Comments (7)
No need, I already prepped a fix that will be published tomorrow.
from co10_escape.
II think this is the answer, it seems to work.
params ["_unit","_bodyPart","_amountOfDamage","_killer","_projectile","_context"];
if (_context > 2) exitWith {};
//["HitFace","HitNeck","HitPelvis","HitAbdomen","HitDiaphragm","HitChest","HitArms","HitHead","HitBody","HitHands","HitLegs"]
//["face_hub","neck","pelvis","spine1","spine2","spine3","arms","head","body","hands","legs"]
if (alive _unit
&& {_amountOfDamage >= 1}
&& {!(_unit getVariable ["AT_Revive_isUnconscious",false])}
&& {_bodyPart in ["","head","face_hub","head_hit","neck","spine1","spine2","spine3","pelvis","body"]}
) then {
_unit setDamage 0;
_unit allowDamage false;
_amountOfDamage = 0;
[_unit, _killer] spawn ATR_FNC_Unconscious;
};
_amountOfDamage;
Ill push a pull request on github if it doesnt have any bugs.
from co10_escape.
@UrstMcRedHead my fix doesnt work. When you get killed by explosions it bypasses the unconscious state & you become a default soldier.
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I downloaded the new escape version but i still get the revive bug.
from co10_escape.
Hello!
First of all, thank you for this mission and the time you put into making it! Me and my friends play it regularly and it is the best mission we ever played!
Just wanted to post that we also tried the newest version of the mission Commit 9158b2c and still got the issue. Before we get the bugg, it seems like our characters spawn 2 or more ragdolls when we get unconsious. That is a givaway that the bug will happen if we revive that player. Just wanted to give that info IF it would help in any way.
Looking forward to a fix! Keep up the good work and thanks again!
from co10_escape.
Thanks @navelbarnet . Indeed the bug is not fixed yet. But I have a concept I need to implement that will fix it quite sure.
The double-ragdoll is not a bug. It is caused by a different timing in animation I tried to fix the problem.
from co10_escape.
Fixed in f0cc369
from co10_escape.
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