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RHS RKG-3M/BRK M79 grenades not compatible with advanced throwing. #7534
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Needs similar compat entries in config as in #6879 ? |
Pretty sure this has to do with the
The RHS nade script uses the fuseTime values as delay too: Tested with
|
There is no config entries in that PR. It actually remove some old dirty hacks.
Hmm. OK will try to increase this deploy delay and test later today |
True, the PR only hooks into whatever the "Throw" event has defined for the specific class. In this instance, the Don't know what effect it has on the functionality of the nades though, if the There is also no compat for RHS SAF, so don't know how to deal with |
As much as I understood looking rhs code |
Yeah, my conclusion aswell. I'll do some tests with the default values increased by 0.3 and compare the behavior against running vanilla RHS values without ACE. If it doesn't cause any issues, i'll update GREF compat for Dunno how to handle the SAF one though. Add new compat for SAF, or add SAF dependency in GREF compat ? |
Adding 0.3 to the default values seems to produce the same behavior with adv. throw. as without ace loaded, so will will update |
Pretty acceptable fix was closed... Other issue with adv. throwing is that it is always weaker than "Normal Throw". But this should be discussed in other ticket |
and
do not add up though. |
Grenade without ACE have 0.3 sec delay by default. |
What do you prefer, a grenade exploding right in your face, or that a grenade sometimes despawns? |
The false dichotomy. |
What about wrapping the ACE3/addons/advanced_throwing/functions/fnc_prime.sqf Lines 47 to 55 in c73f646
Should delay the firing any 3rd party nade script enough. Don't know if it might have any other adverse effects though 😕. |
Take my words back. Setting delays to +0.05s is not acceptable fix. |
Anyone post this omnious RHS script, so people that don't want to download gigabytes of |
With only RHS and this script, if you throw the grenade against a wall right in front of you. What happens? |
With regular throw it should disappear and deal 0.1 hit damage.
Can actually test it and record video later today |
How is that any different than with advanced throwing? |
promised video https://www.youtube.com/watch?v=BVK088s7G0s&feature=youtu.be
I think I already told what is different. Regular: Adv: If random would be closer to 0.4 then you can throw grenade, but it will swap to parachuted and start decelerating almost immediately |
Closing due to age, inactivity or already solved. May be re-opened if the issue is still present, even better just open a new up-to-date Issue. |
Mods (complete and add to the following information):
1.96
stable3.14
stable3.13
stableDescription:
This scripted grenades explode on players position.
Steps to reproduce:
Expected behavior:
As regular throw. Fly, deploy parachute, explode on hit.
Where did the issue occur?
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