Add Fire Support Component#752
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| if !(_ammo in tac_scripts_ammoTypes) exitWith {}; | ||
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| // Delayed for accurate projectile position. |
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On which machine is the projectile local? We should take position on that machine.
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iirc projectiles are local to the machine that fired them
| // Ensure defaults are set. | ||
| if (hasInterface) then { | ||
| if (isNil "tac_scripts_ammoTypes") then { | ||
| tac_scripts_ammoTypes = ["SmokeShellOrange", "G_40mm_SmokeOrange"]; |
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Why tac_scripts_* here? Just do tac_firesupport_*, it makes way more sense.
Especially with tac_scripts_areaSize, that variable does nothing to limit to to fire support functionality.
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All the customisation is handled in the template, aside from me everyone who would use it just gets confused. & areaSize creates a marker that mortar strike uses for it's radius
| #include "initSettings.inc.sqf" | ||
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| // Ensure defaults are set. | ||
| if (hasInterface) then { |
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Why even set on hasInterface machines? Wouldn't it be better to just set ammo types on the server and on clients just check if it's a general GL/larger round (so we filter out small arms fire)?
Even better would be an event handler only setup on the server that does everything. Eg. Fired/FiredMan.
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Because it's based on a player fired EH, the initial part is handled locally and the server does the rest (The EH filters for ammo type early and it's fast)
Co-authored-by: jonpas <jonpas33@gmail.com>
When merged this pull request will: