cRPG

cRPG => Suggestions Corner => Topic started by: zonn44 on April 21, 2011, 08:23:19 am

Title: One reason for TKs...
Post by: zonn44 on April 21, 2011, 08:23:19 am
When 2 people on the same team are swinging at an enemy and the blows arrive slightly after each other the following often results in unintentional TK.
The first blow kills the enemy, who then ceases to be a target as far as the server is concerned,so when the second players swing arrives it passes through the now nonexistent enemy and TKs the teammate who killed the enemy with the first blow.
So the dead body doesn't exist to be hit by the second blow as it would in real life, thus preventing the TK.

I suggest that a dead body slump interval be introduced so that for a brief period the dead enemy is still hit by and stops the weapon hitting it to prevent that second blow passing through thin air and hitting somebody on the other side.In the same way as a blow on a wall is stopped currently.
Title: Re: One reason for TKs...
Post by: Tavuk_Bey on April 21, 2011, 08:33:59 am
i say yes 4 the corpse raping!
Title: Re: One reason for TKs...
Post by: Armbrust_Schtze on April 21, 2011, 11:16:28 am
hey guys i dont know if thats possible with the engine..

Title: Re: One reason for TKs...
Post by: Kryser on April 21, 2011, 11:43:41 am
Nothing is impossible, STFU HATER  :evil:

+1 this idea
Title: Re: One reason for TKs...
Post by: La Makina on April 21, 2011, 11:52:54 am
Yes, yes.
Another story with this problem: I was behind a teammate who got killed by an arrow at the very moment he was attacked by an ennemy: the blade of this ennemy went right through the etheral body of my then dead teammate and killed me. Completely unpredictable.
Title: Re: One reason for TKs...
Post by: Beauchamp on April 21, 2011, 11:54:26 am
its hardcoded, dunno if it can be changed with the new tools devs have. but i think if they could change it, they'd do it already.
Title: Re: One reason for TKs...
Post by: Vibe on April 21, 2011, 12:12:09 pm
WSE gogo
Title: Re: One reason for TKs...
Post by: [ptx] on April 21, 2011, 03:05:35 pm
A Warband patch was supposed to have done this, but, it doesn't work. I really don't know if even WSE can do this.
Title: Re: One reason for TKs...
Post by: okiN on April 21, 2011, 03:08:02 pm
IIRC there was an attempted fix way back, but it didn't really work a lot of the time. Then, in a later patch, TW just disabled the feature entirely, I forget why. Maybe because there was something wrong with it that was causing other problems.