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IPlayer.Disarm() doesn't spawn WpnGrenadesThrown when activated
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- Superfighter
- Posts: 97
- Joined: Thu Feb 07, 2019 4:36 am
IPlayer.Disarm() doesn't spawn WpnGrenadesThrown when activated
When you disarm a player in melee while cooking grenade, the game will spawn a WpnGrenadesThrown instead of WpnGrenade. IPlayer.Disarm() always spawns WpnGrenade regardless if the grenade is activated or not.
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- Gurt
- Lead Programmer
- Posts: 1884
- Joined: Sun Feb 28, 2016 3:22 pm
- Title: Lead programmer
- Started SFD: Made it!
- Location: Sweden
- Gender:
- Age: 34
The Disarm() function was intended to drop your equipped item. I didn't think about when you have a throwable ready to be thrown you know, like a cooked grenade
I think I will adress this issue in some way in the next SFD update together with viewtopic.php?f=31&t=3963 and viewtopic.php?f=31&t=3985
Most likely the Disarm will then make you drop your current activated throwable only. If you call it again the entire throwable stack of things will drop from your inventory like now
Edit - added the following after v.1.3.5:
ScriptAPI: Added IPlayer.IsHoldingActiveThrowable, IPlayer.GetActiveThrowableWeaponItem(), IPlayer.SetActiveThrowableTimer(..), IPlayer.DisarmActiveThrowable(..) to be able to read and disarm current active throwables on a player.
ScriptAPI: Updated IPlayer.Disarm(..), it will now disarm any active throwables first if you disarm Thrown weapon items. Included an optional 'out IObject disarmedActiveThrowable' parameter to be able to read the disarmed active throwable (if any) - this returns the same object as calling IPlayer.DisarmActiveThrowable() first. This is done to keep backwards compatibility with existing Disarm calls.
ScriptAPI: Added IObjectGrenadeThrown.GetExplosionTimer(), IObjectGrenadeThrown.SetExplosionTimer() to be able to change the explosion timer on thrown grenades (and reactive them by calling SetExplosionTimer after the first timer runs out).
I think I will adress this issue in some way in the next SFD update together with viewtopic.php?f=31&t=3963 and viewtopic.php?f=31&t=3985
Most likely the Disarm will then make you drop your current activated throwable only. If you call it again the entire throwable stack of things will drop from your inventory like now
Edit - added the following after v.1.3.5:
ScriptAPI: Added IPlayer.IsHoldingActiveThrowable, IPlayer.GetActiveThrowableWeaponItem(), IPlayer.SetActiveThrowableTimer(..), IPlayer.DisarmActiveThrowable(..) to be able to read and disarm current active throwables on a player.
ScriptAPI: Updated IPlayer.Disarm(..), it will now disarm any active throwables first if you disarm Thrown weapon items. Included an optional 'out IObject disarmedActiveThrowable' parameter to be able to read the disarmed active throwable (if any) - this returns the same object as calling IPlayer.DisarmActiveThrowable() first. This is done to keep backwards compatibility with existing Disarm calls.
ScriptAPI: Added IObjectGrenadeThrown.GetExplosionTimer(), IObjectGrenadeThrown.SetExplosionTimer() to be able to change the explosion timer on thrown grenades (and reactive them by calling SetExplosionTimer after the first timer runs out).
1 x
Gurt