djlaptop Posted April 3, 2014 Share Posted April 3, 2014 I've altered the values in UDKRenegadeX.ini to the following: CrateProbabilities[0]=0.000000 CrateProbabilities[1]=0.150000 CrateProbabilities[2]=0.300000 CrateProbabilities[3]=0.300000 CrateProbabilities[4]=0.100000 CrateProbabilities[5]=0.150000 MoneyCrateProbabilityWhenPPorRefDestroyed=0.300000 RandomCharCrateProbabilityWhenRacksDestoyed=0.400000 RandomVehicleCrateProbabiliyWhenWFDestroyed=0.400000 SpyCrateProbabilityGainPerSec=0.0000 MaxSpyCrateProbability=0.200000 But now all I get are money crates. What's wrong with my values? And while we're on this subject, how can I increase the random range of the money crate? I'd like for it to range between $100-$1000. In case you can't tell, I'm a big fan of crates. I think they can really turn a game for those players that take advantage of them. Quote Link to comment Share on other sites More sharing options...
vlatkozelka Posted April 3, 2014 Share Posted April 3, 2014 try altering these probabilities in a way that their sum would be equal to one ... im no dev or anything but thats how i used to do it with old ren FDS crates Quote Link to comment Share on other sites More sharing options...
djlaptop Posted April 3, 2014 Author Share Posted April 3, 2014 I figured that would be the case... But 0.0 + 0.15 + 0.3 + 0.3 + 0.1 +0.15 = 1 Quote Link to comment Share on other sites More sharing options...
AlienXAXS Posted April 3, 2014 Share Posted April 3, 2014 As the games code states, any crate picked up in the first five minutes of the game will always be either a Regen crate or a money crate. Other possibilities open after the five minute period. Quote Link to comment Share on other sites More sharing options...
SFJake Posted April 3, 2014 Share Posted April 3, 2014 As the games code states, any crate picked up in the first five minutes of the game will always be either a Regen crate or a money crate.Other possibilities open after the five minute period. Ah really... thats a thing now? What disappointing news... I remember playing Jelly and having to deal with an early Sakura... sure, its completely one sided but who cares, it leads to hilarious situations. Quote Link to comment Share on other sites More sharing options...
AlienXAXS Posted April 3, 2014 Share Posted April 3, 2014 I'm quite sure that i read the same code in Open Beta 1, at least this is what happens: 1) Player picks up crate 2) Game checks if WorldInfo.GRI.ElapsedTime > 300 a) If so, there is a 75% chance of a money crate, otherwise refill crate (return 1 or 5) b) If its over 300 seconds... 3) Do some fancy stuff regarding spy crate dynamic possibilities (Seems that for every extra second that goes by on a map over 5 minutes, the spy crate is 0.00010% more likely to appear, up to a max of 0.20) 4) Loop around all crates, log some stuff to console/server log 5) Loop around again and return a randomized (based on the weight) crate pickup possibility. Quote Link to comment Share on other sites More sharing options...
djlaptop Posted April 3, 2014 Author Share Posted April 3, 2014 Ah, very cool, thanks for that info. Is there someplace this can be modified? Or is this compiled into the mod? After 5 minutes, the crates do seem to work per the behavior I specified, except I do still occasionally get a death crate, even though it's set to 0. Strange. Quote Link to comment Share on other sites More sharing options...
AlienXAXS Posted April 4, 2014 Share Posted April 4, 2014 No problem, It seems to be hard-coded in, there are no statements around the code to allow for changing the behaviour of these. Also there is no check for 'If crateSpawnPossibility == 0 then skip' in the code, which could suggest why you sometimes get death crates. Quote Link to comment Share on other sites More sharing options...
djlaptop Posted April 5, 2014 Author Share Posted April 5, 2014 Thanks for the info, AlienXAXS. Quote Link to comment Share on other sites More sharing options...
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