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Fix vehicle crashes #3323
Fix vehicle crashes #3323
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Is this also fixes #1811 ? |
@SzwedzikPL I believe so, I couldn't reproduce that issue directly, but now in-general a vehicle explosion should almost always be fatal. |
if (GVAR(enableVehicleCrashes)) then { | ||
_selection = GVAR(SELECTIONS) select (floor(random(count GVAR(SELECTIONS)))); | ||
_effectiveSelectionName = _this select 1; //pull random selection from HDC |
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Why are we doing this? Isn't selection ""
here?
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On crash, handle damage caching will convert the ""
into a random selection,
I think we want the same value for passing to FUNC(determineIfFatal)
But we don't want to overwrite _selection
for the _selection in ["", "head", "body"]
checks on instantDeath/revive.
👍 Just my two comments. Nice work @PabstMirror |
(RHS) something strange become with AGS damage to troops and hellfire from apache to t72 tank with this change. Cant say in detail. We will test this issue in the next few days on the new version |
This problem is not fixed. Today i had a situation, my helicopter was shot down. After helicopter explosion i was still alive in vehicle. As soon as the fire was over I got out of the vehicle without any wounds. |
@SzwedzikPL |
@ivankrouglyi Yes |
Create a new issue with app the required information please, don't reopen old closed PRs that were already released, thank you. |
Fix #3306
Fix #3269
Enemy RPG to MRAP (driver):
Enemy RPG to MRAP (gunner):
35m fall veh explodes (driver):
35m fall veh explodes (gunner):
So in crashes, the shooter/source can be the pilot for non-drivers.
Switching the order in determine if fatal will handle RPG shots that blow up vehicles as there doesn't seem to be any hit point damage.