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Eventhandlers - Add Delay to AI Explosion Reaction #418
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I love this. The effect is slight, very slight, but noticable when you know what to look for. I wonder if the logic of sound/distance can be used elsewhere too. |
["_explosionSource", objNull] | ||
]; | ||
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if (!alive _unit || |
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we should move/do more of the checks we do in the here before we run the waitAndExecute
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I agree, but I think a few of these could change in time:
!GVAR(ExplosionEventHandlerEnabled)
- should have been there!alive
- coversisNull
- probably could be replaced with{!(_unit call EFUNC(main,isAlive))
{!isNul objectParent _unit}
- could be added, but units may be getting in/out and the transition happens in time{(stance _unit) isEqualTo "PRONE"}
- a thing that could be changing in that ~0.15-0.3 ms{_unit getVariable [QGVAR(explosionReactionTime), 0] > time}
- delay could be computed and then checked against this statement
I'll make the changes I think I made clear I think are good ideas, but for checking if a unit is in a vehicle or is prone I could go either way on.
When merged this pull request will: