SweeTs Posted February 3, 2015 Posted February 3, 2015 So, the tombstones would have to stay there for X time, which could be a "problem" on mass pvp - else, you set it only for certain zone, but still :P
An4rchy Posted February 3, 2015 Posted February 3, 2015 (edited) So, the tombstones would have to stay there for X time, which could be a "problem" on mass pvp - else, you set it only for certain zone, but still :P Maybe for an event.. (?) Or who knows ;p Edited February 3, 2015 by An4rchy
N1nj4Styl3 Posted February 3, 2015 Posted February 3, 2015 So, the tombstones would have to stay there for X time, which could be a "problem" on mass pvp - else, you set it only for certain zone, but still :P It would be cool for events though.
Tessa Posted February 3, 2015 Posted February 3, 2015 That's crazy :D Also make a npc instance for the tombstone that will say information about death time, who killed him, resurrection options etc :P Definitely a cool idea... :lol:
SweeTs Posted February 3, 2015 Posted February 3, 2015 (edited) Yes, for events could be. Or another idea which we created with roko :D Tombstone spawns for 10 sec, you have a chance to speak to the npc and "steal the drop". You have X chance to steal random item from dead player :) I did like that for my clan zone/instance :P Edited February 3, 2015 by SweeTs
Tessa Posted February 3, 2015 Posted February 3, 2015 Yes, for events could be. Or another idea which we created with roko :D Tombstone spawns for 10 sec, you have a chance to speak to the npc and "steal the drop". You have X chance to steal random item from dead player :) I did like that for my clan zone/instance :P Also forcing the player to wait 10 seconds before RequestRestartPoint may prevent any unwanted spawn/despawn issues :lol:
SweeTs Posted February 3, 2015 Posted February 3, 2015 (edited) Issues like? Since, I don't rly think that there could be any serious issue :> Or it's rly late and my brain doesn't work as should :D The only thing that comes to my head is, "the dead" player will talk to his own grave, lol :D Edited February 3, 2015 by SweeTs
roko91 Posted February 3, 2015 Posted February 3, 2015 (edited) Also forcing the player to wait 10 seconds before RequestRestartPoint may prevent any unwanted spawn/despawn issues :lol: Or we can simply check if dead player instance has Tombstone spawned and handle the case :) The only thing that comes to my head is, "the dead" player will talk to his own grave, lol :D We can handle that too by adding check if dead player instance is the same as stealer instance :) Edited February 3, 2015 by roko91
Tessa Posted February 3, 2015 Posted February 3, 2015 Issues like? Since, I don't rly think that there could be any serious issue :> Or it's rly late and my brain doesn't work as should :D The only thing that comes to my head is, "the dead" player will talk to his own grave, lol :D I mean if the player press To Village immediately, the npc will stay :lol:
SweeTs Posted February 3, 2015 Posted February 3, 2015 (edited) I mean if the player press To Village immediately, the npc will stay :lol: Ofc, will stay. It's meant to stay. But won't disappear, so well, nothing unwanted. The npc is scheduled to despawn right after its spawn and it's 'connected' to the player, so he can go to village :) I guess.. since I didn't checked it deeply :D Edited February 3, 2015 by SweeTs
roko91 Posted February 3, 2015 Posted February 3, 2015 (edited) I mean if the player press To Village immediately, the npc will stay :lol: Oh now I get it... Well you got a point :) Ofc, will stay. It's meant to stay. But won't disappear, so well, nothing unwanted. The npc is scheduled to despawn right after its spawn and it's 'connected' to the player, so he can go to village :) I guess.. since I didn't checked it deeply :D I think she mean that you don't suppose to steal from that far :D Edited February 3, 2015 by roko91
Tessa Posted February 3, 2015 Posted February 3, 2015 Ofc, will stay. But won't disappear, so well, nothing unwanted. The npc is scheduled to despawn right after its spawn and it's 'connected' to the player, so he can go to village :) I'm trying to imagine all the cases, the "issue" wasn't the right word :lol: What about the revive?
roko91 Posted February 3, 2015 Posted February 3, 2015 What about the revive? Your approach is right - it's better to disable all unwanted actions for the dead player until Tombstone despawn.
Tessa Posted February 3, 2015 Posted February 3, 2015 Your approach is right - it's better to disable all unwanted actions for the dead player until Tombstone despawn. If I'm doing it, I will associate the spawn task with the player's isDead status... when the player dies - the npc is spawned, when the player is revived or press To Village - the npc is immediately despawned. In your case, I think it will be better to force the player to wait sometime before is being restarted... but if it's revived, the npc should immediately disappear. I think it will be better along with "steal the drop" ^_^
roko91 Posted February 3, 2015 Posted February 3, 2015 In your case, I think it will be better to force the player to wait sometime before is being restarted... but if it's revived, the npc should immediately disappear. That was exactly what I had in mind :)
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