I have been scripting a climb system that uses placeables as climbnodes with half a dozen variables to determine modular properties of the climbcheck - number of checks on a node to a destination, whether to use STR, DEX, or STR and DEX (this is to give my players options and not to emulate the 3.5 rules precisely), set the DC, etc..
But I am having the following problem: when a player takes enough fall damage to die, he dies before jumping to the fall location. I'm currently using a bleeding death system if that explains anything. I attempted to use assigncommand(oPC, actionwait()) and I tried to put the jump after the damage was dealt (since the bleeding system keeps them alive, I thought it would work), but neither option worked.
I am turning here as a last resort after rewriting my code twice. This is my first script and I am positive it has some optimization issues. I've never scripted before this game so I'm a bit embarassed to post it. But I'm out of options.
Could anyone provide input as to how I can get the PC to wait to die until he's already fallen?
(apologies for wrapping comments. Look for the offset //Injury Calculation and Application// spots)
http://pastebin.com/pnAx9Mk8
Modifié par Sarcose, 07 février 2012 - 08:44 .