-
Notifications
You must be signed in to change notification settings - Fork 739
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
IED Class Inheritance Fixes #1440
Conversation
This commit has made some use of the ACE_ExplodeOnDefuse parameter. Basicly I have set so that IED ammo types explode on defuse but this is based on the ExplodeOnDefuseChance (0.0 - 1.0) which is defined in the explosives module.
|
class ACE_Triggers { | ||
SupportedTriggers[] = {"Command","DeadmanSwitch", "Cellphone", "PressurePlate"}; | ||
|
||
class IEDUrbanBig_Remote_Mag: DemoCharge_Remote_Mag { |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
The setup object has been removed for this.
Your indentation uses tabs. It should be 4 spaces. |
That should be everything we discussed - let me know if there is anything else you want me to change! |
Fixed indents :] |
ready for merge 👍 |
Just recheck all the comments I made and ensure they have all been addressed. |
done |
@@ -540,6 +540,20 @@ | |||
<German>Entschärfungszeit für Nicht-Sprengstoffexperten erhöhen? Standard: Ja</German> | |||
<Czech>Zvýšit čas potřebný k dokončení akce pokud není specialista? Výchozí: Ano</Czech> | |||
</Key> | |||
<Key ID="STR_ACE_Explosives_ExplodeOnDefuse_DisplayName"> | |||
<English>Explode on defusal?</English> | |||
<Polish></Polish> |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Please remove the empty stringtable entries. It makes it harder for our translators to find untranslated entries.
should be all good now! |
IED Class Inheritance Fixes
Thanks! |
my pleasure! |
Improved the IED class inheritance fixing a bug where vanilla IEDs (for example 'IEDUrbanBig_Remote_Ammo') would always act as if they are armed with a pressure plate.