Feature #2647
Use playableUnits for Respawn handler in Extended Eventhandlers
| 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
- 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.