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Deleted grenades spawn shrapnel #820

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Cuel opened this issue Apr 23, 2015 · 8 comments
Closed

Deleted grenades spawn shrapnel #820

Cuel opened this issue Apr 23, 2015 · 8 comments
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@Cuel
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Cuel commented Apr 23, 2015

ACE3 Version: 3.0.0.1-0cf23744

Mods:

Placed ACE3 Modules:

  • None

Description:
Some servers have grenade protection near bases etc, along the lines of

player addEventHandler ["Fired", {
    if (_this select 2 == "HandGrenadeMuzzle") then {
        deleteVehicle (_this select 6);
    };
}];

Steps to reproduce:
Execute above
Throw grenade
Grenade is deleted, player is hurt by shrapnel

Where did the issue occur?
Any

@Cuel
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Cuel commented Apr 23, 2015

A solution would be to just move the grenade to [0,0,0], but maybe there's another fix?.Since it's not "normal behaviour"

@nicolasbadano
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A solution would be to just move the grenade to [0,0,0], but maybe there's another fix?.Since it's not "normal behaviour"

I think that fix is the only viable alternative. AFAIK we can't distingish easily when a grenade "died" because it was deleted and when it "died" because it exploded.

@thojkooi
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There is ace_frag_fnc_addBlackList to add a round to the fragmentation blacklist.

[round] call ace_frag_fnc_addblacklist;

Delete the grenade a couple frames later and it should work fine. @NouberNou or @jaynus could correct me if I am mistaken here.

@jaynus
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jaynus commented Apr 23, 2015

You are correct; this is how I prevented frag from spawning at UO for the exact scenario he is talking about; I temporarily added the frag round to the blacklist on the fired event.

@jaynus
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jaynus commented Apr 23, 2015

player addEventHandler ["Fired", {
    [_this select 6] call ace_frag_fnc_addBlackList;
    if (_this select 2 == "HandGrenadeMuzzle") then {
        deleteVehicle (_this select 6);
    };
}];

@Brisse89
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Another problem related to this one:
Throw a grenade into the sea, and watch the shrapnel spawn as the grenade hits the water surface, without detonating.

@commy2
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commy2 commented Apr 25, 2015

Please make seperate issues for unrelated bugs. Otherwise it's way to easy to miss smth.

@thojkooi thojkooi mentioned this issue Apr 27, 2015
@bux bux modified the milestones: 3.0.0, 3.1.0 Apr 27, 2015
@NouberNou NouberNou modified the milestones: Backlog, 3.1.0 May 21, 2015
@NouberNou
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This really isn't our problem. If people are deleting ordnance then they need to take into account fragmentation. We have no ability to check if something has exploded or been deleted sadly. Backlog for now.

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