-
Notifications
You must be signed in to change notification settings - Fork 736
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
add event for placing units in body bags #3022
Conversation
Does the dead body retain information about what gear was on it as well? |
A global event won't work. The target is already removed before the event gets triggered. MAYBE a local event works. Depends on the implementation - I am not certain if the event gets called right away or next frame? |
Definitely needs some testing. Localy the event does work (I tested it). I don't think the deleteObject is transfered faster than the publicVar, so the chances are good.
Yes. Except for the primary weapon of course. |
Awesome, primary weapon gets dropped right? So it doesn't get deleted with the dead body either? |
Yes. |
Thanks! |
Works in local hosted multiplayer. The event triggers with the object reference before it is deleted. |
What about on a dedicated server, where another player puts a body into a bodybag? |
Can't test that, but I see no reason why it would be different there. An alternative to this would be to make this an event that only triggers on the machine where the dead body is local and the same event does the deleting with |
add event for placing units in body bags
ref: #3021
["placedInBodyBag", {systemChat str _this}] call ace_common_fnc_addEventhandler
0: dead body
1: body bag object
executed on all machines