269 Commits over 1,126 Days - 0.01cph!
merge from hackweek_car_radio
Car radio deploy sfx and impact effects
Prevent car radios being able to be deployed in eachother
car radio deployment is no longer blocked if the modular car is on a road
Fixed server / client errors
Remove old and accidental files
Car radio costs 120 metal fragments, the same as the Portable Boom Box
Removed old commented-out code
- WIP audio source setup
- Radio now turns off when the engine turns off
- Setup radio play interactions, sfx and the 3 default stations
Progress on moving over hackweek car radio code to its own class ModularCarRadio as a child entity of BaseVehicleModule and no longer in VehicleModuleSeating.
Commented out old code and got client UI interactions working again. Still needs sound setup
Landmines now have a 15% chance to explode on being disarmed.
This was always the intended gameplay behaviour but turns out there was a bug that prevented it from exploding. Instead, it previously bugged out and did nothing, allowing the triggering player to walk off
Fix: FreeUnmanaged the DebrisEntity list after we're done with it
Setup the low poly WIP radio model as the interaction point for the car radio
Video https://files.facepunch.com/jacob/1b0711b1/Unity_MXhRxokGha.mp4 (ignore the steering wheel)
Car radio now works on all 3 cockpit types (regular, with engine and armoured).
Car radio will only work when the car is powered on, the radio will turn off when the car is off.
Video https://files.facepunch.com/jacob/1b0611b1/Unity_PmVGc3WdK5.mp4
(WIP Visuals)
Car radio now works on 1module_cockpit_with_engine.
Video https://files.facepunch.com/jacob/1b0511b1/Unity_sqK5oqgNUy.mp4
- WIP Visuals
- behaves just like the deployable boombox but without casettes or the need for power
- may revisit casette functionality later
- still need to add checks for the car is powered on
- still need to setup armoured cockpit and regular cockpit