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I'm a stats whore, so I'll love this <3
Will there be exporting of gamestats for leagues etc.? (where both teams will have to submit an exported text file that will be automatically compared for authenticity)
Moderators: Jay2k1, DavidM, The_One
Deathball award system: 06:04 10.09.2004 by DavidM
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show the following in the hud, middle left, x,y,z,a are the values
---
defense: x
attack: y
keeper: z
passing: a
---
When you get a point play "pointsup" sound, when you lose points play "pointsdown" sound.
The according number should turn green/red in this moment. Normal color should be white (!?)
And the number should "glow" or something for a moment. Since there is no glow effect we need to highlight in a different way.
I think the color change for a moment isn't enough. But we'll see. A size change could be done...other ideas?
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F3 award box has to look like this:
Defender award: 1.name (x) 2.name (x) 3.name (x)
Attacker award: 1.name (y) 2.name (y) 3.name (y)
Keeper award: 1.name (z) 2.name (z) 3.name (z)
pass award: 1.name (a) 2.name (a) 3.name (a)
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(another note to this, they have to be frozen. when an awarded player leaves he has to stay in there tho.)
now a list of all awards and how the points are given
-defender award
-attacker award
-keeper award
-passing award
when 'near goal' is mentioned, it means 2000 units away from goal (value might be changed later)
missed chances = post hit, keeper saves, ball carrier gets killed in enemy pbox
defender award:
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-defender killing an enemy player who just released the ball near defender's goal:
*ball goes to other enemy player after the pass
#if that player scores or misses: -1 points ScoreEvent(defenderID,-1,def_NoPrevent)
#if nothing special happens: 2 points to defender ScoreEvent(defenderID,2,def_Prevent)
*if it goes directly in goal: -2 points for def ScoreEvent(defenderID,-2,def_NoPrevent)
*if it ends up as a direct missed chance (keeper saves, post hit): -2 points ScoreEvent(defenderID,2,def_Prevent)
*if it goes to other team (defender team) give 2 points to defender ScoreEvent(defenderID,2,def_Prevent)
-defender kills enemy ballcarrier near own goal: 2 points ScoreEvent(defenderID,2,def_TackleKill)
-defender HURTS enemy ballcarrier near own goal:
*if hurt player keeps ball: 1 point to def ScoreEvent(defenderID,1,def_Tackle)
*if hurt player is doing a shaken shot due to the tackling (overload): 3 points to def ScoreEvent(defenderID,3,def_Tackle)
*if hurt player gets off a proper shot (not overload)
#if goal: -3 for def ScoreEvent(defenderID,-3,def_Tackle)
#if missed: -2 for def ScoreEvent(defenderID,-2,def_Tackle)
#if pass to other attacker: -1 for def ScoreEvent(defenderID,-1,def_Tackle)
#anything else: 0 ScoreEvent(defenderID,0,def_Tackle)
(make sure that when a shaken shot turns out as assist, goal, missed or so, that the defender gets not blamed for it. defender gets points for the successfull tackling, even if its a goal. afterall, a shaken assist is pure luck!)
-defender kills enemy player without ball in own pbox
*if attacker team has ball: 3 points ScoreEvent(defenderID,3,def_TackleKill)
*if defender team got the ball withing 2 seconds ago: 0 points ScoreEvent(defenderID,0,def_TackleKill)
*if defender team has ball but attacker team gets ball within the next 5 seconds: 3 points ScoreEvent(defenderID,3,def_WatchedItem)
*if defender team has ball, attacker is 250 close to defender team's ballcarrier: 1 point ScoreEvent(defenderID,1,def_TackleKill)
-defender intercepts enemy ball ("altfire bounce" counts as intercept too)
*near own goal: 3 points ScoreEvent(defenderID,3,def_Intercept)
*somewhere else on pitch: 1 point ScoreEvent(defenderID,1,def_Intercept)
-defender kicks enemy attacker away, who was about to get a locked pass
*enemy attacker doesnt get it: 2 points ScoreEvent(defenderID,2,def_Prevent)
// (*enemy attacker doesnt get it and defender catches ball: 4 points) <- i figured out its bullshit, because you get points for "interception" already. ScoreEvent(defenderID,4,def_Prevent)
-defender has an attacker ball deflect off him near own goal: 2 point ScoreEvent(defenderID,2,def_Prevent)
-defender kicked away by attacker
*attacker scores within 4 secs after: -5 points ScoreEvent(defenderID,-5,def_Beaten)
*attacker misses within 4 secs after: -3 points ScoreEvent(defenderID,-3,def_Beaten)
attacker award:
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-attacker scores goal: 9 points ScoreEvent(attackerID,9,atk_Goal)
-attacker misses with a shot: -4 ScoreEvent(attackerID,-4,atk_MissGoal)
-attacker misses with a volley or "altfire bounce": -3 ScoreEvent(attackerID,-3,atk_MissGoal)
-attacker misses by being killed with ball in enemy pbox: -3 ScoreEvent(attackerID,-3,atk_MissGoal)
-attacker misses (no matter how) from 3500+ units away: -1 ScoreEvent(attackerID,-1,atk_MissGoal)
-attacker A passes to attacker B, attacker B misses: 4 points for attacker A ScoreEvent(attackerID,4,atk_MissAssist)
-attacker A passes to attacker B, attacker B scores: 9 points for attacker A (so 9 points for last assist) ScoreEvent(attackerID,9,atk_Assist)
-4 points for 2nd last assist (that would be 4 points for player C in this case: C pass to B, B pass to A, A scores); If C=A don't give points ScoreEvent(attackerID,4,atk_Assist)
-attacker is being shaken due to well timed tackling by defender NEAR ENEMY GOAL: -2 points for attacker ScoreEvent(attackerID,-2,atk_Hurt)
-attacker creates a bad pass near enemy goal: -3 points ScoreEvent(attackerID,-3,pas_BadPass) *atk or pas points here?!*
-attacker A boosts attacker B, attacker B scores within the next 5 seconds: 4 points ScoreEvent(attackerID,4,atk_Booster)
-attacker A boosts attacker B, attacker B is last assist for a goal that's being scored in the next 7 seconds: 4 points ScoreEvent(attackerID,4,atk_Booster)
keeper award:
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-keeper kills enemy player without ball in own pbox
*if attacker team has ball: 3 points ScoreEvent(keeperID,3,kep_TackleKill)
*if keeper team got the ball withing 2 seconds ago: 0 points ScoreEvent(keeperID,0,kep_TackleKill)
*if keeper team has ball but attacker team gets ball within the next 5 seconds: 3 points ScoreEvent(keeperID,3,kep_WatchedItem)
*if keeper team has ball, attacker is 250 close to defender team's ballcarrier: 1 point ScoreEvent(keeperID,1,kep_TackleKill)
-keeper saves ball
*ball has less than 60km/h: 1 point ScoreEvent(keeperID,1,kep_Save)
*ball 60km/h and above and shot from 23 to 35 meters: 3 points ScoreEvent(keeperID,3,kep_Save)
*ball 60km/h and above and shot from farer than 35 meters away: 1 point ScoreEvent(keeperID,1,kep_Save)
*ball shot from less than 12 meters away from goal: 7 points (even if speed below 60km/h; so dissable the 1st point if distance that low) ScoreEvent(keeperID,7,kep_Save)
*ball shot from 23 to 12 meters: 5 points (only if speed above 60km/h) ScoreEvent(keeperID,5,kep_Save)
-keeper kills player with ball in own box ScoreEvent(keeperID,5,kep_TackleKill)
-intercepts ball (keeper outside box; if he was keeper 5 secs before): 3 points ScoreEvent(keeperID,3,kep_Intercept)
-keeper has last assist: 5 points [5 for keeper and 9 for attacker] ScoreEvent(keeperID,5,kep_Assist)
-keeper has 2nd last assist: 3 points ScoreEvent(keeperID,3,kep_Assist)
-keeper passes to enemy player -5 points ScoreEvent(keeperID,-5,pas_BadPass) *kep or pas points here?!*
pass award:
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as usual
you need 3 good passes to compensate 1 bad pass
so
+1 for good pass ScoreEvent(passerID,1,pas_GoodPass)
-3 for bad pass ScoreEvent(passerID,-3,pas_BadPass)
I think these are redundant after assist points
+5 if pass was last assist ScoreEvent(passerID,5,pas_WatchedItem)
+3 if pass was 2nd last assist ScoreEvent(passerID,3,pas_WatchedItem)
PlayerID and points are self explanatory.ScoreEvent(PlayerID,points_awarded,prefix_DescriptionString)