Open Bendzsike opened 1 year ago
Just to be clear, this happens when you try to respawn after the last player alive has been killed. The reason for that is the game creates the EndGameReportPanel GameObject, whose UI interferes with the game. Destroying that should do the job, but I have no idea how it would affect a multiplayer game.
The question is whether the command should do that to begin with.
Yes, I figured it's because the last alive player died as well. Imo it would be perfectly fine if it either destroyed the GameObject together with respawning, or if there was a separate command for this.
Wouldn't it be better to forcibly set CharacterMaster.preventGameOver
to true? Removing the gameobject for the endgamereportpanel might have weirder consquences.
Yeah, that sounds great
That sounds much better. It can be a command that toggles it, like god
.
Yeah, I like that idea. Is trhere any estimate when will it get implemented, or if at all?
The functionality for this behavior is indirectly achieved with the buddha
command. The idea being having a command that toggles preventGameOver would require it to be run before you die, just like buddha.
They have conceptual differences, such as not dying in general so your dios are not spent, or not being able to tell whether something would have killed you or legitimately left you at 1 hp. But practically if you intend to respawn after being killed, any dios are irrelevant.
Which Command
respawn
What should it do? Right now, if I use this command, I do respawn, as the command suggests, but I get the End Screen card, which can't be turned off, disabled, or anything, no matter what you do. You can hit Esc, you can hit anything, it will stay until you press the Continue button, and that will end the "run".