Comments (13)
I tested with just a friend and the skull spawned and everything, however after awhile it stopped working again when playing a legitimate game. The one time it worked was when my friend died over the ledge, causing the skull to spawn there. Afterwards it wouldn't spawn properly.
We were using "dropinmultiplayer", and a member did use this half way through stage 2, however the first death occurred on stage 3 like last time. I don't know if this is related at all.
from teammaterevive.
So I think that the drop in multiplayer might have something to do with this. It looks like He got added three times which means that my mod thought there were three of him. So it never finished setting up all the players. I actually had another group tell me about this same problem but I am not sure if they were using drop-in multiplayer. I'll check it out and let you know if I have any more questions. Thanks!
from teammaterevive.
And as far as I know it should work in void fields. What was it doing differently in void fields?
from teammaterevive.
And as far as I know it should work in void fields. What was it doing differently in void fields?
It might have been the fact that dropinmultiplayer happened but all of the people who died, the game would say that they died across the map (no skull)
from teammaterevive.
I just pushed a new update that should at least fix the problem with drop in multiplayer. Hopefully that was the only problem and it will work now, but we'll see
from teammaterevive.
Checking the last issue on mid-air deaths has me wondering: with the ray-cast downwards, what if there is no ground downwards? Has this already been addressed? I don't know what caused that death I showed; my friend claims they were much farther away from where the skull actually placed. However, in the event that they did actually die over a pit would it cast the skull onto the closest land?
from teammaterevive.
Yes I have a system so that it only keeps that last valid ground position. and it will only register a new position if it is closer to the player than the last one. So if you jump of a cliff the last ground position that was underneath the player would be on the edge of the cliff before they jumped. Or if they jump off a cliff onto the ground below the last position will still be on the edge of the cliff until they have fallen halfway to the ground at which point the ground position will switch to the ground beneath. I have tested this extensively and I know it works.
My theory is that because the player list was getting messed up Its possible that the ground position wasn't being updated correctly and just got "frozen" at some point. So it just spawned at a position that the player was at in some past time or level. I don't know though. It's also possible something has gone wrong with my system in the last few updates so I'll test it again just to be sure.
from teammaterevive.
Hi! Im also having this issue, but on 3.3.6, I am guessing it happens due to us having more than 4 players. but this is unconfirmed.
same thing happens. Floating head then no more skulls afterwards, I can try to look for logs if possible
Nevermind. It seems that its also not working for me at all in 3.3.6? will test more
from teammaterevive.
Hmmm... Maybe I should just revert back to 3.1.1 and redo all the other stuff. Cause I think I just messed it up and can't find what's wrong. Let me know what you find though!
from teammaterevive.
Okay actually I may have found the bug! Give the latest version a try and let me know how it goes! @buzing @spindocks
from teammaterevive.
Its pretty funny seeing the quick turn around from negative to positive :) ! haha
anyway ill go test it out with my friends later. Thank you for your hard work o/
from teammaterevive.
Issue is fixed! but it introduces a new bug with people reviving by themselves, (its still fun but might be game breaking for some). I will put more details on another post. Still haven't tried more than 4 players but its working great with 4!
from teammaterevive.
Okay so looks like this issue is closed
from teammaterevive.
Related Issues (20)
- Not working after DLC update HOT 10
- Respawning after death sometimes puts you under the map HOT 2
- Version without death curse option. HOT 6
- Game won't load with both TeammateRevive and ExtendedLoadout HOT 3
- Toggle related items and artifacts via config HOT 4
- Multiplayer death desync issue HOT 2
- Multiplayer not working HOT 3
- Mod is broken by patch 1.2.3 HOT 4
- Workflow for automatic deployment HOT 1
- Configurable respawns during certain events HOT 3
- Death Curse Mechanic items spawning when not enabled, causing lost items/wasted purchases. HOT 3
- HUD hook throws nullref and blows up the HUD entirely HOT 1
- Dead Man's Hand still spawns even when "Hide Death Curse mode items" is set to True HOT 4
- Optional "limited respawns" in config HOT 1
- "find" command bug
- Only revived teammate gets cursed HOT 1
- death curse in prismatic trials HOT 1
- When dying for a heretic, the resurrection zone does not appear HOT 1
- Captain gets his beacons back after getting revived
- Incompatible Version 4.1.4 HOT 3
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from teammaterevive.