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Medic Shield Bug (either lost RPC packet, or glitched targeting because of stacked Impostors) #73
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I'd like to implement a shield cooldown (how long the shield is active on a target player), as well as an option for maximum number of shielded players. However, I'm a bit confused about how the shield currently works. I can see that when the medic performs a kill, it puts a shield on the target player, which writes via rpc to let everyone else know. However, I can't see anything ANYWHERE that tells all the other players that the shield is broken (e.g. when the medic dies). Am I blind, is this missing, or am I not understanding the current behavior? Edit: Nevermind - I'm blind. Looks like it's just doing a repeated local check in the update loop. That seems a bit strange given it could be explicitly controlled? Couldn't it be done by a CustomRPC.BreakShield with a target player id? I'd probably go down this path for a cooldown, but is there a reason I'm missing for it to be on the update / main game thread? Are the rpc calls handled on another thread? |
Implementing shield duration is simple as you can use the "effect" duration of CooldownButton, this is made even simpler with the Essentials refactor (though only advised for development purposes until the full release of 0.2.0) as there's an event for the effect duration starting and ending. |
This most likely happens because of lost RPC packets, which is a known bug that will be fixed as soon as possible. |
When i shielded a crewmate, and after the next meeting, the impostor was able to kill the person i shielded. While the medic wasnt able to shield a different person. I dont know if it was intended or not Might be helpful to add a Visual for the medic if you are able to shield, or if you allready used your shield. Would be cool if you could enable disable a countdown for the medic.
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