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Author Topic: Do not give xp/gold for killing afk  (Read 363 times)
Frenzzy
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« on: January 03, 2011, 05:52:47 PM »

I think need this variable in cfgs: enable/disable giving of xp/gold for killing afk.
You can also add move of players in spectators for a long time afk if you wish.

Guys, what do you think about this?

P.S.: This functionality can be taken from the GunGame plugin: addons/sourcemod/scripting/gungame_afk.sp
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O_o
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« Reply #1 on: January 04, 2011, 07:45:27 AM »

Good idea )
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Ownz
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« Reply #2 on: January 04, 2011, 11:48:11 AM »

why isnt ur afk getting put into spec?
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DarkEnergy
Frenzzy
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« Reply #3 on: January 08, 2011, 02:13:40 PM »

We can. But if we use a third-party AFK Manager, we get not what we need.

Third-party AFK Manager with War3Source works as follows:
1. Round start: spawn player.
2. AFK player is killed. Killer gets XP/Gold. This can be repeated several times within a short time (eg AFK was respawned by Mage).
3. Passes X rounds or X seconds/minutes = Player moved in observers. Need quickly move player (if he AFK), until he was not killed.
4. Player returns to the computer and joins the team. A player without having to wait for the next round is again the AFK.
5. And again, all repeats with 1 item. I often see it on different servers...

AFK Manager as part of War3Source:
1. Round start: spawn player.
2. AFK player is killed. Killer gets phrase: "You do not get XP/Gold for killing AFK". Thus reducing the hunting of AFK.
3. No need to move player in the observers too soon after round start (if AFK).
4. Player returns to the computer and can safely continue to play (If he is not long AFK).
5. More no need necessarily move player to observers. But we can still do this if we want.
« Last Edit: January 08, 2011, 02:20:39 PM by Frenzzy » Logged

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« Reply #4 on: January 08, 2011, 02:20:49 PM »

how does war3source afk manager detect afk?
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DarkEnergy
Frenzzy
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« Reply #5 on: January 08, 2011, 02:39:10 PM »

This functionality can be taken from the GunGame plugin: addons/sourcemod/scripting/gungame_afk.sp

In the same way as was done in GunGame plugin.

Conditional example:
Quote
new Float:PlayerAfk[MAXPLAYERS+1][3];

public OnWar3EventSpawn(client)
{
    GetEntDataVector(client, OffsetOrigin, PlayerAfk[client]);
}

public OnWar3WeaponFire(client)
{
    PlayerAfk[client][0] += 500;
}

public OnWar3EventDeath(victim, attacker)
{
    decl Float:Origin[3];
    GetEntDataVector(victim, OffsetOrigin, Origin);

    /* Basically by the time you get here the player drop approx about 55-60 units. So checking z now here is invalid. */
    if (PlayerAfk[victim][0] == Origin[0] && PlayerAfk[victim][1] == Origin[1])
    {
        /* You killed an afk. */
        War3_ChatMessage(attacker, "You do not gain xp/gold because you killed an afk");
        
        // Anything else, such as AFK Deaths counter, move to observers, etc.
    }
    else
    {
        // Normal mode. Give XP/Gold, etc.
    }
}
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Frenzzy
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« Reply #6 on: January 18, 2011, 10:22:27 PM »

On my server there were villains who select the team but not select player class, ie they are play in the team, but always dead. Thus, throughout the map they can receive a bonus for winning teams. I think need to do to a bonus for winning the team could only be obtained if the player At least once a respawn per round. And also, I once received a bonus for winning one of the teams, being in the observers..
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