-
Notifications
You must be signed in to change notification settings - Fork 737
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
Medical Engine - Add vehicle explosion handling #8832
Conversation
Derp, HandleDamage doesn't have the projectile directly. Ignore everything. |
I notice #8752 includes a check to filter out destruction of vehicles which don't explode (iiirc rubber dinghy would be one), is that not needed? Otherwise I like the logic here. Another thing that other PR includes is setting the crew on fire, but I'm not sure if that should occur from here or be picked up elsewhere using an event or similar. |
Phone spazzing out a bit there... I would expect those vehicles to not raise a damage event, though I haven't tested it. As for setting the crew on fire I'm not sure if its necessary as the damage is pretty extreme, but if we did add it would prefer a separate event to integrating with HD. If we wanted to automatically unload the crew this might be a good place to do it though. |
Can confirm, vehicles that don't explode don't trigger HandleDamage. IMO this is good to go. |
What's the intended hit case for this? I'm testing it out as I've got an issue where vehicles fully blown up by a missile/bomb just have the AI units inside get out as if nothing happened and walk away. https://www.youtube.com/watch?v=wPQ5LPxjJTA This is latest CBA and ACE only. Using this PR has the same effect. |
Done in #9246 |
When merged this pull request will:
Implementation moved from #8278, also see #8752
It's currently a bit extreme but comparable to what a unit standing next to the vehicle experiences, and it's probably going to be an instakill anyway so not super important.
IMPORTANT
Component - Add|Fix|Improve|Change|Make|Remove {changes}
.