Login
Sign Up


You are using the mobile version of the forum, some features have been disabled to have it responsive.
Limelight Reunion 2024 - v4b1Limelight Discord
Ares Defence Services Discord
Limelight Reunion 2024 - v4b1Limelight DiscordAres Defence Services Discord

receiptDevelopment Blog:

Development Contributor Workflow

receiptHR Blog:

What *are* they doing over there?

receiptTeacher Blog:

Insight into the Teacher Team

receiptDevelopment Blog:

Infrastructure Upgrade 11/2019

receiptDevelopment Blog:

how suggestions???

receiptDevelopment Blog:

Planning for the future.


This forum uses cookies
This forum makes use of cookies to store your login information if you are registered, and your last visit if you are not. Cookies are small text documents stored on your computer; the cookies set by this forum can only be used on this website and pose no security risk. Cookies on this forum also track the specific topics you have read and when you last read them. Please confirm whether you accept or reject these cookies being set.

A cookie will be stored in your browser regardless of choice to prevent you being asked this question again. You will be able to change your cookie settings at any time using the link in the footer.

Closed 
CityRP BODY BAGS SPAWN WHERE THE BODY SPAWNED NOT WHERE THE BODY IS
goigle radio_button_checked
american!!!!
Developer
Posts: 978
Threads: 96
Likes Given: 535
Likes Recieved: 584 in 261 posts
Joined: Aug 2015
Reputation: 17
#1
Dec 3, 2017, 06:52 PM
ID: 5aae9ae3d316d3a87e62b5cc

Description: Players go into injured state. Someone moves their body for whatever reason (to get it off the road, out of a fire, etc). Player fully dies. Body bag spawns where player was injured at and not the final location of the actual body.
Bug observed since: inception

If you fell for it, you're legally obligated to give me a +rep.         [Image: s7Y0Ioo.png]
(This post was last modified: Jan 2, 2018, 12:44 PM by Doctor Internet. Edited 1 time in total.)
Limelight Gaming radio_button_checked
Community Management
Posts: 5,862
Threads: 110
Likes Given: 2
Likes Recieved: 133 in 38 posts
Joined: Nov 2015
Reputation: 47
#2
Dec 3, 2017, 06:52 PM
Thank you for your bug-report, goigle!

It will be reviewed as soon as possible by our Developers.
goigle radio_button_checked
american!!!!
Developer
Posts: 978
Threads: 96
Likes Given: 535
Likes Recieved: 584 in 261 posts
Joined: Aug 2015
Reputation: 17
#3
Dec 3, 2017, 06:56 PM
(Dec 3, 2017, 06:52 PM)Limelight Gaming Wrote: Thank you for your bug-report, goigle!

It will be reviewed as soon as possible by our Developers.

ok thanks dude!!

If you fell for it, you're legally obligated to give me a +rep.         [Image: s7Y0Ioo.png]
The following 1 user Likes goigle's post:
  • Dan
Monkey radio_button_checked
Member
Membership
Posts: 946
Threads: 62
Likes Given: 315
Likes Recieved: 323 in 236 posts
Joined: Dec 2015
Reputation: 3
#4
Dec 4, 2017, 11:35 PM
I don't think there is an actual way to do this. The body bags are spawned using the player's position on death. For some reason, Garry's Mod does not continue to update the player's position after death. So, when the player dies, ragdolls, and rolls, the only position that can be used to spawn the body bag is where the player died.
[Image: kEwt5Gg.png]
Credits: Bambo
goigle radio_button_checked
american!!!!
Developer
Posts: 978
Threads: 96
Likes Given: 535
Likes Recieved: 584 in 261 posts
Joined: Aug 2015
Reputation: 17
#5
Dec 5, 2017, 05:14 AM
I am pretty sure CityRP uses a custom function for the injured body state which spawns an actual ragdoll (the default Source player death ragdoll is not synced between clients whereas the injured ragdoll is).

On the off chance it is using the default ragdoll, there's a function to get that ragdoll as an entity and you could just call GetPos() on it:
https://wiki.garrysmod.com/page/Player/GetRagdollEntity

If you fell for it, you're legally obligated to give me a +rep.         [Image: s7Y0Ioo.png]
Kahjo radio_button_checked
Member
Membership
Posts: 368
Threads: 69
Likes Given: 147
Likes Recieved: 149 in 111 posts
Joined: Aug 2015
Reputation: 3
#6
Dec 5, 2017, 07:09 AM
Also, just adding. If a player injures into ex. Infront of townhall, and someone carries him away into ex. Industrial and he dies, the NLR zone will be at townhall where he first got injured, not where he died.
[Image: uUrqFxH.png]
roxas radio_button_checked
My mum says I'm special :3
Veteran Member
Posts: 628
Threads: 11
Likes Given: 1002
Likes Recieved: 479 in 250 posts
Joined: Jul 2017
Reputation: 13
#7
Dec 5, 2017, 08:01 AM
(Dec 5, 2017, 07:09 AM)Kahjo Wrote: Also, just adding. If a player injures into ex. Infront of townhall, and someone carries him away into ex. Industrial and he dies, the NLR zone will be at townhall where he first got injured, not where he died.

Which is good and prevents people from abusing this. When you died in a RP situation your NLR should be there and not anywhere else.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[Image: yIF4bvc.png]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Traps are not gay btw)



ICEKILLER_99 radio_button_checked
Member
Membership
Posts: 749
Threads: 80
Likes Given: 146
Likes Recieved: 431 in 295 posts
Joined: Jun 2016
Reputation: 4
#8
Dec 5, 2017, 09:42 AM
(Dec 5, 2017, 08:01 AM)roxas Wrote:
(Dec 5, 2017, 07:09 AM)Kahjo Wrote: Also, just adding. If a player injures into ex. Infront of townhall, and someone carries him away into ex. Industrial and he dies, the NLR zone will be at townhall where he first got injured, not where he died.

Which is good and prevents people from abusing this. When you died in a RP situation your NLR should be there and not anywhere else.

Yeah,X didnt die infront of townhall,he got INJURED infront of townhall.
[img][Image: sigs.php?steamid=STEAM_0:1:87262869&t=2][/img] 
The following 1 user Likes ICEKILLER_99's post:
  • Nudel
roxas radio_button_checked
My mum says I'm special :3
Veteran Member
Posts: 628
Threads: 11
Likes Given: 1002
Likes Recieved: 479 in 250 posts
Joined: Jul 2017
Reputation: 13
#9
Dec 5, 2017, 01:12 PM
^ Doesn't matter. He got killed at this place. When he does not get revived, he would've died at this place. If you could avoid that by simply dragging him out of that place, we would have endless raids, because you could simply drag out injured officers, they can release and come back immediately after.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[Image: yIF4bvc.png]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Traps are not gay btw)



The following 1 user Likes roxas's post:
  • Nebula
Nudel radio_button_checked
nuh uh
Mission Support (ADS)
Posts: 3,061
Threads: 181
Likes Given: 8785
Likes Recieved: 2111 in 1294 posts
Joined: Oct 2015
Reputation: 52
#10
Dec 5, 2017, 02:50 PM
(Dec 5, 2017, 01:12 PM)roxas Wrote: ^ Doesn't matter. He got killed at this place. When he does not get revived, he would've died at this place. If you could avoid that by simply dragging him out of that place, we would have endless raids, because you could simply drag out injured officers, they can release and come back immediately after.

He would have, but he did not.
Soviethooves radio_button_checked
American Player
Media Contractor
Posts: 6,711
Threads: 185
Likes Given: 3303
Likes Recieved: 3986 in 2172 posts
Joined: Aug 2015
Reputation: 33
#11
Dec 5, 2017, 05:49 PM
Roxas, he would’ve been injured there, not dead. NLR shouldn’t apply where you were injured. Only where you die.

I do believe though that the ragdoll's location can be tracked since the GM seems to spawn it in.
<span id="sceditor-end-marker" class="sceditor-selection sceditor-ignore" style="line-height: 0; display: none;"> </span><span id="sceditor-start-marker" class="sceditor-selection sceditor-ignore" style="line-height: 0; display: none;"> </span>
[Image: n0LLhCI.jpg]
(This post was last modified: Dec 5, 2017, 06:24 PM by Soviethooves. Edited 1 time in total.)
goigle radio_button_checked
american!!!!
Developer
Posts: 978
Threads: 96
Likes Given: 535
Likes Recieved: 584 in 261 posts
Joined: Aug 2015
Reputation: 17
#12
Dec 5, 2017, 11:35 PM
I agree that it makes sense for NLR to be moved but I also agree it would have a negative impact on aggressive RP (even longer raids).

I think it's a discussion for another thread as it can be argued NLR not moving is not a bug (even if it is not ideal).
There is a (minor?) issue with not moving NLR though: a cop could "stumble" upon his body during patrol and try to start an investigation into his killer if his body is moved.

If you fell for it, you're legally obligated to give me a +rep.         [Image: s7Y0Ioo.png]
(This post was last modified: Dec 5, 2017, 11:45 PM by goigle. Edited 1 time in total.)
Jokhah radio_button_checked
User
Membership
Posts: 664
Threads: 69
Likes Given: 668
Likes Recieved: 615 in 302 posts
Joined: Aug 2015
Reputation: 13
#13
Dec 6, 2017, 11:58 PM
What I have noticed is that players will snatch up a ragdoll from a wreck, attempting to play keep away in hopes of grabbing his/her lost equipment on death. That is the only really annoying aspect about the whole moving of bodies to me.
DISCLAIMER:  I AM NOT LIMELIGHT STAFF.  I DO NOT MAKE POLICY.  I AM JUST A PLAYER.  This is needed because I'm tired of people thinking that I think I'm staff when I have no misconception that I am player.
goigle radio_button_checked
american!!!!
Developer
Posts: 978
Threads: 96
Likes Given: 535
Likes Recieved: 584 in 261 posts
Joined: Aug 2015
Reputation: 17
#14
Dec 8, 2017, 04:35 AM
(Dec 6, 2017, 11:58 PM)Jokhah Wrote: What I have noticed is that players will snatch up a ragdoll from a wreck, attempting to play keep away in hopes of grabbing his/her lost equipment on death.  That is the only really annoying aspect about the whole moving of bodies to me.

That should straight up be FailRP, no one IRL runs to bodies hoping to grab stuff from them

If you fell for it, you're legally obligated to give me a +rep.         [Image: s7Y0Ioo.png]
Limelight Gaming radio_button_checked
Community Management
Posts: 5,862
Threads: 110
Likes Given: 2
Likes Recieved: 133 in 38 posts
Joined: Nov 2015
Reputation: 47
#15
Mar 18, 2018, 07:41 PM
Ticket Status Updated

New to Confirmed
Closed 




Users browsing this thread: 1 Guest(s)