Bug #205: Character fade away when killed in PK and arena
ID | #205 |
---|---|
Submitter | Ducci |
Product | EOSERV |
Severity | Feature Request |
Status | CLOSED, WONTFIX |
Submitted | 16th Dec 2012 |
Updated | 22nd Dec 2012 |
It would be nice to have the option to enable the effect of characters fading away when they get killed (like NPCs) in the PK zone or arena.
Comments
Thats impossible, the closest you can get to that is making them see-through, but that already happens when a player dies. They won't fade though.
It would help a lot if you'd explain why you think this is impossible. It does work with NPCs, so I thought it might be possible for players as well.
If someone could get it to work, it would be a nice addition.
I am sure it can be done, but why would you hold a character in the dying sequence in arena. It would hold a tile occupied and annoy players eager to get back in line. If you want this added, copy the PK death to arena and enjoy your ugly hack. I don't see this making it into the official build.
You may want to re-read my post... I am talking about the effect that you see when you kill an NPC, not the one of a character dying (going transparent and then disappearing at once).
In that case there is no way to handle that in the EO client. Death and hide are pretty much the same: Solid>Transparent>Invisible. Fading is not an option.
So how does the client know that the NPC character has to fade out? Can't we tell the client to do that to a player character?
I mean: that it's dealing with an NPC, so it has to fade it out.*
The packet sent from the server tells the client to do a function with the data provided. In this case, erase the NPC with the given index. It just so happens Vult used a fade out for NPC's in that specific client function. The only option you have here is to code your own client. It is not likely this could be hex edited, nor would it be worth anyone's time to attept doing so.
So, if we turn the player into an NPC right before they die and then let the client perform its cleanup function on that NPC, we couldn't get the effect? Can't we 'fool' the client this way?
I honestly don't think you understand how the client works. The server sends data to the client which the client then uses to perform functions based on the data given. Because the source is closed we don't have the option to manipulate whether players are players or NPC. There is no method of converting within the packet. Everyone is bound by these rules until someone releases a public open source code to work with. Until then you will have to accept the fact that "fading" a player as an NPC would is impossible while using the EO Client.
Players and npcs have their own images, you can't make someone an npc first of all, and even if you placed an npc where they are and made it fade out, it most definately would not look like a player. The eo client is very limited has too many hard coded features.
Having them fade out will play the death sound effect and indeed clog up the arena tile as well as causing problems due to the delay before a player respawns, especially if they respawn within viewing range of themselves. Playing some kind of spell effect where they die might be helpful, but not something for the core engine, potentially possible via scripting in the future.
Updated Status to CLOSED, WONTFIX
Ducci: "So, if we turn the player into an NPC right before they die and then let the client perform its cleanup function on that NPC, we couldn't get the effect? Can't we 'fool' the client this way? "
Nice idea. I bet that instead of doing that you can just make an npc with naked white player gfx then when a player dies make it spawn and instantly die in that location, then you get a fading out naked person :D
Possible, but may not be friendly to code.
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