The problem: Native kill score is the driving force behind the game. We all know and follow the rules: No team killing to gain points. However, splash damage doesn't care about the rules. Namely, reaver splash is responsible for many illegitimate points. We've had this problem for years with no great solution other than to remove the reaver, but the reaver is a huge part of the early game.
Failed solution:
With the help of AI, I created two separate epScripts, that in conjunction with EUDDraft, I use to compile the map. The first attempts to emulate the native kill score using a custom score. The second attempts to roll back any points gained from team killing.
With the first script, everything seemed to work great but the game eventually crashed, so I abandoned it.
The second script also seems to work great most the time, but at random times it seems like points are being subtracted from players for no reason.
Here's the second script for anyone who might be familiar:
Quote
const tracked = UnitGroup(1700);
function isAlly(p1, p2)
{
if (p1 >= 0 && p1 <= 2 && p2 >= 0 && p2 <= 2) return 1;
if (p1 >= 3 && p1 <= 5 && p2 >= 3 && p2 <= 5) return 1;
return 0;
}
function afterTriggerExec()
{
foreach (ptr, epd : EUDLoopNewUnit())
{
tracked.add(epd);
}
foreach (unit : tracked.cploop)
{
foreach (dead : unit.dying)
{
dead.move_cp(0x4C / 4);
const victimOwner = bread_cp(0, 0);
dead.move_cp(0x64 / 4);
const unitType = wread_cp(0, 0);
dead.move_cp(0x90 / 4);
const killer = bread_cp(0, 0);
if (killer == victimOwner) continue;
if (killer < 0 || killer > 7) continue;
if (isAlly(killer, victimOwner))
{
const score = wread(0x00663EB8 + unitType * 2);
DoActions(
SetMemory(0x00581EA4 + killer * 4, Subtract, 1),
SetMemory(0x00581F04 + killer * 4, Subtract, score)
);
}
}
}
}
function isAlly(p1, p2)
{
if (p1 >= 0 && p1 <= 2 && p2 >= 0 && p2 <= 2) return 1;
if (p1 >= 3 && p1 <= 5 && p2 >= 3 && p2 <= 5) return 1;
return 0;
}
function afterTriggerExec()
{
foreach (ptr, epd : EUDLoopNewUnit())
{
tracked.add(epd);
}
foreach (unit : tracked.cploop)
{
foreach (dead : unit.dying)
{
dead.move_cp(0x4C / 4);
const victimOwner = bread_cp(0, 0);
dead.move_cp(0x64 / 4);
const unitType = wread_cp(0, 0);
dead.move_cp(0x90 / 4);
const killer = bread_cp(0, 0);
if (killer == victimOwner) continue;
if (killer < 0 || killer > 7) continue;
if (isAlly(killer, victimOwner))
{
const score = wread(0x00663EB8 + unitType * 2);
DoActions(
SetMemory(0x00581EA4 + killer * 4, Subtract, 1),
SetMemory(0x00581F04 + killer * 4, Subtract, score)
);
}
}
}
}
The line 'const killer = bread_cp(0, 0);' supposedly finds the "Last Attacking Player" of the dead unit. But I'm not certain if this is always the same "Confirmed Killer" that the engine uses to alter the native killscore table.
Does anyone have any expertise in this stuff who is willing to lend a hand or add some insight? I'm at my wit's end.
Post has been edited 3 time(s), last time on Apr 9 2026, 12:28 am by Prankenstein.
None.



