on Fri Sep 02, 2005 8:41 pm, edited 2 times in total
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PostPosted: Thu Aug 25, 2005 12:47 pm    Post subject: Reply to topic Reply with quote

Continuum and subgame been modified to disallow negative points, nor the biller recognizes them.

IIRC.
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PostPosted: Thu Aug 25, 2005 1:00 pm    Post subject: Reply to topic Reply with quote

What? Is that why they're still there?
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PostPosted: Thu Aug 25, 2005 4:23 pm    Post subject: Reply to topic Reply with quote

By biller I mean SSC biller.
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PostPosted: Thu Aug 25, 2005 4:48 pm    Post subject: Reply to topic Reply with quote

T3G is on the SSC biller, they still have this issue.
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PostPosted: Fri Aug 26, 2005 3:08 am    Post subject: Reply to topic Reply with quote

no, i dont mean negative points as in they have them. i mean negative points as in this.

Cancer+(-22609) killed by: Solo Ace(2235)
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PostPosted: Fri Aug 26, 2005 7:42 am    Post subject: Reply to topic Reply with quote

Bounty issues are handled as solo ace explained.
Simply put, if you set the bounties too high, they roll over to the negative spectrum.

The point themselves which players hold on the score sheet/biller should be always positive, AFAIR, it's been this way since early 2000 or earlier or so when Priit showed up.
It could be that since receiving some complaints, Priit reversed his modifications and reallowed negative points, though I doubt it.
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PostPosted: Sat Aug 27, 2005 1:38 am    Post subject: Reply to topic Reply with quote

well the bounty is only 12...well starts out with 12.
idk...
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PostPosted: Sat Aug 27, 2005 1:46 am    Post subject: Reply to topic Reply with quote

But how much do you pump it for the kill? Obviously it's not +1.
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PostPosted: Sat Aug 27, 2005 7:41 pm    Post subject: Reply to topic Reply with quote

+5 i believe.
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PostPosted: Sun Aug 28, 2005 9:45 am    Post subject: Reply to topic Reply with quote

Just post your [kill] settings.

If you get bounties this high "Cancer+(-22609) killed by: Solo Ace(2235)" from +5 a kill and initial bounty of something low then you fucked something up.
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PostPosted: Sun Aug 28, 2005 10:00 am    Post subject: Reply to topic Reply with quote

Or somebody has been giving free-kills all night.
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PostPosted: Sun Aug 28, 2005 2:42 pm    Post subject: Reply to topic Reply with quote

well, i believe...it only happens when you have a flag. so i will post the [Flag] and [Kill] settings...
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PostPosted: Sun Aug 28, 2005 2:52 pm    Post subject: Reply to topic Reply with quote

Code: Show/Hide
Flag:FlaggerOnRadar:1:::Whether the flaggers appear on radar in red 0=no 1=yes
Flag:FlaggerKillMultiplier:2:::Number of times more points are given to a flagger (1 = double points, 2 = triple points)
Flag:FlaggerGunUpgrade:1:0:1:Whether the flaggers get a gun upgrade 0=no 1=yes
Flag:FlaggerBombUpgrade:1:0:1:Whether the flaggers get a bomb upgrade 0=no 1=yes
Flag:FlaggerFireCostPercent:1000:::Percentage of normal weapon firing cost for flaggers 0=Super 1000=100% 2000=200%
Flag:FlaggerDamagePercent:1000:::Percentage of normal damage received by flaggers 0=Invincible 1000=100% 2000=200%
Flag:FlaggerSpeedAdjustment:125:::Amount of speed adjustment player carrying flag gets (negative numbers mean slower)
Flag:FlaggerThrustAdjustment:20:::Amount of thrust adjustment player carrying flag gets (negative numbers mean less thrust)
Flag:FlaggerBombFireDelay:0:::Delay given to flaggers for firing bombs (0=ships normal firing rate -- note: please do not set this number less than 20)
Flag:CarryFlags:1:0:2:Whether the flags can be picked up and carried (0=no, 1=yes, 2=yes-one at a time)
Flag:FlagDropDelay:15000:::Time before flag is dropped by carrier (0=never)
Flag:FlagDropResetReward:0:::Minimum kill reward that a player must get in order to have his flag drop timer reset.
Flag:EnterGameFlaggingDelay:0:::Time a new player must wait before they are allowed to see flags
Flag:FlagBlankDelay:200:::Amount of time that a user can get no data from server before flags are hidden from view for 10 seconds.
Flag:NoDataFlagDropDelay:500:::Amount of time that a user can get no data from server before flags he is carrying are dropped.
Flag:FlagMode:1:0:2:Style of flag game (0=dropped flags are un-owned, carry all flags to win)(1=dropped flags are owned, own all flags to win)(2=Turf style flag game)
Flag:FlagResetDelay:10000000000000000000000000:::Amount of time before an un-won flag game is reset (in hundredths of a second)   Advisable to be over 1000000
Flag:MaxFlags:15:0:32:Maximum number of flags in the arena. (0=no flag game)
Flag:RandomFlags:0:0:1:Whether the actual number of flags is randomly picked up to MaxFlags (0=no 1=yes)
Flag:FlagReward:1000:::Number of points given for a flag victory. Formula = (playersInGame * playersInGame * FlagReward / 1000). (0=no flag victory is EVER declared)
Flag:FlagRewardMode:0:0:1:How flag reward points are divided up (0 = each team member gets rewardPoints) (1 = each team member gets (rewardPoints * numberOfTeamMembers / maximumAllowedPerTeam))
Flag:FlagTerritoryRadius:1:::When flagger drops flags, this is how spread out they are (distance from drop-centroid in tiles).  (note: 0 = special value meaning hide flags in center area of board as normal)
Flag:FlagTerritoryRadiusCentroid:0:::When flagger drops flags, this is how far the drop-centroid is randomly adjusted from the actual drop location) (note: 1024 = hide anywhere on level)
Flag:FriendlyTransfer:0:0:1:Whether the flaggers can transfer flags to other teammates (0=no 1=yes)


that is the Flag settings.

Code: Show/Hide
Kill:MaxBonus:0:::Let's ignore these for now. Or let's not. :) This is if you have flags, can add more points per a kill. Founded by MGB
Kill:MaxPenalty:0:::Let's ignore these for now. Or let's not. :) This is if you have flags, can take away points per a kill. Founded by MGB
Kill:RewardBase:500:::Let's ignore these for now. Or let's not. :) This is shown added to a person's bty, but isn't added from points for a kill. Founded by MGB
Kill:BountyIncreaseForKill:10:::Number of points added to players bounty each time he kills an opponent.
Kill:EnterDelay:200:::How long after a player dies before he can re-enter the game.
Kill:KillPointsPerFlag:150:::Number of bonus points given to a player based on the number of flags his team has (as is done in Turf zone now)
Kill:KillPointsMinimumBounty:20:::Bounty of target must be over this value to get any KillPointsPerFlag bonus points.
Kill:DebtKills:1:::Number of kills a player must get after dying or resetting-ship before he starts getting points for kills. (0 = Normal)
Kill:NoRewardKillDelay:5000:::If you kill the same guy twice within this amount of time, you get no points for the second kill. (in hundredths of a second)
Kill:BountyRewardPercent:10000:::Percentage of your own bounty added to your reward when you kill somebody else.
Kill:FixedKillReward:-1:::Fixed number of points given for any kill (regardless of bounty) (-1 = use bounty as always)
Kill:JackpotBountyPercent:50000:::Percentage of kill value added to Jackpot 0=No Jackpot Game 1000=100% 2000=200%


the Kill settings.

now grant it, i havent done all of these. there was a person before me doing these settings and i just changed what i thought needed.
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PostPosted: Sun Aug 28, 2005 2:55 pm    Post subject: Reply to topic Reply with quote

Can you post it from the server.cfg and not the server.set?
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PostPosted: Sun Aug 28, 2005 3:08 pm    Post subject: Reply to topic Reply with quote

no because i have this other program. my server.cfg just shows the ships status. not the whole thing.
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PostPosted: Sun Aug 28, 2005 3:12 pm    Post subject: Reply to topic Reply with quote

It is near the bottom of the server.cfg.

Oh well, I guess I may as well root through all this extra text...

Change:
Code: Show/Hide
Kill:RewardBase:500:::Let's ignore these for now. Or let's not. :) This is shown added to a person's bty, but isn't added from points for a kill. Founded by MGB


To:
Code: Show/Hide
Kill:RewardBase:5:::Let's ignore these for now. Or let's not. :) This is shown added to a person's bty, but isn't added from points for a kill. Founded by MGB


That will do a +5 bty per kill, right now it is a +500 bty per kill
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PostPosted: Sun Aug 28, 2005 3:38 pm    Post subject: Reply to topic Reply with quote

hmm that is not the sets that are in there now. the ones in there now said 1000.

the program i was using is CSedit. i dont really use it, a guy just sent it to me. i also didnt know i could look at other settings, i thought it was only ships...sry.

Code: Show/Hide
MaxBonus: 900
MaxPenalty: 0
RewardBase: 1000
BountyIncreaseForKill: 8
EnterDelay: 200
KillPointsPerFlag: 3000
KillPointsMinimumBounty: 0
DebtKills: 0
NoRewardKillDelay: 1
BountyRewardPercent: 10000
FixedKillReward: 50000
JackpotBountyPercent: 5000


you said change the reward base to 5? ok i did that and now i will test it.
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PostPosted: Sun Aug 28, 2005 8:59 pm    Post subject: Reply to topic Reply with quote

Edit: it didnt work.

another thing (didnt want to start another post)

when you have a flag, and you kill someone, SOMETIMES, it doesnt add time to the timer. how do i fix?


Last edited by Cancer+ on Sun Aug 28, 2005 9:51 pm, edited 1 time in total
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PostPosted: Sun Aug 28, 2005 9:50 pm    Post subject: Reply to topic Reply with quote

FixedKillReward: 50000 seems fishy...
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PostPosted: Sun Aug 28, 2005 10:30 pm    Post subject: Reply to topic Reply with quote

Try a much lower bounyrewardpercent.
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PostPosted: Sun Aug 28, 2005 10:40 pm    Post subject: Reply to topic Reply with quote

how much on each do you think? we do want high jackpots.
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