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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0001502 | Zandronum | [All Projects] Suggestion | public | 2013-09-12 20:21 | 2014-06-15 16:04 | ||||||||
Reporter | arkore | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | feature | Reproducibility | always | ||||||||
Status | acknowledged | Resolution | open | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | 1.2 | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0001502: Force Player to Spectator after self-death when sv_norespawn is true. (Duel) | ||||||||||||
Description | When player dies by his own hands (rather the hands of the opponent), then "fraglimit 1" has no effect to determine a winner of the match. When sv_norespawn is true, can we force the player to spectator when player kills himself? Perhaps check for event "player dies" and check "does player have -1 frags" ? Video:'http://www.youtube.com/watch?v=GxRy_TaWR9U [^]' | ||||||||||||
Steps To Reproduce | Start a Duel server, add a bot, and put yourself on god mode. Let bot walk up close to you; bot fires rocket launcher at you enough times it will damage itself, eventually killing itself. Bot stays dead. Does not go to spectator, and rejoin. | ||||||||||||
Additional Information | I noticed that even though "sv_losefrag" is false, the player still gets -1 frags from killing itself. So, it seems "sv_losefrag" only applies to when you die by the hands of your opponent. | ||||||||||||
Attached Files | |||||||||||||
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arkore (reporter) 2013-09-12 21:04 edited on: 2013-09-12 21:05 |
I noticed in the Skulltag code, some instances where the programming is such: "if (player->ulLivesLeft == 0) { PLAYER_SetSpectator( player, false, true ); ... ... }" If that same logic is being used in cases (with Frags?) like this (Duel + Self kill), could you maybe change it to be: "if (player->ulLivesLeft <= 0) { ... }" so that "<=" it catches a player's frag count of -1 and forces them to spectator? I can't even do ACS for this functionality, because PLAYER_SetSpectator() is not defined in ACS, even though I see PLAYER_SetSpectator() being used in Skulltag's code. See screenshot:'http://d.pr/i/apqR [^]' |
arkore (reporter) 2013-09-13 01:20 |
Okay, I found a work around for this. script 3 DEATH { if (PlayerFrags() == -1) { delay(175); // Delay 5 seconds. KickFromGame(PlayerNumber(), "DEAD."); } } Not ideal, but works. I'd prefer to use PLAYER_SetSpectator, or at least prefer instead that the Zandronum engine does it itself by default. |
Watermelon (developer) 2014-06-14 17:56 |
There's something I'm adding in the future that may address this |
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Date Modified | Username | Field | Change |
2013-09-12 20:21 | arkore | New Issue | |
2013-09-12 21:04 | arkore | Note Added: 0007181 | |
2013-09-12 21:05 | arkore | Note Edited: 0007181 | View Revisions |
2013-09-13 01:20 | arkore | Note Added: 0007182 | |
2014-06-14 17:56 | Watermelon | Note Added: 0009337 | |
2014-06-14 17:56 | Watermelon | Status | new => acknowledged |
2014-06-15 16:04 | Watermelon | Relationship added | related to 0001612 |
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