Add a defining for AutoDeath on whether it can trigger when in Limbo state or as a passenger#2284
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To Chinese users:
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After more exploration, it was found that the original handling's support for objects in Limbo state was not complete (I previously thought #830 had handled this part, but it was actually support for LimboDelivery) and this leads to the fact that even if the implementation is completed, the two flags cannot be set to true by default, otherwise it will break existing behavior; this PR is shelved for now. |
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In any case, supporting Limbo scenarios for more AutoDeath conditions is something that should have been done but has not been completed. This PR effectively fulfills the corresponding feature request, and passengers inside |
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Tested by: https://www.phoboscn.top/t/topic/647/4?u=noble_fish [DRON]
AutoDeath.Behavior=kill
AutoDeath.AfterDelay=200
AutoDeath.AllowLimboed=no
[SQD]
AutoDeath.Behavior=kill
AutoDeath.AfterDelay=200
AutoDeath.AllowLimboed=no[E1]
AutoDeath.Behavior=kill
AutoDeath.OnOwnerChange=yes
AutoDeath.AllowLimboed=no
AutoDeath.AllowPassenger=no
[BFRT]
InitialPayload.Types=E1
InitialPayload.Nums=5
Passengers.SyncOwner=yes |
| // Self-destruction must be enabled | ||
| const auto howToDie = pTypeExt->AutoDeath_Behavior.Get(); | ||
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| // You're already dead |
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Should comment specific design rationale
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Should check if AutoDeath can still work when technos are in non-opentopped vehicles before merging. |


AutoDeath.AllowLimboedcan be used to define whether AutoDeath is triggered when the unit is in limbo state.AutoDeath.AllowPassengercan be used to define whether the unit triggers AutoDeath when it is a passenger.In
rulesmd.ini:Tip
If the unit is a passenger in a transport with
OpenTopped=false, then self-destruction will only be triggered when bothAutoDeath.AllowLimboedandAutoDeath.AllowPassengeraretrue.