Right now the splash effect happens on hit. Which appears to be wildly inaccurate and plain annoying.
It should be on damage, we need a feedback on damage. When a user isn't in spy we see them turn red. But we can't actually see if we damaged the spy user. We just see a shitton of splash potion effects, which doesn't help in the slightest.
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kukelekuuk C͕̹̲̽ͪ͐ͩ̔L̜̦̝͈ͦ̿̾̿ḘA̻̗̤̳̐ͭ̆̿̃̑ͭN̊̓͑̇ͯBuilder ⛰️ Ex-EcoLeader ⚜️⚜️⚜️ Premium Upgrade
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CosmOrigist BuilderBuilder ⛰️ Ex-Tycoon ⚜️⚜️⚜️
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alpert3925 BuilderBuilder ⛰️ Ex-EcoLeader ⚜️⚜️⚜️ Premium Upgrade
Also, this would prevent the potion effect before grace period which is extremely annoying. +1
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Original_Jackson ♕ Ecoleader ♕Builder ⛰️ Ex-EcoLeader ⚜️⚜️⚜️ Premium Upgrade
+1 I also notice quite often the spy user won't even take damage, especially if two people in spy are fighting eachother.
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knears2000 BuilderBuilder ⛰️ Ex-President ⚒️⚒️
In essence, their entire body turns red? That's how I always imagined it. +1
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kukelekuuk C͕̹̲̽ͪ͐ͩ̔L̜̦̝͈ͦ̿̾̿ḘA̻̗̤̳̐ͭ̆̿̃̑ͭN̊̓͑̇ͯBuilder ⛰️ Ex-EcoLeader ⚜️⚜️⚜️ Premium Upgrade
bump and *prods @KHobbits*
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lexi731rocs_ MayorMayor ⛰️⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ I ⭐
I like this idea, but we should keep it so you can see them turn red when they are hit (they as in /kit spy users).
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Just so you know, I'm not being flippant, I just have no idea what you actually want.
Background info: the the splash effect is currently triggered by EntityDamageByEntityEvent and triggers at EventPriority.HIGHEST.
The code double checks that both entities are players, and that the player being hit is invisible, is there some other stipulation that needs added?
The purpose of the effect is to give you a rough idea of when you actually succeed at hitting the player, so you have a rough idea of the location of a invisible player. -
kukelekuuk C͕̹̲̽ͪ͐ͩ̔L̜̦̝͈ͦ̿̾̿ḘA̻̗̤̳̐ͭ̆̿̃̑ͭN̊̓͑̇ͯBuilder ⛰️ Ex-EcoLeader ⚜️⚜️⚜️ Premium UpgradeRight now it gives a splash on hit, but not when damage is actually taken. I know it's in the entitydamagebyentity event, so maybe do some debugging and check if that event gets triggered even when damage is not dealt. (0 damage)
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Why would it be possible to hit but not deal damage...
I've added:
if (event.getDamage() < 1) { return; }
See if that fixes the issue, the change will probably be applied next restart. -
knears2000 BuilderBuilder ⛰️ Ex-President ⚒️⚒️Hmm, would it be possible to have the invisible user's body turn red instead of the splash potion. For example, they become visible for a second or two and they're just a light red. Would that be possible?
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While I have made the tweak in the post above, which could be considered a bug fix if it does anything, since the code is currently only supposed to show splashes on damage.
In what situations would a player ever be hit, but not take damage? I'm not talking about client side glitches which cause client local particle effects, this splash damage is done when the server registers a hit. There should be no situations where a hit doesn't cause damage?
Additionally if this does fix it, surely this is a bad thing, since it means it will be harder to find invisible players?
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