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Dragging - Corpse carrying and dragging - continued #9269
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Co-authored-by: Dystopian <[email protected]>
Co-authored-by: Dystopian <[email protected]>
_target setPosATL [0, 0, -10]; | ||
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// Turn off PhysX | ||
[QEGVAR(common,awake), [_target, false]] call CBA_fnc_globalEvent; |
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In my testing toggling awake
seemed to be fine, however adding a delay to the execution (either as absolute or x amount of frames) might be a good idea.
Any suggestions/comments?
@@ -11,35 +11,36 @@ | |||
* Can the unit carry the object? <BOOL> | |||
* | |||
* Example: | |||
* [player, cursorTarget] call ace_dragging_fnc_canCarry | |||
* [player, cursorObject] call ace_dragging_fnc_canCarry |
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Why cursorObject
anywhere? That's way too fiddly compared to cursorTarget
and returns irrelevant stuff like map props.
This should have been two PRs. I don't mind the general code cleanup at all, but it makes hard to see what actually changed. |
Splitting into 3 different PRs. |
When merged this pull request will:
I had found out a way to implemented corpse carrying, but it was somewhat clunky. However, when trying to implement said solution, I found a better one and wanted to share it.
Pinging those were most heavily involved with the above mentioned PR:
@BaerMitUmlaut @PabstMirror @Dystopian
I haven't tested this PR a lot, but the initial testing was promising imo.
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