-
Notifications
You must be signed in to change notification settings - Fork 738
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Common - Add ace_common_fnc_addExplosionEventHandler
#10243
Conversation
I am un-mistaken, there's some hurdles with using fuckingHellFoundIt.mp4 |
e.g. This PR can wait, but it's really just a wrapper for changes from #10002 so we'll have to figure something out for hearing |
I see only 2 solutions right now
|
I don't think fired would work for things such as mines and explosives, but I haven't tested and can't confirm it at all. Since some projectiles seem to be local to all units, wouldn't they be |
Even better: Dedmen told me that local objects return a |
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
If "ProjectileCreated" is added during preInit it will pickup mission placed explosives maybe something to think about in the future |
if (!EGVAR(common,settingsInitFinished)) exitWith {
EGVAR(common,runAtSettingsInitialized) pushBack [{}, _this];
}; ? |
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
seems to work correctly in mp with a pre-placed satchel |
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
I can't test mp on dev branch so we won't really know until the RC is out, but sounds like it will work as expected
|
Add an explosion event handler to common so multiple systems can hook into the same event
(might be worthwhile to only broadcast to close-distance units?)