Medical Treatment - Add Grave Digging for Corpse Disposal#9276
Medical Treatment - Add Grave Digging for Corpse Disposal#9276LinkIsGrim merged 25 commits intoacemod:masterfrom Drofseh:add-grave-digging
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BrettMayson
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Overall I think this needs a setting
fnc_placeInBodyBagOrGrave.sqf needs to be reworked
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Morbid. |
Co-authored-by: BrettMayson <brett@mayson.io>
It is a little messy, but I didn't want to make a 2nd function that reused 99% of the same code as the body bag. |
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Could also add an option to hide the body without the grave marker, could be useful for PvP |
I don't really want to make them disappear without cost. With this PR if you don't have a body bag you can dig them a grave with your entrenching tool. I think it'll be good for longer format games, especially with a persistence system. For hiding bodies quickly for PVP I think the corpse dragging that's being worked on is good to get them out of the way, but making them magically disappear is too much. |
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I didn't say it should be without cost, still require an entrenching tool, and it can be another setting. |
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Cross? What if the guy was muslim/hindu/orthodox/jew/atheist? |
- fix flipped bool in fnc_canDigGrave - improve fnc_placeInBodyBagOrGrave.sqf by splitting out some checks and item assignment into separate bodybag and grave functions
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I've overhauled the functions a little, can you let me know what you think @BrettMayson |
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What about picking the one depending on surface? |
For the type of grave? I don't really think it's worth it, the dirt one should look fine of all surfaces. I just wish the grassy one on the right was dirt, or that it had texture selections. |
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I feel this is complete now. |
johnb432
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Review I made includes:
- Removing dependency on
ace_trenches. Iface_trenchesisn't loaded, you can't do the action. - Expanded the action so that all third party entrenching tools can be used to bury bodies.
- Some comment formatting.
However, additions are still needed in XEH_PREP.hpp:
PREP(canDigGrave);
PREP(placeInBodyBagOrGrave);
PREP(placeInGrave);
Change in XEH_postInit.sqf required:
[QGVAR(placeInBodyBag), LINKFUNC(placeInBodyBag)] call CBA_fnc_addEventHandler;
->
[QGVAR(placeInBodyBagOrGrave), LINKFUNC(placeInBodyBagOrGrave)] call CBA_fnc_addEventHandler;
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
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Added ability to change grave type if mission maker really wants to |
Needs documentation, but good idea! |
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
I could increase the default and max time to dig if you'd like. Currently 30 default, 120 max (twice that of using a body bag for both) |
Co-authored-by: jonpas <jonpas33@gmail.com>
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Are we ok with this being the default? I feel like all missions will just have a bunch of graves now. 🤔
I could increase the default and max time to dig if you'd like. Currently 30 default, 120 max (twice that of using a body bag for both)
I think when ACE 3.16.0 is released missions might be flooded with graves, as its a novelty, but it will wear off over time imo. Personally I don't like to wait for interactions, so 30 s seems fine to be, but I can understand if others think it's too quick, although I would set the default to 60 s max.
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script_component includes need to be updated |
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Any chance to dig up the body? Halloween is approaching ;) |
lol, sorry you'll have to script that one yourself |

When merged this pull request will:
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