Yeah, forgot about the mines, although with a bit more work they could still be accounted for: every NW3 projectile stores whether or not it has the health modifier active, through a property with the same name (HealthGiver).Aldebaran wrote:Thank you very much for your help Feralidragon!
It works fine now, also I have no teammate healing because of my configuration.
The health modifier now simply prevents self damage only (with the weapon in use) and the flametracker is no problem anymore...
EDIT: The Miner seems to be little bit problematic, because you can place mines and you can get hurt later if they explode if you have not the weapon active anymore with the health modifier. Same can happen with rockets I think if they fly afterwards of an object that comes in your closeness. You mentioned such situations already. So it's not perfect but better than nothing.
EDIT2: Hmm, if I use the boltrife in water with the health modifier I die immediately (normal shot, alt fire is ok).
EDIT3: If I use my mutator with the health modifier, you lose all your armor when shooting. So there exist some issues why this mutator isn't useful at this time.
That along with the custom damage type they have ('MineExplosion'), you could somehow detect if you're being damaged by a nearby mine you placed or not.
As for the boltrifle, I am not sure what's going on there, the code clearly accounts for the health modifier as well.
You're using the mutator MutatorTakeDamage function to prevent damage, I would imagine?
As for the armor, assuming that MutatorTakeDamage is what you're using, the game seems to call it only afterwards it runs the damage through the inventory (armor).
One turnaround for this is if you create your own dummy armor, something that does not actually extend from any armor, but is inventory the player may carry, and upon the player spawn you give this "armor" to them.
This "dummy armor" could do essentially the same checks discussed about and such, and even if you got armor in the game, it would be added to the end of the inventory list, so the armor wouldn't be drained if the first "dummy actor" reduced the damage to zero.