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Code Dignity For The Dead - The logics behind it ?

Splatpope

Grizzled Veteran
Jan 1, 2012
1,287
250
Belgium
I cannot for the life of me find where the achievement is handled.

I have searched in the Steam stats manager file, only found a function that increments the counter.

I have searched in KFMonsterController, only found a CorpseFeeding state with no call to the incrementer, but which calls a function called CorpseAttack. No more sucess in the specialised controllers.

I have searched in KFMonster, only found CorpseAttack, which doesn't call the incrementer.

I have searched in various other places, but with no success, so, where the heck is that achievement hiding ??? :p
 
Look into KFGameType Line 2979 :)

Thanks a lot, +rep, but

it only says to add a feeding kill if the killed enemy is playing the feeding animation

I still need to see if some enemies are treated differently (namely clots)

All of this is strange since it looks like enemies have to ignore everything when in the feeding state, except being shot at, and I dont see anything involving new or old weapons as everyone says it's important.

aaaaa this drives me nuts
 
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this has been a persistant problem - i got 3 on the total ages ago first few days of playing (probably in one instance) then nothing for ages (when i was sure i'd added to the total)

I've got it now in a couple of steps after i estimate <5% of the times i killed feeding specimens actually qualified - ( i was trying to force the achievement) -
I've posted on this a few times in the past with no-one able to give a suggestion why this is so - the above explination seems as good as any ive read.
 
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I think it is because Pawn.AnimAction replication is bugged as hell. I had a lot of issues when I was this variable in my mutator: sometimes it works, sometimes - not.

Then Marco suggested me to use Actor.GetAnimParams() function to check the current animation actor is playing - works 100%.
 
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I think it is because Pawn.AnimAction replication is bugged as hell. I had a lot of issues when I was this variable in my mutator: sometimes it works, sometimes - not.

Then Marco suggested me to use Actor.GetAnimParams() function to check the current animation actor is playing - works 100%.

Do you think this function could be used as a replacement for AnimAction to "fix" dignity for the dead ? If so, we totally should send PM's to tripwire so this can be patched
 
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Do you think this function could be used as a replacement for AnimAction to "fix" dignity for the dead ? If so, we totally should send PM's to tripwire so this can be patched

I'm not sure, but I think so. I used AnimAction to check if Sirens is screaming in the current moment, but it didn't work.Then Marco suggested to try GetAnimParams() and it worked.

Yes we can send PM, but I think it would be much better to send Marco himself to work in TWI team :D Then we could expect qualitative code output in KFMod...
 
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