Interaction - Simplify pulling out bodies#10092
Conversation
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Reliability? |
Given that the medical interaction uses it for dead units, I imagine it's fine (testing supports that). |
Only some? |
Personally I don't care and as I don't want to speak for everyone, I used "some".
It simplifies the function and make it more in line with the medical action's behaviour. The medical unload patient action uses |
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I think medical magic action should be more realistic then. |
Personally, I'm against that, as I find it cumbersome. Unifying the behaviour should the way forward, I imagine we can agree on that. I'd like to test if using |
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Ragdoll carnage is still here when you just get in vehicle at dead body seat. |
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Unless you're pulling someone outta a vehicle turret or from a rear-loaded vehicle such as a troop truck or an APC, you most likely ain't going inside the vehicle anyway, so in that sense this is more realistic. Personally don't really care if you go inside and back outside as part of the animation, but if it simplifies the code or improves performance or makes armaing less likely, then I'm all for it. |
You shouldn't be able to do that, seat should be locked when unit goes uncon/is killed. Can you repro? |
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Also, a good middle ground for realism would be carrying the body when pulling it out, but we've seen how that went. Personally I'm for this, the get in/out loop to pull out a body was more annoying than anything to me, especially when the vehicle is local to a laggy machine. |
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whats the status on this? |
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Now that carrying dead bodies is stable we can probably add a check for dragging loaded and use that after moveOut. Otherwise, my opinion is the same. |
Dystopian
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You shouldn't be able to do that, seat should be locked when unit goes uncon/is killed. Can you repro?
@LinkIsGrim I never played with ACE Medical and didn't know it locks seats when a unit is dead or unconscious. I discovered this while testing #11372. So the repro is simply to disable Medical :) Sorry for the late reply.
I've just tested unloading bodies from a truck with moveOut. It's really too fast without animations. You can unload an entire truck in just a few seconds. So I'd prefer to keep the animation, at least as an optional feature.
As for carrying after pulling out, that could also be too fast (since the default carry-start animation would look awkward for a unit that was just moved out). It could also require additional logic for situations where carrying is not possible (e.g. due to injured legs).
@johnb432 after all this time, I don't really mind if you remove this feature. I can implement it myself and use it in my games. All I'd ask is to remove the function and simply replace the statement with moveOut _target.
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| params ["_body", "_unit"]; | |||
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Can make it optional with variable:
| if (GETMVAR(GVAR(simplePullOut),true)) exitWith {moveOut _body}; | |
Name and default value as you wish.
We could add a progress bar to slow it down. |
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