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Common - Add more loadout randomization options#1783

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DartRuffian wants to merge 19 commits intoCBATeam:masterfrom
DartRuffian:loadout-randomization
Open

Common - Add more loadout randomization options#1783
DartRuffian wants to merge 19 commits intoCBATeam:masterfrom
DartRuffian:loadout-randomization

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When merged this pull request will:

@DartRuffian DartRuffian marked this pull request as draft July 26, 2025 17:34
@DartRuffian DartRuffian marked this pull request as ready for review July 26, 2025 17:43
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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.

DartRuffian and others added 7 commits October 29, 2025 13:21
}] call CBA_fnc_addEventHandler;

// 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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@DartRuffian DartRuffian Dec 5, 2025

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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.
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3 participants