Feature #2647

Use playableUnits for Respawn handler in Extended Eventhandlers

Added by Sickboy about 1 year ago. Updated about 1 year ago.

Status:Closed Start:2009-07-07
Priority:Normal Due date:
Assigned to:killswitch % Done:

100%

Category:XEH
Target version:v0.1.3
Component: Affected Version:
Votes: 0

Description

History

Updated by Spooner about 1 year ago

Issue is that you need to ensure that the unit has a universally set varname before this will work, otherwise you can't tell if the unit has respawned. Also, have to worry about scripts altering the list of playable units while someone is dead.

Updated by killswitch about 1 year ago

Spooner wrote:

Issue is that you need to ensure that the unit has a universally set varname before this will work, otherwise you can't tell if the unit has respawned. Also, have to worry about scripts altering the list of playable units while someone is dead.

Aye - I'm guessing that vehicleVarname can be used for this...

Updated by Spooner about 1 year ago

  • Category set to XEH

Updated by Sickboy about 1 year ago

  • Target version deleted (v0.3.x)

Updated by killswitch about 1 year ago

  • Status changed from New to Resolved

The respawn monitor can now make use of playableUnits. (It uses the CBA event framework if it can, though)

Updated by killswitch about 1 year ago

  • % Done changed from 0 to 100

...to 100%...

Updated by killswitch about 1 year ago

  • Target version set to v0.1.3

Updated by killswitch about 1 year ago

  • Status changed from Resolved to Closed

I've tested and verified the functionality of the playableUnits-using parts of the respawn monitor by
disabling the use of the CBA events framework (the playableUnits method is the first fallback).

Closing issue.

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