Hello all, does anyone have any ideas on simulating death? Like on FUN-RUST when a player dies, they dont really die. They just fall asleep. Any help is REALLY appreciated.
Simulating a player death?
Discussion in 'Rust Development' started by Sonny-Boi, Feb 2, 2018.
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Not sure, but it just checks, in OnEntityDeath checks, if player hp < 0, player.SetPlayerFlag(PlayFlag.Sleeping, true), prevent death, teleport to new location and turn flag to false.
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object OnPlayerWound(BasePlayer player)
{
// Teleport to POS
// Stop Wounded
// profit
} -
From MiniGames.cs
Code:private object OnEntityTakeDamage(BaseCombatEntity entity, HitInfo info) { if(!(entity is BasePlayer) || info.damageTypes.GetMajorityDamageType() == DamageType.Fall) // block fall damage and detect damage only from players return false; BasePlayer victim = entity as BasePlayer; if(victim == null || victim.IsSleeping()) return false; float damageAmount = info.damageTypes.Total(); if(info.isHeadshot) // SLOWHACK FIX FOR DEATH SCREEN, damage for armor calculate in next frame damageAmount *= 2; if((victim.health - damageAmount) < 1) { Interface.CallHook("OnPlayerDie", victim, info); // if need // Teleport // Reset HP, Metabolism return false; } return null; }
Last edited by a moderator: Feb 2, 2018 -
Code:
private object OnPlayerDie(BasePlayer victim, HitInfo info) { // Kit // Teleport NextTick(() => // SLOWHACK FIX FOR BLEEDING { if(victim.IsConnected) victim.metabolism.bleeding.value = 0f; }); return false; }
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Thanks, really appreciate the help