Hajas

Bug : Undead players

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After spent several days trying to replicate the problem, seams I found it.

Dunno why, in COD4X only, when stay in last stand RANDOMLY you become undead. At first I was thinking was a bot issue, but happened with players and with me, then I thought was the Medic System of Frontlines, then I simply took everything off and did a simple test:

I removed the entire Medic System and Help Mode code, and let the original code only, then just give the last stand perk to everyone for test. Simply randomly few players ONLY after stay in Last Stand at some point they are dead as it should! but are still there in last stand.

the test isAlive return negative aside the player it's there in laststand, and my bots simply ignore dead players and that's exact what happens, and when a bot is undead, is set to do nothing until he is alive. BUT, when a player is like that, he can fire his weapon until the end of the bullets, and he will NEVER die!.

I put SEVERAL debugs to test what happens when the undead get shot, and the HEALTH is simply NEGATIVE, each shot become more and more negative, until reach the top negative health of -999, and any other damage this value will not change.

Since we have a medic system in Frontlines, after we save this undead player, he can move around and get more ammo, and stay alive until the end of the round.

More detailed information.

When you shot and kill someone in Last Stand he is with Health = 1

When you shot and kill someone in Last Stand and he become UNDEAD his Health = 0, then start to become negative.

In the logs usually we have this warning only, no errors:

"No die handler for player entity type 12"

When I force a "self suicide();" when he have negative health, we have also this error:

******* script runtime error *******
Trying to do damage to a client that is already dead: (file 'maps/mp/gametypes/_globallogic.gsx', line 6869)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
called from:
(file 'maps/mp/gametypes/_globallogic.gsx', line 6679)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
************************************

Please take a look in this issue, how a player can have NEGATIVE health, isAlive function returns false as was dead, but the player is STILL ingame?

Thank you

Cheers

 

 

 

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If I add this in the begin of callback_playerdamage kinda solve the problem:

	if ( self.health <= 0 )
	{
		self suicide();
		return;
	}

no more errors. the only problem is the player will be forever in laststand until someone kill him.

I'm trying to make a thread to test this, but is difficult since I need to stop when he is dead, but he is undead, we have a deadlock :D

cheers

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Are you doing anything HERE by any chance? If you return from that function prior to doing anything or blocking it from calling it, this is the result.

 

You can try with stock scripts and simply comment everything out off that function and you will get the same result.

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My function is heavy modified, because the blood thinking, medic thinking, help mode thinking, etc... but there's no other "return" aside the 2 original ones.

This is was written in 2008, and since that year was not touched.

For a test, I did with regular COD4, no errors at all... no Undead players after more than 30mins of gameplay, with COD4X doing the same tests in the same map/gametypes/condititions with less than 5min we have at least one Undead.

I realize the players are touching health as 0 in the lastStandKeepOverlay() when is changing between 1 and 2 to make bleed.

Tryed to use 4 and 5 instead, still touching zero dunno why. VERY weird!

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More tests, found another important info.

ONLY happens when the death is caused by MOD_IMPACT

All our Sniper rifles have 2 kinds of ammo, the 2nd type is for very long range shots and cause deaths by MOD_IMPACT.

Here a detailed video about it: 

https://youtu.be/0UMKKm-OcsQ

The player simply dies like it should but return from the dead (this should be very cool with Zombies mods).

See that the name doesn't disappeared from the head, aside all the vars indicates that he is DEAD, but he is back to game.

No, there's nothing in my mod that make someone when get shot by MOD_IMPACT comeback to life.

I checked anyway and the only part of the code that uses MOD_IMPACT is about tests to execute/or not execute blood splashes.

For this test, I wait 3 sec to start to show the vars, then while the isAlive is TRUE show yellow debug, when he dies turns red and I did another check if he NOT isAlive and NOT saved (saved by medic) I just killed the undead.

Without that I get the results listed above.

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Any news about that? Still happens from time to time... aside I kinda of fixed that in the gameplay, generates lots of errors in the log and causes lag on the server during the logging...

This is from yesterday:

Quote

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
Sending master heartbeat from 0.0.0.0:28970 to 5.9.84.61:20810
Sending master heartbeat from 0.0.0.0:28970 to 188.165.57.239:20810
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
Server is registered on the masterserver
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
Waiting for a move event to take screenshot for Maycon
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
Screenshot for Maycon requested
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
throwing script exception: No die handler for player entity type 12

^1******* script runtime error *******
No die handler for player entity type 12: (file 'maps/mp/gametypes/_globallogic.gsc', line 7060)
 self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
      *
^1called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 6869)
   self finishPlayerDamageWrapper(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
        *
^1called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 59)
 [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
         *
^1started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 56)
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
*
^1************************************
 

 

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This should have been "fixed" ages ago. And by "fixed" i mean server just checks if whatever you do is wrong and kills the player for you.

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