Closed TricycleRaptor closed 2 years ago
All logic related to this bug is located in the following file: https://github.com/TricycleRaptor/Dominion-And-Control/blob/FlagPerimeterReclaim/entities/entities/dac_flag/shared.lua
Shower epiphany:
Instead of timers, use the flag's droptime netvar, the same used for auto-return logic. Timers are pausing and unpausing with more than one player present because the logic does not account for more than one player present. As such, when the entsinsphere check runs every tick, it will pause and immediately unpause because it is triggering on multiple players in the exit condition.
To-do: Remove the timer pausing and unpausing altogether, secondary timers aren't required at all When a player on the same team is in the sphere check, reduce the countdown by half a second per tick Further testing required
Issue fixed in this commit: https://github.com/TricycleRaptor/Dominion-And-Control/commit/b3e30a97f52b4b429ad643bce023b8b8c4efc66d
Clientside flag rings glitch, don't rotate, or don't appear at all if a player is not within range of the flag when it is dropped. Timers are also pausing and unpausing with current perimeter checks while dropped. Consider refining these conditions or approaching an entirely separate method of reducing time-to-recapture.