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Explosives - Fix incorrect shotParents #9171

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merged 5 commits into from
Apr 30, 2023
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Cre8or
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@Cre8or Cre8or commented Mar 19, 2023

When merged this pull request will:

  • Add setShotParents values to explosives created using ACE, enabling support for correct kill counting and damage tracking in external mods/frameworks.

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- Added `setShotParents` to the resulting explosive, enabling support for kill tracking
@veteran29 veteran29 self-requested a review March 19, 2023 17:23
@PabstMirror
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I think the cmd is server only; may want to use
[QEGVAR(common,setShotParents), [_activeThrowable, _unit, _instigator]] call CBA_fnc_serverEvent;

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Cre8or commented Mar 24, 2023

I think the cmd is server only

Yep, good catch - don't know why that didn't cross my mind. Fixing it shortly.

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Cre8or commented Mar 24, 2023

Turns out setupExplosive is not the place I want to run setShotParents inside of, as that explosive later gets replaced by a new one. It appears placeExplosive is where it should be added instead.

I've updated the files accordingly.

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Cre8or commented Apr 2, 2023

I've moved the setShotParents call into the existing place event handler, as mentioned. Inputs?

@PabstMirror PabstMirror added this to the 3.16.0 milestone Apr 3, 2023
@PabstMirror PabstMirror added the kind/bug-fix Release Notes: **FIXED:** label Apr 3, 2023
@LinkIsGrim
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Doesn't this also make AI magically aware of player's position when setting off the explosive? I remember this being a thing with vanilla touch-off action.

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I will merge as is and then make a follow up PR to control setting shotparents

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5 participants