Closed Slatery closed 3 years ago
guess the validator didn't like vanilla event handlers? Will modify them to CBA handlers
@Slatery you used TAB's, use 4 spaces instead.
haha, I read the line numbers and not the actual error. has been resolved
I'm terrible sorry i don't have a discussion platform setup for you btw. Never expected anyone to start PR'ing the mod this early. But check #20 I'm going to turn the IED's into actual mines so normal minedetector can detect it as well (Blame kiddies in steam workshop comments).
yeah no dramas. The mod's fucking cool, and this was just something that was bugging me so wanted to add a quick fix for my community, which ironically, the vanilla mine detector not detecting them works better for us (we use it as a short range oh shit detector, better to find the trigger). Understandable if you don't want to merge the change
Yeah, sorry. ACE update should go through soon enough. Vanilla minedetector is something I didn't like personally, but its useless when trigger and IED are split. Good way of catching EOD personal with their guard down. BTW: Do you guys use the ACE minedetector at all? Any feedback on the RID enhancements to it?
Yeah, added it in to test alongside this, the extra functionality is really cool. The only issue I've seen is the extra gui sometimes disappears and the detector needs to be put away and brought out again to see it again. I'm not sure what causes it, but it was common enough that it happened to everyone at least once
Open a bug report next time it happens. I have never seen it do that. I'll add error reporting to the minedetector module then, never got around to that.
When merged this pull request will:
Logic for the hit event handler; Adds two randomized checks for damage, a high threshold, which will allow for explosions, or high powered rifles to detonate on impact (For reference the CUP Barret 50 does 10 damage per hit, 7.62 does 0.16 per hit, 5.56 does 0.016 per hit), but has the normal be around 5 so other high powered cartridges also have a high chance of detonating. Second check is if the first check is low (volatile), then checks for again against a lower number. If neither checks are met then the IED is fully healed so repeated shots rely on the checks to detonate. The idea is that an awry shot from a standard rifle will not cause it to go off, but enough might, while also providing suitable alternatives to removing the threat, rather than only having to defuse it for the threat to be removed