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Scripting commands to check projectile fuse state
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Description

I'd like to request scripting commands to check if projectile is primed to explode\smoke. Most stats can be calculated through script by checking delta between Fired event and HitPart event, but fuseDistance is much harder to calculate properly. For fuseDistance the main purpose is to check if projectile is going to explode in HitPart event handler or its just a dud collision (both fire same kind of isDirect=true HitPart event).

fuseDistance check command syntax and name suggestion:
BOOL = isShotPrimed ENTITY
BOOL = isPrimed ENTITY
BOOL = isPrimedByDistance ENTITY
BOOL = shotWentFuseDistance ENTITY
NUMBER = distanceTraveled ENTITY
NUMBER = getShotDistanceTraveled ENTITY

explosionTime check command syntax and name suggestion:
NUMBER = getShotExplosionTimer ENTITY
NUMBER = getShotExplosionTime ENTITY
NUMBER = getExplosionTime ENTITY
NUMBER = explosionTime ENTITY

timeToLive check command syntax and name suggestion:
NUMBER = getShotTimeToLive ENTITY
NUMBER = getTimeToLive ENTITY
NUMBER = timeToLive ENTITY

Details

Severity
None
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
Scripting
Additional Information

I'd like to suggest projectile commands to have shot in the name similar to getShotParents command so its more self-explanatory.

Event Timeline

SaMatra created this task.Oct 7 2023, 11:34 AM
This comment was removed by dedmen.
dedmen added a subscriber: dedmen.Oct 9 2023, 2:03 PM

Personally the most needed command for me is to check is fuseDistance condition was satisfied. I'd be fine with a BOOL check but perhaps somebody else could use distance traveled NUMBER. PLZ ADD.

Revision: 151379

BIS_fnc_KK removed BIS_fnc_KK as the assignee of this task.Feb 7 2024, 2:31 AM
BIS_fnc_KK changed the task status from New to Feedback.
BIS_fnc_KK set Ref Ticket to AIII-56244.
BIS_fnc_KK added a subscriber: BIS_fnc_KK.