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Add reload mutex as canInteractWith condition #4062
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Hey, hold on. Also I wonder if it would be possible to set the variable from an |
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Too bad; I was half expecting that reply though. |
^ this is my version of at least supporting the modifier keys. Not finished, because:
FML |
Note: still needs additional |
No, it's a canInteractWith condition. |
Yes, whatever it's named. :P |
I think it's impossible to work with these offsets: |
It's a precision issue; the numbers are being treated as floating point |
Yeah, but that means that actionKeys cannot be used for this - at least not when we want to support modifier keys. |
Let's not support it. I doubt anyone uses one for reloading. We don't support joysticks anyway. The worst thing it can happen is that we retain current behaviour, right? |
I don't like how easy it is to trick the reload mutex. Pressing R in a reloading incompatible stance starts the timer and when then actually doing the reloading, the isReloading value is reset mid reload. |
Yeah, it's pretty unreliable stuff.
Those can be detected from config I guess, right? |
Current interaction conditions take args This new condition would only be valid for ACE_player, |
Same with the old one. In the end it's just a hacky work around. : / |
I assume this event is fired too late? Reloaded and can't be used in any way? |
Reloaded is fired when the animation ended. too late... I even thought about SoundPlayed event handler, but the only noise the player makes that it can't pick up is reloading it seems ... |
Should be good now. Question: Do we want this as general canInteractWith condition, or would we be better of by if we add it to Finger / Advanced Throwing / Wipe Goggles directly? |
I'd say general is fine. |
@commy2, does this trigger when reloading vehicles? |
It triggers whenever you press the reload key while being in the mission display. |
Merge @commy2 ? |
When merged this pull request will: