[BACKLOG] Wrong Counters on the Score Screen #25


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  • wrace0 created this issue May 23, 2018

    Bug Map

    SCMRmod

    Bug Description

    1. for example, I checked your code for counting units/deaths/kills (which uses now just original game counters of SC2) - this code is really wrong in comparison with both original SC1-version and true-version (the last one is created just by clear logic: any regular unit which is killed by any other unit should be counted; including units in transport, of course; any non-regular unit (which have flag NoScore or NoKillCredit or AILifeTime) should not be counted; units killed by splash effects by friendly units should be also counted; by the wish: non-regular units with timelife created by abilities - such as broodlings and hallucinations - should not be counted; yes, I know that in original SC1 they are counted, but I think that it is example of wrong coding).

     

    2. One more: about Survival Rate which is now = (Units - Deaths)/Units*100.
    As I understand, it should be = (remained units)/(units that can be killed)*100 and due to the fact of existing of units that can be just removed (by morhing - zerg's drone, hydralisk, mutalisk, high and dark templars; by suicide - scourge or infested terran), this counter is wrong every time you played by or vs the races with such units (very easy to check this fact - for example, you killed all enemy units on the map; hence you should expect that the Survival Rate of this enemy player must be = 0, but in SCMRmod on the Score Screen the value of it > 0).
    In the case of the code for counters that I suggested (and placed on my OneDrive), the fix is very simple:
    Survival Rate should be = (Units1 - Deaths1 - Removed)/(Units1 - Removed)*100;
    perhaps, by using the additional variable for (Units1 - Removed) to check that this value is not 0 (or just by using construction max(1, Units1 - Removed)).

     

    3. To Telenil: I uploaded zip with the text/code of the fixes/improvements here (SCMRMod_Fixes.zip).

    Note: fixes are from my submode which uses SCMRmod.SC2Mod as parent.

    Also I wrote the video with demonstration of some moments I talked early (though I had several unexpected situations/behaviors in it, but I leaved them as is).

    Parts of video:

    1 - map Terran02 (Backwater Station), auto-adjusting units counters when owner changed + demonstration of additional debug command;

    2-4 - map Terran06 (Norad II), more explicit demonstration from part 1 (debug was desactivated at the running of the trigger Initial Units, my small mistake in my additional code for one trigger from the folder Initialization) and demonstration of usual problem with the original counters when one plays by/against zergs on the maps without fixing number of units as in the last part;

    5 - map Zerg05 (The Amerigo), full gameplay to show the fact that I have enough knowledge about original SC2-counters to disable even them for suicide temporaly units (deaths/kills) + you can see by yourself the difference between SC2-counters and SC1-counters (from parts 3-5).

    P.S.: behavior of my counters for suicide units and hallucinations can be configured just by changing the appropriate boolean variables in the code (triggers).

  • OmegaWeaponX edited title Aug 16, 2019
  • OmegaWeaponX closed issue Sep 16, 2019

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