Feature #2678

Evaluate framework for Fired EH

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

Status:Closed Start date:07/08/2009
Priority:Normal Due date:
Assignee:Sickboy % Done:

100%

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

Description

Idea

[10:26:03] Sickboy: player getVariable "Extended_FiredEH" 
[10:26:30] Rocko: {if ( (_this Select 4) == 'F_HuntIR'  && _this select 0 == player) then { _this spawn ace_sys_huntir_fnc_fired };call ace_sys_flares_fnc_Fired;if ((_this select 0) == player) then { _this call ace_sys_overheating_fnc_fired };if (local (_this select 0)) then { if ((_this select 4) isKindOf 'RocketBase') then { _this call ace_sys_rocket_ballistics_fnc_fired_rpg } };if (local (_this select 0)) then { if (isNumber (configFile >> 'CfgWeapons' >> (_this select 1) >> 'ace_shotgun') ) then { _this spawn ace_sys_shotgun_fnc_fired } };if ( ((_this select 4) isKindOf 'RocketBase') || ((_this select 4) isKindOf 'MissileBase') ) then { _this call (ACE_SYS_BACKBLAST_LOGIC getVariable 'ACE_fired') };;call ace_sys_explosives_fnc_fired;call ace_sys_irstrobe_fnc_fired;if ( (_this select 4) isKindOf 'GrenadeHand' || (_this select 4) isKindOf 'GrenadeBase' ) then { _this spawn ace_sys_viewblock_fnc_fired };}
[10:26:41] Sickboy: weee
[10:27:39] Rocko: thats a massive check
[10:28:53] Sickboy: yea :)
[10:29:07] Sickboy: could be interesting to have 1 fired EH for all our systems
[10:29:12] Sickboy: and instead
[10:29:17] Sickboy: add properties to config
[10:29:22] Sickboy: of ammo
[10:30:01] Sickboy: class RocketBase
{
class ACE_Fired
{
ace_sys_rocket_ballistics = "_this call blabla";
ace_sys_rocket_fx = "_this call balbalal";
};
};
[10:30:09] Rocko: yea fired is so nasty
[10:30:42] Sickboy: class BulletBase
{
class ACE_Fired
{
ace_sys_rifle_fx = "_this call blalbla";
};
};
[10:30:56] Sickboy: something along those lines

History

Updated by Spooner almost 6 years ago

  • Category set to XEH

Updated by Sickboy almost 6 years ago

  • Status changed from New to Closed
  • Assignee set to Sickboy
  • Target version set to v0.3.x
  • % Done changed from 0 to 100
You can now use:
  • Any Eventhandler can be prefixed with client or server, so that the EH only adds on such machine.
    • Note this only counts for class-eh's, not for simple entry eh's
  • There is a CBA_playerSpawn event now, which can be used to do specific stuff on the player (and oldPlayer when respawn/switching is active).
    • Can be used to attach specific EH's to

Updated by Sickboy almost 6 years ago

  • Target version changed from v0.3.x to v0.1.3

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