Hey,
I got into troubles with my modified Callback_PlayerDamage()
i call this:
Code:
player thread [[level.callbackPlayerDamage]]( self , player , player.health + 666 , 0 , "MOD_SUICIDE" , "none" , player.origin , ( 0 , 0 , 1 ) , "none" , 0 );
on a player, the health drops down to 0 (finishPlayerDamage() is triggered) but the player is still alive!
the Callback_PlayerKilled() isn't called at all! >>> isAlive() turns false, the sessionstate remains on "playing"
SO: why the Callback_PlayerKilled() is not called and therefore the player will not die despite the fact that finishPlayerDamage() ran before?
EDIT:
added a 0.05s delay before the [[level.callbackPlayerDamage]](), fixed it, but its not solved at all...
before i aplied the damage i set a new playermodel, unlinked the player and enabled the weapons, since the player was a driver of a vehicle...
i guess the game needs a delay between re-model and the damagefunc