Theassassinzz 7 Posted May 23, 2018 So I'm trying to decide if making a points system from scratch is better than using the default system. I'm trying to track PvP kills, PvE kills, and an entity kill, all having different points values. I'm just looking for some input as to which way you all think would be better. Share this post Link to post Share on other sites
mrcurry 505 Posted May 23, 2018 Considering that the default system does not separate player kills from AI kills the choice seems pretty clear. If you want to track pvp kills separately you have to build your own system. Edit: It struck me that you could use the default system for AI kills and separate player kills into it's GUI thing. The idea seemed intriguing at first but it could get messy. Still recommend writing your own thing. Share this post Link to post Share on other sites
Theassassinzz 7 Posted May 23, 2018 6 hours ago, mrcurry said: Considering that the default system does not separate player kills from AI kills the choice seems pretty clear. If you want to track pvp kills separately you have to build your own system. Edit: It struck me that you could use the default system for AI kills and separate player kills into it's GUI thing. The idea seemed intriguing at first but it could get messy. Still recommend writing your own thing. I was looking at it and the EH "HandleScore" Could make it very easy to make a score system using the default. Seeing as how it returns the object that triggered the score change. Just need to mess around with it, something that could be useful in the future. Share this post Link to post Share on other sites
gokitty1199 225 Posted May 23, 2018 follow the script i put in this thread and modify it a little bit so it has a simple check if the dead unit was a player or not like this on the server killLimit = 3; "killCheck" addPublicVariableEventHandler { private ["_data"]; _data = (_this select 1); _unit = (_data select 0); _killer = (_data select 1); _CID = owner _killer; _addKill = false; if (!(isPlayer _unit)) then { //call your publicVaribleClient for your ai kills }; if (side _unit == side _killer) then { _addKill = false; }; if (_addKill) then { setKills = 1; _CID publicVariableClient "setKills"; }; }; "killLimitCheck" addPublicVariableEventHandler { _kills = (_this select 1); if (_kills >= killLimit) then { "KILL LIMIT REACHED" remoteExec ["hint"]; }; }; on the client kills = 0; AI_kills = 0; player addEventHandler ["Killed", { _unit = (_this select 0); _killer = (_this select 1); killCheck = [_unit, _killer]; publicVariableServer "killCheck"; }]; "setKills" addPublicVariableEventHandler { _add = (_this select 1); kills = kills + _add; killLimitCheck = kills; publicVariableServer "killLimitCheck"; }; //add your addPublicVariableEventHandler for the AI kills Share this post Link to post Share on other sites
Theassassinzz 7 Posted May 23, 2018 Thank you @gokitty1199 I'll test this out!! This should work just fine for what I need to do! Share this post Link to post Share on other sites