Problem was that, during multiplayer battles, once someone aircraft's get porked, they are hitting the silk, or simply just leave the plane to respawn before the aircraft is destroyed (hitting the ground, etc).
Because all the kill computations are made in the OnActorDead function, when that function is triggered, the player already left the plane, so it isn't in there anymore, and for the code it looks just like a regular AI plane.
That way, you'll only see on server the player X killed an AI in yyy plane.
To counter this, you'll have to remember the plane's id in which each player is flying at the moment the player is spawned on the server, and when an OnActorDead function is triggered as a plane is destroyed, if there's no player in it, verify plane's id in that list first, and if you find it in there, it means the registered player just left the plane before it was destroyed.
So, you can throw a message on the server, saying Payer X killed player Y in yyy plane.
PS: I know how to use the ignore list, and all of them are already in it. I just use that in my signature to let them know, and don't bother to write me anything, as I won't see it and won't respond to it.
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