• Karma persist
    6 replies, posted
Hi i have this in my karma settings KARMA.cv.persist = CreateConVar("ttt_karma_persist", "1") Yet my karma still resets every time theres a level change,what is it im doing wrong?
We need to see code to know what you're doing wrong? edit: You should try putting it in your server.cfg: ttt_karma_persist 1 That value is only the default value when used in CreateConVar. Because you already have this set on the server it won't override it.
THIS IS ALL THATS IN KARMA.LUA ---- Karma system stuff KARMA = {} -- ply uid -> karma table for disconnected players who might reconnect KARMA.RememberedPlayers = {} -- Convars, more convenient access than GetConVar bla bla KARMA.cv = {} KARMA.cv.enabled = CreateConVar("ttt_karma", "1", FCVAR_ARCHIVE) KARMA.cv.strict = CreateConVar("ttt_karma_strict", "1") KARMA.cv.starting = CreateConVar("ttt_karma_starting", "1000") KARMA.cv.max = CreateConVar("ttt_karma_max", "10000") KARMA.cv.ratio = CreateConVar("ttt_karma_ratio", "0.001") KARMA.cv.killpenalty = CreateConVar("ttt_karma_kill_penalty", "15") KARMA.cv.roundheal = CreateConVar("ttt_karma_round_increment", "5") KARMA.cv.clean = CreateConVar("ttt_karma_clean_bonus", "30") KARMA.cv.tbonus = CreateConVar("ttt_karma_traitorkill_bonus", "40") KARMA.cv.tratio = CreateConVar("ttt_karma_traitordmg_ratio", "0.0003") KARMA.cv.debug = CreateConVar("ttt_karma_debugspam", "0") KARMA.cv.persist = CreateConVar("ttt_karma_persist", "1") KARMA.cv.falloff = CreateConVar("ttt_karma_clean_half", "0.25") KARMA.cv.autokick = CreateConVar("ttt_karma_low_autokick", "1") KARMA.cv.kicklevel = CreateConVar("ttt_karma_low_amount", "500") KARMA.cv.autoban = CreateConVar("ttt_karma_low_ban", "1") KARMA.cv.bantime = CreateConVar("ttt_karma_low_ban_minutes", "120") local config = KARMA.cv local function IsDebug() return config.debug:GetBool() end local math = math function KARMA.InitState() SetGlobalBool("ttt_karma", config.enabled:GetBool()) end function KARMA.IsEnabled() return GetGlobalBool("ttt_karma", false) end -- Compute penalty for hurting someone a certain amount function KARMA.GetHurtPenalty(victim_karma, dmg) return victim_karma * math.Clamp(dmg * config.ratio:GetFloat(), 0, 1) end -- Compute penalty for killing someone function KARMA.GetKillPenalty(victim_karma) -- the kill penalty handled like dealing a bit of damage return KARMA.GetHurtPenalty(victim_karma, config.killpenalty:GetFloat()) end -- Compute reward for hurting a traitor (when innocent yourself) function KARMA.GetHurtReward(dmg) return config.max:GetFloat() * math.Clamp(dmg * config.tratio:GetFloat(), 0, 1) end -- Compute reward for killing traitor function KARMA.GetKillReward() return KARMA.GetHurtReward(config.tbonus:GetFloat()) end function KARMA.GivePenalty(ply, penalty) ply:SetLiveKarma(math.max(ply:GetLiveKarma() - penalty, 0)) end function KARMA.GiveReward(ply, reward) reward = KARMA.DecayedMultiplier(ply) * reward ply:SetLiveKarma(math.min(ply:GetLiveKarma() + reward, config.max:GetFloat())) return reward end function KARMA.ApplyKarma(ply) local df = 1 -- any karma at 1000 or over guarantees a df of 1, only when it's lower do we -- need the penalty curve if ply:GetBaseKarma() < 1000 then local k = ply:GetBaseKarma() - 1000 if config.strict:GetBool() then -- this penalty curve sinks more quickly, less parabolic df = 1 + (0.0007 * k) + (-0.000002 * (k^2)) else df = 1 + -0.0000025 * (k^2) end end ply:SetDamageFactor(math.Clamp(df, 0.1, 1.0)) if IsDebug() then print(Format("%s has karma %f and gets df %f", ply:Nick(), ply:GetBaseKarma(), df)) end end -- Return true if a traitor could have easily avoided the damage/death local function WasAvoidable(attacker, victim, dmginfo) local infl = dmginfo:GetInflictor() if attacker:IsTraitor() and victim:IsTraitor() and IsValid(infl) and infl.Avoidable then return true end return false end -- Handle karma change due to one player damaging another. Damage must not have -- been applied to the victim yet, but must have been scaled according to the -- damage factor of the attacker. function KARMA.Hurt(attacker, victim, dmginfo) if not IsValid(attacker) or not IsValid(victim) then return end if attacker == victim then return end if not attacker:IsPlayer() or not victim:IsPlayer() then return end -- Ignore excess damage local hurt_amount = math.min(victim:Health(), dmginfo:GetDamage()) if attacker:GetTraitor() == victim:GetTraitor() then if WasAvoidable(attacker, victim, dmginfo) then return end local penalty = KARMA.GetHurtPenalty(victim:GetLiveKarma(), hurt_amount) KARMA.GivePenalty(attacker, penalty) attacker:SetCleanRound(false) if IsDebug() then print(Format("%s (%f) attacked %s (%f) for %d and got penalised for %f", attacker:Nick(), attacker:GetLiveKarma(), victim:Nick(), victim:GetLiveKarma(), hurt_amount, penalty)) end elseif (not attacker:GetTraitor()) and victim:GetTraitor() then local reward = KARMA.GetHurtReward(hurt_amount) reward = KARMA.GiveReward(attacker, reward) if IsDebug() then print(Format("%s (%f) attacked %s (%f) for %d and got REWARDED %f", attacker:Nick(), attacker:GetLiveKarma(), victim:Nick(), victim:GetLiveKarma(), hurt_amount, reward)) end end end -- Handle karma change due to one player killing another. function KARMA.Killed(attacker, victim, dmginfo) if not IsValid(attacker) or not IsValid(victim) then return end if attacker == victim then return end if not attacker:IsPlayer() or not victim:IsPlayer() then return end if attacker:GetTraitor() == victim:GetTraitor() then -- don't penalise attacker for stupid victims if WasAvoidable(attacker, victim, dmginfo) then return end local penalty = KARMA.GetKillPenalty(victim:GetLiveKarma()) KARMA.GivePenalty(attacker, penalty) attacker:SetCleanRound(false) if IsDebug() then print(Format("%s (%f) killed %s (%f) and gets penalised for %f", attacker:Nick(), attacker:GetLiveKarma(), victim:Nick(), victim:GetLiveKarma(), penalty)) end elseif (not attacker:GetTraitor()) and victim:GetTraitor() then local reward = KARMA.GetKillReward() reward = KARMA.GiveReward(attacker, reward) if IsDebug() then print(Format("%s (%f) killed %s (%f) and gets REWARDED %f", attacker:Nick(), attacker:GetLiveKarma(), victim:Nick(), victim:GetLiveKarma(), reward)) end end end local expdecay = math.ExponentialDecay function KARMA.DecayedMultiplier(ply) local max = config.max:GetFloat() local start = config.starting:GetFloat() local k = ply:GetLiveKarma() if config.falloff:GetFloat() <= 0 or k < start then return 1 elseif k < max then -- if falloff is enabled, then if our karma is above the starting value, -- our round bonus is going to start decreasing as our karma increases local basediff = max - start local plydiff = k - start local half = math.Clamp(config.falloff:GetFloat(), 0.01, 0.99) -- exponentially decay the bonus such that when the player's excess karma -- is at (basediff * half) the bonus is half of the original value return expdecay(basediff * half, plydiff) end return 1 end -- Handle karma regeneration upon the start of a new round function KARMA.RoundIncrement() local healbonus = config.roundheal:GetFloat() local cleanbonus = config.clean:GetFloat() for _, ply in pairs(player.GetAll()) do local bonus = healbonus + (ply:GetCleanRound() and cleanbonus or 0) KARMA.GiveReward(ply, bonus) if IsDebug() then print(ply, "gets roundincr", incr) end end -- player's CleanRound state will be reset by the ply class end -- When a new round starts, Live karma becomes Base karma function KARMA.Rebase() for _, ply in pairs(player.GetAll()) do if IsDebug() then print(ply, "rebased from", ply:GetBaseKarma(), "to", ply:GetLiveKarma()) end ply:SetBaseKarma(ply:GetLiveKarma()) end end -- Apply karma to damage factor for all players function KARMA.ApplyKarmaAll() for _, ply in pairs(player.GetAll()) do KARMA.ApplyKarma(ply) end end function KARMA.NotifyPlayer(p
Did you restart your server? "exec server" in console may work(?). Type ttt_karma_persist and see if it returns "ttt_karma_persist" = "1"
I typed karma persist in console and this came up "ttt_karma_persist" = "1" ( def. "" ) game clientcmd_can_execute [editline]9th August 2014[/editline] *bump* anyone?
[QUOTE=Excelsior;45639088]I typed karma persist in console and this came up "ttt_karma_persist" = "1" ( def. "" ) game clientcmd_can_execute [editline]9th August 2014[/editline] *bump* anyone?[/QUOTE] That indicates that it is already 1.
Please use [code] tags around text. But, if you didn't change anything in the file, it won't be relevant... In your server-console window type in: ttt_karma_persist[enter] and see if it responds with 1, or 0... If it is 0, type: ttt_karma_persist 1[enter] Even if you change the persist convar in the file from 0 to 1, the server may cache that convar so it would need to be changed via server console window or via server.cfg ( although some of the custom convars aren't created before server.cfg is created, so game.ConsoleCommand or game.ConCommand( "ttt_karma_persist 1\n" ); could be used in a hook.Add( "Initialize" or InitPostEntity Edit: Whoops, left window open while I typed something else up... So ttt_karma_persist is 1, and it isn't working? Open your sv.db on your server using SQLite Manager ( a plugin for Firefox ); see if it is possible to read the data. Alternatively, you could run this: https://dl.dropboxusercontent.com/u/26074909/tutoring/database/converting_sv_db_to_mysql.lua.html -- and see if it outputs the PData for the karma..... your sv.db may be corrupt; if you don't store important information, try deleting it ( or rename it during a map-change / shutdown, and let the server create a new one )
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