Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Filter kill logs with with parameter #71

Open
tryadelion opened this issue May 12, 2021 · 2 comments
Open

Filter kill logs with with parameter #71

tryadelion opened this issue May 12, 2021 · 2 comments

Comments

@tryadelion
Copy link

Use the "with XXX" of death/kill causes to tag the potential role of the perpetrator.

ex: a kill with a mg42 would generate a machinegunner tag, a kill with a scoped rifle a sniper tag, a kill with a mp-40 a set of potential-officer, potential-assault, potential-XXX, etc, tags. Reset tags after the player's death to account for possible role change on redeploy.

@MarechJ
Copy link
Owner

MarechJ commented May 13, 2021

Hmm where do you see that tag being displayed?
And what would be the presentation of that tag? Text / image / icon?

I'm afraid this is also way too much processing, it would kill perf of people hosting it on small.

I'd argue that'd be preferrable to ask the devs of the game to make that information avaiable in the rcon commands, it's long overdue IMO.

@tryadelion
Copy link
Author

the "killed with" text is present on the general logs.
ex:
Screenshot 2021-05-18 at 08 53 43

The way i'd do it, when a KILL log line is printed, stream / send that line to a background parser.

This parser will trim the text to the left of the delimiter " with ", spaces included.
The text to the right is then stored in the player object referenced on the log line, in a list / map / dictionary. if the text is empty/none, we ignore it.

At the same time, we know which roles have which weapons. So when we display a player, we hit his known kills against the list of weapons of each role, and return a list containing the name and % chance of being that role.

example:

KILL -------- MarechJH(Allies/12312312) Tryadelion(Axis/1231231231) with M1918A2_BAR

MarechJH possible roles: 33% MachineGunner, 33% Automatic Rifleman, 33% Assault
those are stored as either a string or object.
we show a column with each element ( typical round thing )
Screenshot 2021-05-18 at 09 04 21

if then we see:

KILL -------- MarechJH(Allies/12312312) Tryadelion(Axis/1231231231) with MK2_GRENADE

We know that machinegunners don't have those, so the next "ping" check will result in:

20% machineGunner, 40% Automatic Rifleman, 40% Assault

and so on.

This way we'll be able to have a general idea of the composition of the player groups.

In the same way, players could be split by team based on their AXIS/ ALLIES/ identifier

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants