- User Since
- Jan 3 2020, 11:15 PM (217 w, 3 d)
Dec 11 2023
Seems like I forget to mention I was basing myself on the wiki of the event handler.
Dec 8 2023
Jun 6 2023
After downloading this monster once again. I replayed the Laws of war DLC to test it and did not experience any issues with the demining missions i played.
May 22 2023
Can you also add the person who deactivated the mine?
The scenario i have in mind is. I want to add explosives to the person who deactivated it. I could run a script to check wo is the closes to the mine when it gets deactivated but it would be handy if it was in the eventhandler.
May 18 2023
I think i found the issue. The mine doesn't actually get deleted. It just gets deactivated but still exists. While mines that explode get deleted.
May 17 2023
Aug 15 2022
Did this ever get picked up. Or was it not reproducible ?
Apr 24 2022
Apr 11 2022
Tested and CC turns off when pressing hand brake.
Tested it and CC turns off when engine is turned off.
Ok i tested it on the development build 2.09.149122 and can't reproduce it.
Ok, i didn't know if this was expected behaviour.
Apr 9 2022
Mar 21 2022
Mar 12 2022
Mar 7 2022
I tried to reproduce this. And what seems to happen is that the threshold for when the physX object starts moving is higher when disableBrakes is true. So when trying to tow a rhino it appeared as if the commands were working against each other. But when i tested it with a Hunter it appears to work.
To add to this. When i try and pull a rhino with a hemtt. I get like 7 to 8 km/h. But when i use the disable break command and just push it. I get it to 17 or 18 km/h.
So if i'm driving i should get brakesDisabled back as true on the towedvehicle?
Mar 5 2022
Nov 29 2021
Tried it again and recorded it. You can more consistently get in by vaulting and then moving backwards when your camera is on the other side of the wall. You might have to vault again.
Nov 19 2021
So the change that was made to the createSimpleObject function was made before the current live ops development ? Is that what you are saying here ? And this is why you don't want to implement this ?
Oct 28 2021
Oct 15 2021
Oct 9 2021
There are multiple tunnel entrances. The tunnel module does not work on khe sang.
Sep 8 2021
I just checked this and it does seem things disappear but this is only applicable on the top layer of the tunnel complex.
So that is going to be a fun one to debug.
Jul 25 2020
This can be closed. Seems like the description in the function viewer is correct. But the one on the wiki isn't.