[v7.3] [ENGLISH] [glq] PlayerResurrectionTimer menu

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  1. #16
    Stormreaver's Avatar Contributor
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    Play HC. Problem solved

    [v7.3] [ENGLISH] [glq] PlayerResurrectionTimer
  2. Thanks JackCeparou (1 members gave Thanks to Stormreaver for this useful post)
  3. #17
    SeaDragon's Avatar Contributor
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    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

  4. #18
    bm206's Avatar Active Member
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    Great idea. This happens with ghost mode, too.

  5. #19
    SeaDragon's Avatar Contributor
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    Originally Posted by bm206 View Post
    Great idea. This happens with ghost mode, too.
    Ghost mode is only converted from a dead state to a live state

  6. #20
    SeaDragon's Avatar Contributor
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    Originally Posted by bm206 View Post
    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?

  7. #21
    bm206's Avatar Active Member
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    Yes it happens. But perhaps with Death for a short moment before. Hard to recognize.

  8. #22
    SeaDragon's Avatar Contributor
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    Originally Posted by bm206 View Post
    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

  9. #23
    bm206's Avatar Active Member
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    Thx! I will try if it works better.

  10. #24
    gjuz's Avatar Contributor
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    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

  11. #25
    SeaDragon's Avatar Contributor
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    Originally Posted by gjuz View Post
    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

  12. #26
    gjuz's Avatar Contributor
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    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

  13. #27
    SeaDragon's Avatar Contributor
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    Originally Posted by gjuz View Post
    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)

  14. #28
    gjuz's Avatar Contributor
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    i think i'll try as barb tonight

  15. #29
    SeaDragon's Avatar Contributor
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    Originally Posted by gjuz View Post
    i think i'll try as barb tonight
    Better put the witch doctor at index2
    The trigger rate is high

  16. #30
    gjuz's Avatar Contributor
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    yes as barb, i get it much more often than as monk.

    greetz gjuz

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