Hrm, I don't think it did. I saw two messages on the screen for the fire right after throwing it. I threw it to kill all the zombies coming at us but we were running through it a bit.
My server has expert level friendly fire, so the penalty for FF is set at 100, and for fire having it lowered much less would be better.
OR maybe an alternative all together would be the health lost from FF is the points removed *X or something?
Additionally, how does the tank points system work? I have a guy whose been tank a few times, and has played for about 11 hours and has 23,000 points. Another guy who just started playing here has played for 5 hours and has 33,000 points. All I can think of is tank.
[BUG] The player search is case sensitive
[BUG] When you find a player via player search, it lists 0 for all the values for the player in the search results.
[BUG] Description for
sm_l4dstats_boomerperfectsuccess says: Base score for a successful
pounce
[BUG] Tanks Killed with No Deaths, Tanks Killed with Team, Friendlies saved from hunters is always displaying 0 on the webpage
Update: These are starting to show for some people. But even though I've killed tons of tanks, I don't have any listed while others do. My hunter saves are really low for playing three campaigns.
[BUG] All Surivors Dead we did with the infected, but didn't count any
[EDIT][BUG] I tested the cooldown it's like 3 seconds even though it's set to 10. Maybe I'm misunderstanding how it works? I did further testing and once the server was full, no cooldowns worked it seemed
[EDIT 2] Ok I browsed the code, is this the error with cooldown? Here is the code
Code:
1.FriendlyFireCooldownPrm[FriendlyFireCooldownPrmCounter][0] = Attacker;
2.FriendlyFireCooldownPrm[FriendlyFireCooldownPrmCounter][1] = Target;
3.FriendlyFireCooldownTimer[Attacker][Target] = CreateTimer(GetConVarFloat(cvar_FriendlyFireCooldown), timer_FriendlyFireCooldownEnd, FriendlyFireCooldownPrmCounter++);
Line 3, You're increasing FriendlyFireCooldownPrmCounter when you send it to the timer, isn't that wrong? don't you want to do this instead?
Code:
1.FriendlyFireCooldownTimer[Attacker][Target] = CreateTimer(GetConVarFloat(cvar_FriendlyFireCooldown), timer_FriendlyFireCooldownEnd, FriendlyFireCooldownPrmCounter);
2.FriendlyFireCooldownPrmCounter += 1;
Thanks again for this awesome work!