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Forum > Goal Line Blitz 2 > No SP after ladder?
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Bort
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Fixed the issue, guys. A silly < instead of > in code with the recent double-dip xp update.

Easy enough to fix tho, since we track the last time you got XP, and what team you belong to, when the game was played, etc. I'm running a script to retro-apply XP to the proper players on teams from games hour 8 and before, should finish up shortly.
 
Time Trial
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Originally posted by Bort
Fixed the issue, guys. A silly < instead of > in code with the recent double-dip xp update.

Easy enough to fix tho, since we track the last time you got XP, and what team you belong to, when the game was played, etc. I'm running a script to retro-apply XP to the proper players on teams from games hour 8 and before, should finish up shortly.


Thanks Bort!

I was sure this would end up with a roit!
 
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Awesome, thanks.
 
Time Trial
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Originally posted by Bort
Fixed the issue, guys. A silly < instead of > in code with the recent double-dip xp update.

Easy enough to fix tho, since we track the last time you got XP, and what team you belong to, when the game was played, etc. I'm running a script to retro-apply XP to the proper players on teams from games hour 8 and before, should finish up shortly.


Is the script going to add the chem as well?

At the proper High contract rate?
Edited by Time Trial on Dec 12, 2013 08:57:47
 
Time Trial
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Okay, I've started getting the SPs, but the chem hasn't been added yet.
 
Bort
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I'm looking into the chem stuff right now. Not sure why it's not working yet cuz it didn't change and it worked to update everyone day 1.

When I get it figured out all the same teams will get updated.
 
Time Trial
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Originally posted by Bort
I'm looking into the chem stuff right now. Not sure why it's not working yet cuz it didn't change and it worked to update everyone day 1.

When I get it figured out all the same teams will get updated.


It didn't "work" on day 1 because the high contracts and traits that increased/decreased chem recovery didn't activate.

I'm guessing that the "solution" that was input to add those contracts and traits is where the issue lies. That would be the only code that changed since day 1 when the chem was "working" (but not as intended).
 
Bort
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Nah, I just found it - the database "update" function is called when it applies XP. So when it didn't apply the XP it didn't update the player in the database. Simple fix.

Should have a script worked up here in a few minutes to apply the proper value updates.

Edit: and yes, it has the fixes for high contracts, etc.
Edited by Bort on Dec 12, 2013 09:12:10
 
Bort
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Ok, chem fix script has just finished as well. All should be good to go.
 
Time Trial
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Originally posted by Bort
Nah, I just found it - the database "update" function is called when it applies XP. So when it didn't apply the XP it didn't update the player in the database. Simple fix.

Should have a script worked up here in a few minutes to apply the proper value updates.

Edit: and yes, it has the fixes for high contracts, etc.


Yes, I see it worked. My high contract players have 11-13 chem and my medium players have 8-10.
 
Bort
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Yep, sounds about right.
 
Time Trial
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Originally posted by Bort
Yep, sounds about right.


Is that based on plays or is it just random?
 
Bort
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There's a small randomness factor to keep things a little interesting.
 
Time Trial
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Originally posted by Bort
There's a small randomness factor to keep things a little interesting.


Okay, just glad I'm not having to micromanage playing time in order to get chem up.
 
drake262
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I still don't know if my guys have a lot of snaps or not :/
 
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