Missile Defense - New Component#10965
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TheCandianVendingMachine
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initial pass, not super thorough. I'm going to close the other PR, I like this more in every way (especially naming given recent events...)
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
| ] call CBA_fnc_addSetting; | ||
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| QGVAR(proximityFuseRange), "SLIDER", |
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Don't missiles already have proximity fuses in config?
I feel like having it on a CBA setting makes all missile defense systems the same quality which would mean a BLUFOR system protecting player spawn would have to be the same quality as an OPFOR system protecting an objective.
Happy to PR changes to move to that or to just move these settings to be defaults and stored in the launchers
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I just went off the original PR design, but this could be expanded to instead add values to the launchers and trackers to better model their differences. If you want to do that I think that'd be ok to add, but since this is a niche feature, I also think the global settings are going to be fine for most people.
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Agree on all points, will do at some point this week hopefully. PR LGTM otherwise
When merged this pull request will:
https://www.youtube.com/watch?v=H-JSDWOMnXY
This meets my needs and if big changes are wanted someone will have to take over. I still didn't use a CBA state machine just because I wanted to do this quick and I don't know them.
Could maybe use some additional customization and functionality (specifying projectile classes to intercept, only fire on projectiles that will hit in a certain area?)
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