Author Topic: Working Defibrillator  (Read 5389 times)

have you not noticed that default corpses do not have collision with other players
I can't figure out how. Maybe it's something on the C++ side?

regardless of the situation you should be able to work with it, it doesn't seem super necessary to make a completely different corpse

regardless of the situation you should be able to work with it, it doesn't seem super necessary to make a completely different corpse
You can't cancel the schedule that deletes the corpse because it's not assigned to a variable. You can't make a new corpse that has no collision.

I guess I could just make a new corpse with a different datablock that has a really small collision box and then give the projectile a small radius search at the end or something.

i don't think defib should be part of a fast paced (team) deathmatch anyways - fast guns and dodging and waiting for 2-4 seconds to defib a player don't exactly go hand in hand.

seems more of a tactical/strategic type TDM tool. I say it should require SMM bodies, but i suppose the no-collision aspect is something worth looking into.

i don't think defib should be part of a fast paced (team) deathmatch anyways - fast guns and dodging and waiting for 2-4 seconds to defib a player don't exactly go hand in hand.

seems more of a tactical/strategic type TDM tool. I say it should require SMM bodies, but i suppose the no-collision aspect is something worth looking into.
My thoughts exactly.

i don't think defib should be part of a fast paced (team) deathmatch anyways - fast guns and dodging and waiting for 2-4 seconds to defib a player don't exactly go hand in hand.

seems more of a tactical/strategic type TDM tool. I say it should require SMM bodies, but i suppose the no-collision aspect is something worth looking into.
yeah i was thinking that as well

i don't think defib should be part of a fast paced (team) deathmatch anyways - fast guns and dodging and waiting for 2-4 seconds to defib a player don't exactly go hand in hand.

seems more of a tactical/strategic type TDM tool. I say it should require SMM bodies, but i suppose the no-collision aspect is something worth looking into.
Battlefield is mostly fast action and that defib works fine but i dunno im not a loving TDM expert

I can't figure out how. Maybe it's something on the C++ side?

Surely a container radius search would work? If not, just go through the ClientGroup (but try the former first).

You can't cancel the schedule that deletes the corpse because it's not assigned to a variable. You can't make a new corpse that has no collision.

I guess I could just make a new corpse with a different datablock that has a really small collision box and then give the projectile a small radius search at the end or something.

Package Player::removeBody and don't call the parent.

TDMs and shooting games in general being the only games i play i can assure you that the defibs will work perfectly fine for fast paced TDMs, its all about the timing, revive when the enemy is suppressed or not even there. However Defibs in per say a TF2 or Quake like DM would not be very fun, especially if your a greedy medic.

why would a greedy medic be anything but a good thing

greedy medics do nothing but heal people their entire purpose is to put you back in the game

why would a greedy medic be anything but a good thing

greedy medics do nothing but heal people their entire purpose is to put you back in the game
I know, its a battlefield term.

A greedy medic is a medic that goes around without giving the minimum of one stuff, and reviving everyone he sees, even if they are in the line of fire, which 90% of the time will result in the revived player's death.... Again.

Surely a container radius search would work? If not, just go through the ClientGroup (but try the former first).
Raycast would probably work best.

Raycast would probably work best.

The corpse containers are not sized how you would expect (makes aiming hard) and do not in ntersect raycasts (so you actually can't). Radius revival was the behavior described in the topic regardless.

This will be great!
« Last Edit: December 11, 2015, 10:39:39 PM by Skr00b »

It'll be awesome not having to add a stupid "second chance" feature from the l4d modification in every team based mini game i make. Thank you guys for the hard work.