Author Topic: Selfkilling and killing polygons  (Read 966 times)

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Offline Szaman

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Selfkilling and killing polygons
« on: April 20, 2014, 02:48:41 am »
Hi,

As HomerOfGod asked me to create suggestion thread here:

I think that the killing polygons should deal damage as some "virtual" player (like ID=33 or ID=-1), not as player himself.

It's quite important when you are trying to disable the self-killing in script (shooter = victim) and that results in strange bug - you can walk on killing polygons... :/

Please, change it.

Best regards,
Szaman.

DarkCrusade

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Re: Selfkilling and killing polygons
« Reply #1 on: April 20, 2014, 03:09:41 am »
Killing polygons have a set number of damage. You can find the numbers on this forum actually. Search for SwitchClimb for them.

Offline Szaman

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Re: Selfkilling and killing polygons
« Reply #2 on: April 20, 2014, 03:22:38 am »
So you are suggesting of using ((victim=shooter) and (damage=XXX)) ?
I think it some kind of work-around... not a real solution ;)

Because selfkill is not the same as touching killing poly ;)

Offline Shoozza

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Re: Selfkilling and killing polygons
« Reply #3 on: April 20, 2014, 10:09:58 am »
It is the players own id so it will be recognized as a selfkill.
I wouldn't use a low id like 33 and we cannot use -1 as we only have positive values.
One way would be to assign 254 for "you got killed by a poly" and change it so people still see it as a selfkill.

Maybe there is a better solution. I'll have to think about it.
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Offline Szaman

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Re: Selfkilling and killing polygons
« Reply #4 on: April 20, 2014, 04:14:06 pm »
There could also be another script procedure:
Code: [Select]
OnEnvironmentKill(Reason: integer; damage : integer);
which would be called in that situation instead of OnPlayerDamage().