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Contributor
Play HC. Problem solved
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Post Thanks / Like - 1 Thanks
JackCeparou (1 members gave Thanks to Stormreaver for this useful post)
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Contributor
I have an idea
When a player dies more than 0.5 seconds before he is judged to be dead, this may solve the problem (because usually false reports of death are only instantaneous)
But I've been busy lately and I don't have time to play games, so I'll try to fix it when I have time
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Active Member
Great idea. This happens with ghost mode, too.
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Contributor
Originally Posted by
bm206
Great idea. This happens with ghost mode, too.
Ghost mode is only converted from a dead state to a live state
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Contributor
Originally Posted by
bm206
Great idea. This happens with ghost mode, too.
Did the 17.9.1 version of HUD fix this BUG?
Why I can't reproduce this problem?
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Active Member
Yes it happens. But perhaps with Death for a short moment before. Hard to recognize.
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Contributor
Originally Posted by
bm206
Yes it happens. But perhaps with Death for a short moment before. Hard to recognize.
Updated
Modify the state of death judgment, The default death state lasts 3 seconds, determines the death, and starts the death timer
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Active Member
Thx! I will try if it works better.
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Contributor
nice idea,
i have a quicker and easier solution.
PHP Code:
// if (player.IsDead) // wrong ghost timers sometimes
if (player.IsDeadSafeCheck) // better
player.IsDead and player.IsDeadSafeCheck differ sometimes.
a) player.IsDead is triggered more often than it should be.
b) player.IsDeadSafeCheck, works properly.
i added some debugging texts to show up, if a difference was noticed, or a timer was set.
with a) if a difference was noticed, and ghost time was set.
with b) if a difference was noticed, either the player was really dead and dead timer set, or nothing.
here is the solution, i also use arrays to shorten the code a bit, because you do all the same for each player.
[C#] GLQ_PlayerResurrectionTimer.cs - Pastebin.com
greetz gjuz
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Contributor
Originally Posted by
gjuz
nice idea,
i have a quicker and easier solution.
PHP Code:
// if (player.IsDead) // wrong ghost timers sometimes
if (player.IsDeadSafeCheck) // better
player.IsDead and player.IsDeadSafeCheck differ sometimes.
a) player.IsDead is triggered more often than it should be.
b) player.IsDeadSafeCheck, works properly.
i added some debugging texts to show up, if a difference was noticed, or a timer was set.
with a) if a difference was noticed, and ghost time was set.
with b) if a difference was noticed, either the player was really dead and dead timer set, or nothing.
here is the solution, i also use arrays to shorten the code a bit, because you do all the same for each player.
[C#] GLQ_PlayerResurrectionTimer.cs - Pastebin.com
greetz gjuz
Thank you for your solution, but I tested player.IsDeadSafeCheck at the beginning,They look exactly the same and there are still the same problems, and I'll test your code
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Contributor
i moved those "dead0" booleans, maybe thats part of your problem.
but with player.IsDeadSafeCheck, i have no problems. (tested yesterday evening - 5 to 6h)
greeetz gjuz
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Contributor
Originally Posted by
gjuz
i moved those "dead0" booleans, maybe thats part of your problem.
but with player.IsDeadSafeCheck, i have no problems. (tested yesterday evening - 5 to 6h)
greeetz gjuz
I have modified your refactoring plugin position so as not to overlap my old plugins
But as you can see, the player has not died and is reported to have risen from the dead state
I also opened the old plugin Debug
You can see the difference between the number of deaths in the first line and the second line
This problem always occurs when I'm away from the players (I'm barbarian)
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Contributor
i think i'll try as barb tonight
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Contributor
Originally Posted by
gjuz
i think i'll try as barb tonight
Better put the witch doctor at index2
The trigger rate is high
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Contributor
yes as barb, i get it much more often than as monk.
greetz gjuz