In my Vehicle Detonator mutator, whenever a vehicle explodes it counts all deaths related to the explosion as suicides (unless you're in the vehicle, that counts towards the person who caused the explosion).
I do this by calling Died() on the vehicle and passing my own damage type & the Controller of the person who fired the detonator. Is there a different way I should be doing this, or something I need to do additionally so that this person also gets credit for deaths caused by the explosion? The exact block of code looks like this:
GetExplosionDamageType() returns my own custom damage type class with custom death messages; this is how I know the credit isn't being passed around properly. If player A detonates a vehicle and player B is inside the vehicle and player C is standing next to it, player B will get 'killed by A' but C will get 'C killed himself'.
Anyone got an idea what I'm doing wrong?
I do this by calling Died() on the vehicle and passing my own damage type & the Controller of the person who fired the detonator. Is there a different way I should be doing this, or something I need to do additionally so that this person also gets credit for deaths caused by the explosion? The exact block of code looks like this:
Code:
Level.Spawn(GetDetonatorExplosion(), Level,,Owner.Location); if (None != ONSVehicle(Owner)) { ONSVehicle(Owner).ExplosionDamageType = GetExplosionDamageType(); } Vehicle(Owner).Died(ArmedBy, GetExplosionDamageType(), Owner.location);
Anyone got an idea what I'm doing wrong?
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