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Posted

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.

Posted

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

Posted

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.

Posted
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.

Posted

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.

Posted

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.

Posted

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.

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