Check the configs. Last time I checked you could make it so give you less XP. Or If not...could just raise the ammount of xp needed to get things...which is more annoying. Again I am not certain.Mordekay wrote:War3ft Version: wc3 rc3
I want to disable, or at least slow down the awarded XP for you if a teammate kills an enemy. The XP ranges to hundreds XP sometimes, this is much more than you get for killing them yourself.
How to do that?
You have awarded .... XP
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- Peon
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Re: You have awarded .... XP
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- Peon
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- YamiKaitou
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- YamiKaitou
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I am not sure what to change but here is the bit about awarded xp to others around in the XP.inl file
[small] // Award XP for other people doing damage to this victim
for ( new i = 0; i < MAXPLAYERS; i++ )
{
// Then this player dealt some damage to this player this round
if ( g_iDamageDealt[iVictim] > 0 && iAttacker != i )
{
new iVictimMaxHealth = get_user_maxhealth( iVictim );
new Float:fMultiplier = float( g_iDamageDealt[iVictim] ) / float( iVictimMaxHealth );
// Need a ratio of XP to award to person who dealt damage
iBonusXP = XP_Give( i, floatround( float( iXP ) * fMultiplier ) );
if ( iBonusXP != 0 )
{
client_print( i, print_chat, "%s You have been awarded %d XP for a kill assist!", g_MODclient, iBonusXP );
}
}
}[/small]
[small] // Award XP for other people doing damage to this victim
for ( new i = 0; i < MAXPLAYERS; i++ )
{
// Then this player dealt some damage to this player this round
if ( g_iDamageDealt[iVictim] > 0 && iAttacker != i )
{
new iVictimMaxHealth = get_user_maxhealth( iVictim );
new Float:fMultiplier = float( g_iDamageDealt[iVictim] ) / float( iVictimMaxHealth );
// Need a ratio of XP to award to person who dealt damage
iBonusXP = XP_Give( i, floatround( float( iXP ) * fMultiplier ) );
if ( iBonusXP != 0 )
{
client_print( i, print_chat, "%s You have been awarded %d XP for a kill assist!", g_MODclient, iBonusXP );
}
}
}[/small]
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- YamiKaitou
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- YamiKaitou
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change it to this
[small] // Award XP for other people doing damage to this victim
for ( new i = 0; i < MAXPLAYERS; i++ )
{
// Then this player dealt some damage to this player this round
if ( g_iDamageDealt[iVictim] > 0 && iAttacker != i )
{
new iVictimMaxHealth = get_user_maxhealth( iVictim );
new Float:fMultiplier = float( g_iDamageDealt[iVictim] ) / float( iVictimMaxHealth );
// Need a ratio of XP to award to person who dealt damage
//iBonusXP = XP_Give( i, floatround( float( iXP ) * fMultiplier ) );
iBonusXP = 0
if ( iBonusXP != 0 )
{
client_print( i, print_chat, "%s You have been awarded %d XP for a kill assist!", g_MODclient, iBonusXP );
}
}
} [/small]
Try that but I don't think it will work. When you test it in the server, check to make sure your XP does not change. Just because it doesn't show it doesn't mean it can't change
[small] // Award XP for other people doing damage to this victim
for ( new i = 0; i < MAXPLAYERS; i++ )
{
// Then this player dealt some damage to this player this round
if ( g_iDamageDealt[iVictim] > 0 && iAttacker != i )
{
new iVictimMaxHealth = get_user_maxhealth( iVictim );
new Float:fMultiplier = float( g_iDamageDealt[iVictim] ) / float( iVictimMaxHealth );
// Need a ratio of XP to award to person who dealt damage
//iBonusXP = XP_Give( i, floatround( float( iXP ) * fMultiplier ) );
iBonusXP = 0
if ( iBonusXP != 0 )
{
client_print( i, print_chat, "%s You have been awarded %d XP for a kill assist!", g_MODclient, iBonusXP );
}
}
} [/small]
Try that but I don't think it will work. When you test it in the server, check to make sure your XP does not change. Just because it doesn't show it doesn't mean it can't change
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- Rifleman
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