Not sure if this is just the star wars aerial vehicles or aerial vehicles in general, but when I try to eliminate a player while they’re using one, they can’t get eliminated. I’ve used code and a health powerup and nothing happens. With other land vehicles it works though. Very weird issue.. Is there something i’m missing, is this on purpose or just a bug?
Probably just a bug.
Hey LosesoIcanwin, I just checked with Biplane and the Helicopter. Same thing happens with them - player getting ejected on vehicle destruction.
This would be extra weird in the context of a space dogfight.
Try a Damage Volume that does not affect Vehicles, there’s also “On Player Exits Vehicle” and “On Vehicle Destroyed” events that could be hooked into.
If you want to talk more about the design you’re going for - I’m open to helping you find a solution.
Sorry its kind of a lot to read.. What im doing specifically is an out of bounds system. I have a volume device with a custom shape and a mutator zone with the volume device as its external volume. Then functionality wise when the player enters the mutator zone(technically the volume device), a timer starts and when the timer completes they are eliminated. With that being said, I don’t think a damage volume would work. One thing I thought of is just adding the player to a player map based on what vehicle they enter, then when the out of bounds timer completes, it checks what vehicle theyre using through the player map thats attached to them, and then destroys the vehicle. We have it eliminating the player already on exiting vehicle so yeah this would do the trick. I was hoping to find something a lil simpler, but can’t think of one. At the end of the day a damage volume instead of a mutator zone having the volume device as an external volume would do the trick, but i’d prefer having a delay instead of instantly damaging the player. Any suggestions?
Ah, Ok I misunderstood you a bit. I thought you meant eliminating a player with a weapon.
Your description takes me back to the Battlefield games. (Bad Company 2 being the pinnacle IMO
)
The goal of your design is to keep people from straying too far from the combat area without breaking their immersion from a surprise death-wall.
My idea is to use A Volume, HUD Message Device, and a Damage(Elimination) Volume.
HUD Message Device has ‘Show Duration’ turned off. - This message (“Turn Back!”) will be shown when exiting the volume and hidden when re-entering the volume.
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A completely different + untested idea - When the timer completes, move a damage/elimination volume to the players location, then quickly reset the damage volume to a non-interfering position. (like under the map)
