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Various explosives enhancements #3151
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Current problems is that the zeus modules plain don't work. No idea why. |
author = ECSTRING(common,aceteam); | ||
ammo = "ACE_SLAMDirectionalMine_Magnetic_Ammo"; | ||
displayName = CSTRING(Module_SLAMBottomAttack_DisplayName); | ||
// TODO: Find a way to place the mine laying down instead of standing up |
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This would need to be scripted, does extended eventhandlers work on this?
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It doesn't appear to, nor does the regular eventhandlers work as far as I can tell.
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Looks like adding a check to xeh_postInit works.
https://github.com/acemod/ACE3/pull/3151/files#diff-bdef6c2f5ffe466a001dbd949d164a83R39
If you're renaming classes it might be worth switching to using |
Do you mean for anything specific? |
I meant like this. I don't actually think it's a standard now that I've looked at some other stuff, but it's kind of nice since it makes the classnames self documenting |
To be honest I prefer |
I don't mind changing the module name to GVAR(Module), but will that have consequences for missions where the module exists? |
Yes it would be backwards incompatible. |
Nah, don't worry about the naming convention, I was under the impression that was our standard. Any classname that is renamed is backwards incompatible though. |
This was a dirty, dirty lie, and I've fixed all of them now. Also added |
GVAR(defuseObjectPosition[]) = {0, 0, 0.038}; | ||
soundActivation[] = {"", 0, 0, 0}; | ||
soundDeactivation[] = {"", 0, 0, 0}; | ||
}; | ||
//class ClaymoreDirectionalMine_Remote_Ammo_Scripted: ClaymoreDirectionalMine_Remote_Ammo; | ||
class ClaymoreDirectionalMine_Remote_Ammo_Scripted: ClaymoreDirectionalMine_Remote_Ammo { | ||
GVAR(magazine) = "ClaymoreDirectionalMine_Remote_Mag"; |
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Is this necessary, won't it be inherited from the parent?
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Ah, yes, you're right. I added that because I thought there was something that didn't work properly. Turns out it was the wrong config in getConfig ... -.-
Not removing them as it can be useful to have a reminder that those classes exist.
Confirmed that this also works for AI with the dead man's switch. Evil mission makers take note. |
…gers Various explosives enhancements
If I had known I'd be making this many changes to explosives, I would have made a single branch for it, I swear.
This PR currently does these things:
fnc_connectExplosive
to add an editor placed explosive to a player's detonator.Plus a bunch of other random stuff.
To possibly look at in the future: