Remove PhysX from ugl smoke grenades#7244
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jonpas
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This is just... why does it work like this!? But nice find and fix!
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It may be that every client has their own projectile, so it needs createVehicleLocal and global execution. I will change it, can you retry then @PabstMirror ? |
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We could provide an optional for this. We use @BaerMitUmlaut's version: https://github.com/Theseus-Aegis/Mods/blob/5ce562312c08d9a6d01e046886c29d09f874c991/addons/ballistics/CfgAmmo.hpp But it's also so simple that any group that would use it probably has their own version of it already. |
Accessibility is more important than how simple it is. |


When merged this pull request will:
With default values, the only (apparent) differences between shotSmokeX and shotDeploy are:
deflectionSlowDownetc.)shotSmoke has smoke creation, but no smoke sounds, which is why #4648 was rejected.
Best way to achieve old physcis, but with smoke sound was to attach a shotSmokeX to a shotShell/shotSmoke/shotDeploy. Of these shotDeploy is the only one that has no side effects (explosion of shotShell, [duplicate] smoke creation of shotSmoke) with default values.
There don't seem to be duplicated bounce sound effects, likely because (most) physics are disabled for attached objects.
Both, the "physics projectile" (shotDeploy) and the "smoke projectile" (shotSmokeX) are deleted after timeToLive.