Comments (3)
Is that what you have in Actor.cpp?
if (IsGameTypeSingle())
{
#ifdef FP_DEATH
cam_Set(eacFirstEye);
#else
cam_Set(eacFreeLook);
#endif // FP_DEATH
CurrentGameUI()->HideShownDialogs();
/* avo: attempt to set camera on timer */
/*CTimer T;
T.Start();
if (!SwitchToThread())
Sleep(2);
while (true)
{
if (T.GetElapsed_sec() == 5)
{
cam_Set(eacFreeLook);
start_tutorial("game_over");
break;
}
}*/
/* avo: end */
start_tutorial("game_over");
}
from xray-16.
Yes, that is what I have in Actor.cpp. The reason I'm asking this question is because I tried my compiled binaries on untouched CoP with no gamedata (except gulag_general.script changes) and do not see the game over screen there either. It seems to be the cause of the build and I'm confused as to why because Actor.cpp looks fine. Could this not be triggering at all because of the fake death mechanics you added? Because in Freelook cam (FP_DEATH undefined) I noticed there is no actor corpse.
EDIT: Nevermind, I didn't realize that that killing actor in on_actor_before_death is now mandatory if you want to see the real game_over screen. The information about killing the actor in this callback needs updated. There is a typo. level:object_by_id should be level.object_by_id and the example is killing the killer instead of the actor. This is what the example should look like:
db.actor:kill(db.actor, true)
from xray-16.
Does it really matter who kills an actor? Example is just a simple showcase on how to do it. BTW - i think sent you PM some time ago on COC forums about this :)
from xray-16.
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from xray-16.