I'm sending one player to another's location and I'm trying to stop telefragging using PreventDeath. However, upon testing I noticed this weird behaviour :
Line 1 and line 2 are from PreventDeath(). All the rest of the lines come from variables set in Mutate(). The last two are from tables of bytes that I'm using as booleans. This reflects a condition that tests if the sent player is the one that frags the player at the destination.
Now, in the sequence of events, I trigger instructions in Mutate() and then a player is displaced. However, from this log it looks like PreventDeath() is being triggered before I do anything. Obviously, this completely messes up my test. What is going on ?
Code:
ScriptLog: killedId 1
ScriptLog: killerId 2
ScriptLog: sendPawn.PlayerReplicationInfo.PlayerID 2
ScriptLog: destPawn.PlayerReplicationInfo.PlayerID 1
ScriptLog: sentPlayers[ sendPawn.PlayerReplicationInfo.PlayerID ] 1
ScriptLog: destPlayers[ destPawn.PlayerReplicationInfo.PlayerID ] 1
Line 1 and line 2 are from PreventDeath(). All the rest of the lines come from variables set in Mutate(). The last two are from tables of bytes that I'm using as booleans. This reflects a condition that tests if the sent player is the one that frags the player at the destination.
Now, in the sequence of events, I trigger instructions in Mutate() and then a player is displaced. However, from this log it looks like PreventDeath() is being triggered before I do anything. Obviously, this completely messes up my test. What is going on ?
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