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Death markers setting #2253
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Death markers setting #2253
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…acon spawns, beacon spawn code working
I haven't tested this yet but a general question of does this still try and spawn a beacon even if the person is on land, if this is desired then does it spawn and roll around potentially not being in the correct place |
NitroxClient/Communication/Packets/Processors/PlayerDeathProcessor.cs
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NitroxClient/Communication/MultiplayerSession/ConnectionState/CommunicatingState.cs
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Yeah so when it spawns on land it actually falls through the land to the water below. To combat this, I set the gravitational constant in the beacon's WorldForces component to 0 so gravity has no effect on it and added above-water drag because floating point error gave the object a tiny velocity in a random direction causing it to drag. it works on land now. Tested in-water again too |
Instead of using beacons have just switched to using blank gameobjects and attaching the PingInstance component. tested IG again |
NitroxClient/Communication/Packets/Processors/PlayerDeathProcessor.cs
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NitroxClient/Communication/Packets/Processors/PlayerDeathProcessor.cs
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NitroxClient/Communication/Packets/Processors/PlayerDeathProcessor.cs
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NitroxClient/Communication/Packets/Processors/PlayerDeathProcessor.cs
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NitroxClient/Communication/Packets/Processors/PlayerDeathProcessor.cs
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namespace NitroxServer.ConsoleCommands; | ||
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internal class SetDeathMarkersCommand : Command |
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internal class SetDeathMarkersCommand : Command | |
public class SetDeathMarkersCommand : Command |
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Every other command is an internal class, is there a reason why the death markers command should be different?
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I looked initially at the newer AuroraCommand
but it seems like the rest/old stuff is internal. You can leave it internal
for now. We will unify it after V1.8
NitroxClient/Communication/Packets/Processors/PlayerDeathProcessor.cs
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namespace NitroxServer.ConsoleCommands; | ||
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internal class SetDeathMarkersCommand : Command |
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I looked initially at the newer AuroraCommand
but it seems like the rest/old stuff is internal. You can leave it internal
for now. We will unify it after V1.8
} | ||
private void CheckPlayerDistance() |
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This is still open
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LGTM CW
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LGTM, it will be good to have a marker for ease of finding the body again
Might be good to squash down some of the commits where sensible |
The death markers setting places beacons where players die so they can retrieve items or equipment that was left behind.
I have tested the PR in-game using 2 players, swim out a bit from the lifepod and use the kill command or suffocate, beacon should only appear for the dying player. Then when that player goes within 20m of the beacon or disconnects from the server the beacon should disappear. The beacon can also be hidden from the HUD through the PDA. Ready for CW reviews.
Completes issue #2155