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Cookoff - Delay full vehicle destruction #9061
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…a param passed into cookoff to improve modularity
…n event after the flame stage has finished
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lgtm. sorry for not approving this earlier, I think I got caught up on the setting and ended up losing time in the year
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Documentation on QGVAR(canHaveFinale)
needs to be added.
Imo we should drop the hard cap for flame-out stages in favor of #9758 's |
Co-authored-by: johnb432 <[email protected]>
`random 1` can return `0`, meaning there was no way of turning this off completely.
This was echoed in internal discussion. I'm trying to implement such changes, but it's harder than I initially anticipated.
Why are we adding a separate config entry for this? We have
I understand it isn't quite the same (the only difference I can spot is that it happens at a specific time and that an explosion is spawned), but can't we either live with it or tweak that to get the desired behaviour, instead of adding yet another config entry? Assuming we scrap the above from this PR, the remaining thing this PR adds is:
But that would be also scrapped, in favor of 9758's cookoff duration setting. I went ahead and pushed a commit with the changes I think are necessary to make it compatible with 9758's cookoff duration setting and added a time between cookoff ending and final explosion happening. The final explosion is controlled by These changes fix a bug with the current implementation: |
I worry that the changes changed the intention of the original PR, but if #9758 does what you say it does it sounds like this PR was going to be defunct anyway. With that in mind, I agree with your points and am approving this |
Co-authored-by: johnb432 <[email protected]> Co-authored-by: Grim <[email protected]>
When merged this pull request will:
Old description
Destruction Finale Chance
CBA setting to adjust the random roll chance of finaleace_vehicle_damage_canHaveFinale
to disable feature via configsDepends upon #9060