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Explosives - Add Tripwire Flare Air Variant #10423
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I'd prefer to just add a 2nd magazine instead of a setting |
That'd mean duplicated code as the effect only passes the position, so no way of detecting what kind of flare would have been activated. The setting is just the simpler solution here. |
By having a setting and changing it to air mode, all mission that have been previous made with ground flares now have air flares. I don't think that's desirable I don't see a lot of duplicate code being added to implement that. A couple of additions to |
I'm not a huge fan of having the color be a setting. Is there no way we can have it passed as an argument or set as a config entry? |
If we do this via config entry it'd mean I'd have to make 3 classes for it which I didn't want to do to begin with. I decided to put it into ACE for simplicity instead of having it in-house via the event. |
Classes for colours makes sense to me as well, just like the hand flares have a class for each colour |
I still don't have a way of knowing anything other than the position, and I'm not going to make 3 separate functions just to fire a different flare colour on a feature virtually nobody uses. |
"Famous last words", as they say. |
I can take a look; pretty sure we can swap from the weird effect script thing to the explosion eh |
I'm already thinking of having different colour flares for different lines of defence. |
We have inhouse mod that has 4 colors of air and ground trip flares. |
When merged this pull request will:
IMPORTANT
Component - Add|Fix|Improve|Change|Make|Remove {changes}
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