komodoh Posted November 29, 2013 Share Posted November 29, 2013 This is something I've noticed happens without fail and it has happened to me a few times now. Right after the lead dies, the auto-slay for freekills won't work for a few seconds. I'm not sure if this is something fixable but definitely got my jimmy's rustled. Attached is just a screenshot of the console showing it happened. Quote Link to comment Share on other sites More sharing options...
KarmaOfPain Posted November 30, 2013 Share Posted November 30, 2013 I think it is suppose to do that. For example: Lead dies while a CT had just killed a T who wasn't following orders, so it wasn't really a freekill. Quote Link to comment Share on other sites More sharing options...
Delink Posted November 30, 2013 Share Posted November 30, 2013 Dont think this is a problem we can fix, since the server has to load that lead died, and load/activate the auto slay mod. Quote Link to comment Share on other sites More sharing options...
Bonbon Posted November 30, 2013 Share Posted November 30, 2013 Dont think this is a problem we can fix, since the server has to load that lead died, and load/activate the auto slay mod. No, event's are interpreted instantly (almost, in the order of nanoseconds). This isn't a glitch, it is on purpose. // There's no lead, there's no end game, and they didn't recently turn back to normal color. // And, the lead died at least 3 seconds ago. if (g_iEndGame == ENDGAME_NONE && g_iLeadGuard <= 0 && (GetTime() - g_iLeadDiedAt) > 2 && (GetTime() - g_iNonRebelAt[victim]) > 2) No one has absolutely perfect reaction time, so it will only slay them if the T has been normal color for at least 3 seconds, as well as the lead has to have been dead for at least 3 seconds. 2 Quote Link to comment Share on other sites More sharing options...
komodoh Posted November 30, 2013 Author Share Posted November 30, 2013 That makes a lot more sense. Thanks for clearing that up for me. Quote Link to comment Share on other sites More sharing options...
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