Feature #2647

Use playableUnits for Respawn handler in Extended Eventhandlers

Added by Sickboy almost 6 years ago. Updated almost 6 years ago.

Status:Closed Start date:07/07/2009
Priority:Normal Due date:
Assignee:killswitch % Done:

100%

Category:XEH
Target version:v0.1.3
Component: Affected Version:
Close Reason:

Description

Associated revisions

Revision 402306b2
Added by killswitch almost 6 years ago

ADDED: new respawn monitor using playableUnits to track all playable units. References: #2647

Revision 402306b2
Added by killswitch almost 6 years ago

ADDED: new respawn monitor using playableUnits to track all playable units. References: #2647

Revision ff02e296
Added by killswitch almost 6 years ago

CHANGED: Reworked the 'monitoring' of respawning playable units. Refs: #2647

Revision ff02e296
Added by killswitch almost 6 years ago

CHANGED: Reworked the 'monitoring' of respawning playable units. Refs: #2647

Revision 12fe293f
Added by killswitch almost 6 years ago

~FIXED: Use playableUnits for Respawn handler in Extended Eventhandlers. Refs: #2647

Revision 12fe293f
Added by killswitch almost 6 years ago

~FIXED: Use playableUnits for Respawn handler in Extended Eventhandlers. Refs: #2647

History

Updated by Spooner almost 6 years ago

Issue is that you need to ensure that the unit has a universally set varname before this will work, otherwise you can't tell if the unit has respawned. Also, have to worry about scripts altering the list of playable units while someone is dead.

Updated by killswitch almost 6 years ago

Spooner wrote:

Issue is that you need to ensure that the unit has a universally set varname before this will work, otherwise you can't tell if the unit has respawned. Also, have to worry about scripts altering the list of playable units while someone is dead.

Aye - I'm guessing that vehicleVarname can be used for this...

Updated by Spooner almost 6 years ago

  • Category set to XEH

Updated by Sickboy almost 6 years ago

  • Target version deleted (v0.3.x)

Updated by killswitch almost 6 years ago

  • Status changed from New to Resolved

The respawn monitor can now make use of playableUnits. (It uses the CBA event framework if it can, though)

Updated by killswitch almost 6 years ago

  • % Done changed from 0 to 100

...to 100%...

Updated by killswitch almost 6 years ago

  • Target version set to v0.1.3

Updated by killswitch almost 6 years ago

  • Status changed from Resolved to Closed

I've tested and verified the functionality of the playableUnits-using parts of the respawn monitor by
disabling the use of the CBA events framework (the playableUnits method is the first fallback).

Closing issue.

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