Common - Add more loadout randomization options#1783
Common - Add more loadout randomization options#1783DartRuffian wants to merge 19 commits intoCBATeam:masterfrom
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Only add extra mags in InitPost, prevents duplicated mags if mission maker edits loadout.
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I'm not exactly sure what causes the animation to be wrong (e.g. in the rifle holding anim when the unit only has a pistol). I don't remember ever seeing it before working on this pr though, so I added a workaround for it.
It seems to need to run on the next frame, but CBA's frame functions don't work in Eden so I had to use a sleep with a small delay.
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
| }] call CBA_fnc_addEventHandler; | ||
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| // Check missionTime so Eden placed units don't have their loadouts randomized twice | ||
| ["CAManBase", "InitPost", { if (CBA_missionTime > 0.1) then { call CBA_fnc_randomizeLoadout } }] call CBA_fnc_addClassEventHandler; |
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Not sure if there's a more proper way to do this
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xeh_postInit won't run on 3den (for now at least)
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The check is so units spawned in Eden don't have their kits randomized again, but units spawned later (e.g. script / zeus) do
Without the missionTime check Eden placed units would have their loadouts randomized on mission start
Add delay to eden fixAnimation call to not change animations when creating editorPreviews.
When merged this pull request will: