This mod adds killstreaks like you may know them from COD to Battlefield 3.
The core mechanics are not 100% like in COD but as nearly as currently possible.
This mod is designed as the heart of the killstreak universe. (I hope it will be a universe in the future )
It provieds the basic UI and several events to interact with the actual killstreak mods.
Available Killstreaks:
Artillery Strike
Smoke Screen
Grenade resupply
Tank spawn
Attack heli spawn
Adrenaline-rush
For a tutorial how to create your own killstreak mod please have a look at the readme.md:
I want to make a variation to this mod, so that capturing objectives also count as kill. And also that for the first kill/capture you get 1 point added to your total points and for the second you get 2 points added and so on, so that it is rewarded, when you stay alive. And that for your points you can then âbuyâ the killstreak rewards.
Do you think this can be added to your mod (since you wrote that you wanted this mod to be a âuniverseâ for other sub-mods), or should I start another mod from scratch? I didnt look at all the code of your GitHub Repo yet and I am new to VeniceEXT and lua, so I figured it would be easier if I asked you directly beforehand
Hallo,
die âScore-Logikâ liegt im core mod. Du kannst den gerne auf Github forken und deine Methode einbauen und per settings.lua aktivierbar machen, dann kann jeder entscheiden welche Variante er nimmt. Ich glaub nur das das Problem ist das keine Informationen ĂŒber Scores bekannt sind (ich zieh die nur vom player raus und schaue ob der score anders ist wie beim letzten durchlauf). Vlt kannst du dir das ĂŒber das capture event und damage event zusammensuchen. Wenn kiwidog und nofate mal ein score event einbauen sollten wĂŒrde dieses vorhaben sehr viel einfacher werden Siehe dazu: https://github.com/EmulatorNexus/VeniceUnleashed/issues/554 . Du kannst da auch gerne schreiben das sie sehen das sowas mehrere brauchen
Ich hab heute zum ersten Mal einen populierten Server mit deiner Mod gezockt und bemerkt, dass du das Score System schon so hast, wie ich das meinte Ich wĂŒrde nur noch hinzufĂŒgen, dass man fĂŒr jeden Kill oder Capture dann nen Multiplier bekommt also so wie die das im neuen CoD BO CW gelöst haben. Ich versuche mir mal die Sachen anzugucken, die FlashHit auf GitHub gepostet hat zu deinem Issue und da vielleicht was zusammenzubasteln. Ich mache dann einen Fork auf
May have found a solution, in the Server init.lua file I moved the logic in the Killstreak:resetScore function into the Killstreak:playerKilled function.
So I removed the Killstreak:resetScore function all together and then updated Killstreak:playerKilled to beâŠ
function Killstreak:playerKilled(player)
if settings.resetOnDeath then
--self.resetScore(player)
if self.playerKillstreakScore[player.id] ~= 0 then
self.playerKillstreakScore[player.id] = 0
NetEvents:SendTo("Killstreak:ScoreUpdate", player, tostring(self.playerKillstreakScore[player.id]))
end
end
NetEvents:SendTo("Killstreak:DisableInteraction", player)
end
⊠it seems to be working, although havenât tested it much. Also Iâm new to lua scripting so if anyone sees any issues with this update, let me know.
But this wonât work as intended, in fact just adding the âplayerâ parameter to the resetScore function call inside playerKilled would have done the same thing without deleting the "resetScore function, but even doing that both things end up with the same result, youâll see the score reseted by a moment to 0 but in the very moment you do something else your ingame score will update and so will the scores in the mod (due to the mod is using the original score DataContainer) so⊠the 0 thing in the mod itself didnât actually reseted, its only affecting the UI a couple of seconds or less
Iâm currently working on a fork, already did some improvments, and Iâm looking into this one right now trying to be able to mess around with the datacontainer so its able to reset or even diminish the scores under some events (like friendly fire or suicide)