but that would simply make all the scores even out over time since someone doing well would be punished for being in the lead making scoring pointless.
def OnPlayerSpawn(self, player, isFirstSpawn):
playerName = player.GetPlayerName()
if playerName == 'Viashino' || playerName == 'BigBird':
player.SetHealth( int(GEGlobal.GE_MAX_HEALTH / 2) )
if playerName == 'KM':
player.SetHealth( int(GEGlobal.GE_MAX_HEALTH * 2) )
Code: [Select]def OnPlayerSpawn(self, player, isFirstSpawn):
playerName = player.GetPlayerName()
if playerName == 'Viashino' || playerName == 'BigBird':
player.SetHealth( int(GEGlobal.GE_MAX_HEALTH / 2) )
if playerName == 'KM':
player.SetHealth( int(GEGlobal.GE_MAX_HEALTH * 2) )
Thats the only health leveling needed around here :P Next?
How about having a leveling system like in GunGame?
Every player will start on the same level.
Each level will require a higher ammount of kills to be reached (lvl2=1kill, lvl3=2kills,lvl4=3kills).
The higher your level, the less health* you'll have.
(*maybe instead of having pickup armor, the player could start with armor in low levels)
BUT on a higher level you'll get a score multiplier, so killing someone on lvl1 would give you exactly 1 point while killing one on lvl(n) will give you 1x(n) points.
When dying you'll also lose a level.
Killing with slappers or knife could give you an extra level.
B]Any ideas for names?[/B]
That's not the formula.
???
??
?.
if not self.USER_HEALTH == 10 or not self.USER_HEALTH == -10:
player.SetDamageMultiplier(1.3 ** (-1 * self.USER_HEALTH))
elif self.USER_HEALTH == -10:
player.SetDamageMultiplier(10)
else:
player.SetDamageMultiplier(0.10)