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Thread: Lost Helmet problem

  1. #1
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    Lost Helmet problem

    Hello everybody

    I found _losthelmet in _ex_ mod but I've one problem. When I jump from a great height stops, helmet in the air and strange turns.
    In general, there are no other problems.

    Thread (in callback_playerDamage):

    if(self.pers["team"] == "allies" && eAttacker != self) self thread scripts\systems\_lostHelmet::LostHelmet(vDir,iDama ge);

    Script:

    http://pastebin.com/2hTMA5GS

    and video O_o:

    http://www.xfire.com/videos/5d86cc

    Thanks for help.

    Do not look lines: 197-207
    Last edited by Cz3koladowyPotwor; 7th February 2013 at 12:23.

  2. #2
    Assadministrator kung foo man's Avatar
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    Replace every third argument of bullettrace() from true to false. I guess its colliding with the player.


    And please indent your Code.
    timescale 0.01

  3. #3
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    eplace every third argument of bullettrace() from true to false.
    Changed, but the error still occurs. :/

  4. #4
    Assadministrator kung foo man's Avatar
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    Can you make a video while the bug happens? First video just showed the end-result of the bug.
    timescale 0.01

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  6. The Following User Says Thank You to Cz3koladowyPotwor For This Useful Post:

    kung foo man (7th February 2013)

  7. #6
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    The helmet doesn't just come off the player avatar, no matter how high you jump. There must be a script poping it off (both AWE and eXtreme+ mods have helmet popping scripts). That leads me to ask: are you actually using the eXtreme+ mod? If so, you need to disable the helmet popping thread to stop it happening.

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    kung foo man (7th February 2013)

  9. #7
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    The problem fixed. I found a better working script than that

  10. #8
    Assadministrator kung foo man's Avatar
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    Thanks for your feedback, please post the script though
    timescale 0.01

  11. #9
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    script, maybe someone needed.


    Callback_StartGameType()

    Code:
    thread [...]\_lostHelmet::init();

    callback_playerDamage

    Code:
    self thread [...]\_lostHelmet::popHelmet();

    Callback_playerKilled


    Code:
    dopop = false;
    	// Check for headpopping
    	switch(sHitLoc)
    	{
    		case "head":
    		case "helmet":
    			self thread Splatter_View();
    			if( randomInt(100) < level.awe_pophelmet && !self.awe_helmetpopped)
    				self popHelmet( vDir, iDamage );
    			if( level.awe_popheadbullet && sMeansOfDeath != "MOD_MELEE" && (awe\_util::isWeaponType("rifle",sWeapon) || awe\_util::isWeaponType("sniper",sWeapon) || awe\_util::isWeaponType("turret",sWeapon)) )
    				dopop = true;
    			break;
    		default:
    			break;
    	}
    	iprintln("sMoD:"+sMeansOfDeath + " iDmg:" + iDamage + " sHL:" + sHitLoc);
    	switch(sMeansOfDeath)
    	{
    		case "MOD_MELEE":
    			if(level.awe_popheadmelee && iDamage>=100 )
    				dopop = true;
    			break;
    		case "MOD_PROJECTILE":
    		case "MOD_PROJECTILE_SPLASH":
    		case "MOD_GRENADE_SPLASH":
    		case "MOD_EXPLOSIVE":
    			if(level.awe_popheadexplosion && iDamage>=100 )
    				dopop = true;
    			break;
    		default:
    			break;
    	}
    
    	if(dopop)
    	{
    		if(randomInt(100) < level.awe_pophead && !self.awe_headpopped)
    			self [...]\_lostHelmet::popHead( vDir, iDamage);
    		else if(randomInt(100) < level.awe_pophelmet && !self.awe_helmetpopped)
    			self [...]\_lostHelmet::popHelmet( vDir, iDamage);
    	}

    .cfg

    Code:
    // Pop helmets (0 = off, other value = chance in percent that helmet will pop) (default 50)
    //set awe_pophelmet "50"
    
    // Pop heads (0 = off, other value = chance in percent that head will pop) (default 0)
    //set awe_pophead "0"
    
    // The following cvars controls which things trigger the pophead code (0 = off, 1 = on) (default 1)
    //set awe_pophead_bullet "1"		// rifles, snipers and turrets
    //set awe_pophead_melee "1"		// Melee
    //set awe_pophead_explosion "1"		// Explosions
    scripts in attachment. I think that's all. In my mod works

    (awe: util.gsc + _losthelmet.gsc)
    losthelmet.rar
    Last edited by Cz3koladowyPotwor; 10th February 2013 at 07:58.

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    kung foo man (10th February 2013)

  13. #10
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    The pop helmet code will crash a server when it has more than 26 players on it due to the "exceeded max number of entities" error. This was a big drawback to it, and is why eventually we gave up trying to get it to work in all circumstances. I personally don't advise anyone to do it. It just isn't worth the hassle.

    Tally - developer for both AWE and eXtreme+ mods for COD2. Lead developer for AWE4 for COD4.

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    kung foo man (10th February 2013)

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