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Zeus artillery doesn't spawn shrapnels #747

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gienkov opened this issue Apr 18, 2015 · 14 comments
Closed

Zeus artillery doesn't spawn shrapnels #747

gienkov opened this issue Apr 18, 2015 · 14 comments
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@gienkov
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gienkov commented Apr 18, 2015

ACE3 Version: 3.0.0

Mods:

Placed ACE3 Modules:

  • None

Description:
Spawning artillery strikes through Zeus will not cause explosions to spawn shrapnels
Check out this video I made:
https://youtu.be/aZpzg3qwk10

Steps to reproduce:

  • Call in Zeus artillery strike of any kind
  • Round explode but not shrapnels

Where did the issue occur?
"Multiplayer"

RPT log file:
Nothing worth looking into inside it.

@alganthe
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can't find the mortars in the configs so I guess it hasn't been worked on yet.

@commy2
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commy2 commented Apr 18, 2015

That might be a limitation on how the projectiles are fired with zeus.
They aren't actually fired (and therefore trigger the approriate fired eventhandler), but the projectiles are spawned via createVehicle. Don't think we can do anything about it, unless we rewrite zeus.

@alganthe
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"unless we rewrite zeus." oh yes go forth and fix the broken PITA that zeus is. (i'll become your waifu if something so magic happens)

@commy2
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commy2 commented Apr 18, 2015

I think zeus has more lines of code than ACE has though. (All the ui scripting hurts my brain)

@kymckay
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kymckay commented Apr 18, 2015

You would have to overwrite the module (ModuleOrdnance_F) function (BIS_fnc_moduleProjectile) with your own one

As an aside, the zeus UI framework is actually really nicely designed even if entirely undocumented 😝
Was just complimenting Moricky on it the other week

@commy2
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commy2 commented Apr 18, 2015

Sure.

After:
deletd

@jaynus
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jaynus commented Apr 18, 2015

Duplicates #342

@jaynus jaynus closed this as completed Apr 18, 2015
@nicolasbadano nicolasbadano reopened this Apr 18, 2015
@nicolasbadano
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No @jaynus, its not a duplicate! Frag requires the config entries, but also that the ammo shells have an attached PFH. That's the difficult thing to do on Zeus spawned rounds.

@commy2 commy2 added kind/feature Release Notes: **ADDED:** and removed status/duplicate labels Apr 18, 2015
@commy2 commy2 added this to the Backlog milestone Apr 18, 2015
@commy2
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commy2 commented Apr 18, 2015

I'm not sure my work-around is relyable in MP. createVehicle is really shitty with CfgAmmo. I suspect that the round isn't created on remote machines when execRemoteFnc executes and therefore the projetile will be an null-object. Maybe also depends on the simulation class of the projeticle. Haven't looked to much into that.

@NouberNou
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createVehicle works fine with ammo, its the only way to spawn ammo. You don't need to remotely execute the frag function either, just use the ace_frag_fnc_addManualTrack function on the projectile. As long as the projectile is local to where you called it all is fine and the frag system handles the rest.

@commy2
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commy2 commented Apr 20, 2015

Didn't know that.

_projectile = createvehicle [_ammo,_posAmmo,[],0,"none"];
[player, "", "", "", _ammo, "", _projectile] call ace_frag_fnc_fired;

Might solve the issue then. No idea how to overwrite BIS_fnc_moduleProjectile though.

@thojkooi
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I will take a look @commy2 We are already doing that for one module function anyway.

@thojkooi thojkooi self-assigned this Apr 20, 2015
@kymckay
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kymckay commented Apr 20, 2015

You can no longer overwrite BIS functions with the latest version of arma. However you can just edit the module (ModuleOrdnance_F) in cfgVehicles to use your own function.

I had to do this for my own addon work recently.

@thojkooi
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This is done in #784

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