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[REQ] Detect no kill and punish ( Players which is not killing the enemies)


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tarsisd2
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Join Date: Feb 2016
Location: brazil
Old 10-21-2017 , 23:34   Re: [REQ] Detect no kill and punish ( Players which is not killing the enemies)
Reply With Quote #1

Quote:
Originally Posted by Relaxing View Post
A trace line that connects to the id and the closest enemy.
If the trace line doesn't pass through solid blocks, it means that the enemy can be seen. Set task for a delay of 10s to kill only on true statement.
i don`t agree with this, example, i plant the bomb in B1 in dust2, i have a look at B2 and see the enemy, he will come to try to defuse, he takes more than 10 secs, and i will hide, to get him while defusing, maybe 30 secs, since i saw him with no solid blocks, he will be slayed

maybe i`m wrong
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Relaxing
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Join Date: Jun 2016
Location: White Plains
Old 10-22-2017 , 02:09   Re: [REQ] Detect no kill and punish ( Players which is not killing the enemies)
Reply With Quote #2

Quote:
Originally Posted by tarsisd2 View Post
i don`t agree with this, example, i plant the bomb in B1 in dust2, i have a look at B2 and see the enemy, he will come to try to defuse, he takes more than 10 secs, and i will hide, to get him while defusing, maybe 30 secs, since i saw him with no solid blocks, he will be slayed

maybe i`m wrong
You are wrong
Read carefully, a trace line will be created which connects with the alive player and his most closest enemy on the map. If the trace line goes through solid block or pass through entities, doors, walls and others, means that the alive player can't see the MCE(most closest enemy).
When the trace line doesn't pass through these things, the alive player can see the MCE, which this would turn a task for a delay of 7s max, to kill both players since they are not killing each other. When this statement goes false on task(that player saw the enemy but he hid for safety), it would be removed(the task).
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Last edited by Relaxing; 10-22-2017 at 02:10. Reason: Connection between eyes.
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