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Add Camping Light interaction #6078
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This PR is done but cargo loading requires little cargo init rework, PR is coming. |
Cargo loading will work after #6085. |
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Doesn't work in MP
Switching light off on non-server works for a few seconds and then switches back to on
On server, the light never turns off
switching light off on server syncs to all
Yeah, I should have checked this. |
addons/interaction/XEH_postInit.sqf
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@@ -28,6 +28,11 @@ ACE_Modifier = 0; | |||
{_lamp setHit [_x select 0, (_x select 1) max _disabledLampDMG];nil} count _hitPointsDamage; | |||
}] call CBA_fnc_addEventHandler; | |||
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[QGVAR(switchCollisionLight), { | |||
params ["_target", "_player", "_state"]; | |||
_player action [["CollisionLightOff", "CollisionLightOn"] select _state, _target]; |
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Would https://community.bistudio.com/wiki/setCollisionLight be simpler?
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now I see why I chose action instead of this command. Because of this note:
Note that the vehicle has to be local, for global variant use Arma 3 Actions "CollisionLightOn"/"CollisionLightOff"
I didn't want to use CBA events and just used these actions.
Could you remove this note from wiki please? I'll replace action with command.
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Why remove the note? is it invalid?
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yes, vehicle must be local for both command and action, see #6078 (review)
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It might only be a problem for this object simulation type.
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just checked Buoy, Road Cone, civil plane - all of them require local vehicle
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* Add camping light interaction * Add dragging * Add cargo loading * Handle Camping_Light_off objects * Fix work in MP * Replace action with command
When merged this pull request will:
Camping light (lantern) is undestroyable light source which presents in some missions and sometimes it's good to turn it on/off. This object doesn't have any hitpoints and workaround should be used. Fortunately it can be handled with
CollisionLightOff
action.TODO
Land_Camping_Light_off_F
objects - need to replace it withLand_Camping_Light_F
WIP