stats logging. - Page 2

stats logging.

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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zwzsg
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Re: stats logging.

Post by zwzsg »

Sounds too complicated. Just award the entire kill to the lucky last bullet, and use the time saved to implement APM. It doesn't matter that you believe Spring is superior enough to make APM irrelevant, plenty of people are so used to measure their RTS performance by means of APM that your product will be felt incomplete if it doesn't feature it.
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smoth
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Re: stats logging.

Post by smoth »

In gundam I wouldn't log it z :p it was a consideration for ba peeps, so it is low priority IMO. ESP with no way in my understanding to tell what is a command.. I don't know what the expectation of the stat is.
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zwzsg
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Re: stats logging.

Post by zwzsg »

Bah just count mouse clicks and keypresses!

Doesn't matter if the measurement method isn't 100% scientifically sound, I just want a number that gets bigger the more I clickety-click.
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smoth
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Re: stats logging.

Post by smoth »

That means spectators would have high apm.


Is apm commands issued to units? If so does custom formations drive that up?

Is it hotleys pressed etc.

I do not believe chatting should count and no I am not going to write code that checks if you are typing/just clicking an empty pixel.


What is really apm?
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zwzsg
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Re: stats logging.

Post by zwzsg »

smoth wrote:What is really apm?
Increment counter on those two callins:
(Make sure the priority is set so they catch actions before every other widget/gadget, and to not return true so they don't eat the action.)
  • MousePress()
  • KeyPress()
- Does not catch orders sent by widgets
- Does not catch text typed for chatting
- Does catch keys and clicks that do nothing

Stop looking for excuse and just use that. Nothing is perfect, but that's no reason to refuse what's only 99% good.
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smoth
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Re: stats logging.

Post by smoth »

Sounds fine by me. Why do you say before?
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zwzsg
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Re: stats logging.

Post by zwzsg »

Whenever a widget/catch return true on these callin, it means it "takes" it, and it's not available for other widget/gadget.
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smoth
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Re: stats logging.

Post by smoth »

Ok will do.
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Jools
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Re: stats logging.

Post by Jools »

zwzsg wrote:[
Stop looking for excuse and just use that. Nothing is perfect, but that's no reason to refuse what's only 99% good.
Maybe not when it's 99% good, but when it's, say 30% good, then the question comes why use it at all, you just present a lot of information that has no value. Then it's better to use that screen area (and energy to make the function) to something else.
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Jools
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Re: stats logging.

Post by Jools »

Is it possible to add a tab to the native endgame statistics window, and in there include the thing that smoth proposes?

Or do you have to completely replace the existing stats window?
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knorke
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Re: stats logging.

Post by knorke »

Is it possible to add a tab to the native endgame statistics window
not possible. That endgraph is pretty messed up anyway, eg the scaling and other things.

Not really stats logging but related:
When spectating games I sometimes like to compare unit counts, eg who has most fighters on patrol or most nanos
etc. But it is annoying having to select units manually, ctrl+z and all that, so made this:
Image

It shows how many units of each type a player has. The percent number shows the average health of those units.
For most mods several similiar units would probally have to be grouped together to keep it readable, eg for *a AK&Peewee would count towards the same number, or even just have "T1 Kbot."
Probally cba to add that but maybe for inspiration.
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Jools
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Re: stats logging.

Post by Jools »

Cool.

I wanted to include a part of my stats widget in xta as end game statistic, it would look like this (from the wakka game, red is knorke, grey is dnw and yellow are ray and me):

Image

But then we would have to redesign the whole thing, becausew clicking and closing many windows after the game is not fun.
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